Time Control, a Venture City power

Time Control

You can manipulate fate because you can see the threads of time.  You might not be able to choose an outcome or see the future, but you can twist possibility, perhaps even edit things.

 

Basic Time Control You are able to narrow down the likely outcomes of events within your zone.  You make a Notice check, but time provides a Fair (+2) obstacle.  If you succeed, you create a boost with a free invoke; if you succeed with style, you create an advantage you and your allies can use for the scene so long as you remain conscious and are able to communicate with your teammates.  You cannot control the actions of others, even if it feels like you are pulling the strings.

 

Enhancements

 

Master Time Your ability to shape the future is uncanny.  Gain +2 to Notice when trying to manipulate the future.

Exhaust: When you touch an object or person, you can fatigue them.  They must make a Physique roll against a Good (+3) obstacle or take a minor consequence.

Loop: At the cost of a fate point, the zone is in a time loop for all intents and purposes.  The characters “repeat” the current round without worrying about countdowns and the like triggering regardless of the outcome.

Edit: By spend a fate point, you get to change the events of the last round, either by forcing the actions to be done over or by exchanging one roll with another.

 

Common Power Synergies

 

Duplication: You slow time enough that you can appear to be in several places at once.

            Super Speed: You aren’t faster than the average person, you dilate time and appear to move faster by stepping between the moments others perceive.

 

Improved Special Effect

 

Compress/Expand Time: You can do more than move the odds in your favor, you can manipulate it.  You use Will to exert this effect in your zone.  You can also affect a zone adjacent to you, but doing so is a Fair (+2) obstacle.

Blink: Spending a fate point, you move out of the current exchange and appear in the next, where you surprise your opponents.

Delayed Strike: Oh, you hit your opponent.  They just don’t know how damaging your attack was—yet.  During the scene, the damage reveals itself at a time of your choosing and it’s one step worse for the waiting.  Alternatively, if the GM agrees, you can have the damage occur at another time.  However, each encounter you wait, the severity decreases by one step.

 

Drawbacks

 

  • Viewing so many potential variables to consider means you are inundated by information. You are Always Distracted.
  • Knowing how time flows and seeing the world as it is, was, and may be leaves you with Analysis Paralysis as you try to hedge your bets.

 

Collateral Damage Effects

 

Shatter Time: If you don’t mind breaking reality just a little, you can fracture time so that it is constantly in flux within your zone.  The temporal stress this puts on everything within the zone causes nameless NPCs to die, while named NPCs and PCs must roll a Physique against Fair (+2) opposition or take a moderate physical consequence reflecting the extreme fatigue this causes as parts of the body age and regress simultaneously.

Warp Time: You disorient everyone in the zone.  Their actions take places before or after they intend anything that requires timing, like throwing or avoiding a punch, might not go off as expected.  This warpage causes clocks to speed up or down without a discernable pattern.  Nameless NPCs can’t act while named NPCs and PCs must roll a Will save against a Fair (+2) obstacle each exchange to avoid the effect.  This persists until you choose to end it or the end of the scene.

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