Temporis

The unique discipline of the True Brujah, Temporis is said to be a refinement of Celerity and allows the user to manipulate time itself. This however, does not come without a price, as failing to alter the timeflow or attempting to make too drastic a change can backfire severely, from trapping to user in an endless timeloop to instant destruction. Once the True Brujah considered Temporis to be the proof of their nobility, but as their numbers dwindle it has become their greatest tool for survival. (Whenever the user botches on attempting a Temporis power above level 1, the user takes 1 healthlevel of Aggravated damage for every 1 rolled. Temporis functions by temporarily using the power that sustains a vampire's unlife to instead manipulate time itself. Thusly, any damage caused by Temporis on it's user reflects this, flesh rots off in a matter of seconds and bone crumbles to dust. The user can never soak damage caused by Temporis on him/herself, cannot transfer the damage to another character in any way and cannot control the damage in any way. Any character that learns Temporis may never learn Celerity. If a character that already possesses Celerity learns Temporis, the Celerity that character possesses is instead transferred into an amount of experience points equal to the number of experience points that character would have spended on raising Celerity to the level that character has it at if it were an in-clan discipline. That amount if then cut in half, and the resulting amount of experience points is immediately used to raise the character's Temporis level as much as the number of refunded experience points allow, with any leftover experience points being lost. )

Powers:

1 - Time Sense:
Passively become able to sense the flow of time, accurately up to 100st of a second, and become able to notice any disturbances in the timeflow within your immediate area. (Upon learning this level of Temporis, the user is always aware of the local time, irrigardless of the character's local activities, requiring no effort or roll on the user's part. If there is a disturbance in the timeflow near the user from any source, the Storyteller secretely rolls the character's Perception + Temporis at diff 9 minus the level of the power used. The range of this power is a number of miles equal to the user's Perception rating, but powers level 6 and beyond may be noticed over hundreds, maybe even thousands of miles away. Celerity is a very minor distortion in the timeflow, and thusly it's aplication is much harder to notice in the timeflow. The sensing distance for Celerity is the user's Perception times 10 in yards, and it can only detect Celerity being activated and not being active. Lastly, once the user attains this power any attempt to alter the user's Perception of time increases by one for every dot he/she has in Temporis, though this does not apply to the user's body or his/her surroundings.)

2 - Internal Recursion:
Trap a victim in a trance, during which the victim will continiously repeat the last few repetitive and placid actions he/she undertook in the last few minutes. (Costs a bloodpoint, the user rolls Manipulation + Empathy at a difficulty of the victim's Willpower. The user must be able to see the victim when activating this power. The user can only trap the victim in a set of events that are normal and doesn't require any activity on the part of the victim, for example, a guard may be entranced to relive the same uneventful patrol over and over, but cannot be forced to relive seeing intruders on his moniters. Also, unless the user can dig into the victim's memories telepathically, the user can only make the victim relive certain events from no more then a few minutes ago. The victim is completely passive and unaware of it's surroundings while entranced, even speaking to the victim or adressing him/her out loud wont break the trance. However, any loss of healthlevels, even if the victim feels no pain, or intense sensory stimulous such as a gunshot or a shout can break the trance. Something as noticable like a gentle nudge can also break it.

Success Duration chart:
1 Success: The trance lasts one minute
2 Successes: The trance lasts 10 minutes
3 Successes: The trance lasts one hour
4 Successes: The trance lasts six hours
5 Successes: The trance lasts one day

3 - Lapse:
Briefly halve a person's flow through time, making it appear to that person as though time passes extremely fast around him/her while in truth, the victim is going extraordinairy slow. (Costs 2 bloodpoints, user rolls Stamina + Intimidation at a difficulty of the victim's Willpower. Lapse lasts for a number of turns (or minutes in a non-combat situation) equal to the number of successes rolled, beginning the turn after the power was activated. Multiple uses of Lapse stack on the victim, each application increasing the duration. A victim of lapse has it's dice pools halved for Dexterity and Wits rolls, as well as any other rolls that require rapid thought at the Storyteller's discretion. Also because the victim is moving so slow, all Strength based dice pools are also halved, though any bullets the victim fires deal damage as normal. However, all dice pools involving physical endurance are doubled. A character with the ability to take multiple actions every turn may choose to sacrifice half those actions (rounded down) to regain his/her normal dice pools).

4 - Subjective Suspension:
Suspend an inanimate object in time, keeping it in pristine condition as time itself passes by normally. (The user spends 2 bloodpoints and rolls Stamina + Occult at diff 6. The vampire can suspend any object in time of equal or smaller size then him/herself, or any living creature no more complex then a dog. Anything suspended in time retains all of the energy it had at the moment it was suspended and will not be released from the suspension until its hit by anything more significant then a single raindrop. The user must be able to percieve the object to be suspended, the Storyteller may call for a Perception + Alterness roll to percieve in perticulairy fast moving objects. Anything that moves quicker then the human eye can track (like a bullet) requires a supernatural form of detection in order to percieve them. (Heightened Senses from Auspex being the most common, a bullet is diff 8) When energized objects are suspended in time, they will according to the outside world, contain no energy. However when, for example, a bonfire will appear as a pile of burned logs until disturbed, at which point it bursts into flames once more with the same intensity as it was when suspended. Likewise, a bullet suspended will hover in mid-air untill disturbed, at which points it starts flying at the same velocity as it was when it was suspended.

Success duration chart:
1 Success: The object remains suspended for one turn
2 Successes: The object remains suspended for one minute
3 Successes: The object remains suspended for 10 minutes
4 successes: The object remains suspended for one hour
5 Successes: The object remains suspended for one day
6+ Successes: The object remains suspended for one week for every success over 5.)
   - Cowalker: The user temporarily steps out of the normal flow of time, allowing the user to move around while time stands still. The user cannot influence the physical realm while using Cowalker, but the user appears to teleport around to bystanders. (Cost a Willpowerpoint) (Alternative power).

5 - Clotho's Gift:
Functioning much like Celerity, this power allows the vampire to truly move faster in time, rather then the crude enhancements granted by Celerity, even allowing for the user of different disciplines. However, this comes at a grave price. True Brujah elders scare their childre with tales of vampires that have destroyed themselves using this discipline. (Costs 3 bloodpoints, the user rolls Stamina + Occult at diff 7. For a number of turns equal to half the vampire's Temporis rating, rounded up, the vampire gains an extra number of turns equal to the number of successes rolled that the user may use as he/she pleases. The vampire may use these extra turns for any action, even disciplines who's use is normally prohibitted from using several times in one turn, such as Dominate, in which case the victim hears the words spoken normally, or Thaumaturgy. However, whenever the user uses a discipline in one of these turns, the user takes one level of unsoakable Lethal damage, even lesser Temporis powers are subject to this. If the user ever attempts to stack uses of Clotho's Gift by activating it while it is still active, or using Clotho's Gift in conjunction with level 6+ powers of any discipline, the user instantly disintergrates into dust).


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