The Empathicism Discipline is unique to its bloodline,
the Toreador. It gives the Cainite direct control over the emotions within
- his own and those of others. >
At the moment, there are only three people who possess
or can teach this Discipline. They are Armand Darkheart, Anabella
Castillo, and Metastopholes. If you have good intentions, ask to
learn it; you may get your desire. If your intentions are bad, don't
count on it. Don't come around saying you possess this Discipline
if you have not learned it from one of those three, or from someone that
they have taught it to. That's the height of lameness, or at least
it ranks among the top ten lame things one can do.
BASIC
LEVEL 1 Sense the
Mood
Moods are part of every intelligent creature, for emotion
follows intellect. This is why emotion can so often cloud intellect
and turn even the most rational person into an emotional wreck. This
power allows the Toreador to get a firm grasp on what exactly the target's
feelings are at the moment, even the most deeply buried ones.
System: By making a Perception + Empathy
roll against a difficulty of the target's Self Control + Instinct (+2),
the Toreador can sense the surface emotions and the most deeply buried
ones, even those hidden from the target themselves. The Storyteller
should use discretion as to exactly what the emotions reveal. Great
details can be gleaned even from mood.
LEVEL 2 Plant
the Seed
This power can be used two ways, for either a positive
or a negative effect. It allows the Toreador to "plant the seed"
of emotion for the desired effect he or she wishes to have on a target.
With this power, the Toreador can either cow or send a target running in
sheer terror, or he can induce a very favorable reaction in the target.
One Success: The target is cowed (negative) or the
target becomes friendly and congenial (positive)
Two Successes: The target cowers at your feet,
begging for their life (negative) or the target becomes very receptive
to your needs and desires, and tries to be as accomodating as possible
(positive)
Three+ Successes: The target is paralyzed with
fear, and may then flee at their top speed, or pass out (negative) or the
target becomes as friendly as can be, almost like wanting to be your best
friend, and will practically believe anything you say, or want them to
do, within reason of their normal behavior of course (positive)
System: For a negative effect, the player
spends one Willpower point and rolls Charisma + Intimidation against a
difficulty of the target's Wits +3. For a positive effect, the player
rolls Charisma + Acting against a difficulty of the target's Wits +3.
INTERMEDIATE
LEVEL 3 The Blank
Slate
Emotions, as stated before, are very powerful forces
and should not be underestimated. They have incredible control over
what occurs in both the conscious and subconscious mind. With this
power, the Toreador can exert such a degree of influence over the subject
as to have them experience a veritable whirlwind of emotion that effectively
"blanks them out," so to speak. The target will forget the events
of the time specified by the successes, and if suggestions are given afterwards,
those suggestions can influence the "memories" the subject does recover.
One Success: The target will experience memory loss
that will last a day, and the Cainite, through suggestion while exerting
this power, can control which memories are lost
Two Successes: The target suffers more permanent
memory loss, at the Cainite's discretion, for up to a week's time period
Three Successes: The Cainite, through suggestions,
can make slight alterations to the memories of the target, and the target's
imagination can fill in the "gaps"
Four Successes: The Cainite can cause the emotional
blackout to alter or remove an entire scene from the target's memory, and
the target's imagination can fill in the "gaps"
Five+ Successes: The Cainite can use the emotional
backflood to reconstruct entire periods of a target's life, through suggestion
and emotional manipulation
System: The player rolls Wits + Subterfuge
against a difficulty of the target's Willpower. The success effects
are detailed above.
LEVEL 4 Fan the
Flames
Here is where the crafty Toreador begins to really show
just how poweful an emotional flood can be. This power allows them
to, after using Sense the Mood (see above) first, to determine just what
the target is feeling, the Toreador can actually coax ALL the feelings
that the target is feeling currently to the surface and magnify them to
such a point as the target loses all control over themselves and their
feelings rage out of control in a torrid, rapid, unpredictable storm of
pure feeling.
System: The Cainite spends a Willpower point
to activate the power. The target must roll against his greatest
weakness (in other words, his lowest Virtue score) with a difficulty of
8, or the flood of emotions begins. Any Derangements the target has
will be magnified along with the emotional storm at this time. This
power lasts for one scene. If the target botches the resistance roll,
the power lasts for a week.
ADVANCED
LEVEL 5 Eye of
the Needle
With this power, the Toreador moves the stakes of the
game a little higher. Building on the results of Fan the Flames (see
above), the Cainite can now actually take some degree of control and direct
the positive or negative emotions the target is feeling on one or more
targets. As the name implies, the direction of the victim is much
like threading a needle, requiring concentration on the Cainite's part.
With this in action, if the victim is feeling anger and hatred, she can
direct it towards a chosen target or targets. If the victim is feeling
intense sadness, the Cainite can cause the victim to sob uncotrollably
and cling to any chosen target(s). As is the case with emotions,
the possibilities are endless.
