by Mister_S (11 Oct 95)
Only Children of Lillith know the discipline Sublimate, and any attempts to each others of the discipline results in the pupil being quickly destroyed, along with their teacher.
 Subliminal Probe: This Level of the discipline allows the user to enter the subconscious of a victim, be it mortal or supernatural. In doing so, the user can then probe for information stored within the memory of the victim, or they can tell if the victim is telling the truth. The victim of Subliminal Probe must be within eyesight of the user. A Manipulation+Subterfuge roll versus the victims Willpower score is required to enter the subconscious of the victim. Then, in order to discern the truth, the user must make a Perception+Sense Deception roll at a difficulty of 4.
 Subliminal Suggestion: This level of the discipline allows the user to issue one mental command to one person, mortal or not. The command need not be spoken, and it is transferred to the subconscious. In this way, the person affected does not realize that he is really being commanded to perform any actions. The command may also be more than one word, but it can only be one action. The nature of the command may be active or passive. For example, an active command would be "Pick up the Gun," while a passive command would be "Forget that you ever saw me." Multiple actions, whether active or passive are not allowed, they must be given one command at a time. Also, command may be given which would actually cause the victim harm, but this takes at least five successes in order to perform any action deemed harmful. The victim must be within eyesight of the vampire in order to be effected by the discipline. A willpower point may be spent in order to avoid the effects of Subliminal Suggestion. A Manipulation+Subterfuge roll at a difficulty of the victims Willpower must be made in order to command the victim.
 Dreamwalking: This level of the discipline allows the user to enter the dreams of mortals or supernatural beings. While in the dream, the user is under the influence of the dreamer, and cannot control the dream in any fashion. However, the user may communicate with the dreamer while in the dream. The user must make a Perception+Dreaming roll at a difficulty of the victims Willpower in order to enter the dream. The user must be completely still and concentrate in order to use this level of the discipline. The user of dreamwalking must have one personal possession of the victim in his grasp in order to use Dreamwalking.
 Dream Orchestration: This level of the discipline allows the user to actually cause a dream to occur to either a mortal or a supernatural being. This level allows the user to completely create and control the aspects of the dream itself, but they cannot bring harm to the dreamer while within the dream. A roll of Manipulation+Dreaming with a difficulty of the victims Willpower must be made in order to crate the dream and enter the subconscious mind of the dreamer. If the dreamer wishes to awaken, they must make Willpower roll and accumulate more successes than the user rolled to enter the dreamscape. The user must be completely still and concentrate in order to use this level of the discipline. Like Dreamwalking, Dream Orchestration requires the possession of a personal item from the victim in order to use the discipline.
 Subliminal Puppetry: This level of the discipline allows the user to effect victims much like Subliminal Suggestion, however, with this version of the discipline, several commands can be issued to a victim and range is not a requirement. The victim must be known by the user for this discipline to work, however. The user must give these commands while the victim sleeps, and like Dreamwalking and Dream Orchestration, a personal item belonging to the victim must be held by the vampire in order to use Subliminal Puppetry. The user of Subliminal Puppetry may cause the subliminal behavior to happen instantaneously, or when a certain trigger (event, or word) occurs. A roll of Manipulation+Subterfuge(or Dreaming) must be made, versus the victims Willpower to begin the Subliminal commanding. When the subliminal command occurs, a willpower point may be spent in order to avoid the effects of the Subliminal Puppetry. The number of successes on the roll is equivalent to the number of commands that may be is sued to the victim.
 Daydreaming: This level of the Discipline allows the vampire to use any other Discipline while the vampire sleeps. The use of any disciplines while sleeping costs the vampire one blood point per discipline used. On a successful Willpower roll (difficulty 9) and gaining two successes, the vampire may even use disciplines when in Torpor.
 Nightmare: This level of the Discipline allows the vampire to create horrible dreams within the victims subconscious, be they mortal or supernatural. The power of the discipline seeks out horrible visions from the subconscious mind of the victim, and presents them as dreams. The natures of the dreams are so horrible, and the sleep of the victim so deep, that this discipline can actually cause damage to the victim. First, contact must be made with the subliminal mind of the victim. Like before, some personal possession of the victim must be within the grasp of the vampire in order to effect the victim. A roll of Manipulation+Subterfuge versus a difficulty of the Willpower of the victim must be made in order to establish contact. Second, in order to cause damage to the victim, the user must make a resisted roll using Manipulation+Dreaming versus Stamina(&Fortitude)+Alertness. The number of successes that is achieved by the vampire is converted to health levels of damage to the victim. A botch by the user results in the number of successes of the victim to revert on the vampire using the discipline. The Damage caused by this power varies, depending on the nature of the dream. It can vary from lacerations and bruises, to broken bones, heart attacks, and even aneurysms. No damage caused by this discipline is aggravated damage. It costs one blood point in order to use this discipline.
