Timesave

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Timesave [Major] by Iczer

'look what I've been saving for later'

The character can save time in small parcels, compressing them and bringing them out at a later date. The character can parcel up to 6 actions, plus one per level of experience at a rate of one per 15 minutes (must be awake and aware to do so). these saved actions can be brought to bear at a later time. A saved action can be expended for one of the following effects:

1) Extra attack: The character can add an extra attack in his current melee round. This can be declared at any point, and can be tacked on to an existing action (The character seems to be taking multiple actions at once).
2) Rapid shot: The character can perform a flurry of attacks that dazzle and pummel foes. A single attack may be considered a burst inflicting 50% extra damage and being -4 to parry or dodge.
3) Accelerated initiative: The character can expend one of his saved actions to act first in a given initiative round. His first action in a round is at +10 initiative.
4) Autododge: The character can expend an action to dodge an incoming attack without losing one of his actions for the current round.
5) Regain attack: The character can avoid losing an attack by expending one of his saved attacks.
6) Feint: By expending a saved attack, the character can launch an attack that bypasses an opponent's regular defense, much like a simultaneous attack.
7) Retry: The character can retry a failed action by bringing forth one of his saved actions to try again.

In all cases the character appears as a phantom of himself, as if surrounded by an illusion of himself performing the extra effect or assisting him in the chosen effect.
The character can also attempt to pull actions from the future, though this can be dire. He must make a Saving throw (14+ No bonuses) or take 2d4 damage from the strain. The action manifests, but in 1d4 melee rounds, he loses that action. If he is still in combat at this time he loses one action that round as he blurs for a moment (chosen at random) if performing a delicate task at that time (balancing, defusing a bomb) he suffers a -40% to the skill in use.
The character can also send an action into an immediate future with a kind of what if clause attached. he expends the action, and if a stated effect occurs in that time, he then performs it, even if he is out of turn, unable to act or otherwise could not act. he can only set this effect a maximum of 15 seconds into the future (for game purposes, anytime this round or next) The character must be able to perform the said action at the time he declares it. If the condition is not met, then the action was performed in an alternate future.

[Fingers Mcgee, not trusting Cobraman's attempt at truce, lowers his gun after stating that he will send a shot at Cobraman if he betrays him in the next 15 seconds. True to form, Cobraman mentally incapacitates Fingers with his Hypnotism as soon as the gun is lowered, but instantly, a shadowy ghost like copy of Fingers appears, shoots at Cobraman and then vanishes]