![]() |
|||||||||||
| Mindsight | |||||||||||
| The Aptitude of Mindsight covers a broad range of mental powers, from telepathy to mystical detection. As such, Mindsight is one of the most sought-after Aptitudes, and its rewards can be excellent. Mindsight is common among the latinus scholari. � Fast Reaction Fast Reaction allows the character to go first in combat, or during other incidents where acting first is essential. The character spends 1 Vita, and may automatically go first, despite Initiative ratings. If this is opposed by another character using Fast Reaction or Shadowfast (Level one Proeliatory), then the two characters roll for Initiative as normal to see who goes first out. All other characters then act as normal, according to Initiative rolls. �� Detect Vita The character may pick up the waves of the mystical energy of Vita in the air or on objects and people. Roll Perception + Quintessence (difficulty 7 or higher, at Storyteller�s discretion). Each success grants one piece of information about any mystical effects currently taking place within a 20 feet radius. ��� Read the Unreadable The character using Read the Unreadable may read texts that are either written in foreign or incomprehensible languages, or that are somehow blocked from the character�s normal perception (such as through mystical means). Spend 1 Vita and roll Intelligence + Linguistics (difficulty 7) for foreign or illegible texts, or Perception + Enigmas (difficulty 7) for hidden texts. Difficulties may be increased at Storyteller discretion. ���� True Motive By skimming the surface of a target�s mind, the character may detect where the target�s true loyalty lies. Roll Perception + Empathy (difficulty of the target�s Willpower). On two or more successes, the character learns the target�s Code of Ethics. On four or more, she also learns of any Patrons and Mentors the character has, and any jobs the character might be doing for them. This power can also be used to detect, with certainty, a Zombi. ����� Mindspeak Mindspeak has two separate uses. The first is straightforward telepathy, while the second allows the character to gain hidden knowledge from the target without him even knowing it. To use telepathy, the character spends 1 Vita and rolls Intelligence + Empathy (difficulty of the target�s current Willpower). Once communication is established, the target need only think what he wants to say, and the character will hear it in her own mind. The target may break off the connection at any time; hence this power only really works if the target is willing. To read the target�s mind, the character again spends 1 Vita, and rolls Intelligence + Empathy (difficulty of the target�s Willpower + 1, maximum 10). Each success rolled after the first may be �spent� on asking a simple (yes/no) question, or a more complex question at the cost of an additional Vita point. The target�s player must answer all questions truthfully, unless he spends 1 Willpower point to lie. Each Willpower point spent counts only for one question, and remember that characters may only spend 1 Willpower point per turn. ����� � Amnesia Using Amnesia on a victim will, as expected, render him with portions of his memory that are simply �missing.� This is especially useful after a character has just found some interesting information from the victim�s mind using Telepathy, or if she has just done something that she does not wish to be remembered, since the character must either specify an event, area of knowledge or period of time that she desires the victim to �forget�. Amnesia costs 3 Vita and requires an opposed Willpower roll (difficulty 7). If the character using Amnesia scores more net successes, the victim forgets the specified information for a period of time equal to (2 x the number of net successes) days. If the victim, or another character, suspects that Amnesia has been used, he may utilise the Vita Totus power: Undo to attempt to reverse the effects. ����� �� Dreamspeak A character using Dreamspeak can do one or both of two things; first, she may �watch� another character�s dreams, and second, she can speak through the dreams, influencing the target�s subconscious mind. Watching a character�s dreams costs nothing, but requires at least one success on a Perception + Empathy roll (difficulty of the target�s Willpower); the character may witness the target�s dreams for as long as the target is asleep, or until the Dreamspeaker�s concentration is otherwise disturbed. Using Dreamspeak to speak through and influence a target�s dreams costs 2 Vita and requires, after a successful roll for the first aspect of the power, a Manipulation + Empathy roll (difficulty of the target�s Willpower + 1; maximum 10). Each success rolled allows the character to �plant� one statement or idea into the victim�s subconscious mind. The target perceives such statements as if they were an ordinary part of his dream. Dreamspeak may only be used in this manner once per target per 24 hours, but after doing so she may continue to watch the target�s dreams by making another successful Perception + Empathy roll. ����� ��� Insanity Using Insanity on a victim degrades their mind, causing them to manifest a mental disorder. Insanity costs 3 Vita and requires an opposed Willpower roll (difficulty 7 for the character using Insanity, and difficulty 6 for the victim). If the character using the power scores more net successes, her victim develops a Derangement, decided on by the Storyteller (though it should be appropriate to recent events). This Derangement is permanent unless removed by another character using the Vita Totus power: Return Coherence, or some such similar power. Insanity can be used against the same victim any number of times. ����� ���� Prison of the Mind Exceedingly potent, Prison of the Mind can imprison a victim within his own mind, causing him to enter a completely catatonic state. Prison of the Mind costs 4 Vita and requires an opposed Willpower roll (difficulty 7). If the character using Prison of the Mind scores more successes, she must then immediately make a Manipulation + Empathy roll (difficulty 7; cannot be Botched). The number of successes rolled indicates the duration of the forced catatonia (which can of course be broken using the Vita Totus power: Undo). None No effect 1 One scene 2 One week 3 One month 4 One year 5 Ten years 6+ Permanently ����� ����� Enslave the Mind Enslave the Mind is a devastating power that allows the character to literally enslave a victim�s mind. Performing the power is a little complex; the character must first touch her intended victim anywhere on his head, and spend 5 Vita. She must then make an extended Intelligence + Empathy roll (difficulty of the victim�s Intelligence + Willpower, maximum 10), once every hour, until she has scored a total of 30 successes, after which the victim must make a Willpower roll (difficulty 10). If the victim succeeds, the power has failed. If the victim fails or Botches, his mind is sucked into oblivion, and he becomes the character�s unconditional and irretrievable slave � worse even than a Zombi. This power cannot be reversed using the Vita Totus power: Undo. |
|||||||||||
| Back to Common Aptitudes | |||||||||||
| Masquerade Society Home Initium Occasus Home | |||||||||||
| Introduction The World of the Nephilim Character Creation Powers of the Nephilim Rules Weapons, Armour and Artefacts Templates Merits and Flaws | |||||||||||
| <------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> | |||||||||||