You are on page 1of 4

Lore of the Hourglass

Time attacks have no standard secondary effects, but when used to


enhance physical combat they often provide a slightly greater advantage to
accuracy.

Flipping the Hourglass


Action: Free Action
Target: Yourself
Upon failing to perform an action, you may briefly rewind time to try
again. Make a perform check DC 15. If you succeed, you may retry a d20
roll at +2.
Special: You may choose upon taking this reroll to add a hero point
to the new roll. If you had already chosen to apply a hero point to the roll, it
also rerolls. Roll an additional dice for that hero point and take the best.

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.

Slip the Bonds of Time


Time: Reaction or Standard Action
Targets (Reaction): Yourself and up to a light load
Targets (Standard Action): Yourself and up to 2 other people in contact
with you, all carrying up to their heavy load.
Make a Perform check. If you are using the Reaction version the result
must overcome the attack roll or equivalent of what you are evading
The result also determines how far you can teleport.
You must be able to see your destination or envision it clearly. If you
materialize inside a solid object, you are shunted back the direction you
came ‘til you have clearance to arrive and sustain 2d6 damage and move
one step down the condition track. Since the distance you teleport is
determined by your roll, going somewhere you can’t see is a risky
proposition.

DC 20 5 Squares (Reaction) or 10 Squares (Standard)


DC 25 10 Squares (Reaction) or 20 Squares (Standard)
DC 30 15 Squares (Reaction) or 30 Squares (Standard)
DC 35 20 Squares (Reaction) or 40 Squares (Standard)
DC 40 25 Squares (Reaction) or 50 Squares (Standard)

You may spend a hero point to double the number of additional


people or weight you may bring along. This only functions with the
standard action version.
When using the standard action version only, you may spend a hero
point to travel miles instead of squares.

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.

Through the Window of Time


You have learned to perceive the past and future.
Action: Concentration.
Target: Yourself
Make a perform check DC 20.
If you fail this roll by 1-4, the roll simply fails. You only receive
misleading information if you fail the roll by 5 or more. Misleading
information should only be mildly detrimental unless this power has been
flagrantly abused. Note: natural ones have no effect on skill checks.
If you succeed, you may do one of two things.
--Ask one question pertaining to the future and receive a vague but
honest answer from the GM, to the best of his understanding at the time it
is asked.
There is no theoretical time limit to this insight, but the further in the
future the more the likelihood that something will change the flow of time--
such as player’s actions resulting in a change of the GMs plans.
The player is not automatically alerted to the change, but they have
the option of looking again to check.
This insight is into the past and present, but is limited to the general
area you currently occupy in relative space. You may combine this power
with Far Seeing from the Lore of Radiance in order to remove this
limitation.
--Alternatively, you may receive a vision of the area you currently
occupy at a specific time named by you in the future or past. You may
combine this power with Far Seeing in order to see what is happening in
any specific area at any specific time.

You might also like