MET LARP SRD
(2013 BNS MET System)
Temporis
Summary
Those who control the powers of Temporis have the capacity to comprehend the permutations of time, speeding and slowing its effects to suit their desires. Temporis channels the mystical force that makes a vampire immortal, rendering her body immune to the ravages of time. The True Brujah claim that the Brujah Antediluvian created Temporis before he was diablerized, and that his curse stripped its power from those who followed Troile after his destruction.
Users of Temporis tend to become increasingly meticulous and nearly obsessive about the small details of daily life. They also tend to lack emotion to a great degree, growing detached by experiencing the passage of ages, feeling centuries slip like sand through an hourglass. Such beings are callous and cruel, placing little worth on a single individual within the grand tapestry of time.
Quote
“No matter how much time passes, or what amusements fill these long, eternal nights, some things can never be consigned to oblivion. Some memories refuse to fade.” — Amor Cathbados, Inconnu Monitor of Toledo
Hourglass of the Mind
Level 1Time is a complex entity, moving like a river around a thousand tiny stones. The smallest alteration can cause tremendous shifts. To effectively use Temporis, the wielder’s mind must be capable of understanding these currents and eddies, and predicting their outcomes.
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.
Nick of Time
Level 2With this power, you can steal items from the corners of history. By creating a small anomaly in the natural flow of time, you reach into the past or present and grasp lost objects, discarded junk, and abandoned flotsam, forcibly pulling such items to you.
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.
Split Second
Level 3With this power, you slow the effects of time around you, allowing you to move in a flicker and almost appear to be in two places at once. Although you cannot attack others while in such a state, you can move, draw weapons, or perform other small actions in the blink of an eye.
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.
Patience of the Norns
Level 4Your ability with Temporis has grown so powerful that you can actually remove inanimate objects from the fl ow of time, suspending them for a little while as the rest of the world moves on. You can halt a falling object midair, suspend an explosion long enough to escape its fire, or preserve a fragile artifact from decay.
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.
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.
Clotho’s Gift
Level 5You are capable of accelerating time as it passes through your body, causing you to move with preternatural speed and precision.
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.
Temporal Anomaly
Level 6For centuries, the Sages have fumed over their usurper kin and the Celerity they created to compensate for their failure to master Temporis. This obsession drove the Sages to pursue time’s greater mysteries through theoretical studies far outstripping the pace of mortal science. The product is a power that not only punishes Celerity, but any who bend the rules of space and time.
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:
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 Wayfare art active.
Kiss of Lachesis
Level 6At this level of Temporis mastery, you have the ability to affect the passage of time on physical objects and individuals, causing such things to wither and decay. The effects of age ravage the subject as though decades had passed within a single breath.
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. Sentient beings retain all memories and any derangements. A vampire’s earliest regression point is her Embrace; a vampire regressed to the point of her Embrace remains a vampire, not an inanimate corpse — the regressed vampire retains all disciplines and keeps any changes in Generation due to diablerie.
Stitch in Time
Level 6When you can control time itself, you become the master of your own fate. Where before you may have been able to pause or stop time, your mastery of Temporis has become so great that you are able briefly turn back the hands of time itself. Your skill allows you to even undo damage inflicted upon you as if it never existed.
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.
Outside the Hourglass
Level 7For a clan with power over time, the Sages so often seem to lack it. Since the rift in their clan first formed, they have feared the pretenders and their Celerity, terrified at the effortless speed they came to manifest without study of the forces they manipulate. Although this power is the height of Temporis and the greatest expression of speed it can muster, the Sages fear Celerity will find a way to be faster still. Practitioners who have attempted to push beyond the bounds of this power have reported seeing bizarre visions and mysterious figures silently warning them to stop. Those rumored to have ignored such warnings have never returned to tell their tale.
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.