TIME SHIFT

Psychoportive Devotion

Power Check DC 8 Intelligence check (see description)
Initial Cost 10 PSPs or more (see description)
Maintenance Cost n/a
Range Personal
Preparation Time 1 round
Area of Effect Self
Prerequisites Probability Travel

The psionicist travels up to three rounds in the future by crossing an alternate reality. While projected in the future he can observe and move, but not interact with, the surrounding environment and no one can see the psionicist or interact with him.

Everything in the future is frozen and immovable, and this condition persist until the natural stream of time catches him again.

When this psionic power is initiated, the psionicist disappear and then reappears in the future and, most important of all, he does not exist in the time gap between the disappearance and the reappearance.

It is also important to note that the psionicist is not immune from the Contact psionic power, which can catch him even when in the alternate reality created by the time shift, and if a contact was already established, then the psionicist is still subject to mental attacks.

Time Shift grants the psionicist a series of tactical advantages:

  • He can obviously move and act for up to three rounds.
  • When the stream of time catches him, and he comes back to the normal reality, he will have advantage on hit roll, skill check and saving throws.
  • Any creature attacking the psionicist by any mean, will suffer disadvantage on its rolls.

All the tactical advantages mentioned above last until the beginning of the next psionicist’s round.

The Power Check and the Initial Cost depend on how far in the future the psionicist time shifts, as described below:

  • 1 Round. DC +0 / Initial Cost 10 PSPs
  • 2 Rounds. DC +2 / Initial Cost 20 PSPs
  • 3 Rounds. DC +6 / Initial Cost 40 PSPs

Natural 1.

Natural 20.