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= '''LEVEL 1''' =
= '''LEVEL 1''' =
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''<sub>Core Book, pg. 256</sub>''
''<sub>Core Book, pg. 256</sub>''
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== SEPULCHRE VOICE ==
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'''Dominate''' •
'''Amalgam:''' Oblivion •
''Developed as a way of establishing contact with the restless dead, the necromancer's voice becomes forceful, rattling like iron chains and abyssal tides in the minds of those listening. While it doesn't force obedience, the Famiglia della Morte has found it easy enough to apply their usual methods of "persuasion" once the interaction has begun.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Charisma + Dominate vs Intelligence + Resolve
'''System:''' Add your Oblivion rating to any Skill roll involving Persuasion or Intimidation, as well as to other Charisma-related rolls, at the Storyteller’s discretion. Anyone aware that they’re being affected can try to resist with a contest of Intelligence + Resolve vs the user’s Charisma + Dominate.
While activated your voice will also manifest in the Shadowlands. Any wraiths in the vicinity will hear you, and if the Shroud is thin enough, can ''choose'' to respond. Their own voice carrying through like a faint murmur in the wind, or a whisper in the corner of the room.
'''Duration:''' One scene or until intentionally ended
<div style='text-align: right;'>
''<sub>Homebrew, pg. XX</sub>''
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== SLAVISH DEVOTION ==
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'''Dominate''' •
'''Amalgam:''' Fortitude •
''Those already under the mental dominion of the vampire have their minds strengthened against interference from other Kindred.''
'''Cost:''' No additional cost
'''Dice Pools:''' Charisma + Dominate vs Intelligence + Resolve
'''System:''' Any attempt by a third party to use Dominate on a character already under the influence of the vampire’s Dominate suffers a dice penalty equal to the Fortitude of the vampire.
'''Duration:''' Passive
<div style='text-align: right;'>
''<sub>Players Guide, pg. 73</sub>''
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== MESMERIZE ==
 
== BLOOD LEASH ==
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'''Dominate''' ••
'''Dominate''' ••
'''Amalgam:''' Presence •




''The vampire can issue complex commands to a victim, as long as they have the subject’s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victim’s best ability, and must not contain any conditional actions (“...if you see Henry, give him the document”), as this would require the victim to exercise cognition.''
''Your blood carries the power of your will, regardless of how long it has been outside your body.''




'''Cost:''' One Rouse Check
'''Cost:''' As Dominate power used


'''Dice Pools:''' Manipulation + Dominate vs Intelligence + Resolve
'''Dice Pools:''' As Dominate power used




'''System:''' No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.
'''System:''' When someone tastes your blood, you may immediately use one of your Dominate powers on them without having to make eye contact or issue a verbal command. You must pay the cost and roll any dice pools as is normal with the power. While the blood doesn't have to be taken directly from your veins, this power cannot be called upon if it is mixed with the blood of others as in the Vaulderie chalice.




'''Duration:''' Until the command is carried out or the scene ends, whichever comes first.
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 256</sub>''
''<sub>The Black Hand, pg. 80</sub>''
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== SLAVISH DEVOTION ==
== DOMITOR'S FAVOR ==
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'''Dominate''' ••
'''Dominate''' ••
'''Amalgam:''' Presence •




''Those already under the mental dominion of the vampire find their minds strengthened against interference from other Kindred.''
''Kindred are creatures of cruel irony, and the name of this Discipline power is one such example. While conditioned with the Domitor’s Favor, a thrall with a Blood Bond to that vampire finds it much more difficult to act against their master. Domineering Tzimisce especially relish this power, using it to ensure the loyalty of their servants.''




'''Cost:''' No additional cost.
'''Cost:''' One Rouse Check




'''System:''' Any attempt to mentally coerce a character already under the influence of the vampire’s use of Dominate has its Difficulty increased by two, or suffers a four-dice penalty in contests. The Difficulty cannot rise above 7.
'''System:''' Defiance rolls for willful thralls under the effects of Domitor’s Favor are made at a three-dice penalty and thralls may not spend Willpower on them. Additionally, total failure on a defiance roll means that the Blood Bond does not weaken that month. (See Vampire: The Masquerade, pp. 233–244.)




