Dominate

Dominate

Type: Clan Discipline, Social Discipline
Clan Favored: Ventrue
Dominate is the ability of a vampire to exercise complete control over another sentient creature. While most effective on humans, many bold vampires attempt to exercise their power over the mind on other supernatural creatures. The risks for doing so are often as dangerous as the rewards for succeeding.

Target: Dominate always targets one sentient creature

• Command
The vampire may issue a single command to another sentient creature that can understand the vampire and is within the vampire’s line of sight.

Cost: None
Activation Time: Instant
Activation Roll: Presence + Intimidation + Dominate resisted reflexively by the target’s Resolve + Blood Potency
Duration: One scene

Vampires typically use Command while making eye contact with their target. If the vampire does not have the target’s attention, he must in some way name the target before giving the command. This can include anything from calling out the target’s name to describing the target to a simple gesture and well-placed pronoun. In any case the target must be able to clearly hear and understand the vampire. If the vampire using Dominate rolls more successes than the target, the target obeys any command given by the vampire that is not blatantly suicidal for up to a scene to the best of their ability and gains the Beguiled condition. Successfully resisting the vampire renders the target immune to Command for the remainder of the scene. If the vampire botches the contested roll, the target becomes immune to further Commands for the rest of the night. Should a Command put the target in harm’s way, the target is entitled to an additional reflexive contested roll to break free of his servitude. A target can only be commanded to undertake a physical action, such as going somewhere or telling someone something. The target cannot be ordered to do something impossible, such as leap off a building and fly away, or non-physical, such as forgetting his own name. The target recalls what happened after the Command is fulfilled and knows it was at the behest of the vampire that spurred it to action even though he might not understand why.

Unique Clan Ability
Vampires who favor Dominate may issue commands to targets that are forgotten after completion. At the vampire’s option, he may specify that the target will not remember his actions from immediately before the Command until the Beguiled condition subsides.

•• Mesmerize
With this ability, the vampire can lull the target into a stupor using nothing more than the soothing words of his voice.

Cost: None
Activation Time: Instant
Activation Roll: Presence + Persuasion + Dominate contested reflexively by the target’s Resolve + Blood Potency
Duration: Scene (see text)

After maintaining eye contact with the target for at least a round, the vampire may attempt to put the target into a state not unlike a deep hypnosis. In addition to making eye contact, the target must be able to hear and understand the vampire and not currently be in a life threatening situation (such as open combat or if the target believes its life is at risk). While in this trance, the target becomes extremely susceptible to suggestions from the vampire. If the vampire fails to roll more successes than the target, his attempt fails and the target cannot be mesmerized for the duration of the scene. If the vampire botches this roll the target remains immune for the rest of the night. Should the vampire gain more successes than the target, the target gains the Captivated condition until the vampire chooses to end Mesmerize, the target is broken from the Captivated condition. One application of Mesmerize can Captivate a target until the end of the scene at which time the vampire must activate the Discipline again (contested by the target normally) if he wishes to speak further. The target remembers the conversation with the vampire but justifies the new behavior. Lies the target was made to believe with Mesmerize can typically only be undone with irrefutable evidence. If faced with this circumstance, the target must succeed a Resolve + Blood Potency roll with a difficulty of the vampire’s Blood Potency to finally realize the vampire’s words were a lie. Conditional modifiers, such as realizing the vampire can supernaturally compel others, should add circumstantial bonuses to this check as normal.

Unique Clan Ability
As with Command, vampires who have Dominate as a clan Discipline can elect to have the target completely forget their time spent under the vampires influence. At this level of mastery, the vampire can also cause the target to completely forget all interaction with the vampire for up to a day prior to a successful application of Mesmerize.

••• The Forgetful Mind
By focusing on a single subject and luring them into an almost hypnotic trance, the vampire gains the ability to extract or imprint a new or existing memory within the target.

Cost: None
Activation Time: Instant
Activation Roll: Manipulation + Expression + Dominate contested reflexively by the target’s Resolve + Blood Potency
Duration: One minute

The vampire must target a subject not currently hostile and must maintain eye contact with the target in his presence. If the vampire rolls more successes than the target, the target is pacified for the remainder of the minute while the vampire either extracts or imprints a new memory in the target. The vampire is capable of extracting or implanting roughly a scene worth of time in the target’s mind during this minute. Both the vampire and the target experience flashes of memories that accompany their words to one another as part of the empathic connection formed by this Discipline which accounts for the seemingly inexplicable level of details most vampires achieve while only exchanging a few brief words with the target. The vampire may continue subsequently using this ability on the target as long as the activation rolls succeed. If the target overcomes the vampire, the targeted memory cannot be accessed or implanted. Once resisted, the vampire cannot use The Forgetful Mind on the same target for the remainder of the scene. If the vampire botches a single roll, the target becomes immune to The Forgetful Mind until the following night and the target is aware the vampire attempted to use some supernatural influence on it. Multiple applications of this ability to a single scene (to a maximum of the vampire’s Dominate rating) serve to fortify the existing memory, allowing the vampire to add details and make the memory more believable. This also increases the number of successful concurrent uses of The Forgetful Mind or any other supernatural ability to uncover the altered memory with a failure “resetting” the number of required activations. While under the active influence of this Discipline, the target gains the Captivated condition though speaking with the target about anything other than the memory in question breaks the vampire’s hold on the target.

