Rego Temporus
This is a proposed path that deals with time. All things written here are proposals only, I am completely open to suggestions and critism. I will be building this a little at a time.
Contents
Time's Dissonance - Level 1
This proposed example of level one would detect nearby or significant changes to the flow of time. The caster does not automatically sense these things like the power of Temporis, but only when the path is activated (The scene). This would use a visual cue like the level one power of The Hearth Path.
System: The Cainite knows whenever the flow of time is mystically disturbed by use of Celerity, greater levels of Temporis, mortal wizardry or stranger things. The vampire remains within the altered continuity of his timeline but aware that events are other than they should be. The caster rolls Perception + Occult, difficulty 6+ depending on how strong the distortion is. (6 is a Temporal Doppleganger, 7 an object out of time (Aions Pocket) or the use of Celerity, 9 where a temporal discipline, path, or magik was used. Multiple successes could even allow for a sense of what power created the anomaly. While the caster might have no knowledge of Temporis, he/she will get a feeling for it, and be able to recognize it should he/she encounter it in the future.
Aion's Pocket - Level 2
This power allows the user to take a small object (no larger than 5 pounds, 3' in radius) and slip it out of the time stream. The object becomes invisible to normal senses, and only those capable of detecting temporal distortions can see the object. The item need not sit on a table, floor or flat surface, but instead will hang wherever released out of the stream of time.
System: The caster uses hand gestures causing the use of a blood point worth of blood, then rolls Wits + Occult difficulty 6, and may put one small object outside the time stream for each success (a bag of coins, a pistol, and a phone with 3 successes). The caster has to physically move the object out of time. This means that he/she can't force bullets in flight, or a bucket of holy water out of time thrown at them. The caster or anyone with the appropriate level of this path can pull the object back into the time stream with a roll of Wits + Occult. Failure means not pulling the item out, a botch results in 8 levels of bashing damage to the object, as it is violently brought back into the time stream.
Aions Perspective Level 3
This power lets the caster step outside the stream of time, and stay outside for up to 1 minute subjective time per success. The longer the time out and the farther the caster moves, the more jarring the reentry into the time continuum. While outside the time stream the caster can move things, disarm opponents, inflict lethal or bruising damage. Physical non-sentient things the caster touches can be pulled from the time stream and used.
System: The caster spends a temporary willpower and burns a blood point to pierce the time stream rolling Wits + Occult difficulty 7. After the caster has remained out of the time stream for up to a minute per success, he/she is forced back in. Failure leads to a headache. A botch means that the caster only makes it partially in, and takes 1-5 levels of lethal damage from being torn apart by the time stream.
Window to the Past Level 4
With this power the caster can move backward in time and view local events, while not being able to effect them. The Thaumaturgist is not effected by events happening around him/her. Bullets, bombs, sunlight, etc have no effect while out of the time stream just as he/she can not effect events. A failure means there is no effect. A botch takes the caster down an alternate time stream, giving the caster a temporary derangement from the past he/she has seen.
System: The caster spends a willpower and two blood points, then rolls Intelligence + Occult difficulty 8.
1 Success: 5 minutes 2 Successes: 30 minutes 3 Successes: 3 hours 4 Successes: 24 hours 5 Successes: 6 days
Skipping the Divergent Paths Level 5
The caster gets to view separate time streams for short distances into the future. As the mind moves back to the present and the time stream resumes, the caster gains bonuses due to knowing the possibilities.
System:
Reference Rituals
- -- Steps of the Terrified -- Level 2 ritual for slowing a fleeing enemy. I never understood the value of this ritual as it is effectively useless, but as path power it could be amazing.
- -- Eyes of the Past -- A level 3 ritual that lets the caster scry the past.
- -- Curse of Clytaemnestra -- A level 5 that ages mortals to death.
- -- Vires Acquirit Eundo -- A time related meta-magic ritual.
- -- Sands of Time -- A level 6 ritual found in Chicago by Night that slows down a target.
- -- Turn Back the Skies -- A level 7 Assamite sorcery ritual for exploring the past. {time travel}