Difference between revisions of "Mentalism"

From V5 Homebrew Wiki
Jump to navigation Jump to search
(Created page with "'''''WIP''''' {{FullDiscipline |fiction=A version of the discipline featured in VtMB2, altered to be more usable at the table. I would basically allow Thinbloods to take this...")
 
Line 12: Line 12:
 
|prereq1-1=
 
|prereq1-1=
 
|description1-1=There is only a single One Dot Power for Mentalism. This power allows you to wield your telekinesis like an extension of your body.  
 
|description1-1=There is only a single One Dot Power for Mentalism. This power allows you to wield your telekinesis like an extension of your body.  
 +
|cost1-1= One Rouse Check per contest
 
|dicepool1-1=
 
|dicepool1-1=
 
|system1-1=No roll is needed to activate this power, and there is no cost to using your telekinesis against small items in small ways(In general, if you do not need to make a roll, you do not need to roll a Rouse check). You may manipulate things within sight and within 10 metres using your telekinesis. You use your Mentalism rating in place of both Strength and Dexterity for most purposes.
 
|system1-1=No roll is needed to activate this power, and there is no cost to using your telekinesis against small items in small ways(In general, if you do not need to make a roll, you do not need to roll a Rouse check). You may manipulate things within sight and within 10 metres using your telekinesis. You use your Mentalism rating in place of both Strength and Dexterity for most purposes.
However, trying to move someone actively resisting requires a contest of Intelligence + Mentalism vs Strength + Athletics. On a
+
 
win, you can pull the victim within their reach, or throw them one meter for each point of margin on the contest, doing an equal amount of Superficial damage. They land prone, barring supernatural talents.  
+
However, trying to move someone actively resisting requires a contest of Intelligence + Mentalism vs Strength + Athletics. On a win, you can pull the victim within their reach, or throw them one meter for each point of margin on the contest, doing an equal amount of Superficial damage. They land prone, barring supernatural talents.  
 +
 
 
Keeping someone or something floating in mid-air requires an Intelligence + Mentalism (Difficulty 3, or 3 + the Strength + Athletics if you suspend a struggling target) roll every turn(This typically demands only an initial Rouse check, though suspending a struggling target demands a test each turn)  
 
Keeping someone or something floating in mid-air requires an Intelligence + Mentalism (Difficulty 3, or 3 + the Strength + Athletics if you suspend a struggling target) roll every turn(This typically demands only an initial Rouse check, though suspending a struggling target demands a test each turn)  
 +
 
Fine manipulation (such as pulling the pin of a grenade) requires a Wits + Mentalism roll at a suitable Difficulty, as determined by the Storyteller.
 
Fine manipulation (such as pulling the pin of a grenade) requires a Wits + Mentalism roll at a suitable Difficulty, as determined by the Storyteller.
|duration1-1=  
+
 
 +
While using Movement of the Mind, you may only manipulate one person or object, or a series of connected objects(Such a key and doorknob together, or a pair of chopsticks), at a time.
 +
|duration1-1= One or more rounds
 +
 
 +
|level1-2=
 +
|prereq1-2=
 +
|description1-2=
 +
|cost1-2=
 +
|dicepool1-2=
 +
|system1-2=
 +
|duration1-2=  
  
  
Line 24: Line 37:
 
|prereq2-1=  
 
|prereq2-1=  
 
|description2-1= This effect empowers a specific use of your telekinesis, which is your ability to apply it to a struggling target.
 
|description2-1= This effect empowers a specific use of your telekinesis, which is your ability to apply it to a struggling target.
 +
|cost2-1= None
 
|dicepool2-1=  
 
|dicepool2-1=  
|system2-1= Using this power has no cost, and automatically activates when you make a contested Mentalism roll against a struggling target. If you fail the contest, you may reroll a number of dice equal to your Composure. If you succeed the contest, you increase the contest's margin by your Composure.
+
|system2-1= Using this power has no cost, and automatically activates when you make a contested Mentalism roll against a struggling target. If you initially fail the contest, you may reroll a number of dice equal to your Composure. If this causes you to win the contest, you consider the margin to be exactly 1, regardless of the final successes. If you initially succeed the contest, you increase the contest's margin by your Composure.
 
