BASIC
LEVEL 1 Time Attunement
Before the Vampire can manipulate time, he or she must
be able to sense its workings. This discipline facilitates this awareness.
This discipline allows the Vampire to sense time fluctuations in their
immediate vicinity, whether caused by other practitioners of Temporis,
mortal wizards or stranger things. Additionally, the Vampire has
a perfect “internal clock” and is always (barring external interference)
aware of the local time, the subjective and objective time that has elapsed
during a given application of other Temporis disciplines and also the time
remaining until local sunrise. This awareness is accurate down at
least a hundredth of a second.
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.
LEVEL 2 Internal
Recursion
This discipline affects a single victim’s perception
of time, forcing him to relive the same events over and over until the
power’s effect expires or something snaps him out of the state that Internal
Recursion creates. Although the outside world progresses normally,
the target’s mind is stuck in a loop of repetitive events. This discipline
is most often used to lull unsuspecting victims into an unaware state so
the Vampire can perform other actions uninterrupted or to passively immobilize
their victims while they acquire the perfect angle from which to strike.
Ramble On
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.
INTERMEDIATE
LEVEL 3 Lapse
This discipline halves the speed of one individual’s
movement through time for a brief instant. To the victim of Lapse,
the world appears to have sped up around him; it’s as if the universe has
its thumb on the fast forward button. Although this is most advantageous
in combat situations, it’s also seen as a great deal of use in political
manipulation – a Vampire who has twice as long as their opponent to consider
their next words gains a critical edge in negotiation.
Zombie’s Curse
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.
LEVEL 4 Subjective
Suspension
The Vampire can now suspend an inanimate object in time,
keeping it in a perfect state of stasis as time passes at normal speed
around it. If anything touches the object that wasn’t in contact
with it when Subjective Suspension was applied to it, the item instantly
re-enters normal time with the same physical and chemical properties as
it has when it was suspended.
How long should this discipline/effect last??
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).
ADVANCED
LEVEL 5 Clotho’s
Gift
With this discipline, the Vampire momentarily speeds
up the flow of time through himself/herself. The Vampire becomes
briefly capable of feats of physical speed equal to those made possible
by Celerity. Clotho’s Gift, though, is a full-fledged time dilation,
as compared to Celerity’s boost of the Vampire’s reflexes and physical
form. Thus, this discipline allows some actions that Celerity
does not – most notably the application of Disciplines that require full
conscious thought. However, this is not without cost, as using other
Disciplines while Clotho’s Gift is in effect taxes the Vampire’s unlife
force past the limits. Something has to give. That something
is the Vampire’s physical form, as the energies that empower it are sucked
away for a moment. True Brujah elders tell their chylder horror stories
of incautious Kindred who met Final Death through accelerated applications
of Dominate, disintegrating into ash in the blink of an eye, as time destroys
their undead body.
Frozen Object
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.
LEVEL 6 Kiss of
Lachesis
The Vampire that know this discipline have gained limited
mastery over the physical age of objects and individuals. With minor
effort, the Vampire can momentarily increase the flow of temporal energy
through a target, aging it decades while seconds elapse in real time.
With greater sacrifice, the Vampire can absorb and nullify some of that
same energy, reducing the physical age of a subject. This discipline
does not reverse history; it merely changes the absolute age of an object
or individual in terms of wear and tear that the subject has sustained.
A target cannot be progressed past the point in its existence at which
it came into its current physical form. For inanimate objects, this
is the point of creation or assembly; for a living thing, the cusp of his
adulthood (or birth); for a Cainite, the moment of Embrace.
Control Aging
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.
LEVEL 7 Hall of
Hades Court
The master of this discipline may 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 purpose allows the Vampire to enter their haven
at dawn and spend what seems to him to be a few moments drowsing and vulnerable,
only to emerge fully rested at the following sunset. The latter is
used to extend clan gatherings through an interminable night, delaying
the need for sleep in the interests of political or social pursuits.
However, there are recorded applications of the discipline for more martial
purposes, the most noteworthy being the “adjustment” of a former Malkavian
Justicar’s night of gambling and subsequent demise as he walked out of
the casino into the sunrise.
Domain of Evernight
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.
Outside the Hourglass
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.
LEVEL 8 Clio’s Kiss
This high level of Temporis allows the Vampire to reach
into the past and summon events, objects or individuals. Clio’s Kiss,
named for the Muse of history, is the power to bypass the flow of time
and bring something – or someone – forward to the present. Some use
this discipline to observe history as it occurred; others use it to find
assistance or retrieve long-lost possessions. No Vampire is known
to have ever attempted to summon Caine through the use of Clio’s Kiss.
Pocket Out of Time
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.
Rewind Time
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.
LEVEL 9 Tangle Atropos’
Hand
This agonizingly taxing discipline is rarely used, but
some feel that the price it exacts is worth the benefits. The elder
who has learned how to Tangle Atropos’ Hand may literally use his or her
own energies to tangle the thread of time, gaining a second chance to undo
his mistakes or prevent the actions of others. However, unless the
Cainite takes different actions from those e or she took the first time
those events occurred, all other participants will do exactly the same
things they did before, with the same results – this is a true resetting
of time, and the memories of the subjects are reset with it.
This discipline will immediately place aggravated damage
upon the caster as soon as the discipline is complete, when the action
being reset is done. The longer the change in time (use of this discipline)
the more damage is taken. The caster immediately falls into torpor
to recover from the aggravated damage, longer the use of Tangle Atropos’
Hand, the longer the Vampire needs to stay in torpor to recover.
Summon History
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.
Stutter
The vampire spends three blood points and a Willpower
point to induce a "stuttering" of a period of time up to five minutes in
duration, and can be repeated a hundred times per blood point spent (this
includes the intial cost of the power) and can be expended to a maximum
of ten blood points. Any expenditure above five blood points causes
the caster one level of lethal damage, soakable by Fortitude or a Stamina
score in excess of five, per blood point over five spent.
The uses of this power are wide and vaired, but many a
skilled Cainite can use this power to multiply the amount of damage done
by an attack, particularly one with a bladed weapon cumulatively for every
"stutter" time has during the combat turn.
LEVEL 10 Loop
This power costs the caster five
blood points and two permanent Willpower points (which can be regained
through experience, etc.) to produce a "looping" effect of time, wherein
the same period, up to an hour, is repeated. This power automatically
causes the caster to sustain three levels of lethal damage, soakable by
Fortitude, or by Stamina in excess of five. If the soak fails, one
level of aggravated damage is conveyed to the caster on top of the three
levels of lethal damage. This power has been known to instantaneously
cause torpor in those Cainites just gaining age and experience enough to
possess this power. |