I'm trying, and failing, to come up with a good writeup for the Dagger of Time for my Video Game RPG. Wonder if brainstorming will help...
The powers it grants in the first game:
The Power of Revival: The power to rewind time up to ten seconds, undoing almost everything that happened during that time (death, injuries, movement, etc.) Rewinding time cannot undo killing an enemy created by the Sands of Time, as doing so resets the timer.
-The hard one. My first thought is that it just lets you reroll a failed roll, but that's something you can already do with a Fate Point. I feel like the Power needs to be more impressive.
The Power of Delay: Time is slowed down for everything, with the Prince moving slightly faster than his enemies, allows for finer control and making attacks unblockable. It costs one sand tank to use.
-At its simplest, this could just grant bonuses (or negate penalties) to rolls, but once more this is way too simplistic an ability for the power it offers in the game.
The Power of Restraint: Provided they don't block, most enemies stabbed by the Dagger of Time are frozen in time. Once knocked off their feet in this state, they can be killed in a single hit (the Prince's backflip move can do so instantly), the downside of which being that the Sands they possess cannot be absorbed by the Dagger. If left alone, the enemy returns to normal after a few seconds. It costs one power tank to use.
-A block against defense or motion? Hard to balance an anti-mook power like this for a tabletop RPG
The Power of Haste: A combination of Delay and Restraint, Haste freezes every enemy around the Prince and causes him to move instantly from one enemy to the next. Like with Restraint, enemies can be killed in a single hit if knocked off their feet. Use of this power consumes every sand tank.
-Another hard one for a tabletop RPG. In the later games, this was replaced with an area attack which deals knockdown. That might be a better option.
The Power of Destiny: Shows the Prince visions of possible futures by standing in Sand Storms. These provide clues to how to proceed. These visions also act as save points, and cost nothing to use.
-The simplest power. A pretty obvious Cassandra's Tears reskin. Perhaps boost it to a -1 power and remove the penalty.