Classification: Union // Open

Disciplines

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Name ▲ Kind Clan Requires Source
AnimalismDisciplineAhrimanes, Anda, Brahman +12V20
Assamite SorceryDisciplineAssamite SorcerersV20
AuspexDisciplineAssamite Viziers, Brahman, Cappadocians +16V20
Awakening of the SteelDisciplineV20
BardoDisciplineV20
CelerityDisciplineAssamite, Assamite Antitribu, Assamite Viziers +5V20
ChimerstryDisciplineBrahman, Ravnos, Ravnos AntitribuV20
DaimoinonDisciplineBaaliV20
DementationDisciplineMalkavian, Malkavian AntitribuV20
DominateDisciplineDominate Malkavians, Giovanni, Kiasyd +8V20
Elemental MasteryDisciplineV20
FlightDisciplineGargoylesV20
FortitudeDisciplineAnda, Blood Brothers, Cappadocians +15V20
Hands of DestructionDisciplineV20
Koldunic SorceryDisciplineV20
MelpomineeDisciplineDaughters of CacophonyV20
Movement of the MindDisciplineV20
MytherceriaDisciplineKiasydV20
NecromancyDisciplineCappadocians, Giovanni, Harbingers of Skulls +2V20
Neptune’s MightDisciplineV20
ObeahDisciplineSalubriV20
ObfuscateDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +11V20
ObtenebrationDisciplineKiasyd, Lasombra, Lasombra AntitribuV20
OghamDisciplineLhiannanV20
Path of the Four HumorsDisciplineV20
PotenceDisciplineBlood Brothers, Brujah, Brujah Antitribu +9V20
PresenceDisciplineAhrimanes, Baali, Brujah +13V20
ProteanDisciplineAnda, City Gangrel, Country Gangrel +4V20
QuietusDisciplineAssamite, Assamite Antitribu, Assamite Sorcerers +1V20
SanguinusDisciplineBlood BrothersV20
SerpentisDisciplineDaitya, Followers of Set, Serpents of the Light +1V20
SpiritusDisciplineAhrimanesV20
TemporisDisciplineTrue BrujahV20
ThanatosisDisciplineSamediV20
Thaumaturgical CountermagicDisciplineV20
ThaumaturgyDisciplineTelyavelic Tremere, Tremere, Tremere AntitribuV20
The Ash PathDisciplineV20
The Bone PathDisciplineV20
The Cenotaph PathDisciplineV20
The Corpse in the MonsterDisciplineV20
The Grave’s DecayDisciplineV20
The Green PathDisciplineV20
The Lure of FlamesDisciplineV20
The Path of BloodDisciplineV20
The Path of ConjuringDisciplineV20
The Path of CorruptionDisciplineV20
The Path of MarsDisciplineV20
The Path of TechnomancyDisciplineV20
The Path of the Father’s VengeanceDisciplineV20
The Sepulchre PathDisciplineV20
The Way of EarthDisciplineV20
The Way of FireDisciplineV20
The Way of WaterDisciplineV20
The Way of WindDisciplineV20
ValerenDisciplineSalubri AntitribuV20
VicissitudeDisciplineTzimisceV20
VisceratikaDisciplineGargoylesV20
Vitreous PathDisciplineV20
Weather ControlDisciplineV20
Classification: Union // Open Ref vampire/power/combo_discipline/eradication-of-secrets-thaumaturgy-and-dominate

Eradication of Secrets

Combination Discipline · Vampire · “Eradication of Secrets (Thaumaturgy • and Dominate •••)”

Vampire
Prerequisites
Thaumaturgy • and Dominate •••

Prerequisites: Thaumaturgy (any path) • and Dominate

• • •

With only a touch, the user of this power erases knowledge from a target’s mind. Unlike Forgetful Mind, these memories are not simply written over; they are fully excised and can never be restored. The Inconnu use this power as a failsafe against those who have learned too much about Golconda, Kindred lore, or their society.

This power is not subtle, and does not pacify its target in any way. The user realizes that information has been taken from them, and if they have the Awareness skill, will know the topic.

System

The user of this power must physically touch the target in order to activate Eradication of Secrets. Successful use of this power deals one point of lethal damage to its target as memories are literally burned from the cells of that individual’s brain.

The user states one narrow topic that their target knows (typically something like “all recent discussions regarding my childe” or “everything learned from last night’s experiment”). Then, they must roll Intelligence +

Intimidation, with a difficulty equal to the target’s current Willpower points. If the successes rolled don’t allow the extent of modification required, the Storyteller reduces the resulting impact on the victim’s mind.

Successes Result

This combination power costs 18 experience points to learn.

1 success May remove a single memory of no more than one hour in length.

The magic of the Inconnu tends to be a slower, more subtle style of casting, closer to meditation than to the Hermetic stylings of the Tremere Clan. The Inconnu use physical focuses, from religious iconography and artifacts, to crystals and perpetual motion trinkets, all designed to liberate the mind and elevate the mind into a higher state of consciousness. Although many members of the Inconnu are practiced in other styles of magic, they prefer to utilize subtle sorceries, contemplative methods, and expansion of the mind and soul in the practice of their thaumaturgy.

2 successes May remove all instances of a single topic of memory, of something learned within the last month.

The Inconnu believe that all magic is no more than an exercise of the will, fueled supernaturally by vampiric vitae. This belief lends itself to their practice of paths, rituals, and other magic. An Inconnu’s casting style is unique; quiet and meditative, they focus their inner consciousness (some might call it their “third eye”) and push their spirit to the task. Rather than manipulating the world around them through ritual implements, complex arcane tools, verbal cues, or physical gestures, they center themselves in a moment of absolute silence and complete focus, and then unleash their magical power through a single primary focus — and into the world.

3 successes May remove all instances of a single topic of memory, of something learned within the last year.

See also 7

Abilities & Attributes

Clan Lore

Disciplines

Rules

Spheres

  • Mind mage/power/sphere/mind
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