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MET LARP SRD

(2013 BNS MET System)

disciplines

Kineticism

Summary

The study of physics teaches that motion and energy are transmutable; the application of force over a distance. While the gifts of Caine enable vampires to move fast, hit hard, and absorb damage, the Caitiff have been gifted with the ability to absorb and channel kinetic energy into these activities through their own unique discipline. Kineticism draws power from motion and force, storing it to augment the abilities of its practitioner. Caitiff use Kineticism to achieve a variety of physical feats beyond what most clans are capable of.

As a discipline, Kineticism is something of a paradox: a proprietary tool for a “clan” which is clanless, somehow learned but not exactly taught. Its advent is relatively recent, with no confirmed accounts of its use older than 25 to 30 years. Its use today is still relatively uncommon, and most vampires have no knowledge of the discipline or its applications. To those who do not condescend to associate with the clanless, it is mere superstition; the fabric of excuses spun by inept Scourges who failed to apprehend their quarry. Regardless of sect, the few elders who have witnessed Kineticism view it with fear and jealousy, its users aberrant and unpredictable. As such, they often seek to bind its practitioners into useful service or see them quietly eliminated.

To the Caitiff, Kineticism is both a useful tool and a sign of their legitimacy. It offers some means of defense against Camarilla Scourges and those who regard them as thin-blooded pushovers. It also validates their position as legitimate heirs to the curse of Caine. Many of the clanless assert that because the vampire clans give respect and consideration to the bloodlines who have their own disciplines, surely the Caitiff are due the same consideration. Others argue that Kineticism is sent from Caine himself as a gift to aid his blameless children whom he has freed from his curse.

Learning Kineticism: This discipline may only be learned by Caitiff who take the Caitiff merit Inceptor (see VTM Volume 2 Issue 1, page 46). However, as an exception to the rule which limits purchasing that merit to character creation only, Caitiff may purchase the Inceptor merit for Kineticism if they spend sufficient time with a Kineticism practitioner. The amount of time and the level of interaction necessary is at the Storyteller’s discretion, typically a Complex Quest (see VTM: Volume 2 Issue 1, page 98). Finding and observing its effects once may be sufficient for some Caitiff, while others might only learn the power from drinking the blood or sharing Vaulderie from an established practitioner. Indeed, many Caitiff and Panders claim (with varying levels of credibility) that Joseph Pander or the Stoneman himself “hooked them up”.

Caitiff who wish to purchase the Inceptor merit after character creation must pay the difference in the out-of-clan XP costs for the discipline that they are losing as in-clan discipline.

Kineticism cannot be learned through diablerie as part of the Sabbat setting rules on Diablerie. As Caitiff cannot teach disciplines, it is impossible for a non-Caitiff to possess Kineticism.

System

Kineticism and Charges

Kineticism involves accumulating kinetic energy during combat which becomes a charge. A practitioner of Kineticism accumulates and spends charges in a variety of ways. Kineticism charges do not last outside of combat. During combat there is no effective time limit; however, all charges will dissipate rapidly once combat ends. Even with careful preparation or the engineering of effects intended to build charges, the fleeting nature of these energies make it impossible to enter combat with more than a single stored charge.

The practice of accumulating and holding a charge of Kineticism is always overt. Onlookers will notice the practitioner briefly vibrate or oscillate. Thereafter, her form will flicker with intermittent crackles that are clearly supernatural, increasing as more charges accumulate. As a result, a Kineticism practitioner cannot benefit from supernatural concealment such as Unseen Presence while she has at least one stored charge but may still use other effects which do not hide her presence such as Conceal or Mask of 100 Faces. These effects do not disguise the manifestations of stored charges. Anyone who has knowledge of this power and possesses the skill Science: Physics or who possesses at least one level of Kineticism will be able to determine how many charges a practitioner is holding based on her appearance. This observation does not require an action.

Maximum Number of Charges

Upon being taught her first level of Kineticism, a practitioner can store up to one charge. A kineticist can hold a total number of charges equal to her total levels in Kineticism and number of Kineticism techniques.

