By Ian Turner (iturner@wpine.com)
I have created a Discipline that does all of these things and now dump it upon you, my unwitting audience! Mwa-ha-ha!!!
I use it for a Clan of my Asian Kindred and a few Caitiff personally, but it is common enough to the genre that it could crop up a bit more without much undo suspicion.
System: Each success on a Dexterity + Athletics roll (Difficulty 6) counts as an automatic success on any jumping or climbing roll or a roll to soak falling damage. The ST will have to determine the effects on Athletics, Swimming or other such rolls on a case by case basis, although the successes will only count as additional dice to be rolled and not as automatic successes in most such cases. If the character is struck by an attack that knocks her back or throws her in the same turn that she activates this power, she will be knocked back an additional increment for each success that she rolled to activate the power, although any falling damage assigned will most likely be easily avoided in the process. This power lasts only a single turn unless a Blood Point is spent to maintain it for an entire scene (or about 30 minutes). For telekinetic purposes each success reduces the users weight by 50%. This power will allow the user to carry up to her Strength x 50 lbs with her with full effects (Potence adds to Strength for this purpose). 5 successes are needed to walk on water. The bonus Soak successes also add as bonus Soak die (but not automatic successes!) to any that the user strikes in a plummet.
System: Each success on a Stamina + Brawl roll (Difficulty 6) can be used as an automatic success on any Strength roll to avoid being thrown or pushed back, so long as his feet contact the ground. If he stands upon a weak surface, the surface may break free beneath his feet if the force is sufficient! If he is hit by various kinetic attacks (from fists to swords to bullets, but obviously not Fire or sunlight!) during the turn that the power is activated, each success allows one extra soak die to be used against the attack. Note that this power requires the Kindred to stand still, disallowing any sort of movement, not even a Dodge! For purposes of telekinetic movement, each success adds another increment equal to the users original weight. This power lasts one turn unless a Blood Point is spent to maintain it for the scene (about a half hour) and can affect up to Strength x 50 lbs of matter held or worn by the caster as well (Potence adds for this determination).
System: A single success on a Dexterity + Athletics roll (Difficulty 6) allows the user to walk up walls at her normal movement rate, cancelling the effect at any time with an act of will (and falling to the floor if she is not close enough to step to it!). She must score three successes to walk along ceilings in a like manner and can freely cross from wall to ceiling to wall to floor as she wills for the duration of the effect. The effect normally lasts only for a single turn unless a Blood Point is expended to extend its duration to a full half hour. Note that the walls and ceilings to be walked upon must be able to bear her weight or she may fall through! As her perception gravity is changed, the users hair, clothes, etc will hang 'down' towards whatever surface she is walking upon. This power has no similarity to powers that allow sticky fingers or other sorts of 'climbing' powers, as it makes the Kindred actually walk, run or even dance along the surfaces that she wishes to use. She can carry up to Strength (+ Potence) x 50 lbs while traveling in this manner.
System: Each success on a Strength + Dodge (Difficulty 6) roll will hurl the user 100 yards away (either up, down, sideways or diagonally as desired) in a straight line, at which point he may well have to use the first level power to avoid injury from falling if he went up. The power will not normally accelerate the user into walls, but actually spends half of its duration accelerating the user and the remaining half of the duration safely decelerating him. A Botch, of course, is quite likely to hurl the user into a building, as is poor judgement (he may have been unaware that the rice-paper wall he was going to dramatically rip through concealed a steel girder!). Even a 100 yards is well beyond terminal velocity, causing 10 dice of damage to the hapless Kindred (and any he impacts with)! This power costs 1 Blood Point to use and lasts only a single turn, although additional Blood Points can add additional turns (retaining the same velocity as the previous turn, he does not get to reroll and take the better results) at a one for one ratio. This power DOES allow the Kindred to surpass terminal velocity as the users gravity can exceed that normally fund on earth for these 'falling' purposes! This power must be used carefully, attempting to hold a sword and do a 'fly-by' or sideswipe another at terminal velocity is quite likely to increase Difficulty to 10 (greatly increasing chances of a catastrophic Botch). The user can carry up to Strength (+ Potence) x 50 lbs while traveling in this manner, but cannot effectively release such held items in an attempt to 'bomb' others (a whole new skill would have to be invented and learned by the inventive Kindred!). The tendency of the power to safely decelerate the user prevents him from leaping to right in front of him and unleashing the 'bomb' to devastating effect. Since the velocity is gone by the time he lands, the item will drop harmlessly at his feet.
System: Each success on a Dexterity + Flight roll (against a Difficulty of 6) allows the user to fly at her running speed with the expenditure of a single Blood Point for an entire scene (additional successes allows additional increments of speed, although each additional increment (equal to the users running speed) costs another Blood Point to activate, though the user need not activate the full speed that she was capable of with a particular roll until later if she wishes to save blood until he needs the speed). The ST may call for additional Dexterity + Flight rolls to perform anything more complicated than hovering, simple turns and changes of elevation. As with all of the other known powers of Gravitas, the user can carry up to Strength (+ Potence) x 50 lbs with her in flight.