System: The Cainite spends one Willpower
point to activate the power. The target must roll against their greatest
weakness (in other words, her lowest Virtue score) against a difficulty
of 8, and gain at least 2 successes. One success only is a failure
in this instance. As with Fan the Flames, any Derangements the victim
has will be extremely evident at this time. The victim is unable
to resist the subtle suggestions from the Cainite to apply their torrent
of emotions onto a target if they fail this roll. This power lasts
for one scene. If the target botches the resistance roll, the power
lasts for one week.
LEVEL 6 Fill the
Cup
The Toreador, by this point, can produce or inspire virtually
any emotional state within a target she wishes. The Cainite begins
to be able to tap directly into the emotional center of the brain, manipulating
the emotions at their whim.
One Success: The target won't suspect they've been
manipulated...at first
Two Successes: The target will suspect something
about the emotional state...eventually
Three Successes: The target can only be convinced
by others that the emotional display was not their own feelings
Four Successes: The target will only suspect something
if shown hard evidence
Five+ Successes: The target will ignore all evidence
and may become incredibly angry if the point is pushed
System: The player spends one blood point
and rolls Manipulation + Subterfuge against a difficulty of the victim's
Wits + Self Control. The success results are outlined above.
LEVEL 7 The Silent
Violin
The Cainite can make a group of people complete devoid
of emotions for a time towards one another, making them seem mechanical
and lifeless. Even strong emotions like love, frienship, camaraderie,
and so on fall prey to this leeching power. The number of people
affected are as follows:
One Success: Three people
Two Successes: Six people
Three Successes: Fifteen people
Four Successes: Thirty people
Five+ Successes: Everyone in the vicinity
System: The player spends a blood point and
rolls Manipulation + Subterfuge, against the target(s)'s Willpower.
If the target is Cainite (or other supernatural creature, such as Garou,
etc) the difficulty to resist this power is 6. If the target is mortal,
the difficulty to resist this power is 8.
LEVEL 8 Emotional
Chameleon
With this power, the Toreador can "program" the target
with an emotion felt so strong, it completely overpowers anything he or
she may be feeling at the time, and this new emotion is acted upon at the
exclusion of all else. The emotion that the target is "charged" with
is at the discretion of the Cainite inflicting this power, and can be one
to further the Cainite's agenda, or one that causes the target to act in
his best interest.
System: The player spends a blood point and
rolls Manipulation + Empathy, with the difficulty being the target's Willpower.
If the target wishes to resist the power (and most unwilling targets will
resist, even if unknowing of what exactly is going on) they roll Self Control
against a difficulty of 7.
LEVEL 9 Mass Transposition
The Toreador using this power, an elevation of Emotional
Chameleon (see above), may make every person within a two mile radius of
her current position feel an emotion so strong, it completely overpowers
the targets are currently feeling at the time, and this new emotion is
acted upon at the exclusion of all else. The emotion that the targets
are "charged" with is at the discretion of the Cainite inflicting this
power, and can be one to further the Cainite's agenda, or one that causes
the target to act in his best interest.
System: The player spends 2 blood points
and rolls Manipulation + Empathy, with the difficulty being the target's
Willpower. If the target wishes to resist the power (and most unwilling
targets will resist, even if unknowing of what exactly is going on) they
roll Self Control against a difficulty of 8.
LEVEL 10 Song of
the Piper
In the most extreme reaches of emotional power, the Cainite
wielding this power has complete and utter control over the emotions of
one target, or every target within a five mile radius. However, this
power differs in where the targets are "seeded" with a behavior, action,
or task that is triggered for them to do, which they will, without hesitation
or compunction. For example, a target may be seeded to kill the mayor
of the city they live in the next time they feel angry. Once this
action is triggered, the target will pursue the given task until it is
completed, or the target is destroyed. If rendered unconscious, the
target will resume the triggered task once she awakens. If affecting
mass targets, all the targets may be given the same "seed," or each target
within sight of the Cainite can be given a different "seed."
One Success: The target will be cognizant and conscious
while performing the task, but but be powerless to stop themselves
Two Successes: The target will remember doing the
task, but only after its completed
Three Successes: The target will remember most
of what happened while they were performing the task after its completed,
but it will be fuzzy
Four Successes: The target will remember only bits
and pieces of doing the task and not be certain if it is reality or a warped
dream
Five+ Successes: The target will remember absolutely
nothing about performing the task and will rationalize the lost time with
a reasonable and feasible explanation
System: The player spends 3 blood points
and rolls Manipulation + Intimidation, against a difficulty of 9.
For the targets to resist, they must make a successful Willpower + Self
Control check against a difficulty of 9 and must gain at least three successes,
otherwise they fall prey to the power.