< Celerity Combo-Disciplines | Meta-Disciplines | Fortitude Combo-Disciplines >
Required Powers: Dominate 2 & Potence 2⚠ </br>
Cost: 14 XP
A specialty of the Lasombra and Giovanni Clans, this Discipline technique allows a vampire to strike such fear into his foes that their defenses against his physical attacks are greatly reduced. ⚠ </br>
System: The vampire makes a Manipulation + Intimidation roll (difficulty of the target's Willpower) and expends 1 blood point. For one round per success, the target of this power has their dice pools reduced by the user's Manipulation rating when defending against attacks from the user of this power. Invoking this power takes an action.
Required Powers: Dominate 3 & Obfuscate 3⚠ </br>
Cost: 21 XP
Trick an observer by switching appearances with another vampire in your line of sight. ⚠ </br>
System: Select a target in your line of sight who you could use Dominate against. Roll Manipulation + Performance (diff = Target's Intelligence + 5) resisted by the target's Wits + Subterfuge (diff 7) roll. If you win the contest, the target will perceive you to be a vampire in your line of sight. To the target, that vampire also takes on your appearance. This power lasts for one scene.
Required Powers: Auspex 2 & Dominate 2⚠ </br>
Cost: 17 XP
Gauge the strength of a target's mind.⚠ </br>
System: Roll Perception + Intimidation, resisted by the target's W Illpower? (both diff 6). If successful, learn one of the following: Permanent WP, temporary WP, score in any one Virtue. This power can be used multiple times, but each failed use adds +1 difficulty to future rolls made in the same night. If any use botches, the target becomes aware of a mental intrusion. You must be able to see your target when using this power.
Required Powers: Dominate 2 & Presence 2⚠ </br>
Cost: 14 XP
Temporarily incapacitate a target with your gaze.⚠ </br>
System: Roll Manipulation + Intimidation (diff = target's WP). Botching makes the target immune to all your uses of Dominate and Presence for the rest of the night. Each success on the roll applies a -1 die penalty to all the target's actions for (Willpower) turns. After that duration, the penalty is reduced by 1 die until the target's pools fully return.
If the number of successes is greater than the target's Wits, the duration is measured in minutes instead of turns.
This power cannot affect vampires of lower Generation. If the target feels pain during the effect, they can attempt to shake it off. They roll Willpower (diff 7), with each success reducing the penalty by 1 die. This roll can only be made once per turn.
Required Powers: Dominate 4 & Fortitude 4⚠ </br>
Cost: 28 XP
Transfer your wounds to a human ghoul. If the ghoul survives, it is marked with terrible and permanent scars.⚠ </br>
System: Spend 1 BP and roll Stamina + Medicine (diff 8). Each success transfers one health level of damage to one of your human ghouls within line of sight. This power is reflexive and must be used immediately after suffering damage.
Required Powers: Auspex 5 & Dominate 5⚠ </br>
Cost: 35 XP
Gain the ability to use Possession while in Astral Form.⚠ </br>
System: This power is a permanent effect. After learning it, you can activate Dominate 5 while in Astral Form. Damage taken by the body you are possessing is done to your Astral Form, not your physical body. If your victim dies, you are severed from your body and cast adrift in the Astral Realm. If you end Dominate 5 normally, you return to your Astral Form and continue moving through the Astral Realm.
Required Powers: Dominate 3 & Obfuscate 3 ⚠ </br>
Cost: 21 XP
Take on all the appearances of mortal life for a full night. ⚠ </br>
System: Spend 1 WP. For the rest of the night, all targets susceptible to your Dominate and Obfuscate effects will perceive you as displaying a Blush of Health. Breathing, having a normal body temperature and even having a bright aura.
< Celerity Combo-Disciplines | Meta-Disciplines | Fortitude Combo-Disciplines >