
With the unique capability to step outside of the flow of time for a brief moment, you make it appear as though you aren’t even taking any action at all. The actions you choose to use in battle are ‘skipped’, but their effects are nevertheless felt by your foes.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): N/A
- Maximum No of Stacks: 5
- Tier of Power Requirement. 2+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| +1 | – | – | – | +1 | – | – |
Walking Between Time: By stepping outside of time, you are able to land and dodge attacks more easily.
-[Passive]: During your Opponents’ turns, increase your Defense Value by Z.
-[Passive]: During your or an Ally’s turn, increase your Awareness by Z.
-[Passive]: Depending on Z, you gain access to the following Unique Abilities and Advancements:
- 1+: You have access to the Time-Skip Unique Ability.
- 2+: You have access to the Time to Make the Donuts Advancement for Time-Skip.
- 3+: You have access to the Time Lag Unique Ability.
- 4+: You have access to the Imperceptible Strike Advancement for Time-Skip.
- 5: You have access to the Tides of Time Unique Ability.
-[Passive]: Depending on Z, apply the following effects:
- 3+: You may use the Time-Skip Unique Ability an additional time per Combat Round.
- 5: You may use the Time-Skip Unique Ability an additional time per Combat Round. Additionally, reduce the Ki Point Cost for Time-Skip by 2(T).
Vital Strike from Beyond Time: Your ability to step outside of time allows you the time necessary to land your blows with precision and power, striking past your enemies’ guard to hit their vital points.
-[Passive]: Increase the Natural Result of all Strike Rolls for Attacking Maneuvers made through the effects of the Time-Skip Unique Ability by 1/2 of Z (rounded up).
-[Triggered, 1/Round]: If you score a Critical Result on the Strike Roll for an Attacking Maneuver made through the effects of the Time-Skip Unique Ability, increase the Wound Roll by Z(bT).
-[Triggered, 1/Round, Z/Encounter]: If you use the Movement Maneuver through the effects of the Time-Skip Unique Ability and end your movement with an Opponent(s) in your Melee Range, your next Attacking Maneuver made during this Combat Round scores a Critical Result on the Strike Roll against any of those Opponent(s), regardless of the Natural Result.
Unique Abilities
Time-Skip
You can force your way past a point in time, effectively acting outside of that point in time to perform your task immediately.
–Ability Type: Technical
–Prerequisites: Time Skipper Manifested Power
–TP Cost: N/A
–KP Cost: 4(T)
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: You may either:
- Use the Movement Maneuver as an Out-of-Sequence Maneuver.
- Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver.
If an Opponent with a higher Tier of Power than you is within your Melee Range when you use this Unique Ability, increase the KP Cost of this Unique Ability by 2(T).
Time Skip Advancements
Imperceptible Strike
You can attack more swiftly and powerfully while you skip through time.
–Prerequisites: Can only be obtained through the effects of the Time-Skipper Manifested Power
–TP Cost: N/A
–Effect: Your Attacking Maneuvers made through the Time-Skip Unique Ability do not suffer from, or count towards, the penalty from Diminishing Offense.
Time to Make the Donuts
You are able to create techniques that can be used outside of time.
–Prerequisites: Can only be obtained through the effects of the Time-Skipper Manifested Power
–TP Cost: N/A
–Effect: You can use the Signature Technique Maneuver through the effects of Time-Skip, but only if that Signature Technique possesses the Time-Skipped Disadvantage.
Time Lag
You can push someone temporarily out of time, making them slower to react.
–Ability Type: Technical
–Prerequisites: Can only be obtained through the effects of the Time-Skipper Manifested Power
–TP Cost: N/A
–KP Cost: 10(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: Increase your Might by 1(bT).
–Effect: Target one Opponent within your Melee Range. They must make a Might Clash against you. If they win, nothing happens. If you win, they gain 2 stacks of the Slowed Combat Condition and reduce all of their Combat Rolls by 2(T). During their turn, an Opponent can spend an Action to make a Might Clash against you. If they succeed, the effects of Time Lag end immediately.
At the start of your turn, if an Opponent is suffering from the effects of your usage of Time Lag, you must spend Ki Points equal to the KP Cost of this Unique Ability to maintain the effect. If you do not, then the effects of Time Lag will end. You may end the effects of Time Lag as an Instant Maneuver.
You cannot use this Unique Ability while an Opponent is suffering from the effects of your use of Time Lag.
Tides of Time
By forcing your way outside of time, you can avoid all but the most grievous injuries.
–Ability Type: Technical
–Prerequisites: Can only be obtained through the effects of the Time-Skipper Manifested Power
–TP Cost: N/A
–KP Cost: 10(T)
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: Increase the bonus to your Defense Value through the effects of the Afterimage Unique Ability by 1(T).
–Effect: You enter the Tides of Time. While in the Tides of Time, if any Attacking Maneuver you are targeted by possesses a Wound Roll whose Dice Score is less than 1/2 of your Maximum Life Points, you receive no Damage from that Attacking Maneuver. While in the Tides of Time, you cannot use any Attacking Maneuvers or any Unique Abilities that target another Character, except through the effects of the Time-Skip Unique Ability. While in the Tides of Time, increase the Ki Point Cost of the Time-Skip Unique Ability by 4(T).
At the start of each of your turns, you must pay the Ki Point Cost for Tides of Time or stop benefiting from its effects.