Mind's Eye Theatre Temporis
By Kristopher Dylan Andrews (acidprince@aol.com)
Description
Temporis as Time control is the ability to control time itself.All uses are limited to an area which the Temporator can sense directly. While the passive aspects (Time Sense, Time Awareness) of this discipline operate even while astrally projected, or other conscious out of body experience, the active (targeting) effects may only be used on targets proximus (10 yards) to the user of the power, AND within scope of vision. No use of Temporis is obvious to any but the user, target, and others with Temporis. Only the user and others with Temporis will automatically know who the user is.
Basic
Time Sense: The vampire can sense contractions 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. No test is required and the effects are constant.Time Awareness: Increased temporal sensitivity. You are now immune to surprise because your perceptions stretch slightly into the future and past (for pi/2 seconds). You also need not expend mental traits to remember where a person using Vanish from the Minds Eye just was. You also gain one retest per level of Temporis, per night, that may only be used in challenges where fore-knowledge is an advantage (primarily countering anothers' actions). This retest cannot be used while under the effects of Dominate, Dementation, or other intrusive mental effects, nor may it be used during Celerity rounds above Swiftness.
Though this discipline is always active, once achieved, it causes acute distraction (no surprise immunity gained, plus gets distracted x 2) unless the user meditates upon awakening: Meditates for 15 minutes and expends a Willpower or 3 mental traits.
Intermediate
Lethargy of Chronos: Similar to Zombie's Curse, except that the target suffers a slowing of time. The victim moves at half speed, and will have trouble communicating (frequency variance). In combat, the effect is such that the target must win a static test to inflict damage (The static test is to see if the Target can inflict damage, being slowed down. This should only apply to those with no Intermediate Celerity or Potence), and benefits of Celerity are halved (round down). It only effects the target and inanimate objects touching him/her (thus, a bullet would travel at normal speed once fired, etc.).To use this power, you must expend a Willpower and a blood trait, and then win a static mental challenge against 11 traits. The effect last for 1 turn/minute per mental trait expended.
Advanced
Cowalker: The vampire can stop time for a moment, and take a full turn of movement, 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 (one action), hit him (one action, considered a surprise attack) and then blink away again (one action). The vampire cannot open doors or otherwise affect physical objects, though she can move about freely. This allows Fair Escape even against any level of Celerity but not if the Character is trapped. Unchanged from 4.5 except that this costs a blood and a mental trait to use and to note that the movement bonuses from Celerity apply here. Otherwise, burnning blood outside the timestream is not possible.
Master/Expert
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 the master is awake. The vampire would probably use this only on her private chamber, as prolonged exposure to such effects would drive her 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. To use this power, the vampire must first succeed in a static Mental Challenge against 12 Traits. If successful, she must invest a number of Mental Traits into the effect. The number of Mental Traits invested will determine how fast daytime passes, as determined by the table below. In addition, these Mental Trait will be considered expended (not recovered) for the duration of the effect. This power remains for a month and a day, plus an additional month for each Willpower Trait the vampire chooses to expend towards that effect when this discipline is used.Traits spent | An hour passes every...
|
1 | 15 minutes
|
2 | 5 minutes
|
3 | 1 minute
|
4 | 20 seconds
|
5 | 5 seconds
|
Unchanged from 4.5 except to note the increase of the dilation effect.
Outside the Hour Glass: 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. If successful, the character can step outside time for three combat turns per Willpower Trait expended. Unchanged from 4.5 except that three blood must be spent to invoke the static challenge, which should be mental, against 20 traits. It is impossbile to burn blood outside the timestream.