Action!/Schtick/Sorcery/Time

= Time =

Primaries
These cost 10 points.

Freeze Time
Free Action:You may freeze time for everyone else. You may only perform the following Actions: Action: Perform an Action that doesn't affect anyone not under the effects of this Schtick. The Action will not take effect until you unfreeze time. Action, Power: Perform an Action that interacts with anyone but you. The Action will not take effect until you unfreeze time. Free Action: Unfreeze time.

Party Freezer
You may choose not to freeze the time for those you touch. All those may interact normally with you while time is frozen, but are otherwise affected as you.

Step out of Time
You Blink at opportune times. Power: You may perform Active Dodges as Free Actions the next Power Sequences. As long as you continue to maintain the Active Dodge you and anyone you touch are non-existent.

Prediction
Action: See possible futures with a Sorcery/Power vs 10. Gain a positive die to inflict future per 5 EV.

Alter time flow
Power: Your Initiative is doubled this Sequence. Free, Power, Special: Sorcery+Power / target's Powers+Soul. Success halves Initiative for target this Sequence. This may be done once per target per Sequence, at start of Sequence.

Haste
Action: One Shot past normal per 5 EV Sorcery/Power vs 0 for Power Sequences. 5 EV or pay 1 Power to recharge a Shot Count to maximum.

Slow
Action: Lower Shot Count by 1 per 5 EV vs Powers/Soul for Power Sequences.

Long term
Action, Power: Multiply/Divide targets work day by 1+EV/5 with Powers/Power vs 10.

Secondaries
These cost 5 points.

Ripple Sense
Sense disturbances in time with Powers/Power.

See backwards in time
You may always roll Powers/Power vs 5 (EV Time) to see the past at your location.

Remove Time
Take an object back in time, making it new. See Timetable for Difficulties vs 5.

Time Travel
(Only with GM permission). This might create a new juncture in and a portal to the Netherworld in appropriate campaigns.