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fate:time [2012/12/10 05:46] galacticcmdr |
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| - | ====== Time ====== | ||
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| - | You can manipulate time itself; although generally only in your own area and with little impact on the overall flow of time. Very large craftings can have an impact on a much larger scale and some may even be powerful to impact the natural flow causing widespread disruptions everywhere. | ||
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| - | ==== Time Travel ==== | ||
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| - | Time travel can be a very difficult problem considering the ability to create paradoxes that simple become more of a problem than make for interesting stories. Sure, it can be fun to envision staring into the blackness of time and predicting the future - but it becomes very difficult when easy travel to the past becomes common place. Given the ability of large temporal disruptions to destroyed the universe there are some very powerful [[lore:entities]] that have a stake in stopping any large scale time travel. | ||
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| - | <note warning> | ||
| - | Time travel is not intented to be a way to circumvent the rules, nipping back in time and killing the big evil monster or jumping back to before you got injured. Theoretically you can do that, of course, but before long you have a huge mess of contradictions and paradoxes which frankly doesn’t make for a fun game at all. | ||
| - | </note> | ||
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| - | ===== Trappings ===== | ||
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| - | ==== Seize the Initiative ==== | ||
| - | You can navigate time's currents to cause you or your target to gain the initiative. Each point of spin gained on a Mediocre(+0) difficulty roll is added to the initiative score. This can be done multiple time with each attempt adding +2 to the difficulty. | ||
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| - | ==== Chronosapience ==== | ||
| - | You can ascertain things about the nature of time, or very broad trends in the past of future events, including [[actions#assessment|assessments]] and [[actions#declaration|declarations]]. This represents not only the power user's knowledge, but their instinctive "feel" for the shape and substance of time. The more distant in time the greater the difficulty. | ||
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| - | ^ Difficulty ^ Distance ^ | ||
| - | | Mediocre(+0) | A few weeks from now | | ||
| - | | Average(+1) | A few years from now | | ||
| - | | Fair(+2) | A few decades | | ||
| - | | Good(+3) | A lifetime | | ||
| - | | Great(+4) | Several generations| | ||
| - | | Superb(+5) | Centuries | | ||
| - | | Fantastic(+6) | Millennia | | ||
| - | | Epic(+7) | Several millennia | | ||
| - | | Legendary(+8) | Aeons | | ||
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| - | ===== Stunts ===== | ||
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| - | ==== Suspend Time ==== | ||
| - | You may put yourself or the target into suspended animation within a pocket of time; to the target, no time passes, but to the rest of the world, the target has vanished completely for the duration, at which point he returns to the same spot and condition he was in when the power took effect. This may be resisted. | ||
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| - | ==== Hasten / Slow ==== | ||
| - | You have a +1 manoeuvre bonus to place aspects on the target such as "The World’s in Slow Motion" or "Everything’s moving so quickly!" which can be used in invokes or compels to repeat or deny actions. | ||
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| - | ==== Compress Time ==== | ||
| - | //Requires Hasten / Slow// | ||
| - | The time needed for an action is reduced by a number of steps on the [[Tables#Time|Time Increments Table]] equal to the shifts generated. The power must encompass the original task’s duration. For example, to affect a character digging a hole that normally takes "a few hours", the power requires a duration of "a few hours", and if 3 shifts are generated, the work will be done in just 15 minutes. This stunt can allow you to get a full night’s sleep in a fraction of the time. | ||
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| - | ==== Temporal Glimpse ==== | ||
| - | The character can sense events in the immediate past or future in their current zone. Duration indicates the length of time into the past or future the Temporal Glimpse reaches (the default is “a few moments”). It’s Mediocre (+0) difficulty unless there’s interference or resistance; shifts generated indicate greater accuracy, or the Story Teller can allow an equal number of yes/no questions. | ||
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| - | ==== Deja Vu ==== | ||
| - | //Requires Temporal Glimpse// | ||
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| - | A manoeuvre creating a fragile aspect, allowing or forcing the target to roll again for an action, keeping the new result and discarding the old. Also, for a [[Fate Points|Fate point]], you can cause someone else to repeat an action immediately, no manoeuvre required; you have to have higher initiative, and be holding your action, to do this. | ||
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| - | ==== Age ==== | ||
| - | //Requires Hasten / Slow// | ||
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| - | For a Fate point, you can age or wither an object or creature. It’s Mediocre (+0) difficulty unless resisted: each shift generated ages the target by one step on the [[Tables#Time|Time Increments Table]], each step of aging taking one exchange to occur (so ten steps would take ten exchanges). Because of the large number of shifts required for this stunt to be effective, it’s usually performed as a ritual or group working. | ||
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| - | ==== Jaunt ==== | ||
| - | //Requires Hasten / Slow and two other Time stunts, and a story element or future aspect// | ||
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| - | This stunt culminates in the ability to actually journey through time, either to the past or the future, after a long quest to gain the power (represented by the story element or future aspect). It unlocks an epic [[occupations|occupation]], usually the [[occupations#Discoverer of Secrets]], as the character becomes more and more fascinated (or obsessed) with exploring time. | ||
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| - | {{tag>fate power stunt}} | ||
