Mental Powers

Dream manipulation
Rank: 3
Cost: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to manipulate, suppress, fabricate, influence, manifest, sense, and observe Dreams and the Astral Plane. The character knows one of the following techniques for each dot in Dream Manipulation she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Inner Reserves cost of the technique by one and imposes a –1 penalty to the activation roll (if any).
Extras: None
Sense Dream
Cost: None
Dice Pool: —
Action: Passive
Range: Power Level + Dream Manipulation
Area: N/A
Duration: Permanent
Effect: The character is able to detect a dreaming target in her set radius. She is able to determine the exact mood of the dream within (Example: Nightmare, Night Terror, Good Dream, Passionate Dream, etc.) The character is able to discern the duration of the dream, how long of the dream is left or if the target is near to waking. The physical representation of this skill is up to the player, and storyteller’s discretion whether it be a mental connection felt by the character, or several blips of color visible to the character.
Fabricate Dream
Cost: 1 Inner Reserves
Dice Pool: Wits + Dream Manipulation + Power Level
Action: Extended
Range: Touch
Area: N/A
Duration: 1 Scene
Effect: This skill allows the character to manipulate and control down to every minute detail the target’s dream as if they were the dream itself. The character is simply the atmosphere, creating the world out of independently harmless illusions. (ie. An Architect in Inception) With this skill alone, the character cannot harm, or physically affect the target beyond their fabricated dream world, however the way the character uses the dream to directly influence the target is greatly flexible. One can deeply traumatize an enemy by accurately creating a gruesome situation of torture, or bolster the confidence of an ally by temporarily bringing back a lost love one to give a motivational speech. The character must, in some way, be making physical contact with the target for the skill to work.
Extra: Architecture from Afar – The character is able to enter and create the dream world without having to be in contact with them physically in the outside world. To discern the range roll your Power Level + Dream Manipulation.
Dream Manifestation
Cost: 1 Inner Reserves
Dice Pool: Manipulation + Dream Manipulation + Power Level
Action: Contested
Range: Dream Manipulation + Power level x 5
Area: N/A
Duration: 1 Scene
Effect: Similar to Fabricate Dream, with this power the character is able to enter the targets dream, however with this particular skill, instead of becoming, and controlling the dream you become a participant, physically manifesting in the Targets currently existing Dream World, and affecting the Target as if they were in the real world. Important to note that while in the Dream World they are as susceptible to the environment as the target of the dream. Although a player can fabricate a dream and then manifest in it they lose all control and are now as susceptible to the environment as if it were their own dream. If the dream that the user enters ends up killing them, they would wake up as if it were their own dream. However if the target of the dream ends up killing or injuring you personally you would take damage as normal.

EMPATHIC MANIPULATION
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Manipulation + (Empathy) + Empathic Manipulation vs. target’s Composure + Power Level
Action: Contested; resistance is reflexive
Range: (Power Level + Empathic Manipulation) x 5 yards
Area: N/A
Duration: One scene
Effect: The character is able to manipulate the emotions of a target. If the character wins the contested activation roll, he is able to increase or decrease the intensity of an emotion that the target is already feeling, or instill a mild version of an emotion that the current is not currently feeling: for example, on a successful activation roll, the character could turn passing interest into infatuation or burning anger into mild irritation, or instill a feeling of anxiety into a target who would otherwise have no reason to feel afraid. On an exceptional success, the character is able to drastically alter the target’s emotional state or instill a strong emotion where there was none previously: mild anxiety can turn to paralyzing terror or true love to apathy, or a previously calm and placid individual can suddenly explode into a furious rage. Note that the character has no control over the target’s behavior, only her emotional state, and it is up to the Storyteller to determine how Storyteller characters affected by this power would behave. The emotional changes wrought by Empathic Manipulation fade at the end of the scene.
Extras: Multiple Emotions – (The character is able to affect multiple emotions at a time, one for every dot in Empathic Manipulation he has).

MENTAL BLAST
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Expression) + Mental Blast – target’s Resolve + Power Level
Action: Instant
Range: (Power Level + Mental Blast) x 5 yards
Area: N/A
Duration: Instant
Effect: The character blasts his opponent’s mind with a wave of mental energy, causing psychosomatic injury and pain. Each success on the activation roll deals one level of bashing damage to the target. This power only functions on targets with a functioning central nervous system (IE people and most animals, but not plants, inanimate objects, ghosts, or nonsentient zombies).
Extras: None.

