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[BNW] PP: Timeslipper




This PP is meant as a sort of alternative to the Timetripper PP, although
they are quite different.
While the Timetripper works by jumping back and forth (really just back)
in time, the Timeslipper works by accelerating or decelerating her own 
"personal time". What this means is that she can make herself appear to
move faster or slower relative to everyone, when in fact all she's doing
accelerating or decelerating herself through time. For clarrity's sake all
powers will be referenced as if you are viewing the timeslipper from the
outside. I.e. the accelerate power makes her appear to move faster, the
decelerate slower.

Powers: Accelerate - by making an easy[5] spirit the Timeslipper can speed
herself up relative to everyone else. The effect is that everyone else
appears to be moving slower to the Timeslipper (and she faster to everyone
else). This increases her apparent reaction time and also her running
speed. In game terms using this power gives her a +5 to dodge and
initiative and mutliplies her pace by 5. This is a fairly tough thing to
do, so as a free action at the start of everyone the Timeslipper MUST make
another easy spirit roll to maintain the power. If the roll fails then she
violently slips back into normal time and must make a stun check vs. TN 5
+1 for each round she used the accelerate power. If the Timeslipper stops
maintaining the power purposely (a free action) no stun check is needed
(she gradually slows herself back down).

Decelerate - just as she can accelerate herself through time, she can also
decelerate herself. By doing this she receives a -5 PENALTY to dodge and
init. and divides her pace by 5. It also takes her five times as long to
do anything outside of combat. Why would anyone use this power? Well I'll
leave it to player's imaginations, but bear in mind that a decelerated
Timeslipper only uses 1/5 the oxygen needed by everyone else in the same
length of time. The same spirit check and negative effects apply as with
accelerate. The good news is that she only has to make the roll once a
minute (she is moving slower through time after all).

Tricks:

A Little Me Time - for every two extra success on the roll to accelerate
herself the Timeslipper can momentarily step out of time. On that action
she can move up to her normal pace (non-accelerated). To the outside world
she seems to simply vanish and re-appear at the new location. This action
must be taken on the round that the extra successes were rolled but can be
used at any time. It can even be used as a dodge, but the Timeslipper must
beat her opponent in a quickness roll as normal.

Quality Time - Being able to move faster through time gives one the
ability to consider actions a lot more. For each extra success on the roll
to accelerate herself the Timeslipper made add +1 to another roll that
round. The pluses can be divided up however she wants, but again they have
to be used during that round or they are lost.

Slower and Slower - For each extra success on the roll to decelerate
herself she can increase her penalties and length of time to perform
actions by one. So if a Timeslipper got a 15 on her spirit roll she could
increase her penalties to -7 (yeah) but also only use up 1/7th the air of
a normal person. Each extra success also increases the interval for making
spirit rolls to maintain deceleration by 1 minute.

Speedster Tricks - the Timeslipper may also learn the standard speedster
tricks, but she can only use them when accelerated and needs to make an
extra success above what is normally required.

Too much? I figured the abilities are balanced by the need to maintain the
power and/or the extra successes needed to pull off tricks. I also tried 
to make sure that I wasn't stepping on the speedster's toes too much. It
still might a bit powerful though...

Theo McGuckin - SysAdmin, JLab


	"Shut up brain or I'll stab you with a Q-tip!"
						- Homer Simpson