Difference between revisions of "Path of Mercury"
ShotwellOne (talk | contribs) (Created page with "== Powers (Mental - Occult) == === ⚫ Where are my Keys? === '''Challenge''': None '''Cost''': One Blood '''Duration''': Scene The kindred casts the spell and reaches i...") |
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− | Space is an illusion. The Kindred causes one item in another person's hand to be in their hand. | + | Space is an illusion. The Kindred causes one item in another person's hand to be in their hand. |
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=== ⚫⚫⚫⚫ Gimme Three Steps… === | === ⚫⚫⚫⚫ Gimme Three Steps… === |
Latest revision as of 13:37, 12 June 2023
Contents
Powers (Mental - Occult)
⚫ Where are my Keys?
Challenge: None Cost: One Blood Duration: Scene
The kindred casts the spell and reaches into their pocket, pulling forth an item of any size that they own. This requires knowing exactly where the item is down to precise gps coordinates and so can only be used on items the Kindred owns.
⚫⚫ Mercury’s Jog
Challenge: N/A Cost: One blood Duration: Scene
Like a Horror movie character, the Vampire moves far further than their stride should allow. Once cast, for the scene, the character will only ever appear to move three foot steps per action regardless of how far they travel.
⚫⚫⚫ Mine!
Challenge: Mentals (Occult) vs Mentals (Awareness) Cost: One Blood Duration: action
Space is an illusion. The Kindred causes one item in another person's hand to be in their hand.
⚫⚫⚫⚫ Gimme Three Steps…
Challenge: N/A Cost: One Blood, 1 Willpower Duration: Action
This power functions as per Celerity 4. The character takes three step and moves far further- to somewhere safe, though they don’t know where ahead of time.
⚫⚫⚫⚫⚫ Calling Collect
Challenge: N/A Cost: One Blood Duration: Bluebook/ Scene
This level 5 power is rarely learned by Tremere but often learned by the Ravnos who trust their family implicitly. When the Character activates the power, they name another kindred in the same State as them. At the end of the round ( just before Explosives) the power activates and the Ravnos is whisked away in a bolt of lightning; anyone grappling them can choose to “ride the lightning” to the person of choice.
The named person must spend one willpower (per passenger ( person grappling the caster), and does not know how many passengers are coming until after they have agreed to the “Charges.” If the target refuses to spend the will, or doesn't have enough will, the power fizzles and the caster takes 4L. Ravnos use this power because they “trust” their family. Tremere don’t trust anyone enough to use this.
Alternatively, This action can be used as a Travel action. They make it to their destination perfectly with no travel chop required; bringing additional “passengers” Costs one willpower each, which will be spent at the beginning of the following session