Flashback in Perpetual Worlds | World Anvil

Flashback

Like in a a movie or novel, the Flashback Action allows a Player Character to go to an earlier moment in the campaign, remembering an event that has already occurred.

Action Elements

  • During an Encounter (or a part of the Campaign that the GM approves of), a character can retroactively set up something. It must be possible for them to have known about the current events, probable that they could achieve a task in the past that would affect the present & it may not alter the reality of the moment or past established events.
  • A Flashback will require a series of Checks (Standard of 3, but this may be adjustment by the GM) & may have unintended consequences for the present Encounter, but those consequences can be modified by other players performing Flashbacks as well.

Example

You arrive at a guarded building in your home city & see a huge guard that you have no chance of defeating in battle. It being your home means that you could easily know that their would be guards at the building & choose to perform a Flashback to the night before where you go to the tavern closest to the building where you know that guards hang out. There you attempt to find out who is & isn't a guard by getting chummy with the clientele performing Personality Checks which increasingly fail. This would have no effect on the current Encounter, but building on this an Ally might Flashback as well to that point & start buying rounds of drinks for everyone to help wash away the memories of the strange person who just bummed everyone out. The Ally would then perform a couple of Personality &/or Logic Checks to figure out who will be guarding the building tomorrow & then perform an Agility + sleight-of-hand Check to slip something into their drink & ensure a hell of a hangover the next day. Snapping back into the current Encounter, you wait a couple of minutes to see the huge guard either doesn't look so unkillable anymore as he begins to vomit & go a bit green or he might have a much smaller friend take over the last part of his shift so that he can go home & sleep it off. Alternatively, if the Allies Checks fail as well, the guards might realize something was up & heighten security & after snapping back into the Encounter, after a few minutes another guard walks out & you now must face two huge unkillable guards instead of one.

Action Economy
  • Character Action
  • -OR-
  • Reaction
Uses
  • Once per Day
Cost Conditions, Requirements & Restrictions
  • Must be capable of predicting current events