By William (seth00944@aol.com)
Required Disciplines: Auspex 4, Dominate 4
Description: This very rare power enables a vampire to dominate himself (I doubt you can do that just by looking into your eyes with a mirror -- besides Lasombra would need this power anyways). The high Auspex level provides the necessary insight.
Okay now, why would a vampire want to dominate himself:
By using the Dominate 1 and 2 powers the vampire can force himself to do things he would not do otherwise and can be used to counter some other supernatural powers. Say you need to face the Prince of a city and don't want to be overwehlmed by his Majesty. You could have previously dominated yourself into facing him. In this case you could add the successes from your self-dominating roll to whatever you would normally roll to resist the Princes presence.
Additionally, you can use this power to aid resisting Frenzy or Rotchreck, adding in the same manner as above the successes scored on your self-dominating roll.
Using the level 3 power to erase some unhealthy memories can (ST final decision) heal some derangements if you can get enough successes to erase from your subconcious mind.
The use of Dominate 4 is basically making yourself harder for others to dominate.
Note: This is an expensive power to simulate the fact that it is difficult to learn, i believe it would be difficult to find a teacher. Although the required disciplines are of clan for some bloodlines (e.g., Tremere, Old Clan Tzimisce, Ventru antitribu, Malkavian) this won't necessarely mean you will find it more often in those bloodlines.
System: Roll the normal Attribute + Ability for the power used, difficulty 11 - [your Meditation score]. This means you need at least Meditation 1 to think about using this power.
P.S. Some vampire somewhere probably developed a similar power that creates appropriate feelings in one-self by using Presence instead of Dominate
Required Disciplines: Celerity 2, Obfuscate 2
Description: One common power of vampires is their ability to be right in front of you and then right behind you when you want to get your hands on them. While the use of Celerity can provide sufficient speed to "disappear" from sight you probably need a high score in Celerity to do that. Or you'll need Obfuscate 4. With this power you can do the trick.
System: The use of this power requires the expenditure of a blood point. It only costs one blood point because you are not truly using Celerity for extra-actions; this power only allows you to move up to three times the maximum distance you would normally travel in one turn but you are effectively invisible even if you were just in front of someone.
Required Disciplines: Fortitude 4, Auspex 4
Description: This is basically the application of the benefits provided by the Fortitude discipline to the Mind.
System: Add your Fortitude to resist Mind-oriented attacks, and add your Fortitude to your Willpower roll (not score or soon everybody will have an effective 10 in difficulty to be affected by Dominate and other powers). This power does not provide the vampire with extra Willpower points.
Required Disciplines: Auspex 5, Potence 4
Description: Regardless of the name, this power is not a "psychic" attack per se. It does not affect the psyche of the target but it actually affects the target physically.
System: When the vampire wants to "strike" a target, he rolls his Perception+Occult to hit as per firearms and rolls his potence score + the successes scored on the attack roll for non-aggravated damage. This power costs a Willpower point to use.
Potence 3, Quietus 2
By using this power the Kindred channels a blood point into the palm of his hands and into his feet.
After that, he gains the ability to stick to anything that can hold his weight. The vampire can detach and reattach any of his limbs anytime he wills it, thus enabling him to climb anything he wishes or to move around a ceiling without gravity catching up with him, much like a spider would.
System: The effects are automatic; the expenditure of a blood point is necessary and the effects last for one scene.
Required Disciplines: Protean 3, Fortitude 5
Description: With this power the Kindred can change his body into stone, making him immune to almost any source of dammage. However, the vampire is immobilised.
The big advantage of this power is that the vampire actually turns his body into stone-like material and is not affected by sunlight unless he decides to change back to his normal state. He must be conscious to transform and this power does not provide any resistance to the drowsing effects of the day. Apart from being immune to sunlight dammage, while this power is in effect the vampire can roll twice his Fortitude (only Fortitude) to resist damage.
System: Expend one blood point to change to the statue form and another to change back. The transformation takes three turns (not really good for combat, although you could probably change in one turn with 3 BP if the ST rules so). The vampire has no idea of what is happening around him unless he has some "special" way of knowing; when the sun is up he is sleeping just like most other Kindred.
Required Disciplines: Quietus 4, Protean 2
Description: The Kindred upon, mastering this power, can use his claws to inject some of his own blood into the victim's system. This grants him the ability to use Quietus 2 and 3 as well as using the blood to inflict damage.
System: Before using any benefits of this power, the vampire must wound his victim so he can inject the blood. The maximum number of BP you can inject in one wound is limited by the number of health levels lost by the target and limited by the number of BP you are allowed to spend according to your generation. So if a 9th generation vampire inflicted 2 unsoaked health levels on a target he could inject 2 BP into the targets system. If he had been 8th generation he still could only have injected 2 BP because he only inflicted 2 unsoaked health levels of dammage. All this is if he had not spend any other BP in the round.
Now the Kindred can use the Quietus 2 and 3 powers without physical contact a number of times equal to the number of BP left in her victim's system. Each attempt whether, successful or not, "burns" one BP.
The Kindred can also decide to use the blood he previously injected to do damage. Here again the kindred is limited by generation in the number of points he can use per turn to damage his target. Both the attacker and the victim roll Willpower (difficulty 8). If the attacker wins, he inflicts as many unsoakable aggravated health levels as he had decided to invest BP in his attack. If the defender wins the invested BP are lost. So, if a Kindred successfully injected 2 BP in his victim and decided to use this trick by investing 1 BP (saving the other for later) and rolled more successes on his Willpower, he would inflict 1 health level of aggravated dammage.
The blood injected is only useable in the ways described above for one scene.