Time
The study of Time in all its forms is a great and common pursuit by the sorcerers and scholars of the World, and so it is not surprising that there is an Aptitude dedicated to the study and manipulation of Time.

� Celestial Attunement
The first stage of the Time Aptitude is to gain an immaculate sense of the passage of time; hence this power simply duplicates the benefits of the Merit: Time Sense, granting the character an innate sense of time and the ability to estimate the passage of time accurately without any need for mechanical or mystical aid.

�� Recursion
Recursion is used to trap a victim in a time loop, forcing them to experience a certain action or memory over and over. Using Recursion costs 1 Vita, and requires that the character using it score more successes in a contested Willpower roll (difficulty 7). If she does, the victim becomes caught in a time loop, of doing whatever it was that she was doing at the time Recursion was used, for anything up to the amount of time indicated by an Intelligence + Time roll (difficulty 7).
   None      No effect
      1         One turn
      2         One hour
      3         One day
      4         One week
      5+       One month
However, the Recursion is instantly broken as soon as the victim takes damage, from any source. Otherwise, while in the Recursion, he will not need to eat, drink or sleep, and will be unable to heal any injuries.

��� Suspension
Suspension places an object or person into stasis for a given amount of time, during which Time literally stands still for him. Suspension costs 2 Vita and requires an opposed Willpower roll (difficulty 7). If the character using Suspension scores more successes, the victim is placed into Suspension. Alternatively, for a character who is willing to enter Suspension (such as, for example, a grievously injured character who won�t live long enough for the healer to arrive), the Willpower roll is not necessary. Likewise, if the character is merely placing an object into stasis, the roll is not required. Once a target is placed into Suspension, the Nephilim must succeed on an Intelligence + Quintessence roll (difficulty 7). The number of successes scored indicates the maximum duration that the target may be kept in Suspension.
   None      No effect
      1         One turn
      2         One hour
      3         One day
      4         One week
      5+       One month
However, the Suspension is instantly broken as soon as the victim takes damage, from any source. Otherwise, while in the Suspension, he will not need to eat, drink or sleep, and will be unable to heal any injuries.

���� Delve
Using Delve allows the character to witness the past or the future of an object, place or person. Delve costs 2 Vita; the character using it must then state whether she is looking into the past or into the future, and must then make two Perception + Quintessence rolls (difficulty 7, or higher/lower at Storyteller discretion). The number of successes of the first roll indicates how far back/forward the character may Delve into, as shown in the table below, and the number of successes scored on the second roll indicates how clear the information gleaned is.
   None      No effect
      1         One hour
      2         One day
      3         One week
      4         One month
      5         One year
      6+       As far back/forward as the character desires

����� Maintain Wounds
Maintain Wounds is a specialised version of Suspension, placing a victim�s wounds into their own semi-stasis, meaning that they will not heal shut, hence the victim will continue to bleed from them for much longer, and will be unable to heal the damage. Maintain Wounds costs 3 Vita and requires an opposed Willpower roll (difficulty 7); if the Nephilim using Maintain Wounds scores more successes, none of the victim�s current wounds may be healed for a certain amount of time, as indicated by the number of successes scored on an Intelligence + Quintessence roll (difficulty 7).
   None      No effect
      1         One turn
      2         Two turns
      3         One scene
      4         One hour
      5         One day
      6+       One week (after which the victim will most likely be dead).
In addition, if the wounds were bleeding at the time that Maintain Wounds was used, the victim will lose 1 Willpower point, and then 1 Physical Attribute (Strength then Stamina then Dexterity), for every hour that the wounds are still bleeding. If the character runs out of Willpower points and Physical Attributes, she dies from blood loss. If she is able to heal before then, however, the lost traits will return at the rate of one per hour. Placing a victim into Suspension will not help; as soon as he emerges from Suspension, the time he has left before Maintain Wounds ends continues at the point it left off.

����� � Alacrity
Calling upon her inner Vita, the character may make additional actions in one turn, at no penalty. Spend 2 Vita, and roll Dexterity + Athletics (difficulty 7). Each success grants one additional action, all of which must be used in the following turn. Alacrity may only be used once per scene.

����� �� Thicken the Web
Thicken the Web is a terrible power that is used to severely increase a victim�s actual age, affecting in many cases their mind and physical capabilities. Using Thicken the Web requires physical contact with the victim, the expenditure of 3 Vita, and an opposed Willpower roll (difficulty 7). If the character using Thicken the Web scores more net successes, the victim immediately suffers the effects of extreme old age (subtract three from all Physical Attributes and one from all Mental Attributes, down to minimums of 1). While under the effects of this power, a victim must succeed on a Stamina roll (difficulty 6) for every round he is engaged in strenuous activity, or else suffer a heart attack. The total number of successes actually scored on the character�s Willpower roll indicates how long the effects of this power last.
  None       No effect
      1         One turn
      2         One scene
      3         24 hours
      4         48 hours
      5         1 week
      6+       1 month

����� ��� Court of Ages
The power of the Court of Ages is used to increase or decrease the flow of time in an enclosed area. Staying inside a small cottage for just a few hours may thus negate a long winter, or a character may spend a month in a library and exit just a few minutes after she entered. Court of Ages costs 4 Vita and requires a successful Intelligence + Quintessence roll (difficulty 7). Each success either doubles or halves the passage of time in the enclosed area that the character is using as her Court of Ages. This area can be of any size, and can house any number of other characters (who are all affected by this power equally), but as soon as a door, window or other opening into the area is opened (thus breaking the total enclosure), the power stops, regardless of how much time has already passed. Otherwise, the power ends when the Nephilim who used Court of Ages decides to end it.

����� ���� Reach Through the Web
Using Reach Through the Web, the character may attempt to pull an object or person from the future or the past. Doing so costs 4 Vita, and requires that the character know of the exact time that the target was occupying the space that the character intends to Reach through. Then she must roll Intelligence + Quintessence (difficulty 7) and either score at least six (or more at Storyteller discretion) successes for an object, or more successes than the target�s Willpower if the target is a person or creature. If this is accomplished, the object or person is brought permanently into the character�s own time frame. The furthest that a character can reach forwards or backwards in Time is a number of months equal to (the character�s Willpower + Time + Vita Limit ratings). Reach Through the Web transcends only time, not space.

����� ����� Time Travel
The greatest achievement of the practitioner of Time is of course Time Travel itself. However, it is a very unpredictable power, and the character might find herself in completely the wrong time frame. Before using Time Travel, the character must state how far forwards or backwards through Time she is planning to travel. She must then spend 5 Vita and roll Intelligence + Quintessence (difficulty 7). The number of successes indicates how close to the intended time frame the character ends up in; the amount of time �off� that the character ends up can be either before or after the intended time frame, at the Storyteller�s discretion.
   None      No effect
      1         One month off
      2         Two weeks off
      3         One week off
      4         One day off
      5         One hour off
      6         One minute off
      7+        Exactly accurate
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