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Lore of The Hourglass
Lore of The Hourglass
Precognitive Readiness
Action: Free Action
Target: Yourself
When initiative is called for, roll perform. Your insight into the future
helps you get a jump on your enemies.
--DC 15: Gain +2 on your initiative.
--DC 20: Gain +5 on your initiative. See special effects.
--DC 25: Gain +10 on your initiative. See special effects.
--DC 30: Gain +15 on your initiative. See special effects.
Special Effects:
--Lower your result by 5 DC--to a minimum of fifteen--in order to gain
an immediate swift action.
--Lower your result by 5 DC--to a minimum of fifteen--in order to gain
+2 to your defenses for your next two actions.
--Lower your result by 5 DC--to a minimum of fifteen--in order to have
the ability to spend 2 hero points on your first round of combat.
--If you have an action in the surprise round, lower the result by 5
DC--to a minimum of fifteen--in order to take a full turn in the surprise round
instead of just a standard action.
Special: If you achieve at least a DC 15, spend a hero point to gain
an additional +10 initiative
Special: Instead of the aforementioned effects, whenever your
character would be surprised in a dangerous situation, you may roll this
power against the result of the surprise roll to negate it.
Stitch In Time
Sometimes there aren’t enough moments in the day.
Action: Free Action
Target: Yourself
Make a perform check DC 20. If you succeed, you gain an additional
standard action this round.
Temporal Evasion
Action: Reaction
Target: Yourself
When you are able to move and targeted with an effect, make a
perform check to slow down relative time. You may substitute your result
on that perform check for your normal defense if it is higher.
Temporal Strike
You briefly increase the speed at which you interact with spacetime in order
to enhance physical attacks.
Time: Swift action.
Target: Yourself.
Make a Perform check. The result of the check determines the effect,
if any:
DC 15: Gain a + 2 bonus on your next attack roll and deal an
additional 1d6 points of damage if the attack hits.
DC 20: As DC 15, except you deal an additional 2d6 points of
damage.
DC 25: As DC 15, except you deal an additional 3d6 points of
damage.
Special: You can spend a Hero Point to deal an additional 2d6 points
of damage on your next attack.