Empathicism

(Note: This is a player created Discipline using the Discipline creation rules by White Wolf, Inc)

 
 
Emotions are very powerful things, for they can bring mortals, Cainites, Garou, even Wraiths and other supernatural beings to their knees in supplication and helplessness.  Armand Darkheart, a Toreador Methuselah, realized this, and set out to develop a Discpline that would be unique to his bloodline of the Toreador, based on these principles.  His age, and power, being the grandchylde of Arikel himself, lent itself to this end.  For years, Armand researched and experimented, discarding many plans as they turned out to be unfruitful, but finally, after painstaking trial and error, he completed the entire Discipline.

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.

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