|duration2-1= N/A
 
|duration2-1= N/A
  
Line 52: Line 66:
 
|amalgam2duration=
 
|amalgam2duration=
  
|level3-1=Call Swarm
+
|level3-1= Levitate
 
|prereq3-1=
 
|prereq3-1=
|description3-1= This power allows Kindred to transform their Vitae into a swarm of frenzied bats.
+
|description3-1= This power grants the ability to levitate yourself or a victim without extreme difficulty and cost.
 
|cost3-1= One Rouse Check
 
|cost3-1= One Rouse Check
|dicepool3-1= Stamina + Chiropteran
+
|dicepool3-1= Intelligence + Mentalism vs Strength + Athletics
|system3-1= You choose a creature you can see within a number of metres equal to your Chiropteran rating. A swarm of Bats erupts from your veins and flies to harry and assault this target, following them until killed. This swarm imposes a penalty to all of the creature's die pools equal to your Chiropteran rating(This cannot reduce a pool below 1; The remaining penalty is rolled as damage), and possesses Health and Willpower each equal to your Chiropteran rating. These bats suffer damage from fire and sunlight in the same manner as you do.
+
|system3-1= This functions primarily as a normal aspect of your Movement of the Mind Power, allowing you to lift yourself or others with little cost. When lifting yourself, you make the rouse test, and can thereafter hover a few feet off the ground. If necessary, your dice pool for controlling this flight is Wits + Mentalism. When lifting others, this behaves as per the ordinary system for lifting a struggling creature in Movement of the Mind, however you only pay the cost a single time, rather than at each contest.
|duration3-1=
+
|duration3-1= Until the end of the Scene, until resisted, or until deactivated
  
|level3-2=Chiropteran Form
+
|level3-2=Ten Thousand Hands
 
|prereq3-2=  
 
|prereq3-2=  
|description3-2= This allows a Kindred to transform into a bat.
+
|description3-2= Vampires who wield telekinesis want to mount a wall of knives and other sharp objects in the air, stop bullets and such. Well this doesn't let you stop Bullets(See Bullet Catch), but it does let you do the knife thing.
|cost3-2= One Rouse Check
+
|cost3-2= No Extra
|dicepool3-2=
+
|dicepool3-2=  
|system3-2= No test is required. The transformation takes one turn, during which you may take no other actions. Upon transformation, you use your Chiropteran rating for all physical dice pools, and you are limited to the communicative and practical capabilities of a large bat. You can use other Disciplines, at the Storyteller’s discretion. (By and large, Auspex, Animalism, Celerity, Chiropteran, Fortitude, Potence, and Protean; many powers of Dominate, Obfuscate, and Presence pose problems; Blood Sorcery is completely off the table.)
+
|system3-2=This power modifies your Movement of the Mind by allowing you to manipulate any number of things simultaneously, rather than limiting you to one at a time. This power has a severe limitation, however; It does not allow you to perform multiple contests in one turn. Thus, you can manipulate a wall of knives, or otherwise a large number of random things, but you would not be able to Throw all of them at once, nor restrain several struggling targets at once.
|duration3-2= One scene or until deactivation
+
|duration3-2=N/A
  
|level3-3=
+
|level3-3= Throw
|prereq3-3=
+
|prereq3-3=  
|description3-3=Level 3 Power 3 Description
+
|description3-3= This power allows you to apply direct force at odd angles to items you manipulate with your telekinesis.
|cost3-3=Level 3 Power 3 Cost
+
|cost3-3= One Rouse Check
|dicepool3-3=Level 3 Power 3 Dicepool
+
|dicepool3-3= Wits + Mentalism
|system3-3=Level 3 Power 3 System. Will take wiki markup.
+
|system3-3= While lifting and manipulating something using your telekinesis, you may fling it using your telekinesis, allowing you to make a long-ranged attack using the flung person or object. This is resolved as a normal attack roll, but if you fling a person, they suffer equal damage to your target(Or more, if your target happens to be a large metal spike...) When in doubt about the range of this attack, if the target is within a number of metres equal to 10 times your Willpower, they're probably within your range.
|duration3-3=Level 3 Power 3 Duration
+
|duration3-3= Instant
  
