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Mentalism

275 bytes removed, 09:03, 19 June 2020
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|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.
|cost1-1= One Rouse Check per contest
|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.
 However, trying to move someone actively resisting requires a contest of Intelligence + Mentalism vs Strength + Athletics. On awin, 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. |duration1-1= One or more rounds |level1-2= |prereq1-2=|description1-2=|cost1-2= |dicepool1-2= |system1-2=|duration1-2=
|prereq2-1=
|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=
|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
|amalgam2duration=
|level3-1=Call SwarmLevitate
|prereq3-1=
|description3-1= This power allows Kindred grants the ability to transform their Vitae into levitate yourself or a swarm of frenzied batsvictim without extreme difficulty and cost.
|cost3-1= One Rouse Check
|dicepool3-1= Stamina Intelligence + ChiropteranMentalism vs Strength + Athletics|system3-1= You choose a creature you can see within This functions primarily as a number normal aspect of metres equal to your Chiropteran rating. A swarm Movement of Bats erupts from your veins and flies the Mind Power, allowing you to harry lift yourself or others with little cost. When lifting yourself, you make the rouse test, and assault this target, following them until killed. This swarm imposes can thereafter hover a penalty to all of few feet off the creature's die pools equal to ground. If necessary, your Chiropteran rating(This cannot reduce a dice pool below 1; The remaining penalty for controlling this flight is rolled Wits + Mentalism. When lifting others, this behaves as damage), and possesses Health and Willpower each equal to your Chiropteran rating. These bats suffer damage from fire and sunlight per the ordinary system for lifting a struggling creature in Movement of the same manner as Mind, however you doonly pay the cost a single time, rather than at each contest.|duration3-1=Until the end of the Scene, until resisted, or until deactivated
|level3-2=Chiropteran FormTen Thousand Hands
|prereq3-2=
|description3-2= This allows a Kindred Vampires who wield telekinesis want to transform into mount a batwall 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 CheckNo Extra|dicepool3-2=|system3-2= No test is required. The transformation takes one turnThis power modifies your Movement of the Mind by allowing you to manipulate any number of things simultaneously, during which rather than limiting you may take no other actionsto one at a time. Upon transformationThis power has a severe limitation, however; It does not allow you use your Chiropteran rating for all physical dice poolsto perform multiple contests in one turn. Thus, and you are limited to the communicative and practical capabilities can manipulate a wall of knives, or otherwise a large bat. You can use other Disciplinesnumber of random things, but you would not be able to Throw all of them at the Storyteller’s discretion. (By and largeonce, Auspex, Animalism, Celerity, Chiropteran, Fortitude, Potence, and Protean; many powers of Dominate, Obfuscate, and Presence pose problems; Blood Sorcery is completely off the tablenor restrain several struggling targets at once.) |duration3-2= One scene or until deactivationN/A
|level3-3=Throw|prereq3-3=|description3-3=Level 3 Power 3 DescriptionThis power allows you to apply direct force at odd angles to items you manipulate with your telekinesis.|cost3-3=Level 3 Power 3 CostOne Rouse Check|dicepool3-3=Level 3 Power 3 DicepoolWits + Mentalism|system3-3=Level 3 Power 3 SystemWhile 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... Will take wiki markup) 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 DurationInstant
|amalgam3=
|amalgam3duration=
|level4-1=Crimson SwarmBullet Catch|prereq4-1=Call Swarm|description4-1= This power instills For those vampires wanting to be a latent blood magic within super hero and/or villain, this is the swarm conjured through Call Swarm, allowing them to send blood flyingpower that lets you catch bullets and other attacks with your telekinesis.|cost4-1= None or One Rouse Check|dicepool4-1= Charisma + Chiropteran vs Stamina Wits + Fortitude(If applicable)Mentalism|system4-1= You activate this ability while a Swarm is already active, causing them to feast on the target's flesh and bloodThis Power lets you use your telekinesis for defense. The swarmed target takes Health damage appropriate to the Activation Roll. On a critical successTo stop bullets or similarly high-velocity projectiles, 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 explosive effects, you critically succeed with must make a Rouse check to activate this power, allowing you . You otherwise are simply able to regain the stolen blood and the blood used to summon the swarm to begin withdefend yourself from physical, but destroying the swarmbodily harm using your Wits + Mentalism roll.
|duration4-1= Instant
|level4-2=FlightCleave|prereq4-2= Leap|description4-2= Vampires Any vampire Mentalist knows how to apply force with Chiropteran are masters of their mind. Particularly talented kindred learn to minimize the skies. This is a good part area of the reason for thattheir force, as this power allows creating a vampire to grow leathery membranous wings. A smart Kindred modifies their clothes before use, not afterdeadly "edge" of telekinetic force.|cost4-2=Two One Rouse ChecksCheck|dicepool4-2= Strength Intelligence + Athletics for aerial maneuveringMentalism|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.Power |duration4-2=level 4 Power 2 Duration
|level4-3=
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|level5-1=Become Swarm|prereq5-1=Chiropteran Form|description5-1= Vampires can turn into mist, hordes of rats, and hordes of bats- This power covers that last one.|cost5-1= One to Three Rouse Checks
|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).
|duration5-1=
|level5-2=Chiropteran MarauderKinetic Shield|prereq5-2= Bullet Catch|description5-2= Every little dracula wants to turn into With a giant bat monstercontinuous, precise application of telekinesis, one can create a sort of force field. Of course the Bat discipline lets Such terms are for science fiction, however, and vampires use a kindred do it!Kinetic Shield instead.
|cost5-2= Two Rouse Checks
|dicepool5-2= See System
|system5-2= No skill check This Power creates a 6 feet by 4 feet shield of telekinetic force. It is neededmillimetres thin, but can provide cover and the transformation takes three turnsabsorbs damage. While transformed, When you add defend from an attack using your Chiropteran rating to all strength-based or perception-based die poolstelekinesis, the damage passes through this shield before it hits you fly at thrice your ordinary speed. If the damage is aggravated, you gain additional Health a number of points of it equal to your Chiropteran ratingResolve is converted to Superficial(Then halved, and you grow claws and long fangs which may be used as Brawl-based weaponsnormal). These deal aggravated If the damage to mortals and non-halved is superficial , the damage to kindred, and are +3 weaponsis simply reduced by your ResolveThis shape If the damage is a flying masquerade breachmix of aggravated and superficial, or your Resolve is greater than the amount of Aggravated damage you would take, usable only with you resolve the most extreme caution. It's also impossible Aggravated damage first, then apply the rest of your resolve to properly communicate with such a giant bat mouththe Superficial damage.
|duration5-2=One Scene or until ended early
|level5-3=Torrential Swarm|prereq5-3= Call Swarm|description5-3=The number of bats spawned through the vitae of an experienced practitioner of Chiropteran resembles a storm, more than a flock.|cost5-3=One Rouse Check(In addition to the check in Call Swarm)
|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.
|duration5-3=

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