Temporis

 

Although True Brujah Elders used to claim that Celerity was a barstardisation of Temporis, some ancilla scholars among the bloodline maintain that the reverse is true. Temporis, is in fact, an extreme logical extension of the same mystic principles that govern Celerity, combined with certain necromatic knowledge that is rumoured to have come from Nagaraja in exchange for an undefined boon. The two disciplines are 'not the same' as Temporis has received several centuries of refinement, but they are sufficiently close that knowledge of one precludes knowledge of the other............

A character with temporis may never acquire Celerity (and no true Brujah may ever develop celerity, even if she has never learned temporis - her blood affinity for temporis is too strong) If a character with celerity some how fortuitiously learns the first level of temporis, her celerity is immediately converted into the amount of experience points that would of been required for her to advance to that celerity rating as an in clan discipline. Those experience points are halved, and then immediately used to purchase as many levels of temporis as they can buy. Any leftover points from this conversion are lost.



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.


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.

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.



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??

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.


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.



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.


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.


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.


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.


OTHER VERSION OF TEMPORIS

Level One ~Time Sense
The vampire can sense contactions 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 Two~ 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-life effects would have been broken
System: Roll the charater'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).

Level Three~Zombie's Curse
The vampire can cause one subject to perceive time as having sped up. The vicitim 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 inorder 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.

Level Four~~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 Five~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 re-entered 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.

To stop time for projectiles, the charater 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.

Level Six~Control Aging
The vampire can slow down and speed up the process of aging. The vampire must be in physical contact with the target, and he can only affect one object or subject at a time.
System: Roll Stamina + Occult (difficulty equals vicitim's Willpower, or 6 for inanimate objects). For each success, the charater can age or reduce in age a target by ten years. This power may only be used once per scene on the same individual, but an object can be affected as many times as the charater likes. Vampires targeted with this power may become unable to gain sustenance from drinking animal or even human blood.

Level Seven~Domain of Evernight
The vampire can dilate time in an area so that a day passes in the blink of an eye, and night seems to come minutes after it left. This is highly useful in a haven. Hunters who enter will realize only too late that, though it should be noon, it is 11 p.m., and that master is awake. The vampire would probably use this only on her private chamber, as prolonged exposure to such effects would drive servants insane. This power can also be used as an invaluable weapon, causing morning to arrive unexpectedly and leaving vampiric victims in a terrible situation.
System: Roll Intellgence + Alertness (difficulty 7). The charater can make a number of hours to pass equal to her current Willpower. The number of successes determines how fast time passes.

Outside the Hourglass
The vampire can step fully outside the time stream and take whatever actions he pleases. Everything is frozen in time- matter, energy, life, etc. Mechanical devices are also frozen and cannot be operated, except manually. Thus, cars will not run, phones will not work, and computers will not function. The vampire could fire a gun, but the bullet would not leave the chamber until the vampire re-enters time. The vampire's own kinetic energy still functions outside time, so a thrown knife would hit and penetrate a target. However, the subject would not suffer the effects until the vampire re-enters time.
System: Roll Stamina + Occult (difficulty 8). For each success, the charater can step outside time for one full turn.

Level Eight~Pocket Out of Time
The vampire can cause an entire area to leave the time stream. All those in the Pocket Out of Time can interact at normal speed, but everything outside the Pocket Out of Time seem frozen.
System: Roll Maipulation + Security (difficulty 7). The radius is 10 feet around the caster per success. Charaters in the affected area cannot leave it until the one who created the Pocket Out of Time wills it closed or is destroyed.

Rewind Time
The vampire can turn time back to a certain point, where it will commence again. The vampire will remain wherever he is standing before using this power, though everything else will return to wherever it was before. Once rewound, events may be changed by the vampire. The vampire may also cause others to change their actions. However, unless the vampire actually motivates others into different actions, they will take the same actions and their actions will have the exact same results.
System: Roll Strength + Alertness (difficulty 8). The number of successes determines how far back time may be reqound.

If successful, the charater remains wherever he was when he used this power, not when was at the previous time. In addition, the charater can change his actions, knowing everything that will occur if he does exactly the same thing.

Level Nine~Summon History
The vampire can pull a pocket of space and time from the past. The vampire can concentrate on bringing a certain time forth, but not a particular event. Those inside the summoned area do not see and cannot interact with the present, unless they have Time Sense. At least one True Brujah may have tried to summon Brujah himself in this manner, but this attempt is believed to have failed horribly. Should such an event occur, the effects upon reality remain unknown.
System: Roll Manipulation + Occult (difficulty 7). The number of successes determines the maximum possible range of the power.


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