'''Duration:''' Passive.
'''Duration:''' One month


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 104</sub>''
''<sub>Players Guide, pg. 74</sub>''
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== DOMITOR'S FAVOR ==
== MESMERIZE ==
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'''Dominate''' ••
'''Dominate''' ••




''Kindred are creatures of cruel irony, and the name of this Discipline power is one such example. While conditioned with the Domitor’s Favor, a thrall with a Blood Bond to that vampire finds it much more difficult to act against their master. Domineering Tzimisce are especially fond of this power, using it to ensure the loyalty of their servants.''
''The vampire can issue complex commands to a victim, as long as they have the subject’s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victim’s best ability, and must not contain any conditional actions (“...if you see Henry, give him the document”), as this would require the victim to exercise cognition.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Dominate vs Intelligence + Resolve


'''System:''' Defiance rolls for willful thralls under the effects of Domitor’s Favor are made at a three-dice penalty and thralls may not spend Willpower on them. Additionally, total failure on a defiance roll means that the Blood Bond does not weaken that month. See pp. 233-244 of Vampire: The Masquerade for more information on Blood Bonds and rolls made to defy them.


'''System:''' No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.


'''Duration:''' One month
 
'''Duration:''' Until the command is carried out or the scene ends, whichever comes first.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 25</sub>''
''<sub>Core Book, pg. 256</sub>''
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= '''LEVEL 3''' =


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<br>


== BLOOD LEASH ==
== COMMAND THYSELF ==
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'''Dominate''' ••
'''Dominate''' •••
 
'''Amalgam:''' Presence •




''Your blood carries the power of your will, regardless of how long it has been outside your body.''
''You can turn your Dominate inwards, convincing yourself that lies are the truth. This isn’t used for the purpose of self-deception, but rather to resist supernatural interrogation.''




'''Cost:''' As Dominate power used
'''Cost:''' One Rouse Check


'''Dice Pools:''' As Dominate power used
'''Dice Pool:''' Intelligence + Dominate




'''System:''' When someone tastes your blood, you may immediately use one of your Dominate powers on them without having to make eye contact or issue a verbal command. You must pay the cost and roll any dice pools as is normal with the power. While the blood doesn't have to be taken directly from your veins, this power cannot be called upon if it is mixed with the blood of others as in the Vaulderie chalice.
'''System:''' Spend at least one hour in deep meditation, self-hypnosis, or some other form of isolated, intense thought. During this hour, you craft elaborate false memories; of your sire’s identity, the circumstances of your Embrace, your journey to the current city, and more. On a success, any attempt to use supernatural powers to interrogate you, or read your mind, fail. Be wary, however: On a failure, your memories become so jumbled that you always seem to be lying about who you are or what you want.




'''Duration:''' Passive
'''Duration:''' One month, or until a trigger set by you when enacting this power (tell your Storyteller what it is).


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 80</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
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= '''LEVEL 3''' =


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''<sub>Core Book, pg. 257</sub>''
''<sub>Core Book, pg. 257</sub>''
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== SACROSANCTUM ==
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'''Dominate''' •••
'''Amalgam:''' Blood Sorcery ••
''Often used by the rare Tzimisce or Tremere who know it, this ability ensures that their guests reciprocate their Hospitality. Alternatively, it is occasionally used to force prisoners to comply.''
'''Cost:''' One Rouse Check
'''Dice Pool:''' Charisma + Dominate vs Composure + Resolve
'''System:''' The vampire must feed the target with their own Vitae, either willingly or by force (requires a test) while in the user’s Haven. This does not constitute a step towards a regular Blood Bond.
Instead, the user must succeed on a Charisma + Dominate vs Composure + Resolve test against the target. A Tremere with this power takes a penalty to this roll equal to their Bane Severity due to the nature of their Bane. On a Win, the target gains a temporary Blood Bond to the user with a Bond Strength equal to the user’s Dominate rating.
'''Duration:''' Until the target leaves the Haven, or the user takes any direct or indirect hostile action against the subject (attacking them, selling them out to their enemies, etc).
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
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<sub>Core Book, pg. 257</sub>''
<sub>Core Book, pg. 257</sub>''
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= '''LEVEL 4''' =


