Path of Temporis
By Adam Lee (adamrlee@aol.com)
Description
The True Brujah are, at their very roots, scholars and mystics. Their legendary powers over time itself do not come from some bastardized version of Caine's powers; they come from long study and practice. The Path of Temporis is the primary path practiced by descendents of the first Brujah. Unfortunately for Brujah, knowing of events does not give the ability to stop them. Troile, the slayer of Brujah, did not have the patience and was left with only the rudiments of time understanding. Thus Celerity replaces this ability in the line of the diabolist.As with all Thaumaturgical Paths, A Willpower roll at a difficulty equal to the level of the power + 3 is required.
* Time Sense
The vampire becomes mystically attuned to the time flow, always knowing the exact time. He may also sense disturbances in the time flow and with a successful Willpower roll determine the type of disturbance (Temporis use, Time sphere, etc.)
** Visions of Past and Present
The vampire may witness events in time at the location he is at. The farther away in time one observes the more fractured the visions. The more successes gained on the roll, the clearer the visions are.
*** Accelerate Time
The vampire can, through the manipulation of time, accelerate the time around her so that she appears to move exceptionally quickly. Successes must be spent to gain extra actions and to maintain the effect for a number of turns (four successes could be 3 extra actions for 1 turn or 2 extra actions for 2 turns). Note that at least 2 successes are required for this power to have any effect. The time dilation takes effect the turn after casting. Multiple castings have no effect and no thaumaturgical effect may be conjured during the dilation.
**** A Moment Out of Time
With a successful casting of this level the vampire can step out of time for a number of turns determined by the number of successes. The vampire literally disappears, phasing forward a split second. Another Temporis user or Time mage can match the phasing with a successful time perception and discover the phasing vampire. The vampire may make a single full movement during this time regardless of the length of phasing as only one turn passes for the caster. No objects may be manipulated while phased.
***** The Frozen Flow
A successful casting freezes the time surrounding an object. This object is locked into time-space and cannot be moved or harmed. The number of successes dictates how long the object is trapped. When the time flow resumes the object continues along with its previous action. If used on a sentient target the victim may attempt to resist with a Willpower roll (difficulty of casters Willpower), each success removes one success from the effect. The caster can release the effects at any time.1 | One minute
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2 | Ten minutes
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3 | One hour
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4 | Five hours
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5 | One day
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Domain of Evernight
Level Four RitualMany a vampire hunter has been fatally surprised by the use of this ritual expecting to find their prey sleeping by day only to find that night has fallen without their knowledge. With this ritual, the vampire can dilate time, with respect to a given area. One hour may be affected for each dot she has in Willpower. The ritual lasts as long as the dilation does (a four hour dilation requires a four hour ritual) but it can be done in advance and set up to activate upon a certain trigger. The extent of the dilation is as follows:
1 | One hour passes in ten minutes.
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2 | One hour passes in five minutes.
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3 | One hour passes in one minute.
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4 | One hour passes in thirty seconds.
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5 | One hour passes in ten seconds.
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Deny the Fates
Level Six RitualThis extended ritual enables the caster to affect the mortal age of a target. The target of the power changes age through the power of the magic. The caster must confine the target to a specially prepared circle and perform this three hour ritual. The number of successes on the ritual roll determine the extent of the age change, one year per success. This power affects the mortal age of a target and can thus force a vampire to die of old age or become infantile. The ritual cannot force a target to an age earlier than birth. Mental capacity is not affected by aging in vampires, but is in mortals.