Temporis
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Before the destruction of Enoch, the True Brujah vaunted Temporis as one more sign of their exalted position as the true inheritors of their progenitor’s legacy. Now that the bloodline has re-evaluated its position, the Discipline of time-flow manipulation is seen as a survival tool rather than a status symbol (and, as such, is almost never taught outside the bloodline, not even to the True Brujah’s closest allies). Temporis’ true origins may never be known, as its most skilled practitioners were destroyed with Enoch (some True Brujah neonates whisper that those elders destroyed themselves while trying to summon help from the past – time works in mysterious ways in the Underworld). Temporis is a taxing Discipline to use, as it channels the very mystic forces that suspend the vampire in eternal unlife to apply similar suspensions of linear time to the immediate environment.

Botches with all Temporis powers above the first level have a terrible effect. The character suffers a number of unsoakable aggravated health levels of damage equal to the numbers of 1’s the player rolled. Temporis takes a portion of the energy that chains the vampire’s soul to an undecaying animate corpse and uses it to generate similar effects on the surrounding area. A loss of control during this process means that the vampire’s unlife energy drains away. Damage sustained in such a manner can be quite gruesome, as the vampire’s body literally rots away in a split second.

Note: Several Temporis powers rely on Stamina for their activation rolls because of the abovementioned principle on which the Discipline operates. Because Fortitude is another mystic product of the Curse of Caine, it doesn’t make the vampire any more capable of channeling the energies of the stasis in which his Embrace-altered soul keeps his body. Thus, Fortitude is not added to Stamina for these rolls.

Temporal Exclusion

Although True Brujah Elders used to claim that Celerity was a barstardisation of Temporis, some ancilla scholars among the bloodline maintain that the reverse is true. Temporis, is in fact, an extreme logical extension of the same mystic principles that govern Celerity, combined with certain necromatic knowledge that is rumoured to have come from Nagaraja in exchange for an undefined boon. The two disciplines are 'not the same' as Temporis has received several centuries of refinement, but they are sufficiently close that knowledge of one precludes knowledge of the other.

A character with temporis may never acquire Celerity (and no true Brujah may ever develop celerity, even if she has never learned temporis - her blood affinity for temporis is too strong) If a character with celerity some how fortuitiously learns the first level of temporis, her celerity is immediately converted into the amount of experience points that would of been required for her to advance to that celerity rating as an in clan discipline. Those experience points are halved, and then immediately used to purchase as many levels of temporis as they can buy. Any leftover points from this conversion are lost.

Time Attunement

Before the Vampire can manipulate time, he or she must be able to sense its workings. Time Attunement facilitates this awareness. This power allows the character to sense time fluctuations in their immediate vicinity, whether caused by other practitioners of Temporis, mortal wizards or stranger things. Additionally, the Vampire has a perfect "internal clock" and is always (barring external interference or a Temporis botch) aware of the local time, the subjective and objective time that has elapsed during a given application of his other Temporis powers and the time remaining until local sunrise. This awareness is accurate down to at least a hundredth of a second.

System: Time Attunement is always in effect. The Storyteller secretly rolls the character’s Perception + Temporis to see if the character detects a time distortion (difficulty of 9 minus the level of the power in use). The range of this sensory effect is a number of miles equal to the vampire’s Perception, though particularly significant events (those generated with powers of Level Six or higher) may be sensed across hundreds or even thousands of miles. Additionally, any attempt to affect the vampire’s internal clock has its difficulty increased by the character’s Temporis rating (though this does not apply to powers that affect the vampire’s physical body or surroundings – only those that alter his perceptions of time).

Celerity is a special case, as the temporal distortion it causes is very minor. The difficulty to sense a vampire activating Celerity is determined as per any other time distortion, but the maximum sensing range is equal to the character’s Perception times 10 in yards. This does allow the character to sense Celerity in the turn that it’s activated (before the Celerity user’s extra actions come “online”), thus giving a slight warning of potential ambushes.

The internal clock feature of Time Attunement is always in effect and requires not roll or effort. Thus with one glance at a bomb’s digital timer, the character has a constant awareness of how much time remains until detonation – even while he’s driving away, screaming into his cellular phone and shooting at the enemy ghouls who are trying to stop him.

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