Kinetic
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Field of Kineticism
- Mastery: Mental
- Tell: A 'heat ripple' distortion around the body or target.
A character who studies the Field of Kineticism expands the awareness of the mind, learning that space and mass are illusions of Creation, and that with will one can overcome the physical world. The mind must be disciplined, trained and refined so that one can overcome the limits of the body.
A character who studies the Field of Kineticism believes in Reason, that the world itself is a rational place, defined by and adhering to rigid rules. They seek to discover these rules, and that the Perfect Mind is the one that understands the rules of Creation and how to exploit the weaknesses of these rules. The mind is the most powerful tool of all, and Reason is the ultimate riddle to be solved.
Discipline
Enhance Mind
- Requires: Growth 1
- Action: Instant
- Cost: 1 Essence per +1 Additional Success
- Duration: Scene
The character can augment a specific aspect of their Mental Attribute. The player chooses a specific aspect, such as memory, perception, or cunning. Any roll using the character’s Mental Attribute in a manner consistent with this aspect gains this bonus. The character can not spend more than (Mastery) Essence.
Clear Thoughts
- Requires: Growth 4
- Action: Free
- Cost: 1 Essence per -1 Potency
- Duration: Immediate
The character can reduce a Charm's Potency by (Essence) Ranks as it affects them. This can only be done as the Charm is applied, not after it has taken root. The character can not spend more than (Mastery) Essence.
Mental Grace
- Requires: Growth 7
- Action: Full Round
- Cost: 2 Essence per +1 Die
- Duration: Scene
The character can augment a specific aspect of their Mental Attribute. The player chooses a specific aspect, such as memory, perception, or cunning. Any roll using the character’s Mental Attribute in a manner consistent with this aspect gains this bonus. The character can not spend more than (Mastery) Essence. This Discipline may be combined with Enhance Mind.
