Temporis

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Powers (1–5)

Hourglass of the Mind

Hourglass of the Mind is always active. In addition to granting an extremely accurate time sense, allowing you to keep track of the exact time down to the millisecond, this level of Temporis also grants you a unique sensitivity to any disturbances in the flow of time. Within a one-mile radius, you automatically sense when time is being manipulated, whether through use of Temporis or other supernatural powers that alter time. Additionally, you automatically sense the use of powers that grant extra actions, such as Celerity, when they are used within 1,000 feet of you. Further, you can read an object's age at a glance, and you can tell if Temporis has ever been used on that object by noting that its actual age does not match the amount of time that has passed since the object's creation. Also, by spending your standard action and making a successful opposed challenge, using the Temporis test pool, you discover whether or not a target possesses Celerity or Temporis; you then discern how many dots of either Celerity or Temporis the target possesses. If you use this power on a non-vampiric creature who possesses powers that can shape time or allow it to take multiple actions, you gain a rough understanding of that creature's capabilities.
Focus: [stamina]
You also discern the specific powers the target possesses, including techniques and elder powers.

Nick of Time

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By spending 1 Blood and expending a simple action, you can utilize Nick of Time to draw a common object to you from some other point in time. These items are things that have been lost or misplaced, and will never be missed by their owners. The item is a common and nondescript example of its type; you may choose to draw forth a desert eagle or a pretty painting, but you cannot acquire the Sheriff's gun or the Mona Lisa. The item must be small enough for a normal individual to easily hold in two hands and not of any particular value. If you choose to draw forth a weapon, your Storyteller determines the weapon's specific qualities. If the weapon is a gun, it has one full clip of ammunition.
Focus: [stamina]
You may select the weapon's qualities yourself rather than having the Storyteller choose.

Split Second

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Once per turn, you can spend 1 Blood to gain an additional simple action, which cannot be interrupted. This additional action resolves on your initiative, and cannot be used to target other characters or items controlled by other characters; it also cannot be used to activate powers.
Focus: [stamina]
You gain two additional simple actions instead of one.

Patience of the Norns

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Spend 1 Blood, expend a standard action, and target an inanimate object to activate Patience of the Norns. This object enters perfect stasis, even as time passes around it. When Patience of the Norns affects an object, all processes, whether mechanical, electrical, or chemical, stop functioning for the duration of the effect. Bullets hang motionless in mid-air, fires appear as no more than charred logs, and falling objects freeze in mid-tumble. This suspension lasts for one hour, unless Patience of the Norns is released prior to that duration. Alternatively, if you are targeted by a ranged or thrown attack and you have an unspent standard action available this round, you can immediately spend 1 point of Blood and your standard action to activate this power, targeting the source of the projectile. You can even do so before your initiative, spending your action before you would normally have an opportunity to act. If you succeed in the opposed challenge, both the projectile and the object that fired the projectile (if there was one) are affected by this power. The projectile is suspended at any point you designate between you and your attacker. If you lose this challenge, your attacker's challenge proceeds normally. An object frozen by Patience of the Norns cannot be moved or affected in any way. If anything substantial (more firm than a light breeze) touches a frozen object after it has been placed in suspension, the item affected by Patience of the Norns is released and re-enters time with the same properties and velocity it had when it was placed into stasis. Suspension of an object includes the suspension of all its energy and any chemical processes occurring within it. Thus, a suspended bullet has no kinetic energy in relation to the world around it, chemical reactions are held in stasis, and fires cease to emit heat, light, or smoke until such time as the power's duration expires. At the end of this power's duration, all processes, energies, and reactions resume activity as though no time had passed. Fires roar to life, chemical reactions run their course, and objects in motion continue on their original trajectories at their original speed. Patience of the Norns cannot be used on an object larger than the vampire herself.
Focus: [stamina]
You can rotate or move a suspended object one step per standard action by touching it without breaking stasis.

Clotho's Gift

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Spend 1 Blood to activate Clotho's Gift for the turn. When you activate Clotho's Gift, you gain two extra rounds of actions; each extra round comprises one simple action and one standard action. Resolve one extra round of actions during the first Celerity round, and resolve the second extra round of actions during the second Celerity round.
Focus: [stamina]
You can use one standard action granted by Clotho's Gift to activate a Mental or Social power during Celerity rounds.

Elder Powers

Kiss of Lachesis

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Spend 2 Blood and expend your standard action to cause a target to age (or become younger) in the blink of an eye. If you target an individual, or an object controlled by another individual, you must also defeat your target in an opposed challenge using the Temporis test pool. A successful use of Kiss of Lachesis allows you to increase or reduce your target's age by any amount up to 100 years. Causing a living target to age the full 100 years will kill a mortal instantly and deals 2 points of normal damage, which cannot be reduced or negated, to supernatural targets, through withering and general decay. Kiss of Lachesis deals no significant damage to objects unless you wish to do so; if you choose to deal damage to an object, any normal item will crumble to dust. Objects decreased in age in this manner cannot return to an earlier or incomplete state. A silver coin may lose its tarnish and seem newly minted, but it will not revert to an unformed block of metal. Likewise, while an adult's body may revert to the age of a child, her mental faculties, memories, and experiences are not affected. An amputee reverted to an age prior to the injury will not regenerate her missing arm, nor will a broken sword become anything but newer-looking shards.

Temporal Anomaly

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Spend 1 one point of Blood and a simple action to summon a localized space-time disturbance. This disturbance manifests as a glowing ball of swirling particles floating above your hand. The disturbance remains for 10 minutes or until you end the power. While active, you may use the Temporal Anomaly to attack in one or two ways: - Chronoton Strike: You may concentrate the particles around your hands or melee weapon, converting the attack damage to aggravated. In addition, whenever you attack, the disturbance caused by your attack nullifies any bonus to your target's Dodge pool provided by Celerity or similar powers, including the focus benefit. - Chronoton Bolt: You may initiate an opposed challenge to discharge some of the particles as a projectile, attacking a target in your line of sight using the Temporis test pool. If you succeed in an opposed challenge your target suffers 2 points of aggravated damage. However, if she has activated a Celerity or Temporis power this turn, she suffers 3 points of aggravated damage instead. This power affects non-vampire characters that have active powers or abilities that allow them to take actions during Celerity rounds, such as werewolves with sufficient levels of Rage, or changelings with the Quicksilver art active.

Stitch in Time

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Immediately upon losing a challenge that would result in your taking one or more points of damage, or a physical challenge that causes you to be Grappled, moved, or harmed, you may spend 2 points of Blood to negate the attack as if it never happened. You may use this power outside your initiative order and even if you do not have an action this round. This discipline works even on damage that may not be resisted or negated.

Luminary Powers

Outside the Hourglass

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Whenever you activate Clotho's Gift, you gain one additional round of actions to be resolved during the third Celerity round. In addition, you may use an additional one of your actions granted by Clotho's Gift to activate a Mental or Social power. For example, if you have the Stamina focus, you may use a total of 2 of your additional actions on Mental or Social powers. If you do not have the Stamina focus, you may use one of your additional actions in this way. This is an exception to the rule that states you cannot use Mental or Social powers during Celerity rounds.