Mentalism

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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: {{{cost1-1}}}
  • 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.

  • Duration:


Level 2

Pull

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

  • Cost: {{{cost2-1}}}
  • 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 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.
  • 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

Call Swarm

This power allows Kindred to transform their Vitae into a swarm of frenzied bats.

  • Cost: One Rouse Check
  • Dice Pool: Stamina + Chiropteran
  • System: 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.
  • Duration:

Chiropteran Form

This allows a Kindred to transform into a bat.

  • Cost: One Rouse Check
  • Dice Pool:
  • System: 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.)
  • Duration: One scene or until deactivation


Level 4

Crimson Swarm

  • Prerequisite: Call Swarm

This power instills a latent blood magic within the swarm conjured through Call Swarm, allowing them to send blood flying.

  • Cost: One Rouse Check
  • Dice Pool: Charisma + Chiropteran vs Stamina + Fortitude(If applicable)
  • System: 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.
  • Duration: Instant

Flight

  • Prerequisite: Leap

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.

  • Cost: Two Rouse Checks
  • Dice Pool: Strength + Athletics for aerial maneuvering
  • System: 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.
  • Duration: level 4 Power 2 Duration


Level 5

Become Swarm

  • Prerequisite: Chiropteran Form

Vampires can turn into mist, hordes of rats, and hordes of bats- This power covers that last one.

  • Cost: One to Three Rouse Checks
  • Dice Pool:
  • System: 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).
  • Duration:

Torrential Swarm

  • Prerequisite: Call Swarm


T The number of bats spawned through the vitae of an experienced practitioner of Chiropteran resembles a storm, more than a flock.

  • Cost: One Rouse Check(In addition to the check in Call Swarm)
  • Dice Pool:
  • System: 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.
  • Duration:

Credits

Author: ♥Abel♥

Other Credits: {{{othercred}}}

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