Dominion
The basis of this power is the dominion or domain of the kindred. It is her home territory, the logical extension of one’s haven in space and intensity (this kindred is referred to as the Master, while all others are termed ‘trespassers’ for purposes of explanation). Upon the acquisition of this power, the kindred must mark the dominion. This requires expenditure of 1 point of willpower, and the marking of the dominion with the user’s blood at four corners. Initially the dominion is 10 square feet. This rises by a power of 10 with each level of dominion (100 square feet, 1000 square feet, etc). At level three, the secondary ability ‘area knowledge’ must be obtained dot for dot with each level increase. The dominion must be remarked in the event that it changes or expands. Should a kindred’s dominion expand into another kindred’s dominion, the possessor of the higher level takes precedence, and is immediately aware of the intrusion.
Rumour has it that the Sabbat has perfected many of these powers as Thaumaturgy rituals, meant to give pack members these same advantages in communal havens.
Discipline Disadvantage: At level three, the kindred suffers from the flaw, "Taint of Corruption", when not in her Dominion. [I am working on similar ‘discipline flaws’, which are gained at higher levels of power, for the other disciplines].
* Domain
The vampire becomes attuned with a region. The Master is aware of the entrance of any kindred in their domain, the trespasser does not have a superior level of obfuscate in effect. Exact locations are not known, but direction and relative distance is. The Master can feel the concentration and proximity of mortal and animal blood sources as distinct warm breezes.
Acquisition of Garou, Mage, Spirit, and Fae lore allows notice of their entry as well.
** Thickening of the Aires
The air and light in the domain changes to hide the Master and confound outsiders. Indoors, inky black shadows grow, while outdoors a thick, unnatural fog rapidly sets in.
System: The Master must roll willpower (difficulty 6), and spend one blood point.
Effects: Perception dice pools are halved, while the Master gains an additional die on stealth rolls. Trespassers have a +1 penalty to willpower rolls while in the fog.
*** The Labyrinth
The features of the terrain and structure with the domain subtly change and meld to confuse trespassers. In outdoor areas, compasses point wrong, distances distort (100 yards becomes 1000), and people become lost in woods or along paths.
When indoor, doors stick, boards creek, and shadows obscure nooks and crevices. Light bulbs and candles will burn out, or flicker and grow larger. Small objects become misplaced, and rooms and hallways begin to look alike.
If the Master possesses Auspex, she is treated as having heightened senses throughout the domain.
**** Vines of the Tormentor
The environment now actively harasses trespassers. Thorn rips at flesh, vines entangle legs, and branches strike at the intruder. When within structures doors slam shut, shelves and ceilings collapses, and rocks and heavy items topples from their perches. Unless actively avoiding this harassment, the trespasser suffers one die of bashing damage for each level of Dominion.
System: Costs 1 willpower for each scene.
***** Power of Air & Water
The winds, air, and water now become the province of the Master. Violent winds, storms, and rain can be summoned at whim, leaving local farmers at her mercy. The Master can raise the local temperature by five degrees for each level of Dominion.
System: Roll willpower (difficulty 6).
Duration of weather conditions are measured by success:
1 success 1 scene
2 successes 1 hours
3 successes 1 day
4 successes 1 week
5 successes 1 month
****** Opiate of the Masses
The Master no longer loses nightly blood point when in her domain. He sucks sustenance from the blood and quintessence of the populace of the domain, leaving them anemic, tired, and prone to mood swings matching those of the Master. Agricultural and animal fertility declines as a result. The Master’s disciplines affect those within her domain at a –1 difficulty (supernaturals can resist by a contested willpower roll).
******* Bond with Native Wood
This power gives the Master immunity to the wood from trees within the domain. Stakes carved from trees in the domain have no effect upon the Master.
******** One with the Earth
By spending a blood point, the Master can meld with the land itself, and step out anywhere within the domain one turn later. Waterways or structures do not limit travel. This power also confers the abilities of the Protean power, Earth Meld. Emerging in a specific location requires an Intelligence + Area Knowledge roll (difficulty 6), while emerging near a trespasser requires a Perception + Area Knowledge roll (difficulty 8).
********* Soul & Will of the Land
At this point, the blood of the Master has bonded with the air, soil, and water of the land. All those who reside within the domain for a month taste of the Master’s blood by breathing the air, drinking the water, and eating crops grown in the soil of the domain. The Master can use Auspex, Dominate, and Presence powers without proximity or eye contact. Kindred are immune to this effect (by not eating or drinking), unless they continuously feed (daily) on residents of the domain. All residents of the domain are one step toward a blood bond with the Master.