The Time Gem controls sequence, age, memory, destiny, loops, futures, pasts, and the unbearable knowledge that everything is already happening somewhere.
Time Control d12, Precognition d12, Time Travel d12, Aging/De-Aging d10, Superhuman Speed d10, Temporal Duplication d10
SFX: I Saw This Coming: When defending, reacting, or countering an enemy action, add Precognition d12 and step up your effect die.
SFX: Stop the Moment: Spend 1 PP to freeze, slow, or isolate a target in time. Create a Frozen in Time, Aged to Dust, Trapped in a Loop, or similar Complication using Time Control d12.
SFX: Second Chance: Spend 1 PP after a roll using the Time Gem to reroll your dice pool. You must keep the second result.
SFX: Borrowed Future: Create a d10 Asset representing a future version, echo, warning, or alternate-timeline advantage. Step it up to d12 if you accept a temporal complication from the Watcher.
SFX: Cosmic Mastery: Spend 1 PP to use any Time Gem power to create a d12 Asset or inflict a d12 Complication if the fiction supports it.
SFX: Godlike Scale: Against ordinary mortals, soldiers, mobs, vehicles, or buildings, step up or double one Time Gem power die.
Limit: Time Debt: When you change the past, prevent a death, summon a future self, or create a paradox, step up the Doom Pool’s highest die or create a d10 Temporal Consequences Complication. Gain 1 PP.
Limit: Coveted by the Cosmos: Shut down the Time Gem power set when the Gem is taken, hidden from the wielder, psychically severed, or placed beyond reach. Gain 1 PP. Activate an opportunity to recover the Gem.
Limit: Unfit Vessel: When you use more than one Time Gem power in a single roll, step up the lowest die in the Doom Pool or take d10 mental or physical stress, Watcher’s choice.