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 Temporis - Discipline

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Pyro
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Pyro


Posts : 128
Join date : 2008-03-15

Temporis - Discipline Empty
PostSubject: Temporis - Discipline   Temporis - Discipline Icon_minitimeFri Nov 07, 2008 3:32 pm

1 - Time Sense
The vampire gains an automatic and perfect sense of time, and can sense any sort of time disturbances, such as uses of Temporis, the Time sphere, the Pandemonium arcanos, etc.

2 - Ramble On
Roll: Man. + Empathy, difficulty Willpower
The vampire may put a victim into an endless loop, in which the victim will repeat whatever she was doing at the time the vampire used this power. If the victim is put into an obviously dangerous situation, she may roll Perception + Alertness, difficulty 6, to escape this state. Otherwise, this power lasts for the following time periods:
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.

3 - Zombie’s Curse
Roll: Cha. + Intimidation, difficulty Willpower
The vampire may put a victim into a state where she perceives the world as moving twice as fast, and she is moving at half-speed. In combat, most of the victim’s Melee and Brawl attack rolls are increased in difficulty by two, and do half their normal damage. This power lasts for the following time periods:
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.

4 - Co-walker
By spending a willpower point, the vampire may remove herself from the flow of time, move around in any fashion she sees fit, and step back into the flow of time. She may not affect objects that she did not remove from the time stream with her (is is assumed that her clothing, and all items on her immediate person, leave the time stream with her).

5 - Frozen Object
Roll: Dex. + Occult, difficulty 6
The vampire may temporarily remove an inanimate object (that is not touching an animate being) from the time stream. If the object is moving rapidly, she must also make a Wits + Alertness roll to affect it. Objects stopped in this way lose no energy. The vampire may allow an object to reenter time at will; otherwise, an object will reenter the time stream of its own accord after the following time periods:
1 suc. one turn.
2 suc. one minute.
3 suc. ten minutes.
4 suc. one hour.
5 suc. one day.
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