••••• The Thief of Minds

The Mnemosyne, having perfected the art of exchanging memories through the ties of tasted blood, now learns how to use this art as an attack.

Effect

Dramatic Failure: The Mnemosyne wipes her own mind clean, gaining the Flaw: Amnesia (The World of Darkness Rulebook, p. 218). She knows she is a vampire, and she knows how to use her Skills and Disciplines, but everything else is gone, even her own name. This is indefinite, but can be healed using the Devotion The Restoration of Things Lost.
Failure: The character fails to add any successes to her total, or the target gathers 10 successes before the vampire. The vampire fails to steal the target’s memory.
Success: Successes are added to the total. If the character gains 10 successes before the target, the target loses all memory of who he is or was. Although he retains the use of his Skills, supernatural powers and other Traits, he becomes confused. He doesn’t even know his own name. The target is easily manipulated. Any character attempting to use social Skills such as Persuade or Intimidate on the character, does so with a +3 dice pool bonus.
The duration of the amnesia depends on how many successes the Mnemosyne rolled or until a Mnemosyne (the original character using this power or another) heals the target with the Devotion The Restoration of Things Lost.
Successes | Duration
10 successes | One scene
11 successes | Until sunrise
12 successes | Until the next sunset
13 successes | Two nights
14 successes | Four nights
15+ successes | One week
Exceptional Success: The character gains a final total of 15 or more successes. The target loses his memory for a week; his player must roll Resolve + Composure when the character’s memory returns; if the roll fails, the character gains a derangement.
Material Components
Cost: One Willpower
Gestures & Ritual
Dice Pool: Presence + Intimidation + Meminisse versus Resolve + Composure + Blood Potency
Related Discipline
Effect Casting Time
Extended and Contested; resistance is reflexive. The character needs 10 successes to succeed. Each roll represents one turn of effort.
Level
5