Quote

“Just because we are monsters does not mean we must act monstrously.” — Elias Stone, Caitiff

  • Accumulate

    Level 1

    You have begun to learn the fundamentals of Kineticism and with it have gained an understanding that, through the power of the blood, energy and motion are interchangeable. With a moment’s concentration, you can focus your energies into an accumulated kinetic charge, which you can then channel into a flurry of movement.

    You have the power to accumulate kinetic energy to discharge it later in a burst of speed. Spend a simple action to accumulate 1 charge of Kineticism. Whenever you spend a simple action for Movement, you can also spend a charge. If you do, you may take an additional 3 steps. You may only spend one charge per simple action spent on movement.

  • Kinetic Discharge

    Level 2

    Your body is akin to a coiling spring, capable of discharging its stored energies to move objects. Even the lightest touch from you is sufficient to transfer this energy, driving back your attackers or sending your foes careening into danger.

    You have gained the ability to discharge energy at your foes, propelling them in the direction of your choice. You may use this power whenever you successfully touch your target or succeed in a physical attack against her, which must be an unarmed or melee attack. Spend a single charge of Kineticism to move your target up to 4 steps in the direction of your choice. If this would cause your target to collide with anything the size of a table or larger, she takes 1 point of damage, as do any characters she collides with. This damage is considered separate from your initial attack for the purposes of damage reduction. You may only spend one charge per action in this manner.

  • Kinetic Dampening

    Level 3

    You have the power to turn kinetic energy into stored energy, later using it to protect yourself from harm. Should you receive a forceful blow, you can absorb a portion of its energy, thereby reducing its effectiveness and recharging your stores.

    Whenever an opponent achieves an exceptional success in a physical attack where you are the defender, you may spend 2 charges of Kineticism to reduce the exceptional success to a normal success. If your opponent has a power which gives her an automatic exceptional success, activating this power causes them to instead check for an exceptional success normally.

    In addition, you may gain a charge of Kineticism whenever a physical attack would harm you for 2 or more points of damage. You may determine if this benefit applies before applying the effects of Fortitude or other powers. If you gain a charge of Kineticism in this way, you may not spend it to apply Kinetic Dampening toward the same attack.

  • Redirection

    Level 4

    Your mastery of Kineticism has expanded to objects beyond your own body. By applying a mix of inertia and acceleration to an object, you can redefine its path, sending it on whatever course you desire.

    Whenever you succeed in defending against a firearm or a thrown weapon attack, or whenever you successfully defend against a power which involves a projectile such as Taste of Death, Conflagration, or Flame Bolt, you may spend 2 charges to activate this power. If you do, you may redirect the failed attack to a new target of your choice. Make an opposed challenge against that target using the Kineticism test pool. If you succeed, you may apply the effects of the original power to the new target. This attack counts towards, and must abide by, the maximum attacks per round limitation. You may only use this power during Celerity rounds if you are able to act during that same round. Powers which do not involve an actual projectile, such as Force Bolt or Engulf, cannot be redirected with this power. Any qualities that applied to the original attack, such as from a gun with Accurate or Deadly, a shotgun with the Spray quality, or a bonus from a power such as Projectile, do not carry over into the new attack.

  • Vengeful Strike

    Level 5

    With this power, your kinetic abilities and physical strength are united, crushing your foes with terrible strength. You can discharge your accumulated energies in a powerful blow, punishing those who stand before you.

    Whenever you succeed in a Melee or Brawl attack against a target, for each point of damage you would inflict (determined before damage reduction), you may spend 1 charge of Kineticism. For each charge you spend, one of the points of damage becomes unsoakable and cannot be reduced or negated. If your attack does both normal and aggravated damage, you may apply this to the aggravated damage first.

    In addition, you may gain a charge of Kineticism whenever you achieve an exceptional success against someone in an unarmed or melee attack. If you do, you may not spend those charges to activate Vengeful Strike on the same attack, but you may spend other charges that you have. You may not use this power in conjunction with combat maneuvers or other powers such as Fearful Blow or Earthshock. However, you may use this with powers that enhance your range, such as Flick or Kinetic Wave.