Classification: Union // Open

Everything

4676 records

Random
Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryPentex SubsidiaryWerewolfBotW
AdvancedPentex SubsidiaryWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptistePentex SubsidiaryWerewolfBotW
Loading further records
Classification: Union // Open Ref mage/power/sphere/mind

Mind

Sphere · Mage

Mage
Specialties
Communication, Illusion, Emotion, Social Programming, Self-Empowerment, Astral Travel, Mind-Shielding, Psychodynamics, Psychic Combat

Art of Consciousness

Specialties: Communication, Illusion, Emotion, Social Programming, Self-Empowerment, Astral Travel, Mind-Shielding, Psychodynamics, Psychic Combat

Psychic Combat

Human beings perceive reality through complex interplays of consciousness. The Mind-mage, therefore, alters the realities of his fellow beings. Skillfully applied, such Arts can make a sane man mad, soothe demented minds, or even shuck the boundaries of flesh.

Though limited in its physical capacities (Mind Sphere attacks inflict bashing damage unless otherwise noted), Mind is the ultimate coincidental Art. Its Effects remain essentially invisible unless they’re combined with other Spheres. And although Mind Adepts can leave their physical bodies behind, such abilities remain unseen by mortal eyes.

In many cases, offensive Mind effects – that is, ones that read or influence another character’s mental state – base their difficulties on the target’s Willpower Trait rather than against the usual coincidental/ vulgar spectrum. (If the target’s Willpower is less than 4, the base difficulty is 4.) Drastic acts of mind control (suicide, for instance) go against the Willpower +3, as do Mind-based attacks against Night-Folk and other mages. An unwilling character can also try to oppose such Effects with a resisted Willpower roll, using her successes like a mental dodge maneuver. And so, though weak-willed people may be influenced easily, determined folks can shrug aside the influence of all but the most dedicated Will-workers. (For details, see Resisting Psychic Assaults, pp. 544-545.)

For attacks against multiple targets, the difficulty for a Mind-based Effect depends upon the usual coincidental, vulgar, or vulgar with witnesses situations. Such Mind-based Effects are generally coincidental, although especially flamboyant feats might be vulgar instead.

• Sense Thoughts & Emotions/ Mind Shield/ Empower Self With basic mental magick, the mage learns to sense the emotions and surface impulses of other people. Although he cannot read specific thoughts, he’s able to perceive psychic impressions about a person or (with Matter 1) a place or object. Through this perception, he can guess at the nature of weak Resonance signatures and read the stronger ones outright. Even without Resonance, that mage can scan auras, note mood shifts, discern truth from lies, or grasp someone’s overall state of mind by way of a successful Arete roll.

Literally “thought-full,” Mind-savvy mages possess mental clarity and unnerving perceptiveness. Some appear to drift in a sea of distractions, but the majority of them view the world with laser-focus intensity that penetrates illusions to reach their deeper truth.

Meanwhile, the mage also learns to shield his own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness. Each success on a coincidental Arete roll removes one success from any other character’s attempt to read those psychic elements.

● Sense Thoughts & Emotions/ Mind Shield/ Empower Self

With basic mental magick, the mage learns to sense the emotions and surface impulses of other people. Although he cannot read specific thoughts, he’s able to perceive psychic impressions about a person or (with Matter 1) a place or object. Through this perception, he can guess at the nature of weak Resonance signatures and read the stronger ones outright. Even without Resonance, that mage can scan auras, note mood shifts, discern truth from lies, or grasp someone’s overall state of mind by way of a successful Arete roll.

Meanwhile, the mage also learns to shield his own mind from the thoughts and emotions of other people, constructing mental barriers around his aura, emotions, and consciousness. Each success on a coincidental Arete roll removes one success from any other character’s attempt to read those psychic elements.

On a related note, he also learns how to multitask and absorb data with startling acuity. Each success he rolls allows him to either consider an additional subject or speed the processing time that a normal person might require. For a scene or two, he can even raise one of his Mental Traits by one dot per success, thanks to a Mind Empowerment Effect that concentrates his mental faculties.

●● Read Surface Thoughts/ Empathic Bond/ Create Impressions/ Mental Impulse

Now the mage begins to skim the contents of unshielded minds, discern emotional states, read memories that have been left behind on objects or places, and project single words or emotional impulses to other people. The simpler the emotional content, the easier it is to send or read; a flash of rage, for instance, is easy to project or receive, but the complex stew of reflective melancholy presents a challenge to inexperienced Mind-mages. (Game-wise, such complex feats demand more successes than a simple feat does.)

●●● Mental Link/ Project Illusions/ Dreamwalk/ Psychic Blast

With increasing skill, the mage learns to link minds, forge telepathic communications, read or influence another person’s thoughts, craft mental illusions, enter someone’s dreams and explore dream Realms, and blast psychic assaults into an unwilling rival’s consciousness. At this stage, Mind attacks can inflict painful – though rarely fatal – damage. Combined with Correspondence, Forces, Matter, or Life, he is able to employ telekinesis, pyrokinetics, and psychophysical assault, influencing objects, elements, or people with the power of his mind. Unlike most other Effects, this sort of thing is not coincidental, although such talents do have a place within popular culture.

●●●● Control Conscious Mind/ Alter Consciousness/ Astral Projection

The fearsome power of Black Suits and psychic assailants allows the mage to command another person’s actions as well as her thoughts, alter her perceptions or mental state, and project his own mind from his physical form. At this Rank, a mage can change someone’s memories, drive her crazy (or sane), overlay her aura with a desired impression, and set up posthypnotic suggestions and commands. (See Social Conditioning and Reprogramming, pp. 605-607.) And by using internal rather than external powers, he can also project his astral form, as detailed in Chapter Nine, pp. 476-478.

●●●●● Control Subconscious/ Forge Psyche/ Untether Consciousness

A true Mind Master commands not only his own conscious but other minds as well. He may alter someone’s mind forever, raising (or lowering) her Traits, rewriting her personality, changing her Nature Trait, or (with Life 4) switching her mind into another body. He can do the same things to his own mind as well, and he can untether that mind to explore the deeper reaches of astral space for hours or even days at a time. His greatest power, though, is the ability to fabricate entire consciousnesses, creating minds where no mind had been before.

Referenced by 60

Bestiary

Items

Places

Rotes & Procedures

Traditions & Orders

Report a problem