Classification: Union // Open
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