Memory Theft

Auspex ••••, Dominate •••

Vampire the Requiem - Ancient Mysteries
Characters who learn this Devotion are usually desperate and greedy enough to break into another vampire’s mind to take the memory they need, regardless of the consequences this action may entail. This Devotion can be performed quietly, without the subject knowing his mind is even being invaded (such as when the subject is sleeping) or it can be a brutal rape of the victim’s mind. If the subject is awake, she may become aware of someone attempting to infiltrate her mind. The player must make a contested roll of Wits + Intimidation + Auspex versus the target’s Composure + Blood Potency. If the character wins, the target is unaware of the intrusion. If the target is the victor, however, she is better able to resist the vampire’s intrusion (see below).

Effect

Dramatic Failure: The subject retains the memory, and any derangements the subject may have transfer to the character for the remainder of the evening. Further, the subject is aware of the intrusion and who the intruder is.
Failure: The subject retains the memory. If the subject was unaware, she remains so.
Success: The vampire extracts the target memory. She knows and feels what the subject experiences when recalling it. If the target was aware of the invasion, she can spend a Willpower point to retain the memory (it is thus “copied,” rather than “stolen”).
Exceptional Success: The subject’s memory is taken from her. She will never be able to recall having the memory as her own, whether or not she was aware of the Devotion’s use. An aware subject still realizes that her mind was violated, but doesn’t know (and never will) exactly how.
Material Components
Cost: 1 Willpower
Gestures & Ritual
Dice Pool: Wits + Persuasion + Auspex – subject’s Resolve (if subject is unaware) or vs. Resolve + Composure (if subject is aware)
Related Discipline
Auspex ••••, Dominate •••
Effect Casting Time
Instant (contested if subject is aware of the mental intrusion)
Applied Restriction
Modifier | Situation
+2 | Power is turned on a vampire with whom the user has a blood tie (Vampire: The Requiem, p. 162)
-3 | Subject is aware of the mental intrusion
This power costs 28 experience points to learn.

For every dot of Blood Potency over five that a Kindred possesses, however, he subtracts three points from the experience cost of the Devotion. Therefore, a vampire of Blood Potency 8 who wishes to learn Fooling the Sleeping Beast would pay 12 experience points, while a vampire with Blood Potency 6 would pay 18, and a character with Blood Potency 1 would pay the full, listed cost.