 
|amalgam3=
 
|amalgam3=
Line 84: Line 98:
 
|amalgam3duration=
 
|amalgam3duration=
  
|level4-1=Crimson Swarm
+
|level4-1=Bullet Catch
|prereq4-1=Call Swarm
+
|prereq4-1=
|description4-1= This power instills a latent blood magic within the swarm conjured through Call Swarm, allowing them to send blood flying.
+
|description4-1= For those vampires wanting to be a super hero and/or villain, this is the power that lets you catch bullets and other attacks with your telekinesis.
|cost4-1= One Rouse Check
+
|cost4-1= None or One Rouse Check
|dicepool4-1= Charisma + Chiropteran vs Stamina + Fortitude(If applicable)
+
|dicepool4-1= Wits + Mentalism
|system4-1= You activate this ability while a Swarm is already active, causing them to feast on the target's flesh and blood. The swarmed target takes Health damage appropriate to the Activation Roll. On a critical success, the bats also drink one Rouse Check's worth of blood from the target(If vampiric) or one additional Aggravated damage's worth of blood(If not vampiric). You may recall your Swarm after you critically succeed with this power, allowing you to regain the stolen blood and the blood used to summon the swarm to begin with, but destroying the swarm.
+
|system4-1= This Power lets you use your telekinesis for defense. To stop bullets or similarly high-velocity projectiles, or explosive effects, you must make a Rouse check to activate this power. You otherwise are simply able to defend yourself from physical, bodily harm using your Wits + Mentalism roll.
 
|duration4-1= Instant
 
|duration4-1= Instant
  
|level4-2=Flight
+
|level4-2= Cleave
|prereq4-2= Leap
+
|prereq4-2=  
|description4-2= Vampires with Chiropteran are masters of the skies. This is a good part of the reason for that, as this power allows a vampire to grow leathery membranous wings. A smart Kindred modifies their clothes before use, not after.
+
|description4-2= Any vampire Mentalist knows how to apply force with their mind. Particularly talented kindred learn to minimize the area of their force, creating a deadly "edge" of telekinetic force.
|cost4-2=Two Rouse Checks
+
|cost4-2= One Rouse Check
|dicepool4-2= Strength + Athletics for aerial maneuvering
+
|dicepool4-2= Intelligence + Mentalism
|system4-2=While this power is active, you may use your wings to fly. This can be at roughly walking speed, and you may fly roughly thrice as fast as your top running speeds. This speed can be further modified using other disciplines and abilities, such as Celerity.
+
|system4-2= This Power
|duration4-2=level 4 Power 2 Duration
+
|duration4-2=
  
 
|level4-3=
 
|level4-3=
Line 116: Line 130:
 
|amalgam4duration=
 
|amalgam4duration=
  
|level5-1=Become Swarm
+
|level5-1=
|prereq5-1=Chiropteran Form
+
|prereq5-1=
|description5-1= Vampires can turn into mist, hordes of rats, and hordes of bats- This power covers that last one.
+
|description5-1=  
|cost5-1= One to Three Rouse Checks
+
|cost5-1=  
 
|dicepool5-1=  
 
|dicepool5-1=  
|system5-1= No roll is required. The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. While a cloud of bats, you may fly at thrice your walking pace and you may perceive through all the bat's senses as a collective. You cannot speak as a cloud of bats. You may use Disciplines as appropriate(As with Chiropteran Form).  
+
|system5-1=   
 
|duration5-1=
 
|duration5-1=
  
|level5-2=Chiropteran Marauder
+
|level5-2=Kinetic Shield
|prereq5-2=  
+
|prereq5-2= Bullet Catch
|description5-2= Every little dracula wants to turn into a giant bat monster. Of course the Bat discipline lets a kindred do it!
+
|description5-2= With a continuous, precise application of telekinesis, one can create a sort of force field. Such terms are for science fiction, however, and vampires use a Kinetic Shield instead.
 
