Tempus Edox Rarem - 'Time Devourers All.' - Proverb School Tempus (Time). * Attribute: Perception. * Primary emotions: worry, angst, regret, hope. Though it indeed has stiff competition, Tempus ranks highly as one of the more potentially potent schools. Hardly limited to merely observing the past and future, it has means to displace it's user and affect the flow of time itself. relative times chart, referenced later -4: centuries -3: decades -2: years -1: months 0: weeks 1: days 2: hours 3: minutes 4: seconds 5: length: now; accuracy: exact Tempus elementals phase in and out the current time stream, causing them to 'jump' suddenly a few steps ahead, be momentarily non-existent, or even have two of itself at the same time. * Special power: Phase: Though a Tempus elemental may not stop phasing in and out of the current time continuum, they may initiate a phase at an advantageous moment in lieu of a dodge. A Tempus Elemetnal may use Phase at the normal cost. Tempus Aspect: Emotion. Primary Emotion: angst. Bane: susceptibility: You are constantly worrying about the future or past, and are thus affected by Angst at all times. You may cancel it's effects for the duration of a scene by succeeding in a willpower roll, or spending a point of temporary willpower. * Angst: 1k (enchant person(s)) Creates feelings of angst, worry, or regret in the subject until end of scene. System: They are lost in thought and receive a penalty of +2 difficulty to all perception rolls as long as this power remains in effect. You may target more than one person in a single action, up to your rank in Tempus Aspect Emotion. Tempus Aspect: Enhance. Primary Emotion: concern. Bane: pride: You never miss anything, even the subltleist joke or tinist detail. Of course those few occasions when you do miss something cause you a greate deal of worry. Whenever it becomes apparent to you that you missed something you could have seen, roll a number of dice equal to your rank in Tempus Aspect Enhance, you lose one point of temporary willpower per success. * Awareness: 1k (enchant self) Enhances your ability to pick out details. System: You gain a number of perception equal to your rank in Tempus Aspect Enhance until end of scene. May not be used while in effect. Tempus Aspect: Counter. Primary Emotion: regret. Bane: indifference: Since any Tempus spell cast in your presence is automatically resisted, it make it harder for you or your allies to benifit from Tempus effects. * Paradox: (1k) Any Tempus power which is cast in your presence and not by you is automaticly resisted by this power. The source of this counter-magic will be obvious. Syststem: Roll one die per dot you possess in Tempus Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll. Tempus Aspect: Relocation. Primary Emotion: worry. Bane: phase: Approximatly once a day per dot you posses in Tempus Aspect Relocation, you experience a random Forward or Rewind. This will often happen during a stressfull situation, but is otherwise under complete storyteller control. * Premonition: 1k * Ability: Alertness (6) Allows you gain insight on the very near future. System: You may see a number of turns into the future equal to your success on a perception + alertness roll. For each turn that you see, all characters must announce to you their intended actions for that turn, and you receive -2 difficulty for any reactionary roll (dodging, willpower checks, etc..) ** Phase: 1k * Ability: Dodge (4) You may jump a few moments into the future, thus avoiding a bullet or blow from a weapon. System: Make a perception + dodge roll, diff. four, treating the success as you would a normal dodge roll. This power may be activated any time a normal dodge may be used. *** Retrospect: 1k * Ability: Empathy (S) Allows to sense recent events that occured to or around a person or object you can touch or a scene you are in. System: Make a perception + empathy roll, difficlulty determined by how long it has been since the event occured. Each successs is a fact or 'snapshop' of the event(s) that may be obtained. suggested difficluties 5: an hour ago 7: up to five hours ago 9: up to a day ago 10: up to a week ago **** Visions: 1k * Ability: Occult (S) This power is simmilar to Retrospect, except that it allows you to look in to the future of something. System: Make a perception + occult roll, diffulty as per Retrospect, each success is one fact or image obtained about future events. ***** Forward: 1k * Ability: Stealth (6) A more potent form of Phase, Forward allows to travel several turns into the future, but takes a complete action to activate. System: Make a perception + stealth roll, with each success being one turn you appear to disappear from existance, as you jump to a few moments later. ***** * Rewind: 1k * Ability: Survival (6) The inverse of Forward, Rewind allows to return to your current conciesnous to your body a few moments ago, allowing you to do second take on recent events. System: Roll perception + survival, with the number of successes being the number of turns you backtrack. ***** ** Postcognition: 1k * Ability: Investigation (S) You may attempt to see into the past of a place, person, or object with which you are familiar. System: Roll perception + investigation, difficulty of five minus the length rating (on the relative times chart) of how long ago the time you wish to view was. The number of successes is how close you got to the exact moment desired, on the relative times chart. ***** *** Precognition: 1k * Ability: Enigmas (S) Allows you to see into the future. System: As per Postcognition, but rolls are made on perception + enigmas ***** **** Future Travel: 10k * Ability: Science (S) (enchant self) Attempt to move into the future, disappearing from the current time-space continuum for an amount of time equal the amount you stay in the other time. The future you visit will the future without your effect on it, as you are not existing in the past while you are in the future. System: Make a perception + science roll, difficulty of 6 minus the rank of your displacement into the future (found on the relative times chart,) the number of success is how close you get to your desired moment, by the relative times chart. Each hour you spend in the future causes you to expend one positive karma, thus it is very difficult to maintain your presence there. Keep in mind that if you go to a point in the future at which there are no opposing Chosen in the area, your powers will become dormant. ***** ***** Past Travel: 10k * Ability: History (S) (enchant self) As per Future Travel, but make your roll on perception + history instead of science. Keep in mind that in the past you will not have any powers you had not achieved by the point in time to which you go. Also, come the Armageddon, an equal number of persons will be chosen for each side, so killing people before they become Chosen is relatively ineffective. Tempus Aspect: Warp. Primary Emotion: hope. Bane: twisted reality: Constantly changing and warping time can lead to serious problems with your perception of reality. When you first gain this power, you or the storyteller chooses a derangement. During any stressfull situation or heavy use of Tempus magic, make a willpower roll. If you fail to get at least as many successes as your rank in Tempus Aspect Warp, The derangement takes affect until the end of the scene. * Variance: Instead of rolling dice, you may choose a number for your initiative. You may alternately choose an initive for one other character instead of for yourself. System: No roll is required. ** Advance: 1k * Ability: Athletics (6) (enchant self) You feel the effects of time at a hugely accelerated pace, experiencing the effects of months or even years in a manner of minutes. This affects only the 'ageing' of your body, you will eat and sleep normally, but things such as healing will be accelerated. System: Make a perception + athletics roll, and note the success. Time may be experienced at a rate of up to ten to the power of your successes, to one. Thus, if you score two suceesses, you may experience the effects of time at up 100 times (10 squared) faster than normal. This grants you no additional actions, but you will heal faster relative to the normal time flow, etc. *** Transgress: 1k * Ability: Etiquette (6) (enchant self) You begin experiencing the effects of time at a greatly reduced rate System: Time may pass at a rate of up to ten to the power of your successes on a perception + etiquette roll, to one. Some of the effects this has are: you will barely appear to age, and you will heal extraordinarily slowly. **** Speed: 1k * Ability: Performance (6) Allows too cause others to experience the effects of time faster than you. A raging inferno suddenly becomes more deadly to them than to you. System: The turn in which you activate this power, all time excluding you is speed up at a rate of your successes on a perception + performance roll to one, thus causing others to age faster, etc.. Thus if you had three successes, everyone else would receive three actions to your one, or three years to your one. ***** Slow: Sk* You may slow down the rate at which others experience time, allowing you to accomplish more than others in the same amount of 'time.' System: You may slow down the flow of time, excluding yourself, by a rate of X to one. X is as many actions as you pay for. A second action costs two karma, gaining a third action in addtion to the second costs three karma, a fourth above and beyond the third costs four, etc. *: upon activating this power, you immediately receive your first action, thus you may effectively disregard the normal one action activation time. ***** * Age: 1k (enchant thing) You may attempt to affect another being or object as per Advance. System: If the subject is not willing, they roll their willpower, with each success reducing success by one. ***** ** Suspend: 1k (enchant thing) You may affect another being or object as per Transgress. System: If the subject is not willing, then they make a willpower roll, with each success reducing your successes by one. ***** *** Speed Other: Sk * Ability: Intimidation (S) You may attempt to cast Speed, with another person or thing being the point where time is not altered, effectivly rendering them unable to do anything for several turns. System: Make a perception + intimidation roll, difficluty of the victim's willpower if they are unwilling. The number success you score is the amount of positive karma you must spend to attempt to slow them, and the net successes is the number of turns they will go with only one action among them. ***** **** Slow Other: Sk You may attempt to affect another person or thing with Slow, with them as the point where time is unaffected. System: The cost to do this is the same. If they are unwilliing, they resist with thier willpower, with each successes reducing the number of extra actions they gain this turn by one. ***** ***** Stop: 5k You are able to completely remove yourself and a small field around you from the flow of time, everything else appears to stop. Since the rest of time has completely halted, there not a lot you can do, since everything except you and things on your person are able to experience the effects of time. You can, however, cover huge distances in the seeming blink of an eye to rest of the world.