Mentalism

The art of mind magic, the Revenant uses this magic to take a different more permanent control over the human world. It is also their primary tool of feeding and procreating their Clan. Users of Mentalism are known as Seers. Belonging to Clan Revenant.

Mind Sorcery

All Mentalism Rituals are cast with subtlety and do not require any words spoken or Ritual Circle drawn, but you must be able to see those affected by your Rituals.

Level 1

Dream Eater
The Revenant are used to eating mortal souls, but through this they can feast on anyones mind as well.
Type: Incantation.
Cost: 1 Blood Point, a willing participant or when you win a Conflict against another Character. 
Effect: Dream Eating makes the other Character regain 1 Sanity, but they become Blood Bonded 1 to you or increase their Blood Bond.

A Character can only regain 1 Sanity per evening through Dream Eating.
Empath
It’s hidden beneath the shame.
Type: Incantation.
Cost: 1 Blood Point.
Effect: You learn of another Character’s Flaw, Ambition or of one of their Connections if their Sanity is 4 or less.

Ask them discreetly. 

Level 2

Telepathy
Telepathy, a powerful tool in the right hands. The ability to talk with one’s mind is unsettling but also perfect at conveying secret messages across a room of untrustworthy Vampires.
Type: Incantation.
Cost: Nothing.
Effect: You can now at will communicate to people with your mind, if you are in a room with a person you can go Offgame over to that person and whisper a message to them, they cannot answer back.
You can also spend 1 Blood Point to send a 3 word message across distance to a person not in the same room as you.

Bypasses Oath of the Soulless.
Suppressed Memory
To set up the secrecy of a Ritual room or simply keep people quiet about certain events, it’s important to be selective about memories.
Type: Curse.
Cost: Trivial Component, 3 Blood Points.
Effect: Choose a particular scene or moment. Another Character cannot willfully talk about what happened during that particular scene or moment, in fact the character believes themself that they do not want to talk about it all.
If someone would force the Character to talk about it, the Character has to lose 2 Blood Points to be able to mention it for 10 minutes.

This Curse lasts until the start of the next Session.

Level 3

Devour the Psyche
By learning the right technique, using enough power, and exhausting of one self, the siphon can work in a way that affect supernaturals, the consequence is merely their life.
Type: Incantation.
Cost: Uncommon Components, 5 Blood Point, a Staked or willing Character, both hands on the victims head.
Effect: You Diablerize the Character and you lose your remaining Blood Points, instead of the normal effects of Diablerie follow the list below. Diablerie this way works on Ghouls as well as Vampires. 

The victim dies horribly.
You lose 1 Sanity and become addicted to Diablerie. See more under Larping Addiction.
Gain 1 level in a Discipline or Ritual Path the victim had, if that Discipline or Ritual was of a higher level than what you have.
Gain 1 Merit the victim had.
You learn the victims Ambitions down to the detail and how close they were to reaching them.
You learn the victims Sanity rating, as well as all their Secrets.
You learn of all whom the victim were Blood Bonded to and all who were Blood Bonded to them.
You learn the answer to three questions according to the victims knowledge.

Come see the Storytellers Room once you are done with the Diablerie.
Mind Fortress 
Is a wall for your mind against invading corruption, or a prison for your thoughts?
Type: Blessing.
Cost: Uncommon Components, 1 Blood Point.
Effect: A Character becomes immune to the effects of Manipulations.

This Blessing lasts until the start of the next Session.
Does not make you immune to the Bodyguard Merit.

Level 4

Conditioning
Pressure and time.
Type: Curse.
Cost: Rare Components, 1 Blood Point.
Effect: Another Character whose Blood Bonded to you must do a specific action when a specific condition is met.
This action could be “Kneel instead” and the condition could be “If you were about to attack me.”

This Curse lasts until Dispelled. 
Into The Id
I don’t need your opinion, I can just ask your Id.
Type: Incantation.
Cost: Rare Components, 1 Blood Point.
Effect: You read the thoughts of another Character and can now proceed to ask that Character discreetly three questions for which they must answer correctly.

A Character can only be affected by this Ritual once per evening. 

Level 5

Hivemind
Here we don’t do disagreement.
Type: Curse.
Cost: Mythic Components, 5 Blood Points, another Staked or willing Character.
Effect: Choose another Character, they become Blood Bonded 3 to you and their own Ambition is replaced completely by needing to see your Ambition through.

Should you ever succeed in your Ambition they also regain all of their Sanity.

This curse lasts until Dispelled.

Notify the Storytellers Room after casting this Ritual.

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