Temporis

Category

Before the destruction of Enoch, the True Brujah vaunted Temporis as one more sign of their exalted position as the true inheritors of their progenitor's legacy. Now that the bloodline has re-evaluated its position, the Discipline of time flow manipulation is seen as a survival tool rather than a status symbol (and, as such, is almost never taught outside the bloodline, not even to the True Brujah's closest allies). Temporis' true origins may never be known, as its most skilled practitioners were destroyed with Enoch (some True Brujah neonates whisper that those elders destroyed themselves while trying to summon help from the past - time works in mysterious ways in the Underworld). 

Temporis is a taxing Discipline to use, as it channels the very mystic forces that suspend the vampire in eternal unlife to apply similar suspensions of linear time to the immediate environment. Botches with all Temporis powers above the first level have a terrible effect. The character suffers a number of unsoakable aggravated health levels of damage equal to the number of 1's the player rolled. Temporis takes a portion of the energy that chains the vampire's soul to an undecaying animate corpse and uses it to generate similar effects on the surrounding area. A loss of control during this process means that the vampire's unlife energy drains away. Damage sustained in such a manner can be quite gruesome, as the vampire's body literally rots away in a split-second.

Note: Several Temporis powers rely on Stamina for their activation rolls because of the above-mentioned principle on which the Discipline operates. Fortitude is not added to Stamina for these rolls.

Note: This discipline is not available to PCs.

System

1 - Time Attunement Before the vampire can manipulate time, he must be able to sense its workings. Time Attunement facilitates this awareness. This power allows the character to sense time fluctuations in his 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 or a Temporis botch) aware of the local time, the subjective and objective time that has elapsed during a given application of his other Temporis powers and the time remaining until local sunrise. This awareness is accurate down to at least a hundredth of a second.
System: Time Attunement is always in effect. The Storyteller secretly rolls the character's Perception + Temporis to see if the character detects a time distortion (difficulty of 9 minus the level of the power in use). The range of this sensory effect is a number of miles equal to the vampire's Perception, though particularly significant events (those generated with powers of Level Six or higher) may be sensed across hundreds or even thousands of miles. Additionally, any attempt to affect the vampire's internal clock has its difficulty increased by the character's Temporis rating (though this does not apply to powers that affect the vampire's physical body or surroundings – only those that alter his perceptions of time). Celerity is a special case, as the temporal distortion it causes is very minor. The difficulty to sense a vampire activating Celerity is determined as per any other time distortion, but the maximum sensing range is equal to the character's Perception times 10 in yards. This does allow the character to sense Celerity in the turn that it's activated (before the Celerity user's extra actions come 'online'), thus giving a slight warning of potential ambushes. The internal clock feature of Time Attunement is always in effect and requires no roll or effort. Thus, with one glance at a bomb's digital timer, the character has a constant awareness of how much time remains until detonation – even while he's driving away, screaming into his cellular phone and shooting at the enemy ghouls who are trying to stop him.

2 - Internal Recursion This power 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 fugue state that Internal Recursion creates. Although the outside world progresses normally, the target's mind is stuck in a loop of repetitive, placid events. This power is most often used to lull unsuspecting victims into an unaware state so the vampire can perform other actions uninterrupted, though some True Brujah assassins use it to passively immobilize their victims while they acquire the perfect angle from which to strike.
System: As described above, this power locks its victim's perceptions into an infinite loop of the events that occur before him. These events must be relatively benign, or at least commonplace, to the victim, and they must be ones in which he would not actively involve himself. For example, a security guard might be trapped in an endless loop of an uneventful patrol but could not be forced to relive the appearance of intruders over and over. Unless the vampire is able to telepathically probe the victim's mind and dredge up memories of such a set of circumstances, the events must have transpired within the past few minutes. The victim remains passive and unaware of his actual surroundings until his trance is physically broken or the power's duration expires. 'Physically broken' includes any loss of health levels, even if the victim feels no pain, but can also include something as minor as intense sensory stimulus. Normal conversation won't break the trance, even if the victim is being addressed, but a scream, a gunshot or a gentle nudge will. To activate Internal Recursion, the vampire must be able to see his intended victim. The player spends a blood point and rolls Manipulation + Empathy (difficulty of the victim's Willpower). The power's duration of effect depends on the number of successes the player rolled: 1 success one minute 2successes ten minutes 3 successes one hour 4 successes six hours 5 successes one day