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== SACROSANCTUM ==
== ANCESTRAL DOMINION ==
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'''Dominate''' •••
'''Dominate''' ••••


'''Amalgam:''' Blood Sorcery ••
'''Amalgam:''' Blood Sorcery ••
'''Prerequisite:''' Mesmerize




''Often used by the rare Tzimisce or Tremere who know it, this ability ensures that their guests reciprocate their Hospitality. Alternatively, it is occasionally used to force prisoners to comply.''
''Vampires of great age and potency find it possible to exert their will via the Blood, without the traditional need for eye contact and verbal communication with their target. This power enables a Kindred to compel a descendant by Blood to take an action on their behalf, even if it’s one the target would normally be opposed to. Vampires instinctively know an ancestor is manipulating them when subject to this power.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pool:''' Charisma + Dominate vs Composure + Resolve
'''Dice Pools:''' Manipulation + Dominate vs. Resolve + Occult




'''System:''' The vampire must feed the target with their own Vitae, either willingly or by force (requires a test) while in the user’s Haven. This does not constitute a step towards a regular Blood Bond.
'''System:''' On a successful test of Manipulation + Dominate against Resolve + Occult, the victim acts to fulfill the dominating ancestor’s request, provided it doesn’t entail harming themself. For every generation separating the user of this power from their target, the resisting vampire gains an additional die to their roll. For example, when a ninth generation vampire attempts to use this power on an eleventh generation descendant, the descendant gains two extra dice in defense. The power needs neither eye contact nor verbal command — the request is silently transmitted from Blood to Blood — but it is subject to all other Dominate limitations.




Instead, the user must succeed on a Charisma + Dominate vs Composure + Resolve test against the target. A Tremere with this power takes a penalty to this roll equal to their Bane Severity due to the nature of their Bane. On a Win, the target gains a temporary Blood Bond to the user with a Bond Strength equal to the user’s Dominate rating.
'''Duration:''' Until the command is carried out or the scene ends, whichever comes first.
 
 
'''Duration:''' Until the target leaves the Haven, or the user takes any direct or indirect hostile action against the subject (attacking them, selling them out to their enemies, etc).


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Players Guide, pg. 74</sub>''
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<br><br>
= '''LEVEL 4''' =


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== RATIONALIZE ==
== IMPLANT SUGGESTION ==
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'''Dominate''' ••••
'''Dominate''' ••••


'''Amalgam:''' Presence •


''The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.''
 
''The vampire possesses the power to change the very personality or opinions of a subject, at least temporarily. While other powers enable them to puppeteer mindless victims, this power lets them alter the intents or passions of a victim instead. They can make someone desire a stranger, abandon their family, distrust their own beliefs, or simply want a beer. Vampires known to utilize this power indiscriminately often find themselves shunned by their peers, whether from disdain or utter fear.''




'''Cost:''' No additional cost
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Manipulation + Dominate vs Composure + Resolve




'''System:''' If pressed on their belief, the victim can make a Wits  +Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.
'''System:''' No test is required against an unprepared mortal victim, but a prepared mortal or another vampire requires a test of Manipulation + Dominate against Composure + Resolve. Radical changes to core beliefs – making a vegan crave a steak or making a pacifist violent, for example – also merit an attempt to resist, even by unprepared mortals. The suggestion remains in effect for a scene, at which point the victim snaps out of it.




'''Duration:''' Indefinitely
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 257</sub>''
''<sub>Players Guide, pg. 74</sub>''
</div></div>
</div></div>


<br>
<br>


== ANCESTRAL DOMINION ==
== RATIONALIZE ==
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'''Dominate''' ••••
'''Dominate''' ••••


'''Amalgam:''' Blood Sorcery •••


''The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.''


