5. Resultados
5.2. Determinantes
(Presence ••••, Temporis ••••)
This ability has proved invaluable to True Brujah infiltrating the ranks of their betrayers, or even other Sects and Clans. It makes the target believe the True Brujah is a very old friend, one who is trustworthy and loyal. They remember spending time together and several instances where the True Brujah has proved themselves beyond reproach. While this may appear to be an advanced application of implanted memories, it is actually a lot more. The True Brujah finds an alternate timeline that fits the required relationship and imprints it on the target, using Presence to bond feelings of trust and friendship. This makes it very difficult to detect and unravel, as the memories are real and were (in a sense) actually experienced by the target, even if they never actually occurred in this timeline.
System: The True Brujah must make physical contact with the target (often a handshake) and begin to describe a potential memory they share by way of introduction. They then make a Manipulation + Empathy roll at a difficulty equal to the target’s current Willpower. The number of successes shows how long the effects last.
Successes Result
1 success One scene
2 successes One night
3 successes One week
4 successes One month 5 successes One year
While under the power’s effects, the target will believe the True Brujah is both loyal and above reproach. Even evidence to the contrary will be considered part of an elaborate conspiracy. Once the power fades, the target will still consider the True Brujah a friend, until something calls their motives into question. If the target is still under the effects of this power, attempts to refresh the effects for a longer duration are made at +1 difficulty.
This combination power costs 24 experience points to learn.
Jackhammer Punch
(Potence ••, Temporis ••)
Getting punched with Potence is always painful, but with this power you force your opponent to relive that pain
Rewind (Temporis ••••• •••)
The True Brujah usually use this power to confirm historical events, but many find it useful to discover the secrets of their peers and their enemies. When this power is used, it appears as if time is moving backwards at the character’s command. But in truth the True Brujah is only seeing images of what has happened here before. The ability only works in the area the character is in, and cannot show anything happening through walls. Ghostly images of what occurred in the area can be seen as far as anyone can normally see. So they can look out of the window and see what happened outside, but not see past a wall, even if it wasn’t built until recently. Nothing is taken away, only added to. However, if you made a hole in wall you could see what was on the other side of it through the hole.
System: To activate this power the True Brujah needs to make a Stamina + Occult roll (difficulty 9) and spend a blood point. The result of the roll shows the maximum time they can rewind their view to.
Successes Result
1 success One week
2 successes One month 3 successes One year 4 successes One century 5 successes One millennia
Within this limit, they can look at any time they like, but they have to focus on a particular and specific time to go back to. If they don’t know when they are looking for they will have to watch the images as they flash past and make a Wits + Alertness roll. The difficulty is equal to 5 + the amount of successes. It takes an hour to review every ten years, and after an hour, the character must spend another blood point to maintain the power. To conserve blood when looking into the deep past, the True Brujah might shift their view back 50 years, for instance, before starting to make Wits + Awareness rolls as they know what they want to see happened 50-100 years ago. In this way, visions of the ancient past might take several attempts before the True Brujah finds the right area of time to focus on. over and over again. The True Brujah uses their control of
time to seemingly repeat a strike several times at the same time. This leads to a great increase in damage from only a single attack.
System: When a True Brujah strikes in unarmed combat and opts to use this power, they may spend a blood point to add their Temporis rating as extra points of Potence when figuring the damage they have done.
This combination power costs 12 experience points to learn.
Elder Disciplines
Insight (Temporis ••••• •)
Insight allows the Brujah to step forward in time a little and see how certain actions are going to play out. This allows them to return to the present and use this information to perform their next action with greater skill and ability. As they return a moment before they set off, the only evidence of this power is a shimmering around the character as they return.
System: The character spends a Willpower point and makes a Wits + Alertness roll (difficulty 8) to see how much they can remember and understand of what they saw. Each success they make grants them an additional die to their dice pool for their next action.
Temporal Understanding
(Temporis ••••• •••)
With this power, the True Brujah steps further ahead in time to follow the actions and consequences for a lot longer. Thus, when he returns to the present, he has a greater understanding of how to best resolve his actions.
System: This ability works in a similar way to Insight (above). The character spends a Willpower point and makes a Wits + Alertness roll (difficulty 8) to see how well they understand what they saw in the future. Each success grants them 1 temporary Willpower point. These points can be used in the same way as (and in conjunction with) Willpower points, except more than one can be spent on any roll. These points are gone once used, and also vanish at the end of the scene.