True Brujah

A character with Temporis may never develop Celerity (and no True Brujah will possess Celerity). If a character with Celerity does learn the first level of Temporis, her Celerity is immediately converted to the experience pts that her levels in Celerity would of cost. Botchs with Temporis have horrific results as character suffers unsoakable aggravated damage.

1• Time Attunement (Time Sense, 2nd Edition)

This power allows the vampire to sense time fluctuations in his immediate vicinity, whether caused by Temporis, mortal wizards or stranger things. Additionally, the vampire has a perfect ''internal'' clock and is always aware of local time.

2• Internal Recursion (Ramble On, 2nd Edition)

This power affects a single victim's perception of time, forcing him to relive the same events over and over again until the power's effect fades or something snaps him out of the fugue state.

3• Lapse (Zombie's Curse, 2nd Edition)

This power halves the speed of one individual's movement through time for a brief instant. To the victim the world seems to have sped up around him. Costs 2 bloodpoints. A character with the ability to take multiple turns such as with Celerity halves the amount of turns he can take.

4• Subjective Suspension (Co-Walker, 2nd Edition-- Cost, 1 WP)

The vampire can suspend an inanimate object in time, keeping it in perfect condition while the world around it passes at a normal time. If anything touchs the objects that wasn't in contact with it when the Subjective Suspension was invoked, the item instantly re-enters normal time. Costs 2 bloodpoints and the vampire must perceive the object he is suspending. This power can not used on anything larger than the vampire or on animate objects anymore complex than a dog.

5 • Clotho's Gift

The vampire can momentarily speed up time through him. He becomes briefly capable of feats of physical speed similiar to those of Celerity. This power allows some things that does Celerity does not--most notably the application of other disciplines that require full conscious thought. Requires 3 blood points. Even use of Disciplines normally forbidden in multiple actions can used as in Dominate or Thaumaturgy.

5 • Frozen Object (2nd Edition)

The vampire can stop time for an inanimate object for a predetermined length of time. The vampire could throw a knife into the air and stop time on it, only to later let it continue on its course. The vampire could freeze time on a light switch and then turn it on. When it recentered time, the light would come on. This power can be used on bullets and other projectile and missile weapons, but not on objects touching animate beings. In addition, objects lose no energy during the time stop, so anyone touching the bullet frozen in flight would burn her hand, and the slug would have the same velocity when it re-entered time.

6• Control Aging (2nd Edition)

The True Brujah is able to speed up or slow the effects of aging in the quantity of 10 year increments. (Touch Required) It also stops the target from gaining sustenance from either animal or human blood(for the scene)

6• Kiss of Lachesis

True Brujah who know this power have gained limited mastery over the physical age of objects and individuals. With minor effort, she can momentarily increase the flow of temporal energy through a subject, aging it decades while seconds pass in real time. With greater sacrifice, she can absorb and nullify some of that same energy, reducing the physical age of a subject. This power does not reverse history. Aging manipulation requires 2 bloodpoints, touchs the target and concentrates for one turn.

7• Hall of Hade's Court

This power can alter the subjective passage of time within an enclosed space, letting an entire night pass in the space of a moment. One bloodpoint is spent per hour of normal time that is affected.

7• Domain of Evernight (2nd Edition)

This allows the True Brujah to effect time within his or her own haven. (Hours able to move time within haven equal to the number of willpower the True Brujah has.) No expenditures needed.

7• Outside the Hourglass (2nd Edition)

With this ability, the True Brujah can step out of the loop of time and take whatever action he or she chooses. This stops EVERYTHING for that turn.

8• Clio's Kiss (9• Summon History, 2nd Edition)

This power allows the True Brujah to reach into the past and summon events, objects or individuals. This is the power to bypass time and bring something or someone forward to the present. At least four recorded attempts to retrieve Brujah himself have met with unspeakably hideous failures. No True Brujah is known to have ever attempted to summon Caine through the use of Clio's Kiss. If the vampire wants to take an object or individual from the scene, permanently bringing them forward to the present, a permanent willpower point must be spent.

8• Pocket of Time (2nd Edition)

This allows the True Brujah to take an entire area out of the time stream. Everything outside of a 10 foot radius seems frozen and those within the Pocket cannot leave it until the True Brujah either wills it closed or destroys it.

9• Tangle Atropo's Hand (8• Rewind Time, 2nd Edition)

(rarely used) The True Brujah may literally untangle the thread of time, gaining a second chance to undo his mistakes or prevent the actions of others. However, unless the vampire takes different actions from those he first took, all other participants will do exactly the same things with the same results--this is a true reverse of tim and the memories of the subjects are reset with it. The player spends a permanent Willpower point and 3 bloodpoints.