Swarm Communion
Animalism ••••, Dominate •••
The nascent hive-mind inside every Melissid’s head is insistent. The hive-mind demands to grow. Melissidae who master Animalism can intuitively extend the hive-mind to a group of mortals or Kindred, creating a “Swarm Communion.” Confused, the victims find themselves sharing their perception, and they become vulnerable to the Queen Bees’ other powers. Successful creation of the Swarm Communion disorients its victims and allows a Melissid to use psychic Disciplines (Dominate, Majesty, Auspex, Nightmare) as if they affected a single individual.
Effect
Dramatic Failure: The Melissid’s perceptions are flooded with fragments of thought, memory and sensory input (inflicting a –1 penalty to all dice pools) for the rest of the scene.
Failure: Nothing happens. The character doesn’t realize this immediately, but may try again next turn.
Success: The target group are all connected by a rudimentary hive-mind. They’re disoriented and giddy, suffering –1 to all non-resistance dice pools for the rest of the scene, and all psychic Discipline powers used on them work as if on one individual, using the lowest available trait or dice pool for resistance if one is applicable.
Exceptional Success: The target group are so under the sway of the hive-mind that its members may not spend any Willpower for the rest of the scene.
Failure: Nothing happens. The character doesn’t realize this immediately, but may try again next turn.
Success: The target group are all connected by a rudimentary hive-mind. They’re disoriented and giddy, suffering –1 to all non-resistance dice pools for the rest of the scene, and all psychic Discipline powers used on them work as if on one individual, using the lowest available trait or dice pool for resistance if one is applicable.
Exceptional Success: The target group are so under the sway of the hive-mind that its members may not spend any Willpower for the rest of the scene.
Material Components
Cost: 1 Vitae, 1 Willpower
Gestures & Ritual
Dice Pool: Presence + Manipulation + Animalism versus the highest Composure + Blood Potency in the target group
Effect Casting Time
Contested
Applied Restriction
Modifier | Situation
— | Character attempts to affect two victims.
–1 | Character attempts to affect three to five people.
–3 | Character attempts to affect six to 10 people.
–5 | Character attempts to affect 11 to 20 people.
— | Character attempts to affect two victims.
–1 | Character attempts to affect three to five people.
–3 | Character attempts to affect six to 10 people.
–5 | Character attempts to affect 11 to 20 people.