









|
|
Temporis 
While Troile stole the blood of Brujah, she did not steal his most prized Discipline -Temporis. Now the True Brujah carefully guard Temporis, for those who understand the Discipline can manipulate time itself.
Note: If you have Celerity and take Temporis then you lose all levels in celerity, and get half experience back to spend on temporis.
Time Sense
The vampire can sense contractions and dilations in time. In addition, she can sense the use of Temporis or other time-altering powers. She also has an internal clock which keeps perfect track of time. This is particularly useful with the higher level powers of this Discipline, as it allows the vampire to know just what she is capable of doing with her powers, how long the effects will last, etc.
System:No check is required and the effects are constant.
 Ramble On
The vampire has the power to cause a single subject to continuously repeat his own actions, without ever realizing he has been repeating himself. The subject gets so caught up that he pays no heed to events around him unless they are obvious and dangerous. For example, a subject may be walking along when the vampire uses this power on him. The subject may have been intending to go to the store, but gets so carried away that he finds he has been walking for an hour and is now far away from both his home and the store. If the subject had walked out in front of a car, he would have been less likely to notice it, but if he did, the trance-like effects would have been broken.
System:The vampire must spend 3 blood plus addition blood to boos the effects, and have higher willpower than her victim, unless it is mortal. An obviously dangerous situation will snap the victim out of this.
1 Additional Blood One turn
2 Additional Blood One minute
3 Additional Blood 10 minutes
4 Additional Blood One hour
5 Additional Blood One day
6+ Additional Blood Until Stopped
  Zombie's Curse
The vampire can cause one subject to perceive time as having sped up. The victim moves at half speed, and everything she says comes out slowly and in a deep pitch. The subject will have trouble communicating and even more trouble in combat. While bullets, once fired, move at normal speed, punches, kicks, sword swings and other attacks that require personal speed in order to add kinetic force do only half their normal.
System:The vampire needs to have a higher willpower than there victim. The duration of the effect varies with the number of Blood spent.
1 Blood One turn
2 Blood One minute
3 Blood 10 minutes
4 Blood One hour
5 Blood One day
   Co-walker
The vampire can stop time for a moment, allowing her to appear in two places at once. The vampire appears to teleport or blink from one place to the next, but she is actually slipping out of the normal flow of time and space. The vampire cannot affect objects within the time stream, so the vampire could not attack someone while using this power. Instead she could move behind an opponent, hit him and then blink away again.
System:This power costs 3 points of Blood. The vampire cannot open doors or otherwise affect physical objects, though she can move about freely.
    Frozen Object
The vampire can stop time for an inanimate object for a predetermined length of time. The vampire could throw a knife into the air and stop time on it, only to later let it continue on its course. The vampire could freeze time on a light switch and then turn it on. When it re-entered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.
System:Spend 2 points of blood to freeze time for an object for an instant. The number of Blood Extra determines how long time may be stopped. To stop time for projectiles, the character must see and stop them before they reach their destination. Therefore, the vampire must have a Perception of 4 or greater.
1 Blood 5 seconds
2 Blood One minute
3 Blood 10 minutes
4 Blood One hour
5 Blood One day
Temporis Extended
Control Aging Level Six
The vampire can slow down and speed up the process of aging. The vampire must be in physical contact with the target, and he can only affect one object or subject at a time
System:You must have a Higher willpower than the victims, this can be boosted with extra blood. For each Blood, the character can age or reduce in age a target by ten years. This power may only be used once per hour on the same individual, but an object can be affected as many times as the character likes. Vampires targeted with this power may become unable to gain sustenance from drinking animal or even human blood.
Domain of Evernight level Seven
The vampire can dilate time in an area so that a day passes in the blink of an eye, and night seems to come minutes after it left. This is highly useful in a haven. Hunters who enter will realize only too late that, though it should be noon, it is 11 p.m., and the master is awake. The vampire would probably use this only on her private chamber, as prolonged exposure to such effects would drive her servants insane. This power can also be used as an invaluable weapon, causing morning to arrive unexpectedly and leaving vampiric victims in a terrible situation.
System:The character can make a number of hours pass equal to her current Willpower. The number of Blood determines how fast time passes.
1 Blood One Hour = 10 Minutes
2 Blood One Hour = Five Minutes
3 Blood One Hour = One Minute
4 Blood One Hour = 30 seconds
5 Blood One Hour = 10 seconds
Outside the Hourglass Level Seven
The vampire can step fully outside the time stream and take whatever actions he pleases. Everything is frozen in time matter, energy, life, etc. Mechanical devices are also frozen and cannot be operated, except manually. Thus, cars will not run, phones will not work, and computers will not function. The vampire could fire a gun, but the bullet would not leave the chamber until the vampire re-enters time. The vampire's own kinetic energy still functions outside time, so a thrown knife would hit and penetrate a target. However, the subject would not suffer the effects until the vampire re-enters time.
System:For each Blood spent, the character can step outside time for 5 seconds.
Pocket Out of Time Level Eight
The vampire can cause an entire area to leave the time stream. All those in the Pocket Out of Time can interact at normal speed, but everything outside the Pocket Out of Time seems frozen.
System:The Character Spends 4 blood to activate, and additional blood to improve. The radius is 10 feet around the caster per Extra Blood. Characters in the affected area cannot leave it until the one who created the Pocket wills it closed or is destroyed.
Rewind Time Level Eight
The vampire can turn time back to a certain point, where it will commence again. The vampire will remain wherever he is standing before using this power, though everything else will return to wherever it was before. Once rewound, events may be changed by the vampire. The vampire may also cause others to change their actions. However, unless the vampire actually motivates others into different actions, they will take the same actions and their actions will have the exact same results.
System:The Character Spends 4 blood to activate, and additional blood to improve. The number of extra Blood determines how far back time may be rewound.
1 Extra Blood 5 seconds
2 Extra Blood One minute
3 Extra Blood 10 minutes
4 Extra Blood One hour
5 Extra Blood One day
If successful, the character remains wherever he was when he used this power, not where he was at the previous time. In addition, the character can change his actions, knowing everything that will occur if he does exactly the same thing.
Summon History Level Nine
The vampire can pull a pocket of space and time from the past. The vampire can concentrate on bringing a certain time forth, but not a particular event. Those inside the summoned area do not see and cannot interact with the present, unless they have Time Sense. At least one True Brujah may have tried to summon Brujah himself in this manner, but this attempt is believed to have failed horribly. Should such an event occur, the effects upon reality remain unknown.
System:The Character Spends 20 blood to activate, and additional blood to improve. The number of Extra Blood determines the maximum possible range of the power.
1 Extra Blood One year
2 Extra Blood 100 years
3 Extra Blood 500 years
4 Extra Blood 1000 years
5 Extra Blood 5000 years
|
| |