Interesting things that one can do with 1 dot of Move of Mind

By Reverend K.


With 1 dot of Move of Mind it would seem that it isn't possible to do much. The description clearly states that you will only be able to affect an object that weighs 1 pound or less. The description of the thaumaturgical path also allows that the Magus can move the object as fast as he can walk.(but not run.) although it does not actually state this, there is an implied assumption that while the Mage can only move a certain amount of weight he can move it with the force of his own innate strength. (this makes the wielding of weapons possible and useful.) Thus, there are a number of potential uses for Move of Mind that go beyond manipulating a small flying weapon.
1) Handle one light throwing weapon,or possibly a stake: Most people don't expect a stake or a poisoned shuriken to flit from some position behind them and cause them discomfiture.

2) Pull someone else's trigger: Could be useful when observing a Mexican standoff from a distance. Could be useful for getting a Brujah who's careless with his heat in trouble. Is your enemy wearing his colt on his hip? maybe you can blow his foot off.

3) Keep a gun from firing: Put on your enemy's safety for him. or if he has a revolver simply keep the hammer from falling.You might even eject his clip.

4) Fun with Clothing: It's really hard for Brujah or Gangrel to run over and beat the shit out of you if you've tied their shoelaces together or undone their belt and yanked their pants to their ankles... also a Magickal wedgie can be great fun.

5) Fun with light switches: If you can see in the dark and your opponent can't, flip off the lights. If your opponent can see in the dark and you can too, flip the lights on and shut your eyes fast. While Gleam of the red-eyes is fading and Auspex is readjusting you might be able to do some damage. Might also make trouble for pesky Lasombra or Setites if the lights are strong enough.

6) Push Button Carnage: if you have a radio detonator/actuator or even simple button,switches and bell-pulls secreted about your lair. you can make life difficult for people while keeping your hands free. With move of mind, the trigger to any trap is always within hands reach.

7) Depressing things: A suicidal hunter once burst in on a conclave of vampires strapped with explosives before anyone could stop he depressed the trigger mechanism and said that if he let go of the button they'd all die. a quick thinking Tremere saw to it that the button stayed depressed while another Tremere with quite a bit more move of mind lobbed him through a plate glass window

8) Grenade tennis: Small grenades can be caught in midair and redirected. if you're quick enough, you can even prevent the spoon from flipping out and keep the grenade from going off even though the pin has been pulled.

9) Sneaky weapons: Not every weapon in the Tremere weapon arsenal is obvious but most are light enough that they could be maneuvered with the aid of Move of Mind. Vessels of transference and splinter servants could be made to sneak up on the unwary as could a shaft of belated quiescence.

10) Head Games: Here's a sneaky one. Get close enough to an enemy to telekinetically reset his watch. Won't he be surprised when the sun comes up a half hour early.


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