By Gareth Edward Vaughan (984271964@98.lincoln.ac.uk) for the Children of Chronos
System: The user rolls Intelligence + Occult (7). For each success, the user gains one turn in which she can move, heal and spend Blood Points as she chooses. She cannot interact with non-time shifted characters in any way. Any attempt to do so ends the effect. Small objects can be manipulated, not larger than 10 kg in weight or 1m3 in volume, without stopping this power.
System: The user rolls Dexterity + Alertness (8) and spends a point of Willpower. Each success may be used to give or remove a point of Celerity to any one target, including the user. The effect lasts just a single turn, but may be reactivated next turn as normal. Removing a point from target without Celerity stops that target from acting this turn. Repeated use can keep a target from acting for hours if the power user can maintain it. When the effect wears off, the target must take the action that was delayed, or add +2 to the difficulty if he wishes to change it.
System: Roll Manipulation + Occult (Target's Willpower) and spend two Willpower Points. If successful, the target will repeat the action he performed last turn, actually going back in time and space as if it were the first time he performed that action. He does not regain any spent blood or heal any wounds and so can easily go into Torpor or Final Death as a result of this power. The effect lasts three turns per success rolled, but can be discontinued at any time by the power user. Example: Johan spends a Blood Point to increase his Strength and attacks Seyshara, who uses this power. She rolls 7 dice against Johan's Willpower of 6, scoring 4 successes. For the next 12 turns, therefore, Johan must spend a Blood Point to increase his Strength and attack. But he only has 4 Points left in his Blood Pool, so unless Seyshara stops the power, he will go into Torpor in 4 turns from blood loss. He will continue to physically attack until the power ends, when he will be released. Seyshara could choose to attack while he is trapped. If she does, her difficulty will be reduced by 2 as for an immobile opponent.
System: Roll Intelligence + Stealth (8) and spend a Willpower Point. When this power works, you summon the incarnation of yourself from two turns in your future to join you in your next turn. This can seem complicated but it's not really. From an outside point of view it goes like this:
Turn | Event |
First | You activate the power. |
Second | You exist with your duplicate. Your duplicate can appear anywhere in the area, and gains +3 dice to Initiative (she knows what is going to happen, after all). The duplicate is identical to you in all respects and can perform any task you desire. Effectively, there are now two of you. |
Third | This is where the duplicate comes from. You do not exist here in any form. |
Fourth | The power ends and the duplicate reappears. Any damage dealt to either you or the duplicate takes effect now, even if it means Torpor or Final Death. After the power ends, the user will be located where the duplicate was last, or the nearest open space, if this is occupied. |
System: Spend two Willpower and roll Wits + Survival (8). Divide successes between distance traveled and time spent in that time zone.
Successes | Time traveled | or | Length of stay |
1 | 3 days | 10 minutes | |
2 | 1 week | 30 minutes | |
3 | 2 weeks | 1 hour | |
4 | 1 month | 4 hours | |
5 | 3 months | 12 hours |
When traveling into the past, the user cannot interfere with her own actions or those of the other characters, or affect anything directly related to their pasts. There is no such restriction on future travel.
Note: This is a powerful ability. It must be approved of, and mediated by the Storyteller! If Your ST refuses to allow this power, the alternative Level 5 power allows you to affect more than one target with the Level 1, 3, and 4 powers (Level 2 can affect multiple targets already). The user can affect as many targets as her Intelligence score.
System: Spend a Willpower point and roll Willpower (8). Each success reduces an attacker's dice pool by one for 5 turns. This power can only be used once in a given combat situation.
System: Spend 3 Blood Points and roll Manipulation + Brawl (7). Each success causes 1 die of damage, or adds 1 point of Paradox to Mages. This power does not work on anyone who is protected by Temporal Grace.
System: Spend 2 Willpower points and roll Intelligence + Occult (8). Each success reverses 1 turn in an area no larger than the user's Occult score in m3. Reversing time takes 1 turn per turn reversed, and the power requires 3 turns preparation time (making it useless in combat). Once the reversal is complete, all targets within the area play out the actions they originally performed. Left alone, they will end up exactly as they were when the power was initiated. The power user (and only the power user) may intervene in any way and affect the outcome of events, such as saving a character from being stabbed. This will not prevent any event from re-occurring once the user has left the area, however.