Temporis
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.
Level
1--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 roll is required and the effects are constant.
Level
2--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:
Roll the character's Manipulation + Empathy (difficulty
of the subject's Willpower). An obviously dangerous situation
will snap the victim out of this trance if he succeeds in
a Perception + Alertness roll (difficulty 6).
1 success
One turn
2 successes
One minute
3 successes
10 minutes
4 successes
One hour
5 successes
One day
Level
3--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
damage dice pool and have their difficulty to hit increased
by two.
System:
Roll Charisma + Intimidation (difficulty of the target's
Willpower). The duration of the effect varies with the number
of successes.
1 success
One turn
2 successes
One minute
3 successes
10 minutes
4 successes
One hour
5 successes
One day
Level
4--Cowalker
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 a point of Willpower. The vampire cannot
open doors or otherwise affect physical objects, though
she can move about freely.
Level
5--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 recentered 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:
Roll Dexterity + Occult (difficulty 6) to freeze time for
an object. The number of successes determines how long time
may be stopped.
1 success
One turn
2 successes
One minute
3 successes
10 minutes
4 successes
One hour
5 successes
One day
To stop
time for projectiles, the character must see and stop them
before they reach their destination. Therefore, the vampire
must make a Wits + Alertness roll (difficulty 6 to stop
thrown weapons, difficulty 8 to stop a single bullet) before
using the power.