|cost5-2= Two Rouse Checks
 
|cost5-2= Two Rouse Checks
 
|dicepool5-2= See System
 
|dicepool5-2= See System
|system5-2= No skill check is needed, and the transformation takes three turns. While transformed, you add your Chiropteran rating to all strength-based or perception-based die pools, you fly at thrice your ordinary speed, you gain additional Health equal to your Chiropteran rating, and you grow claws and long fangs which may be used as Brawl-based weapons. These deal aggravated damage to mortals and non-halved superficial damage to kindred, and are +3 weapons.
+
|system5-2= This Power creates a 6 feet by 4 feet shield of telekinetic force. It is millimetres thin, but can provide cover and absorbs damage. When you defend from an attack using your telekinesis, the damage passes through this shield before it hits you. If the damage is aggravated, a number of points of it equal to your Resolve is converted to Superficial(Then halved, as normal). If the damage is superficial, the damage is simply reduced by your Resolve. If the damage is a mix of aggravated and superficial, or your Resolve is greater than the amount of Aggravated damage you would take, you resolve the Aggravated damage first, then apply the rest of your resolve to the Superficial damage.
 
 
This shape is a flying masquerade breach, usable only with the most extreme caution. It's also impossible to properly communicate with such a giant bat mouth.
 
 
|duration5-2=One Scene or until ended early
 
|duration5-2=One Scene or until ended early
  
|level5-3=Torrential Swarm
+
|level5-3=
|prereq5-3= Call Swarm
+
|prereq5-3=  
|description5-3=The number of bats spawned through the vitae of an experienced practitioner of Chiropteran resembles a storm, more than a flock.
+
|description5-3=
|cost5-3=One Rouse Check(In addition to the check in Call Swarm)
+
|cost5-3=
 
|dicepool5-3=
 
|dicepool5-3=
|system5-3=This works as Call Swarm, however you may cause bats to swarm any number of targets within your sight. Crimson Swarm functions with any number of these swarms simultaneously, however the recall does not restore the blood used to create these bats.
+
|system5-3=
 
|duration5-3=
 
|duration5-3=
  

Revision as of 09:03, 19 June 2020

WIP

A version of the discipline featured in VtMB2, altered to be more usable at the table. I would basically allow Thinbloods to take this as a Thin Blood Merit, something like "Discipline Inceptor" or so.

Nicknames: Too New For Such Things

This Discipline causes the Kindred to interact with the world using the strength of their mind alone.

Characteristics

  • Type: Sorcery
  • Masquerade Threat: Low to High; Some uses of Mentalism are quite subtle, or passed off quite easily, such as tripping someone or turning on the lights with a "special phone app". Others, like flight, are a pretty clear masquerade breach.
  • Blood Resonance: Melancholic; Particularly cerebral humans, such as scientists, engineers, or librarians.

Level 1

Movement of the Mind

There is only a single One Dot Power for Mentalism. This power allows you to wield your telekinesis like an extension of your body.

  • Cost: One Rouse Check per contest
  • Dice Pool:
  • System: No roll is needed to activate this power, and there is no cost to using your telekinesis against small items in small ways(In general, if you do not need to make a roll, you do not need to roll a Rouse check). You may manipulate things within sight and within 10 metres using your telekinesis. You use your Mentalism rating in place of both Strength and Dexterity for most purposes.

However, trying to move someone actively resisting requires a contest of Intelligence + Mentalism vs Strength + Athletics. On a win, you can pull the victim within their reach, or throw them one meter for each point of margin on the contest, doing an equal amount of Superficial damage. They land prone, barring supernatural talents.

Keeping someone or something floating in mid-air requires an Intelligence + Mentalism (Difficulty 3, or 3 + the Strength + Athletics if you suspend a struggling target) roll every turn(This typically demands only an initial Rouse check, though suspending a struggling target demands a test each turn)

Fine manipulation (such as pulling the pin of a grenade) requires a Wits + Mentalism roll at a suitable Difficulty, as determined by the Storyteller.

While using Movement of the Mind, you may only manipulate one person or object, or a series of connected objects(Such a key and doorknob together, or a pair of chopsticks), at a time.