MIND CONTROL
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Persuasion) + Domination vs. target’s Resolve + Power Level
Action: Contested; resistance is reflexive
Range: (Power Level + Domination) x 5 yards
Area: N/A
Duration: See below
Effect: The character is able to control the minds of others. In order to use this power, the character must be able to communicate effectively with her victim, either vocally or through some other means (Telepathy, sign language etc.). If the character wins the contested activation roll, she may issue a single command that the target must attempt to follow to the best of his ability. The command cannot be longer than 2-3 sentences, and it must be fairly simple: a single, straightforward task (“Purchase a shotgun at the local sporting goods store”), or a single prohibition (“Do not make eye contact with anyone”). Commands that are blatantly impossible (“Count all the grains of sand on this beach”) or self-destructive (“Jump off the roof of this building”) fail automatically. If the character wins the activation roll with an exceptional success, these requirements are waived; even self-destructive or impossible commands must be followed to the best of the target’s ability, and the character may make her commands as long or complex as she desires. If the command takes longer than one minute to perform and is physically or mentally taxing (such as the aformentioned sand-counting command), the target may make a reflexive Resolve + Power Level roll every minute against the character’s initial Domination activation roll to attempt to break control. If following the command would result in direct harm to the target character or his allies, he may make this resistance roll every turn. So long as the character remains dominated, however, he will resist any attempts to prevent him from following his commands. A dominated character remains dominated until his task is complete or he successfully breaks the mental control.
Extras: Telepathic Domination – (The character need not be able to communicate effectively with her target in order to use Domination).

PREMONITION
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Wits + Composure + Premonition
Action: Reflexive
Range: Self
Area: N/A
Duration: One scene
Effect: The character is able to sense impending danger or threats to his person. To use this power, the character simply pays the appropriate Inner Reserves cost; no activation roll is required. For the rest of the scene, any time something threatens the character—someone points a gun at her, or she is about to trip a trap—she may make a reflexive Wits + Composure + Premonition roll to attempt to detect the danger. On a success, the character learns that she is in danger and has a general idea of from what location or direction the threat originates (IE “There is a threat to you on the other side of this door”); on an exceptional success, the character also learns the exact nature of the threat (IE “There is a man with a crowbar on the other side of the door, waiting to ambush you”). If the character has the Danger Sense merit, the bonus given by that feat applies to Premonition rolls as well.
Extras: My Brother’s Keeper – (The character’s Premonition can detect dangers to anyone within [Power Level + Premonition] yards of the character).

TELEKINESIS
Rank: 2
Cost: 1 Inner Reserves
Dice Pool: Dexterity + (Athletics) + Telekinesis
Action: Instant
Range: (Power Level + Telekinesis) x 5 yards
Area: N/A
Duration: Instant
Effect: The character may telekinetically lift, move, or hurl objects through the air. The character may move objects of a Size up to her Telekinesis without difficulty; to move objects larger than this, the character must make an activation roll, with each success allowing her to move an object one Size larger. A character may move any object she can lift up to ten yards per dot in Telekinesis, and may move objects outside the original range of the power if so desired. A character may also use Telekinesis to hurl an object she is capable of lifting; the range of such a projectile is (character’s Dexterity + Athletics + Telekinesis – object’s Size) yards, doubled for aerodynamic projectiles as normal. Telekinesis may also be used to attack or grapple a target directly; in such a situation, the activation roll counts as the character’s attack roll, and the target’s Defense and armor apply. Attacks made in this manner do bashing damage. Telekinesis does not grant a character the ability to fly, though a character’s telekinetic abilities may serve as justification for her purchase of the Flight power.
Extras: Size Matters Not (all objects count as Size 0 for the purposes of lifting or determining range).

