BlackAndWhite/Minds
Minds
Minds work much like Voices.
Decide on a way to think. This "mind" allows you to think in a certain way that you make up and is approved by the GM when you make it. The effect on a roll is a number of auto successes equal to your Essence. Examples: a learning mind, a creative mind, an original mind, an artistic mind.
Putting on a Mind or changing from one to another is a simple action that costs 3 motes. Turning off a Mind is reflexive, may be used in the same turn while putting another on and costs nothing. A Mind's duration can be anywhere from scene-long to day-long, but never longer. A player may have his character stay under the influence of a Mind, but accessing another or changing BT isn't possible while doing this. Only one mind may be on at a time.
There is a penalty for going out of your Mind! Staying in one Mind can be a bad thing, as you are then very geared toward thinking in a particular manner. You are not as capable of thinking in versatile ways like your original mind. If the Storyteller decides that a certain mental action a character is making conflicts with the Mind he is using, a success is lost. This can cause a player to fail or botch a roll. Example: Inquisitive Hare is using his Organizational Mind to plan the building of a village for his cult in a way that is both defensive and aesthetically pleasing. He is then ambushed while in thought and it is required of him to think on his feet (initiative, dodging). It would be best if he reflexively dropped back to his regular mind to avoid losing successes in being aware of them and dodging their attacks.