  • Duration: One or more rounds


Level 2

Pull

This effect empowers a specific use of your telekinesis, which is your ability to apply it to a struggling target.

  • Cost: None
  • Dice Pool:
  • System: Using this power has no cost, and automatically activates when you make a contested Mentalism roll against a struggling target. If you initially fail the contest, you may reroll a number of dice equal to your Composure. If this causes you to win the contest, you consider the margin to be exactly 1, regardless of the final successes. If you initially succeed the contest, you increase the contest's margin by your Composure.
  • Duration: N/A

Unseen Strength

It takes a special level of precision and state of mind to use your telekinesis alongside your bodily strength; This is the ability to allow you to do so.

  • Cost: One Rouse Check
  • Dice Pool:
  • System: No roll is required to activate this power. You activate this power when you roll a die pool with Strength or Dexterity, and you may activate it alongside a Blood Surge. You roll your Mentalism as part of your Strength or Dexterity pool, using your telekinesis in tandem with your ordinary body, and your Strength or Dexterity is considered that much higher when resolving the effects of the test.
  • Duration: One test


Level 3

Levitate

This power grants the ability to levitate yourself or a victim without extreme difficulty and cost.

  • Cost: One Rouse Check
  • Dice Pool: Intelligence + Mentalism vs Strength + Athletics
  • System: This functions primarily as a normal aspect of your Movement of the Mind Power, allowing you to lift yourself or others with little cost. When lifting yourself, you make the rouse test, and can thereafter hover a few feet off the ground. If necessary, your dice pool for controlling this flight is Wits + Mentalism. When lifting others, this behaves as per the ordinary system for lifting a struggling creature in Movement of the Mind, however you only pay the cost a single time, rather than at each contest.
  • Duration: Until the end of the Scene, until resisted, or until deactivated

Ten Thousand Hands

Vampires who wield telekinesis want to mount a wall of knives and other sharp objects in the air, stop bullets and such. Well this doesn't let you stop Bullets(See Bullet Catch), but it does let you do the knife thing.

  • Cost: No Extra
  • Dice Pool:
  • System: This power modifies your Movement of the Mind by allowing you to manipulate any number of things simultaneously, rather than limiting you to one at a time. This power has a severe limitation, however; It does not allow you to perform multiple contests in one turn. Thus, you can manipulate a wall of knives, or otherwise a large number of random things, but you would not be able to Throw all of them at once, nor restrain several struggling targets at once.
  • Duration: N/A

Throw

This power allows you to apply direct force at odd angles to items you manipulate with your telekinesis.

  • Cost: One Rouse Check
  • Dice Pool: Wits + Mentalism
  • System: While lifting and manipulating something using your telekinesis, you may fling it using your telekinesis, allowing you to make a long-ranged attack using the flung person or object. This is resolved as a normal attack roll, but if you fling a person, they suffer equal damage to your target(Or more, if your target happens to be a large metal spike...) When in doubt about the range of this attack, if the target is within a number of metres equal to 10 times your Willpower, they're probably within your range.
  • Duration: Instant

Level 4

Bullet Catch

For those vampires wanting to be a super hero and/or villain, this is the power that lets you catch bullets and other attacks with your telekinesis.

  • Cost: None or One Rouse Check
  • Dice Pool: Wits + Mentalism
  • System: This Power lets you use your telekinesis for defense. To stop bullets or similarly high-velocity projectiles, or explosive effects, you must make a Rouse check to activate this power. You otherwise are simply able to defend yourself from physical, bodily harm using your Wits + Mentalism roll.
  • Duration: Instant

Cleave

Any vampire Mentalist knows how to apply force with their mind. Particularly talented kindred learn to minimize the area of their force, creating a deadly "edge" of telekinetic force.

  • Cost: One Rouse Check
  • Dice Pool: Intelligence + Mentalism
  • System: This Power
  • Duration:


Level 5

  • Cost:
  • Dice Pool:
  • System:
  • Duration:


Credits

Author: ♥Abel♥

Other Credits: {{{othercred}}}

Comments


You are not allowed to post comments.