3 - Lapse This power halves the speed of one target'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 a great deal of use in political manipulation – a vampire who has twice as long as her opponent to consider her next words gains a critical edge in negotiation.
System: The player spends two blood points and rolls Stamina + Intimidation (difficulty of the target's Willpower). Lapse lasts for a number of turns (or minutes, in a noncombat situation) equal to the number of successes rolled, beginning the turn after the power is activated. Multiple applications of Lapse extend the duration of the power's effect. A victim of Lapse has his dice pools halved (round down) on all Dexterity- and Wits-based rolls, as well as any other rolls that require rapid thought (Storyteller's discretion). Any Strength-based damage dice pools are also halved, because he's moving slower in relation to his targets, though bullets and arrows that he fires retain their normal damage ratings. Conversely, his dice pools are doubled for all rolls involving physical endurance. A character with the ability to take multiple actions (e.g. Celerity) who's under the effect of Lapse may sacrifice half of those actions (round down) to remove Lapse's dice pool penalty from the remainder of his actions. Thus, a character with five actions in one turn could take all five actions with halved dice pools, or could sacrifice two of those actions to take the remaining three normally.

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. Again, this power has both combat and non-combat applications. True Brujah warriors can stop projectiles aimed at them - or gain precious seconds to get away from a bomb with a short fuse. The bloodline's historians use ritually augmented applications of Subjective Suspension to preserve fragile artifacts and ancient documents. 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 it had when it was suspended. One True Brujah known as Ferhan is known to have single-handedly destroyed a Sabbat pack with a suspended bonfire that flared up with all its previous heat when the pack leader stepped on a harmless-looking log.
System: The player spends two blood points and rolls Stamina + Occult (difficulty 6). The vampire must be able to perceive the object that he's suspending, so the player may need to make a Perception + Alertness roll (difficulty determined by the Storyteller) to use Subjective Suspension on something that's moving particularly quickly. Stopping a bullet or other projectile that's moving too fast to be seen by a mortal eye also requires some means of superhuman perception (the Auspex power of Heightened Senses is the most common; a bullet is difficulty 8). The number of successes determines how long the object is stopped: 1 success one turn 2successes one minute 3 successes ten minutes 4 successes one hour 5 successes one day A suspended object has all of its energy suspended with it, releasing none of it into the outside universe. A suspended bullet has no kinetic energy as far as the rest of the world is concerned and will hang in midair until the power expires. A suspended beaker of chemicals stops in mid-reaction. A suspended campfire stops burning and looks just like a pile of charred logs. However, any physical contact from anything more significant than a single raindrop breaks the suspension, returning the object to normal time in the precise condition and energy state that it was in at the moment of suspension. The bullet resumes its flight (and whomever touched it had better hope he touched the back end of the bullet, or its flight will continue right through his hand); the chemicals take up reacting where they left off; the campfire flares back up instantly. Subjective Suspension cannot be used on any object larger than the vampire himself and cannot be used on any living (or unliving) thing more complex than a dog.

5 - Clotho's Gift With this power, the vampire momentarily speeds up the flow of time through himself. He 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 power allows some actions that Celerity does not - most notably the application of other 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 its 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 childer horror stories of incautious Kindred who met Final Death through accelerated applications of Dominate.
System: The vampire spends three blood points and rolls Stamina + Occult (difficulty 7). For a number of turns equal to half the vampire's Temporis rating, rounded up, the character gains a number of extra actions equal to the number of successes rolled. These extra actions may be taken in any way the player desires, even uses of Disciplines normally forbidden multiple applications in a single turn, such as Dominate or Thaumaturgy. However, every time one of these multiple actions is used to activate any Discipline, the vampire takes one unsoakable health level of lethal damage. The effects of powers applied in such a manner occur at normal speed relative to the subject. A victim of Dominate hears the vampire's words as if they were being spoken at a normal rate (though eye contact is still required). Lesser Temporis powers (levels 1-4) may be used during these multiple actions, subject to the above hazards of self-induced decomposition. However, any vampire who tries to 'stack' applications of Clotho's Gift or use greater powers (levels 6+) disintegrates into ash in the blink of an eye, as time destroys her undead body.

Prerequisites
Not available to PCs
LStat Lists