Dynamistry

By George Cusack, for the Maelduin bloodline.

* Equilibrium: By spending a blood point, the vampire may retain perfect balance for the remainder of the scene.

** Weight Shift: By rolling Attribute + Ability, the vampire may change his own weight to anything from 1-500 lbs. with no corresponding change in mass or density.

Note, however, that if a vampire's weight exceeds his score in Strength + Potence times 100, he will not be able to move. The duration of the weight shift is determined by the number of successes rolled.

1 success30 seconds
2 successes5 minutes
3 successes1 hour
4 successes1 day
5 successes1 week

*** Flight: The vampire cam fly. Unlike the flight allowed by Thaumaturgical Telekinesis, the vampire's top speed is determined by Dexterity + Celerity x 50 mph, and he need not maintan concentration to remain airborne. However, if the vampire is Crippled while airborne, he must roll on Dexterity + Athletics at a difficulty of 8 to keep from falling. If a the vampire is Incapicated, he automaticly falls.

**** Weight Control: The vampire may apply Weight Shift to any person or object. To do so, the vampire must touch his target and roll on Attribute + Ability. If the object is a person, they may roll on their Willpower to resist. The duration of the change in weight after the vampire has ceased touching the object is determined as with Weight Shift.

***** Momentum Shift: By rolling Attribute + Ability and spending a blood or willpower point, the vampire may increase or decrease the momentum caused by the movement of his body, whether it be flying, falling, punching, or whatever. The number of successes determines the factor by which the momentum may be increased or decreased. Thus two successes could make a punch hit twice as hard or half as hard. Each shift in momentum is for one motion only. Thus, as soon as the punch connects or the fall stops, the effect is over.

****** Momentum Control: The vampire may apply Momentum Shift to other targets. People may resist the change by contesting the vampire's roll with a roll on their Willpower. The vampire must still spend the blood or willpower point, even if the roll fails.

Gravity Control: The vampire may increase, decrease, or reverse gravity on a 4' by 4' area within his line of sight by spending a blood or willpower point and rolling on Attribute + Ability. All people and objects in the area are automatically affected by the change, while objects outside the area feel no effect. The area is affected as long as the vampire concentrates on it.

******* Momentum Thief: The vampire is able to "steal" momentum from one source and redirect it at another with a successful Attribute + Ability roll at a difficulty of seven. Thus, a punch directed at the vampire could be made to strike the attacker, empty air, or anything else in the vampire's line of sight. The source of the momentum need not come from or be directed at the vampire. Once "stolen from," affected targets lose all their momentum. Punches glance off, bullets fall to the floor, etc.

******* Stop Motion: The vampire may stop all motion in a 10' by 10' area around himself by spending a blood or willpower point. Everything in the area, save the vampire and anything he is in direct contact with, cease moving entirely. Sentient beings may make a willpower roll at difficulty 8 to move, but must roll again each round they are in the area. The duration of the motionlessness is determined by the vampire's Ability + Attribute roll.

1 success1 round
2 successes1 minute
3 successes1 hour
4 successes1 scene
5 successes1 night

Once the duration has expired, everything in the area continues moving as though it had never stopped. The vampire may cancel the motionlessness before the full duration has expired any time he wishes.

******** Mastery: The vampire may use any of the powers of Dynamistry without spending blood or willpower points.

********* Gravity Master: The vampire can raise, lower, or reverse the effect of gravity over an indefinite area. The vampire must roll on Attribute + Ability to determine the size of the area.

1 success20 square feet
2 successes20 square yards
3 successes1 city block (1/2 a square mile)
4 successes1 square mile
5 successes20 square miles

The vampire may declare only certain objects in the area affected by the gravity shift, or he may declare certain objects immune. Sentient beings can resist the gravity shift by rolling on their Willpower at a difficulty of 7.

********** Motion Master: The vampire has complete control over the movement of all objects in his line of sight. While the vampire cannot directly move an object without touching it, once it is in motion he can control what direction it moves in, how fast it goes, and how much force it moves with. This power can be exercised on as many objects at once as the vampire can concentrate on. Sentient beings can resist the control by rolling on Willpower at a difficulty of 8.