At random, sporadic intervals, without either rhyme or reason, the gift user inevitably comes across yet more alternate versions of themselves from different, unknown timelines. Some of these alternate selves may be very similar to the gift user - they might wear similar clothes, and have similar mannerisms and beliefs - however some can instead be wildly different depending on the lives they have led, and the timelines they have came from. Likewise, their goals can differ too: even though most of the gift user's alternate selves are likely to be at least somewhat aligned with them, and thus willing to lend their assistance, there is also the rare chance for encountering alternate selves that are downright hostile, potentially even to a homicidal extent.
The actual process of an alternate self getting summoned through time often happens beyond the gift user's sight: in a different room, behind a corner, or somewhere else of that sort. Other times, the temporary guest's appearance may be noticed immediately, such as when they show up sitting in an unoccupied chair or standing right next to another person. No matter the level of conspicuousness, though, all of these summonings always have a single common element that remains unchanged - they begin with the trickling in of tiny grains of carmine sand. At first, there's barely any; then, the streams gradually grow, seemingly coming from nowhere; and, finally, with the rough shape of a person formed, the alternate self gets revealed while the sand is blown away into nothingness.
The weaponry of each alternate self that is summoned by this Effect is determined by the rules detailed in the Extended Description.
Extended DescriptionEach time an alternate self is summoned via this gift, a D20 is rolled to determine what class of weapons - if any - that alternate self comes equipped with.
Possible outcomes:
✦ 1 ⟶ Nothing
✦ 2 ⟶ Club
✦ 3 ⟶ Improvised Thrown Weapon
✦ 4 ⟶ Knife/Dagger
✦ 5 ⟶ Rope Dart
✦ 6 ⟶ Throwing Knife/Shuriken
✦ 7 ⟶ Rapier
✦ 8 ⟶ Throwing Axe/Javelin
✦ 9 ⟶ Handheld Stun Gun
✦ 10 ⇾ Bow
✦ 11 ⇾ Ranged Stun Gun
✦ 12 ⇾ Crossbow
✦ 13 ⇾ Small IED
✦ 14 ⇾ Handgun
✦ 15 ⇾ Grenade
✦ 16 ⇾ Shotgun
✦ 17 ⇾ Sword/Axe
✦ 18 ⇾ Rifle
✦ 19 ⇾ Greatsword/Giant Axe
✦ 20 ⇾ Heavy Sniper Rifle
This Effect activates whenever someone uses their Will to Survive. It does not require an Action or Exertion. Your target should be intuitively based on the triggering event. Roll a single D10 as a critical failure check. If you roll a 1, the Effect fails, and you instead witness the appearance of an alternate self that is openly hostile to you, your allies and your goals. Unlike non-hostile alternate selves, hostile ones may refuse to follow any commands you give and cannot be ended prematurely at will.
Summon up to 3 Sapient alternate selves - but only a single one per activation of this Effect - at your location.
They last for two hours or until they move more than 150 feet from you or are destroyed.
They are controlled by the GM but will follow any commands you give.
You may have at most 3 minions active at a time.
- Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
- Combat: Minions roll 4 dice to dodge, Grapple, or make armed Attacks. Their unarmed Attacks are melee range and deal +2 Damage.
- Body/Mind: Minions have 5 Body. Your minions roll 3 Mind resistance dice.
- Armor: Minions have 1 Armor.
- Movement: Minions can move 15 feet per Round as Free Movement and double that when performing an all-out Sprint.
- Intelligence: Minions have human-level intelligence and can speak your language. They can use equipment, Artifacts, and Consumables. However, they cannot Exert their Mind.
- Actions: Any Perception checks they make are rolled with 3 dice. Any other roll is made with 3 dice. They can lift and haul as though they have 2 Brawn.
- Unusual: Minions are not obviously Alien.
You may end this Effect prematurely as a Free Action.
Possession of this Power grants the following Trauma at all times: Temporal Commitment.
Extended System - Minions die if targeted with Energy Transfer (before the Effect resolves) or if an Artifact or Consumable they use would Injure them or cause them to roll Trauma.
- When triggered, the Effect activation resolves immediately after the triggering Action. It is not Reaction speed.
- Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.