This power affects a single victim's perception of time, forcing him to relive the same events over and over again until the power's effect fades or something snaps him out of the fugue state. Unless the vampire can telepathically dredge up memories, the events must have transpired within the past few moments. The victim remains passive and unaware until his trance is physically broken or power expires. Normal conversation will not break the trance but a scream, gunshot or gentle nudge will. The vampire must be able to see his victim to activate. The duration of the power depends on successes. One minute, 10 minutes, one hour, 6 hours, one day.
The vampire may put a victim into an endless loop, in which the victim will repeat whatever she was doing at the time the vampire used this power. If the victim is put into an obviously dangerous situation, she may roll Perception + Alertness, difficulty 6, to escape this state. Otherwise, this power lasts for the following time periods:
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.
The vampire may put a victim into a state where she perceives the world as moving twice as fast, and she is moving at half-speed. In combat, most of the victim’s Melee and Brawl attack rolls are increased in difficulty by two, and do half their normal damage. This power lasts for the following time periods:
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.
By spending a willpower point, the vampire may remove herself from the flow of time, move around in any fashion she sees fit, and step back into the flow of time. She may not affect objects that she did not remove from the time stream with her (it is assumed that her clothing, and all items on her immediate person, leave the time stream with her).
The vampire can suspend an inanimate object in time, keeping it in perfect condition while the world around it passes at a normal time. If anything touchs the objects that wasn't in contact with it when the Subjective Suspension was invoked, the item instantly re-enters normal time. Costs 2 bloodpoints and the vampire must perceive the object he is suspending. Stopping a bullet or other projectile requires some means of supernatural perception such as Auspex. Successes determine how long object is stopped. One turn, one minute, 10 minutes, one hour, one day, one week.
A suspended object has all of its energy suspended with it. A bullet will hang in mid air, a beaker of chemicals stops in mid-reaction, a suspended campfire stops burning and looks like a pile of charred logs. Any physical contact from anything more significant than a raindrop will break the suspension. The bullet resumes its flight (whoever touched it better hope he touched the back end of it or its flight will continue through his hand). This power can not used on anything larger than the vampire or on animate objects anymore complex than a dog.
The vampire can momentarily speed up time through him. He becomes briefly capable of feats of physical speed similiar to those of Celerity. This power allows some things that does Celerity does not--most notably the application of other disciplines that require full conscious thought. This is not without its costs as using other disciplines while using this power effectly taxes the vampire's unlife force. Something has to give. That something is the vampire's physical form, as the energies that enpower it are sucked away for a moment.
The vampire may age a target, or reverse the aging of a target. This effect can not be used on the same target more than once per scene. The age of the target changes by ten years per success (in either direction), or as follows:
2 suc. five years.
3 suc. ten years.
4 suc. fifty years.
5 suc. one hundred years. The difficulty to use this power is 6 if the victim is willing, or inanimate.
The vampire can dilate time, with respect to a given area. One hour may be affected for each dot she has in Willpower. The extent of the dilation is as follows:
2 suc. one hour passes in five minutes.
3 suc. one hour passes in one minute.
4 suc. one hour passes in thirty seconds.
5 suc. one hour passes in ten seconds.
The vampire can step out of time. Each success represents one turn that the vampire may spend out of the time stream. In this state, the vampire can move any objects manually. Any effects created by the vampire, including explosions, attacks, etc, can be created, but will only take effect once she has reentered the time stream.
This power allows the True Brujah to reach into the past and summon events, objects or individuals. This is the power to bypass time and bring something or someone forward to the present. At least four recorded attempts to retrieve Brujah himself have met with unspeakably hideous failures. No True Brujah is known to have ever attempted to summon Caine through the use of Clio's Kiss.
The scene around the vampire materializes around her, replacing the ''real'' situation and environment. All individuals within this power's area of effect--a room up to a ballroom size or an outdoor area of similiar dimensions. The vampire is the only one that can interact with the summoned scene. If the vampire wants to take an object or individual from the scene, permanently bringing them forward to the present, a permanent willpower point must be spent. The replayed scene ends. This power cannot be used to alter history by removing a key individual or item. Only those people or items whose contributions were minor and largely unnoticed can be removed. It is possible to summon someone from close to their point of death. A manuscript that burned in Library of Alexandria can be removed if it is summoned after the last time it was read.
The vampire may try to bring a period of time to the present. She must focus on time; she may not name an event. Those inside this area can not interact with those in the present unless they have Time Sense. (Such interactions might prove hazardous.) The largest gap in time that may be passed this way is as follows:
2 suc. 100 years.
3 suc. 500 years.
4 suc. 1000 years.
5 suc. 5000 years.
This agonizing taxing power is rarely used, but some feel the price it exacts is worth its benefits. The True Brujah may literally untangle the thread of time, gaining a second chance to undo his mistakes or prevent the actions of others. However, unless the vampire takes different actions from those he first took, all other participants will do exactly the same things with the same results--this is a true reverse of tim and the memories of the subjects are reset with it.