 Kiss of the Succubus: This level of the discipline allows the vampire to cause dreams within the victim to be of such great pleasure, that the vampire can actually take sustenance from it. Contact is made by a Manipulation+Subterfuge roll, difficulty of the victims Willpower. Then, a resisted roll is made using Manipulation+Dreaming versus the Willpower of the victim. The dream is so pleasurable that it allows the transfer of pleasure to the vampire equivalent to one blood point per success on the resisted roll. Consequently, one blood point is taken from the victim for each success on the resisted roll. Only one attempt can be made per victim, per night.
 Mind Over Matter: This level of the discipline allows telekinetic movement of objects by the vampire. One blood point must be spent in order to use this discipline. A roll of Strength(&Potence)+Occult is made with a difficulty of 6. Each success allows the movement of 100 pounds of matter. Mind Over Matter can also be used as a physical assault. Each success on the Strength(&Potence)+Occult roll is treated as the number of damage dice inflicted upon the target. This assault cannot be dodged, and a hit is automatically scored. A willpower point may be spent by the victim in order to avoid the effects of the Mind Over Matter assault.
 Sleepwalking: This discipline allows the vampire to implant a part of her consciousness into a blood bound being. The vampire does not see what the bound being sees, but the vampire does know it's thoughts, and anything that happened to the being during the period of time that the bond is in effect. The number of bound people that sleepwalking has an effect on is equal to fifteen, minus the generation of the vampire. For example; A fifth generation vampire could sleepwalk in ten bound beings (15-5=10.) One extra blood point is spent to initially bind the target, and then the power is automatic. If the bound being is resistant ( or even is aware of the binding, ) then a Willpower roll is made with a difficulty of 8 and then two successes must be made in order to avoid the effects of sleepwalking.
 Induce Torpor: This discipline acts much like level six Sublimate, Nightmare, however this is especially used against other kindred. The nightmares that are caused are so horrible, that it causes the vampires to lapse into Torpor. A Willpower point must be spent in order to use this power. A resisted roll of Manipulation+Dreaming versus the Willpower of the victim must be made. Each success indicates how long the vampire is kept in Torpor.
 Dreams of the Past: This level of the discipline allows the vampire to enter a dream-like trance, typically when the vampire retires for the day. In the dreamstate, the vampire can travel into the past and view history. The vampire travels as a spirit, and cannot effect any events in the past while they are dreaming. Many of the Children of Lillith use this to study the past, and to more accurately record history. This power cost one blood point to use. A roll of Perception+Dreaming, difficulty 7 allows the vampire to traverse time within her dreams as follows:
|1||Up to 10 years backwards|
|2||Up to 100 years backwards|
|3||Up to 500 years backwards|
|4||Up to 1000 years backwards|
|5||Up to 5000 years backwards|
 Visions: This level of the discipline is opposite to Dreams of the Past, and allows the vampire to view one _Possible_ future. The time limit for viewing the future is much more limited than Dreams of the Past. Rolls are the same, however, the numbers of successes differ. This discipline requires one blood point to use.
 Materialize the Mind: This powerful discipline actually allows the vampire to materialize things within dreams in the real world. Complex machinery and things with working parts cannot be created (well, they can, but they just won't work.) This power can, however, summon "living" things. The summoned things are not completely organic, and they are fabricated from a form of energy unknown to anyone. Some speculate that it is a physical manifestation of a dreamscape on the material world. Simple objects (such as inanimate matter) are actually stronger than their real world counterparts. Living creatures mimic the attributes of its creator. Any created being cannot use disciplines, but such things as claws and fangs or otherwise "natural" abilities are equivalent to the real world counterparts. For example; a Materialized Gangrel could not use Protean, however it could use its fangs to cause damage the same as a vampire could. The summoned beings have limited free will, but will never turn upon their creator. Furthermore, the materialized being will obey every command of the creator without question. A roll of Perception+Intelligence must be made with the following difficulties and costs:
|Materialized Object||Difficulty||Cost (Blood/Willpower)|
|Inanimate Matter||6||1 / 0|
|Minor Animate Matter (animals)||7||2 / 0|
|Normal Animate Matter (Mortals)||8||1 / 1|
|Major Animate Matter (supernatural beings)||9||2 / 1|
The Materialized beings last depending upon the number of successes on the Perception+Intelligence roll:
until willed away
by the fabricator.
 Dreamtravel: This discipline allows the user to travel physically during sleep and awaken in another location entirely. This cost one blood point in order to enact this power. For example: A vampire could rest in New York, enable Dreamtravel, then travel in the dreamscape to Paris, then awaken in Paris. The vampire must have been to the place she wishes to travel to, or, she can possess one item from the area in which she wishes to travel (though the difficulty is increased by 2.) A roll of Perception+Area Knowledge, difficulty 6 is required in order to perform Dreamtravel. When the Kindred arrives in the new location, she is always in a safe location, away from the light of day. A both on the Dreamtravel indicated that the vampire did not arrive in the exact location that she wished to be. The destination of a botched Dreamtravel is up to the discretion of the storyteller.
 ?: Possessed only by Jahared himself, the exact nature of level ten Sublimate is unknown to the members of the Children of Lillith. The true nature of the tenth level of Sublimate is only theorized and debated by the Children of Lillith.