The Movement of the Mind

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Practitioners of Movement of the Mind have mystically trained themselves to telekinetically move, push, or grab objects and even people. If you can see a target, you can lift or manipulate it as though you are physically holding it. Telekinetic control over an object via Movement of the Mind does not provide you with tactile sensation, and thus you cannot feel if an object is hot, rough, or slippery from a distance.

• Force Bolt

Initiates of the Movement of the Mind have the ability to project a bolt of pure telekinetic force, stunning or knocking over objects or opponents.

System: Spend 1 Blood, use your standard action, and make an opposed challenge to project a bolt of pure telekinetic force at any target within 20 steps of you. A successful strike against a creature or person knocks the victim up to five steps in a direction of your choosing. A successful strike against an object can affect an item no more than 200 pounds in weight. If the object is free-standing, you can push it five steps in any direction. An object in someone’s grasp can be knocked out of the individual’s possession, if you defeat the holder in an opposed challenge while targeting the item instead of the individual.

Exceptional Success: Your Force Bolt strikes your opponent in vulnerable areas, stunning her. The victim loses her next standard action.

Focus [Wits]: In addition to the standard effect of Force Bolt, a person or creature takes 2 points of normal damage from the impact. The knockback caused by this power sends victims or items flying six steps, rather than five.

•• Manipulate

You have learned to control your telekinetic abilities and now can lift and manipulate a small object, within your line of sight, with the same agility as though you were physically lifting it.

System: Spend 1 Blood and use your standard action to manipulate an object weighing up to 50 pounds in weight. Objects hefted with this power can move at your normal walking speed, and they must be something a normal person could lift with both hands. You can move or use the object in any fashion, as though you were using your hands. Thus, you can pick something up, push a button, or fire a gun by using this power. After activating Manipulate, you can remotely control a targeted object for five minutes or until you lose line of sight. Remotely using an object takes your full concentration and requires you to spend a standard action. Additionally, the difficulty of fine control at range adds a -3 penalty to all test pools.

Manipulate cannot target objects possessed by other characters unless they are unconscious or otherwise immobilized.

Focus [Perception]: You can Manipulate inanimate objects up to 100 pounds in weight. You are so adept at utilizing Manipulate that you do not suffer the standard -3 penalty when remotely using an object.

••• Flight

You have learned to project your telekinetic strength inward, unfettering you from the constraints of gravity to fly through the air.

System: Spend 1 Blood and use your standard action to activate Flight. For the next five minutes, you can fly at normal speeds. While flying, you can carry up to 10 pounds of equipment for each dot of Movement of the Mind you possess.

Because Flight is a Mental power, it cannot be used to move during Celerity rounds.

Focus [Perception]: If you use both your simple and standard actions to move, you can fly up to nine steps instead of the standard six steps.

•••• Repulse

You have mastered the ability to project a telekinetic wave of potent force from your body, which violently repulses people (threatening enemies and allies alike) and small objects away from you.

System: Spend 1 Blood and use your standard action to Repulse anything under 500 pounds that is currently within five steps of your location. Any character within five steps of you whose Physical attribute is lower than your Mental attribute is knocked six steps back, moving directly away from you. Characters with a Physical attribute equal to or higher than your Mental attribute are knocked back three steps. Objects weighing up to 200 pounds are also knocked back six steps. Objects weighing up to 500 pounds are knocked back three steps. Objects greater than 500 pounds are not affected.

Characters who are grappling or biting you automatically lose their grip and are knocked back. Characters whose trajectory causes them to bounce off solid objects or characters struck by flying debris take 1 point of normal damage from this use of Repulse.

You cannot pick and choose targets when using Repulse. All characters within range are affected equally.

Focus [Wits]: You knock your target back six steps no matter how high her Physical attribute is.

••••• Control

Masters of the Movement of the Mind possess the ability to enforce their will via their mental might to seize complete telekinetic control over a target. With a gesture, you can control a subject, forcing her to physically move and act completely at your whim.

System: You can use the Manipulate power on objects up to 1 ton in weight, and you can target living characters by succeeding in an opposed challenge using the Thaumaturgy test pool. Characters who are successfully targeted by Control are considered to be grappled. If an individual grappled by this power attempts to escape your Control, she must succeed in an opposed challenge using her Physical attribute + Brawl versus your Mental attribute + Occult.

This power doesn’t allow you to use other powers that require a Grapple. For example, you cannot use Control to hold a target at range and then affect her with Cauldron of Blood. To use Cauldron of Blood (or other powers that require a Grapple) you must physically Grapple your target. Grappled characters or objects can be moved up to three steps per turn, in any direction. Control lasts for 10 turns, or until your target breaks out of this power’s grip. If you use this power to lift a target into the air and then drop her, or if she escapes while lifted in the air, she takes falling damage.

If you use Control to drop a heavy object on your target, the target must make a static challenge using her Physical attribute + Dodge test pool against a difficulty of 10. If she fails, she takes 1 to 6 points of normal damage based on the size of the object. A large brick might inflict 1 point of damage, while a large truck might inflict 6. Attempting to drop an object on your target causes her to be considered the target of a Physical challenge.

Exceptional Success: Your victim cannot attempt to escape your Grapple for two full turns: the turn on which she was grappled and the following turn.

Focus [Perception]: You have the ability to lift anything up to 10 tons in weight.


Thaumaturgy

Disciplines

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