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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.


 

 

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