TELEPATHY
Rank: 3
Cost: Varies
Dice Pool: Varies
Action: Varies
Range: Varies
Area: Varies
Duration: Varies
Effect: The character is able to project her consciousness into the minds of others. The character knows one of the following techniques for each dot in Telepathy she possesses; she may attempt to use a technique that she does not specifically know, but doing so increases the Inner Reserves cost of the technique by one and imposes a –1 penalty to the activation roll (if any).
Extras: None.
COMMUNICATE
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Expression) + Telepathy [vs. target’s Resolve + Power Level]
Action: Instant or contested; resistance is reflexive
Range: (Power Level + Telepathy) x 5 yards
Area: N/A
Duration: One scene
Effect: The character is able to communicate telepathically. On a successful activation roll, the character establishes a mental link with her target through which the two characters can communicate, whether or not they share a common language. The target character is aware of the link being established, and if he chooses, he may attempt to contest the Telepathy activation roll with a reflexive Resolve + Power Level roll; if the target wins this roll, the telepathic link is not established. Once the link has been created, it remains in place for one scene, unless one of the characters decides to sever it; the activating character may sever a telepathic link automatically as a reflexive action, while the target character must roll his Resolve + Power Level in a contested action against the original activation roll in order to sever the link.
MENTAL BLOODHOUND
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Investigation) + Telepathy
Action: Instant
Range: Varies
Area: N/A
Duration: Instant
Effect: The character is able to track a target from a great distance by focusing on his mental activity. In order to locate a target with this power, the activating character must be familiar with that target, either through previous telepathic contact or through some other means of interaction. A single success on the activation roll allows the character to detect her target if he is anywhere within (Power Level + Telepathy) miles; each additional success on the activation roll doubles this range. If the target character is in range and his brain is functional, the activating character is immediately aware of his exact location in relation to her. If the target is not in range, or if his brain is no longer functioning, this power fails.
MEMORY ALTERATION
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Expression) + Telepathy vs. target’s Resolve + Power Level
Action: Contested; resistance is reflexive
Range: (Power Level + Telepathy) x 5 yards
Area: N/A
Duration: Instant
Effect: An extension of the Mind Probe technique, this power allows the character to alter the memories of another. In order to use this technique, the character must first find and learn the information she wishes to change using the Mind Probe technique; once this is done, the character may make a contested activation roll to alter the memory. If the character wins the activation roll with an ordinary success, she is able to alter any single memory or piece of information in the target’s mind; however, any related thoughts or memories (such as mnemonic devices for remembering passwords) will be left intact, which may end up confusing the target or alerting him to the memory alteration. If the character wins with an exceptional success, not only is the chosen memory or piece of information altered, but any related memories will also shift and alter to accomodate the changed information, rendering the target unable to detect the memory alteration without outside help. The memory changes caused by use of this technique are permanent, although the target may eventually realize that his memories are incorrect through interaction with other characters.
MIND PROBE
Cost: 1 Inner Reserves
Dice Pool: Wits + (Investigation) + Telepathy (vs. target’s Resolve + Power Level)
Action: Extended, or extended and contested; resistance is reflexive
Range: (Power Level + Telepathy) x 5 yards
Area: N/A
Duration: Instant
Effect: The character is able to read the thoughts and memories of her target. In order to use this power, the character must make an extended activation roll and score a number of successes based on the target’s Resolve and the nature of the thoughts or memories being sought. Accessing a target’s surface thoughts or short-term memory requires only a number of successes equal to the target’s Resolve. Accessing non-confidential information stored in the character’s long-term memory (such as family birthdays or basic job information) requires a number of successes equal to the target’s (Resolve x 3). Intimate or personal thoughts, or confidential memories (blackmail information, criminal activities, security codes) require a number of successes equal to the target’s (Resolve x 5) to uncover, and learning the deepest-hidden thoughts and most-repressed memories require a number of successes equal to the target’s (Resolve x 7). It’s also possible to learn a target’s basic personality traits (in game terms, his Virtue and Vice) in this manner; the Storyteller should determine how many successes are necessary to learn this information based on the above guidelines and how honest or dissembling the target is. The character using the Mind Probe technique may make a maximum number of rolls equal to the character’s Resolve, and each roll takes one turn. A character targeted by Mind Probe may make a reflexive (Wits + Composure – activating character’s Telepathy rating) roll to become aware of the psychic intrusion, and if successful, may contest the activation roll with a reflexive Resolve + Power Level roll each turn; if the target wins, the activating character does not gain any successes towards learning the desired information that turn.

THOUGHT DETECTION
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Investigation) + Telepathy
Action: Instant
Range: Varies
Area: N/A
Duration: Instant
Effect: The character is able to expand her awareness and detect nearby mental activity. A single success on the activation roll makes the character aware of every entity with at least the intelligence of an insect within (Power Level + Telepathy) x 5 yards of her. Each additional success on the activation roll doubles this distance. The character is aware of both the location and the nature of each detected intelligence; for example, she would be able to recognize that the primitive minds in the floorboards belong to cockroaches and that the more advanced, familiar intelligences on the other side of the wall are humans. When faced with an unfamiliar intelligence, such as an A.I. or an extradimensional being, the character will learn the qualities of the intelligence (“highly advanced and extremely logical,” or “similar in strength to a human but completely unfamiliar”) but will not recognize the manner of entity to which they belong.

SCAN
Rank: 1
Cost: 1 Inner Reserves
Dice Pool: Intelligence + (Investigation) + Scan – target’s Resolve
Action: Instant
Range: (Power Level + Scan) x 5 yards
Area: N/A
Duration: Instant
Effect: The character is able to discern the powers and capabilities of a target. Each success on the activation roll allows the character to learn her target’s rating in any one Attribute, Skill, or superpower. Depending on how this power functions, the Storyteller may elect to describe this rating in qualitative (“He is extremely skilled with all melee weaponry and is a master of swords” = Weaponry [Swords] 4) or quantitative (“His augmented strength is 120% of the human maximum” = Strength [including Mega Strength] 6) terms.
Extras: Multiple targets (the character may elect to allocate her successes amongst all the possible targets in range, rather than choosing only one).

Mental Powers

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