Sphere of Time: Psychics with ability in this sphere are able
to interpret, and in some cases affect, the currents of time.
1) Premonition - This ability is a kind of early warning device for
the Subject. The Subject may "turn on" this ability, and it will act
as a kind of radar against currently unknown threats to the Subject.
Obvious limitations of the power: DURATION the power is "on", RADIUS
that the danger is sensed in.
2) Temporal Reading - Subjects use this power to determine the
relative "age" of an Object. The term relative is used since, in some
cases, the Object may have been affected by another temporal power in
some fashion. This power can be used in a limited way to "alter" the
temporal "appearance" of an Object, making it seem older or younger
than it really is. NUMBER OF OBJECTS, and ACCURACY are concerns for
the Subject.
3) Psychometry - Reading past events by touching Objects present at
those events. This power is one of the more popularized talents of
the psychic, but is limited by similar constraints as the Divining
ability (see below), with the necessary addition of the Object being
read acting as the focus; it is obviously necessary for the power to
work (it is simply the other direction the Subject is
forecasting... or is it rearcasting...?).
4) Divining - This is an actual talent for forecasting future
events. In general it requires a focus such as Tarot cards, crystal
balls, runes, etc. Events can be of a personal nature, or on the
nature of any object/person the psychic concentrates on. The talent
is also subject to no mean amount of randomness and spontaneity -
results are not always what the Subject counts on. Some are able to
use the talent as an advantage in combat - to see briefly into the
future to anticipate opponent's moves. Obvious limits on the ability
dependant on strength are: DURATION into the future, presence of focus
(use w/out incurs +5 difficulty), and desired ACCURACY of prediction -
difficulty increases directly as desire for ACCURACY does
This is a
player chosen modifier from +1 to +20; the GM will then make a
judgement on exactly what information the player gains.
5) Chronal Shield - The Subject seems to be able to create an area of
"null time" in front of or around him or herself - an object that
attempts to penetrate the null time zone becomes "stuck" or trapped in
it. This zone has no effect, however, on the speed or momentum of the
objects trapped inside it; once the shield is down, normal time
resumes for those objects. DURATION and RADIUS of shield are central
Factors.
6) Temporal Blinking - This power is best described as the Subject
being able to "hop" outside of the normal flow of time, jumping
forward in it at will, but never backward. So far, no psychic talent
for traveling in the past has ever been evinced... but in this case,
the power to move forward and "blink" out of reality has its uses,
especially when the Subject is a Target. The Subject does not
reappear in another area from where they are, they merely appear later
in the same spot. DURATION into the future is the most important
Factor, and is also considered to be at double cost, like the Speed
power.
7) Speed - The Subject is able to make him or herself move forward
along their relative time flow more rapidly than normal, thus creating
a "speeding up" effect. Their subjective viewpoint is that the rest
of reality is moving much more slowly then they, while they move at
normal speed; obviously, others experience the opposite
effect. DURATION cost is doubled for the Speed power... refer to the
Factor Chart for base costs, and multiply by two.
8) Advance Time - This power is self-explanatory; it seems to be an
extension of the Speed power, except that the Subject is able to
affect all objects (including themselves) within a certain
RADIUS. Relative DURATION must be calculated - essentially, for every
second of the Subject's relative time, Objects experience however much
time the Subject chooses. In other words, if the Subject wishes
several hours to go by, it will only seem as several seconds within
his own time frame
and result in a difficulty potential of around 12
or 13, plus whatever the radius to be affected is.
9) Time Dilation - This effect is the opposite of the Advance Time
power; the Subject instead slows time in a certain RADIUS rather than
speeding it up. See the Advance Time power for details, and reverse
the flow of time so that the subject experiences the chosen DURATION
of time for every second of real time that passes. For example, the
Subject can let three hours pass in just a second
also incurring the
+13 or more modifier.
10) Time Stop - We believe that this power is akin to the Chronal
Shield power, except that the Subject has the ability to choose which
objects are and are not affected by the power. This power also
affects a certain RADIUS, and literally brings time to a
standstill. DURATION here means the amount of time for which the
Subject wishes to make Objects in the area stand still.
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