Lasombra, Tremere, Ventrue

1 • Command (Vtm: 3rd)

With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.

2 • Mesmerize (PGS)

The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given. 1 suc. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient. 3 suc. The target can be made to act in ways that she otherwise wouldn’t, except in the case of self-endangering behavior. 5 suc. Nearly any command may be given.

3 • Forgetful Mind (PGS)

With eye contact, the vampire can alter her target’s memories. 1 suc. The vampire may cause limited memory loss lasting a day, with control over which memories are lost. 2 suc. The vampire may cause more permanent memory loss. 3 suc. The vampire may make slight alterations to her victim’s memory. 4 suc. The vampire may alter or remove an entire scene from her victim’s memory. 5 suc. The vampire may reconstruct entire periods of a victim’s life.

4 • Conditioning (PGS)

The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim’s Self-Control, the victim will act as if dominated even in the vampire’s absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.

5 • Possession (PGS)

With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.

6 • Rationale (VPG)

The vampire can make a victim of Dominate believe that she is acting of her own accord. 1 suc. The target won’t suspect she has been dominated... at first. 2 suc. The target will suspect something... eventually. 3 suc. The target can only be convinced by others that the action was not her idea. 4 suc. The target will only suspect something if shown hard evidence. 5 suc. The target will ignore all evidence, and may become angry if the point is pressed.

6 • Tranquility (VPG)

The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.

6 • Chain The Psyche (GC)

Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.

6 • Loyalty (GC)

With this power in effect, the Dominate is so strong that other vampires find it almost impossible to break. Loyalty instills no special feelings in the victim--the vampire's commands are simply implanted far more deeply than normal.

6 • Obedience (GC)

The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.

6 • Automatic Mastery (Dark Ages Companion)

This power can incapacitate a victim with a glance. This allows the vampire to manipulate a victim's basic mental functions. Though merely impressing mental suggestions, they are powerful enough to kill. She may command the victim's heart to stop beating or cause him to go blind. Only a few Venture learn this particular power from their elders. The player may choose the exact effect and can effect any basic function of the body including heartbeat, breathing, hearing or even perspiration. The vampire is capable of stopping and starting such functions or can cause them to fluctuate wildly at will. This power works also on vampires. Though manipulating their heart will have no effect, of course, but making one blind will.

6 • Sunder

This power breaks any form of mental control over one target, whether magical, Domination, Blood Bonds, etc. All forms of mental control over target are broken, but they may be re-established in the usual ways. A Cainite may not use this power on herself.

7 • Mob Rule (VPG)

The vampire may dominate more that one victim at a time. Eye contact is only required for the first target. The first victim must be the one most difficult to Dominate, if he cannot be affected, no others can.

7 • Repression of the Obvious (Clanbook:Malkavian)

The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three successes cause the victim to blurt out the thought being repressed.

7 • Mass Manipulation (GC)

Can command small crowds. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire elder's will.

7 • Still The Mortal Flesh (GC)

An elder who has developed this power if able to override her victim's body easily in order to cut off her senses or even stop her heart. Can be used on kine and kindred.

7 • Command the Legion (Dark Ages Companion)

This command, developed by noble Ventrue, allows the user to affect masses of people as if they were one consciousness. The one most resistant to the vampire's will must be dominated first. Then one additional person may be effected by the same command an so on. If the most resistant cannot be dominated then none of the group can be.

8 • Far Mastery (GC)

The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a willpower point.

8 • Empowering the Puppet King (Dark Ages Companion)

With this power, the vampire uses her singular will to give weight to the commands of others. The puppet may not even be aware of the vampire's influence. The vampire may use any of her Dominate abilities through the pawn. The vampire can attempt to Dominate any additional subjects but may only do so through the ''eyes'' of her puppet. In this way, a puppet leader can be made to condition subjects with any level of Dominate.

8 • Neutralize

The Ravnos have long been adept at creating and controlling powerful illusions, powerful enough to make people (and other things) believe they are real. A foil for the Discipline, Neutralize does exactly that: it erases illusions. This power is relatively vague (like all the powers of Chimerstry); it can destroy any illusions made through the use of Chimerstry from levels one through five. However, it may not be used to detect these illusions--this knowledge is gained through other powers. This power works best in situations where the character knows that a Ravnos is around.

Note:

Generally only Ravnos will be found with this power. Other clans may learn it, but the level of power required is higher (as denoted by the higher Discipline levels for mental disciplines which may use Neutralize).**Must have at least one of the above levels to obtain this power.

System:

The Kindred spends two Willpower points and focuses on what he believes to be the illusion. If the object/person/whatever is an illusion, it fades from reality immediately (not just from the caster--it no longer exists, period). If the object is not an illusion, the Willpower points are wasted. If the caster wishes to erode other illusions besides those created with Chimerstry (example: Fae), then he spends two Willpower and needs to succeed on a Perception + Alertness roll (difficulty 7). Each success equals one turn in which the illusion disappears. In the case of the Fae, this will most likely result in a breach of the Masquerade.

9 • Best Intentions (VPG)

The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire’s interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.

9 • Speak Through The Bond (GC)

Allows a Methuselah to issue commands to every vampire whose lineage returns to her--even if the 2 have never met. The vampires effected by this power rarely act directly to pursue the command, but over 10 or so years, their priorities shift until the fulfilment of the Methuselah's command is among their long-term goals.

10 • Puppet Master (VPG)

The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim. 1 suc. The victim occasionally acts as the vampire would. 2 suc. The victim feels both her mind and the other in her head, and is appropriately confused. 3 suc. The victim usually acts as the vampire would. 4 suc. The victim almost always acts as the vampire would. 5 suc. The victim may be roleplayed by the vampire.