Magnetiquous
By Anderson Ravanello for the Magnetici bloodline
Note
If this discipline is taught to a character that is already permanently deranged (2 derangements at least) she can learn this power at the cost of non-clan-discipline.
* Find
This power allows the Kook to perceive within an area the existence of a specific metal, just by analyzing the local magnetic field. This can only be achieved if the character has already seen the metal in question. A successful roll of Intelligence+Science (6) can tell if the character knows the material and a roll of Perception + Alertness (6) gives the effect of the power.Successes | Effect
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1 | exists/not exists that metal
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2 | general location
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3 | exact position
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4 | exact position and general amount
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5 | exact position and exact amount
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** Field
By generating energy from himself, the Cainite with this power may charge areas with magnetic energy. Roll Wits + Science (7) with the following effects:Successes | Effect
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1 | Spark (changes the arrow of a compass, blurs an image in a camera)
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2 | Intense spark (shuts off a fridge or a survey camera)
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3 | Field (shuts off general equip, shuts down lights, neutralizes a compass)
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4 | Wave (fields any object within eyesight)
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5 | Burst (destroys any electro-electronic field)
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*** EM Disruptor
The energies that can be manipulated with this level of Magnetiquous can be made to hurt someone. A burst of blue energy comes from the palm of the hand of the caster, and, upon hitting the target causes automatic damage through static energy. Unfortunately, this is quite easy to dodge. The caster must spend Willpower points equivalent to the damage to be caused. Each Willpower spent causes health levels of normal damage equal to the caster's wits; please note that these health levels cannot be soaked. To hit, the caster must roll Dexterity + Firearms (4/6/8 according to the distance) / Dexterity + Dodge (difficulty = # success the attacker had + 1). This damage appears as pieces of flesh been torn apart. If used against any vehicle, like a plane, car, or so on, all electronic systems on the vehicle will be disabled and the people inside will take (through the process of 'Gauss Cage') 6 dice of aggravated damage (which show up as lightnings criss-crossing the innards of the vehicle, which can be normally soaked).
**** Feed
Keeping in touch with objects allows the wielder to absorb their energies, replenishing his Willpower. An object may have a fixed quantity of energy, and, at the Storytellers discretion, the amount of Willpower absorbed should be rationalized to a "true" amount. Absorption occurs in 10 - Willpower (current) (6) turns. If, by chance a character wishes to use this power against a sentient being, a contested Willpower roll for both the beings involved is required. Roll Willpower (curr) (6) x Willpower (6). The one who gets more successes absorbs Willpower points equal to the difference between the two results. If one of the contestors loses more Willpower than his Wits rating, the shock will surge the link between them and send both unconscious.
***** Vortex
With this level of Magnetiquous the character is capable of rising a purple-gleamin' spherical shield around himself. It can be used as a reactionary power (as in a dodge maneuver) if the caster hasn't used any Celerity or split any dice pools on the same turn. Using this power causes the caster to became impervious to physical harm, although fire and sunlight still cause damage. The wielder must spend 1 Willpower point and the power activates instantaneously. It lasts one turn for each Willpower point spent. The Storyteller may allow a character with "Instincts" instead of "Self Control" to use the power as a reflex to a surprise attack. This power has a range equal to the wielder's Wits and the wielder is always in the geometrical center of the sphere; also, it (for the purpose of covering a group, for example) can be controlled through a roll of WIts+Science (8) (one success is enough). This power cannot be used in any way that harms someone.
***** * Magnetic Field
By accessing Earth's Magnetic Field, the Magnetici Malkavian with this level of Magnetiquous prowess is capable of subverting the Gravity for one specific object at time. Activation costs 1 Willpower and Roll Wits + Science (6).Successes | Effect
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1 | Move slowly (1 ft per turn) an object that is one ton or less.
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2 | Slightly control a slow moving object of up to 1 ton.
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3 | Completely control a slow moving object, move (10 ft per turn) up to a 1 ton object.
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4 | Quickly move (100 ft per turn) and control slightly a not-so-fast moving object.
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5 | Anything you wish to do with anything up to 1 ton.
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If used against a being, this power requires the caster to have previously seen the target's aura. It could be even wrong information, but the aura must have been seen through the powers of Auspex.
***** ** Magnetic Shockwave
This power bears a sadistic resemblance to the immediate effect of a nuclear blast. By using this power, the Magnetici Malkavian frees the magnetic energy omnidirectionally, causing great damage to everything within the range of the power. It is said that the most powerful Cainites can obliterate entire cities with this power.System: Roll Willpower (total) to activate (6) And spend Willpower accordingly to the damage intended. Damage caused is equal to Wits x Willpower (spent) and can be normally soaked. Because there's no visual nor audible sign of the power, there's also no way to dodge it. Needless to say, all electro-electronic equip within the effect area will be surged and disabled.
Success | Effect Radius
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1 | Wits X 10 meters
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2 | Wits X 20 meters
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3 | Wits X 50 meters
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4 | Wits X 100 meters
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5 | Wits X 1000 meters
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Additional successes can be used to cause 2 more levels of damage or increase range by 1000 meters.
***** *** Seek
When achieving this level of Magnetiquous discipline, the Cainite is capable generating static energy on an ambient. This power is often revealed as yellow dots flowing in the air and reacting with everything they touch, causing small sparks and shocks here and there. A roll of Perception + Empathy (6) is required. One success allows the caster to perceive all auras in the area, including all those under any kind of Obfuscate, Auspex's Psychic Projection or any other power of Invisibility. Also, upon using this power, any effects of Dominate and Presence which are working suddenly fade and disappear, because of the radioactive isotopes in the air.
***** **** Disrupt
***** ***** Moleculate
This scrubbish power allows the caster to control any kind of physical matter he gets in touch with. That's it.System: Spend 1 Willpower point. Roll Wits+Science (7). 1 Success is enough to give the caster total control over any mass that he gets in touch with.