Alex Phoenix

Temporis














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Temporis

A character with Temporis may never develop Celerity (and no True Brujah will possess Celerity). If a character with Celerity does learn the first level of Temporis, her Celerity is immediately converted to the experience pts that her levels in Celerity would of cost. These experience pts are halved and can be used to purchase Temporis levels. Any leftover pts are lost.

 

Botchs with Temporis have horrific results as character suffers unsoakable aggravated damage, Temporis takes a portion of the vampire's energy that chains the vampire's soul to its undecaying animate body. A loss of control will using Temporis basically drains away a vampire's life energy and can result in a vampire's body rotting away in seconds.

 

1 Time Attunement (always in affect)

This power allows the vampire to sense time fluctuations in his immediate vicinity, whether caused by Temporis, mortal wizards or stranger things. Additionally, the vampire has a perfect ''internal'' clock and is always aware of local time (barring external interference or a botch). This awareness is accurate down to at least 100th of a second. Always in effect. The range for detecting the distortion is number of miles equal to vampire's perception. Those with power of Level six or higher maybe sensed across hundreds or even thousands of miles. Any attempts to affect the vampire's internal clock is increased double difficulty by vampire's Temporis rating.

 

1 Time Sense

The vampire gains an automatic and perfect sense of time, and can sense any sort of time disturbances, such as uses of Temporis, the Time sphere, the Pandemonium arcanos, etc.

 

2 Internal Recursion

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.

 

2 Ramble On

Roll: Man. + Empathy, difficulty Willpower

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:

 

1 suc. one turn.

2 suc. one minute.

3 suc. ten minutes.

4 suc. one hour.

5 suc. one day.

 

3 Lapse

This power halves the speed of one individual's movement through time for a brief instant. To the victim the world seems to have sped up around him. Costs 2 bloodpoints, duration is minutes times number of successes. A character with the ability to take multiple turns such as with Celerity halves the amount of turns he can take. (This was easier to do than to explain the WW way since it involves dice, etc.)

 

3 Zombie's Curse

Roll: Cha. + Intimidation, difficulty Willpower

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:

1 suc. one turn.

2 suc. one minute.

3 suc. ten minutes.

4 suc. one hour.

5 suc. one day.

 

4 Subjective Suspension

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.

 

4 Frozen Object

Roll: Dex. + Occult, difficulty 6

The vampire may temporarily remove an inanimate object (that is not touching an animate being) from the time stream. If the object is moving rapidly, she must also make a Wits + Alertness roll to affect it. Objects stopped in this way lose no energy. The vampire may allow an object to reenter time at will; otherwise, an object will reenter the time stream of its own accord after the following time periods:

1 suc. one turn.

2 suc. one minute.

3 suc. ten minutes.

4 suc. one hour.

5 suc. one day.

5 Cowalker

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 (is is assumed that her clothing, and all items on her immediate person, leave the time stream with her).

 

5 Clotho's Gift

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. Elders tell horror stories of incautious Kindred who used this will accelerated applications of Dominate. (IE folks, when using this power and if your char is applying 10 other disciplines at the same time, guess what? Sucked rotting corpse for your char, got it?)

 

Requires 3 blood points. Extra successes determine amount of actions, thus 3 successes is 3 actions. Even use of Disciplines normally forbidden in multiple actions can used as in Dominate or Thaumaturgy. However, everytime one of these multiple actions is used, the vampire takes one unsoakable health level of damage. The effects of the power applied occur in normal time as in a victim of Dominate would hear the vampire's words in normal time (though eye contact is still required). Lesser Temporis levels 1-4 can also be used. ANY vampire attempting to this power in combination with any disciplines level 6 and over disintegrates into ash in the blink of an eye.

 

6 Kiss of Lachesis

True Brujah who know this power have gained limited mastery over the physical age of objects and individuals. With minor effort, she can momentarily increase the flow of temporal energy through a subject, aging it decades while seconds pass in real time. With greater sacrifice, she can absorb and nullify some of that same energy, reducing the physical age of a subject. This power does not reverse history. A subject or object cannot be reduced past the point at which it came into its current physical form. For inanimate objects this is the point of creation or assembly, for living things the cusp of his adulthood, usually 16-20, (or birth, if he has not yet reached physical maturity, for a Cainite, the moment of his Embrace.

 

Aging requires 2 bloodpoints, touchs the target and concentrates for one turn. Successes determine amount of time aged. Up to one year, up to 5 years, up to 10 years, up to 50 years, up to 100 years. Decreasing age works in the same manner only for every success after the first one, the vampire takes one unsoakable health level of damage. An elder vampire who is reduced in age to neonate does not lose generation, disciplines or memories. However, if his age is advanced enough, any signs of diablerie fade from his aura--and he may begin experiencing strange dietary deficiencies

.

6 Control Aging

Roll: Sta. + Occult, difficulty Willpower

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:

1 suc. one year.

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.

 

7 Hall of Hade's Court

This power can alter the subjective passage of time within an enclosed space, letting an entire night pass in the space of a moment. This is most often used defensively or socially. The former allows the vampire to enter his haven at dawn, spend a few moments in rest then emerge fully rested at sunset. The latter is used to extend clan gatherings through a long night, delaying the need for sleep in the interests of political or social situations. However, there are recorded applications of this power being used for martial purposes, the most noteworthy being the ''adjustment'' of a former Malkavian justicar's night of gambling and his subsequent demise as he walked out of the casino into a Monaco sunrise.

 

One bloodpoint is spent per hour of normal time that is affected. 1 success is one hour is 30 minutes, one hour is 15 mins, one hour is 10 mins, one hour is 5 mins, one hour is one min

 

7 Domain of Evernight

Roll: Per. + Alertness, difficulty 7

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:

1 suc. one hour passes in ten minutes.

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.

 

8 Clio's Kiss

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.

 

8 Outside the Hourglass

Roll: Sta. + Occult, difficulty 8

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.

 

9 Tangle Atropo's Hand

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.

 

The player spends a permanent Willpower point and 3 bloodpoints. The character takes a number of unsoakable aggravated damage equal to the number of turn's events he is undoing. This can only be used once a scene and is limited to the area within his line of sight. When activated, the vampire remains where he is when power starts unless he resumes his previous position. He retains full memories of the exact event as do any others in the area with Time Attunement (or mages with appropriate aptitudes). Anyone else loses all memory of the events that were undone.

 

9 Rewind Time

Roll: Str. + Alertness, difficulty 8

The vampire may turn back time, and rewrite her own actions. After the vampire has rewound time, she will be in the place where she initiated the effect, and all other things will be as they were in the time to which she rewound. She will know what happened before she rewound time, and she may act differently. Others will act in the exact same fashion as they did before, unless they are persuaded to behave differently. The maximum amount of time that can be rewound is as follows:

1 suc. one turn.

2 suc. one minute.

3 suc. ten minutes.

4 suc. one hour.

5 suc. one day.

 

9 Pocket out of Time

Roll: Man. + Security, difficulty 7

The vampire may remove an entire area, with a radius of up to ten feet per success, from the time stream. Those inside this area see the outside area in stasis, and cannot leave for the entire duration of this effect. This effect can be ended at will, and ends if the vampire is destroyed.

 

10 Summon History

Roll: Man. + Occult, difficulty 7

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:

1 suc. one year.

2 suc. 100 years.

3 suc. 500 years.

4 suc. 1000 years.

5 suc. 5000 years.