Unless the vampire specifically alters the memory of a scene in which The Forgetful Mind is used, the target only remembers the beginning and ending of a conversation of each successful use. The character’s player should note roughly the tampered scene and number of applications. In the future, another vampire using Dominate or another supernatural force attempts to recover the memory or detect altered memories. In this instance, the influence is contested reflexively by the Resolve + Blood Potency of the vampire that initially altered the memory in question. As noted above, a single failure in concurrent attempts (when required) effectively “resets” the number of successful applications needed to restore the memory.

Unique Clan Ability
For the expenditure of a single willpower, a vampire with Dominate as a favored discipline can use a single application of The Forgetful Mind in a round instead of a minute.

•••• Conditioning
Through the mastery of this art, the vampire hypnotizes a target and conditions him to resist the mental tampering of other supernatural entities.

Cost: 1 Willpower
Activation Time: 1 minute
Activation Roll: Manipulation + Persuasion + Dominate contested reflexively by the target’s Resolve + Blood Potency
Duration: Indefinite (see text)

With this ability, the vampire can impart a supernatural resilience to any mortal sentient creature. Each application of this power grants the target an effective Blood Potency of 1 for resisting other supernatural forces. Multiple applications are cumulative but the vampire can only grant a bonus equal to one less than his own Blood Potency. Further, each roll the target makes that relies on this phantom supernatural trait lowers the effective score by one (minimum 0) until the vampire can once again fortify his mental resilience. Each roll represents an hour of manipulation in which the vampire describes the horrific supernatural nightmares the target might face. Successful activation of Conditioning pacifies the target for an hour (effectively giving the target the Captivated condition) while the vampire whispers terrors otherwise unknown. At the end of the hour, the vampire can continue applying Conditioning (once again resulting in a contested roll) or let the target return to normal. With the successful application of this Discipline, the target retains no memory of the vampire’s words. Once the target has had Conditioning used successfully a number of times equal to its Resolve by the same vampire, regardless of benefit provided, the target gains the Enthralled trait. Vampires can choose to use Conditioning with no mechanical benefit other than to enthrall a sentient mortal target.

The alternative function of this ability, which very few vampires ever tell their targets, is that the bonus provided by this ability acts as a penalty when the target attempts to resist any social discipline activation from the Conditioning vampire. Unlike when the target contests other hostile abilities, the phantom supernatural trait does not lower when the Conditioning benefit as resisting supernatural compulsion otherwise would.

Unique Clan Ability
For the expenditure of a single willpower, a vampire with Dominate as a favored discipline can use a single application of Conditioning in a round instead of a minute.

••••• Possession
The most feared technique in the Dominate Discipline, the vampire is able to seize control of another creature’s consciousness with nothing more than direct eye contact and subvert their will to his whim.

Cost: 1 Willpower
Activation Time: Instant
Activation Roll: Intelligence + Intimidation + Dominate contested reflexively by the target’s Resolve + Blood Potency
Duration: One scene

If the vampire fails to roll more successes than the target, the target is immune to Possession for the remainder of the scene. If the vampire botches this roll, the target remains immune until the following night. If the vampire accumulates more successes than the target, the vampire instantly subverts the target’s consciousness and gains complete control for the remainder of the scene. The target shares a kind of telepathic connection and takes actions dictated by the vampire’s player for the duration. Alternatively, the vampire can spend a turn concentrating on the possessed target to occupy his body completely, sharing the target’s senses and experiences as if they were his own. If the vampire’s command would put the target in harm’s way, the target is allowed another contested resistance roll. Should the vampire wish to continue the possession at the end of the scene, another contested roll is made but the vampire need not be within line of sight and need not spend an additional point of willpower. As long as the vampire remains awake he may continue to exert control over the target for as long as he likes. Switching between his own body and the target’s is an Instant action that requires a round of concentration from the vampire. Should the vampire enter torpor while this ability is active the target is instantly freed. While possessed, the target retains no memory of his actions unless the vampire wishes it so. The vampire may only have Possession active on one target at a time. For all intents and purposes, the target’s will is completely subsumed as per the Enthralled condition while possessed.

While directly possessing the target, the vampires body remains as it was when he jaunts his own consciousness. Vampires that possess human hosts during the day may do so after taking refuge in their coffins but a clever vampire could even possess a target while leaning on a table and appear to listen intently to a conversation.

Unique Clan Ability
A vampire with Dominate as a favored Discipline may maintain Possession on up to his Blood Potency targets at a time, though each activation can only target one individual per attempt. He may only directly possess one target at a time though he is free to hop from one target to the next at will as an instant action.

Dominate

Corporate Woman Jonathonathon