                                   JUMBLE



   Simply speaking, this discipline centers around sensory confusion. It
   is the Razor Children's single most formidable weapon and defense.

   * Flicker: With this power, the Razor Child may cause a target's
   senses to "flicker", producing an effect similar to reception of a
   scrambled television signal. The effect is very short lived, lasting
   only a turn or two. The Flicker costs one blood point to create, and
   the user must roll their Int+Subterfuge vs. the targets
   Wits+Alertness.

   ** The Spins: Activation of this power causes the liquid in a target's
   inner ear to move unnaturally, temporarily ruining their sense of
   balance and co-ordination, even inducing serious vertigo in situations
   where the victim might be standing on solid ground. The effects are
   triggered with a Willpower vs. Willpower roll. The spins last for one
   scene.

   *** Snow: This power masks any specific sensory stimulus with a
   confusing mess of similar stimuli. For example, an individual trying
   to listen in on a conversation would suddenly find themselves overcome
   by a cacophany of unintelligable voices, or someone looking at the
   activator of the power might find themselves suddenly seeing a person
   whose features are shifting so rapidly that any coherent recognition
   is impossible. The power requires one blood point to activate. The
   effects are instantaneous and last only as long as the masked stimulus
   is present.

   **** Discord: A victim of this power finds that their spatial depth
   perception has become horribly warped. They are completely unable to
   judge relative distances properly, usually gravely miscalculating
   them. Anyone who succumbs to Discord has trouble with seemingly the
   simplest of tasks, such as climbing stairs, pushing buttons, picking
   up objects and the like. They would have little or no hope of firing a
   ranged weapon or throwing an object with any accuracy whatsoever.
   Activation of the power requires a Willpower roll against a difficulty
   of the target's Wits+3, and the target must be in line-of-sight. The
   effects last one scene.

   ***** Garble: The user of this power reaches directly into the mind of
   the victim, scrambling all conscious neural pathways connecting the
   mind and body. While the individual remains completely lucid, they
   lose the ability to talk, or even move as they wish. When attempting
   to speak, an uncontrollable torrent of gibberish comes out of their
   mouth. When attempting to walk, they find their legs responding
   erratically to their mental commands, making such motion very
   difficult, if not impossible. At best, any action taken by a victim of
   "garble" is at 'crippled' level on the damage chart. To activate this
   power, the user must roll Willpower against the target's Int+3 and
   touch the target. The number of successes determines the duration of
   the effect.


                1 success   - 10 minutes
                2 successes - one hour
                3 successes - one day
                4 successes - one week
                5 successes - one month



   NB: The user may revoke the Garble at any time by touching the
   affected victim again and spending a Willpower point. Successes are
   cumulative, so the Garble may be lumped upon itself to last several
   months, or even years.

   ****** The Jar Trick: Through the use of this discipline, a vampire
   may "steal" any one of the five senses of an individual (sight,
   hearing, taste, touch, smell), placing "it" in a jar, where it remains
   forever until the jar is found and smashed to bits. When the power is
   used, the victim experiences a peculiar sensation related to the
   target sense (eg. a low, barely distinguishable sound, or a slight,
   irritating tickle). When they attempt to concentrate on identifying
   the stimulus, they suddenly lose the ability to use the related sense.
   At that moment, the vampire exercising the power must stop up a jar,
   sealing it tightly. Until the jar is destroyed, the victim will be
   permanently blind, deaf, numb to touch, or unable to taste or smell
   anything. Activation of the power requires expediture of three blood
   points, and a roll of Willpower against the target's Wits+3. Note that
   the target must also be in the line of sight of the user.

   NB: This power becomes harder and harder to use on a single individual
   more than once. For some reason, someone who has been affected by it
   in the past can intuitively sense when they are being targeted again,
   making their resistance to the trigger stimulus a little better. Each
   consecutive time the power is attempted on the same individual, the
   difficulty number is raised by one, to a maximum of 10.

   ******* Garble Deluxe: This is essentially the same power as Garble,
   except that it also affects the autonomous functions of the mind.
   Those who fall victim to it suffer immediate severe heart arrhythmia,
   respiratory irregularity, kidney failure, digestive malfunction, and
   an entire host of other problems. To engage the power, the user rolls
   Willpower vs. a difficulty of the victim's Stamina+3. The power only
   lasts one turn, but in mortal cases the damage is irreversible, and
   generally fatal. The affected individual takes damage levels equal to
   the number of successes rolled X 3. The damage is critical, and the
   only hope of repair lies in intensive medical treatment. For
   supernatural creatures, the wounds inflicted are considered to be
   aggrivated, but since most of the autonomous functions of the Kindred
   are superfluous or nonexistent, vampires take only the number of
   successes X 1 in damage levels.

   ******* Memory Crash: One of the most utterly debilitating and
   torturous powers available to the masters of Jumble, this causes the
   mental pathways associated with memory to become completely confused
   in a victim. This results in a crippling inability to correctly
   identify objects in a person's surroundings. One who falls victim to
   this power may find himself gazing at an object that they have been
   familiar with for years, unable to name it or its purpose. If pressed,
   the individual will guess at its name and function, but will
   invariably be wrong in both respects. For example, one such affected
   individual is shown a gun. When asked to identify it and its function,
   they respond "it is a sailboat", and "You speak into it, and it
   amplifies your voice.". Their ability to recognize people and recall
   events is unaffected, just their object identifiers are ruined. "who
   am i" would be answered with "You are (whatever your name is)"
   correctly. "what am i", however, is something the target will be
   unable to respond to. The requirements for activation of this power
   are a Willpower roll against the target's Int+3 and the user must
   touch the victim. The duration of the effect is determined in the same
   manner as "Garble", and like "Garble", the user may choose to revoke
   the power early if he/she wishes, at the expense of a Willpower point.
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