''Vampires of great age and potency find it possible to exert their will via the Blood, without the traditional need for eye contact and verbal communication with their target. This power enables a Kindred to compel a descendant to take an action on their behalf, even if it’s one the target would normally be opposed to. Vampires instinctively know an ancestor is manipulating them, when subject to this power.''


'''Cost:''' No additional cost


'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Dominate vs Intelligence + Resolve
'''System:''' If pressed on their belief, the victim can make a Wits  +Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.




'''System:''' On a successful roll of Manipulation + Dominate, the victim acts to fulfill the dominating vampire’s request, providing it doesn’t entail harming themself. For every generation beyond the first one separating the user of this power from their target, the resisting vampire gains an additional die to their roll. For example, when a Fifth Generation vampire attempts to use this power on a Seventh Generation descendant, the Seventh Generation descendant gains one die in defense. An Eighth Generation descendant would gain two dice. If the number of dice in the resisting vampire’s pool would exceed ten, the power automatically fails. On a total failure, the vampire cannot use this power on that target for the remainder of the chapter.
'''Duration:''' Indefinitely
 
 
'''Duration:''' Whichever comes sooner: until the compelled action is taken or the scene ends.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 104</sub>''
''<sub>Core Book, pg. 257</sub>''
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</div></div>


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== WHISPERS OF UNREASON ==
== WHISPERS OF UNREASON ==
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'''Dominate''' ••••
'''Prerequisite:''' Dementaiton
'''Prerequisite:''' Dementaiton


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= '''LEVEL 5''' =
= '''LEVEL 5''' =
<br>
== LETHE'S CALL ==
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'''Dominate''' •••••
'''Prerequisite:''' Cloud Memory ''or'' Forgetful Mind
''The memories of others are a plaything to the vampire, who is able to blank out large swaths with but a glance.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Manipulation + Dominate vs Intelligence + Resolve
'''System:''' The user tests Manipulation + Dominate vs a target’s Intelligence + Resolve, though unprepared mortals cannot resist this power. Each success in the margin allows the user to wipe up to an entire week’s worth of memories from the target. This use of Dominate does not require any verbal instructions, but will in this case simply blank the remembered time from the victim indiscriminately. With the addition of a verbal command, the Kindred can instead simply erase all knowledge of one individual or event from the same time, including the user themself.
The user may choose to simply leave the target’s memory blank or leave the victim with a generic sense of time having passed and the assumption that the time passed about as expected, though the latter quickly reveals inconsistencies if the victim is pressed for details later.
'''Duration:''' Indefinitely
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 46</sub>''
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Latest revision as of 15:08, 16 September 2024

DOMINATE

Snake Charming | Mesmerism | Mentis Imperium | Dementation


Dominate grants the vampire the ability to control the actions of others, manipulate their memories, and force living creatures into acts they would not perform of their own volition. At its most basic, Dominate enables a vampire to make a victim forget the feed they just endured or enjoyed. At its most dangerous, it allows Kindred to enslave entire crowds of kine. This is the Beast at its most cruel and controlling.


Dominate acts as a bludgeon to enforce the Masquerade, create submissive servants, and reinforce the self-assuredness of the vampire. When using this Discipline, Kindred feel omnipotent, although the wisest of them know that this too may be shackles of a kind, slipped upon them by the Blood.




CHARACTERISTICS


Discipline dominate.png
  • Type: Mental
  • Masquerade Threat: Low
    Barring someone Dominating an entire auditorium to jump off the cliffs of Dover, it remains one of the more subtle vampiric powers.
  • Blood Resonance: Phlegmatic
    The blood of the submissive of the dominant, masters and slaves, captains of industry, power trippers, cult leaders and followers.


Most Dominate powers require eye contact with the victim. Once they establish contact, Dominate holds the gaze of the victim until the user conveys their command or commands, barring interference. Catching the eyes of someone actively attempting to avoid the vampire’s gaze requires a contest of the user’s Resolve + Intimidation vs the target’s Wits + Awareness. It is of course impossible to catch the eyes of someone squeezing their eyes shut or wearing a blindfold, but that person should be easy prey to other tactics.


Using Dominate in combat or in other frantic situations is limited to people attacking or otherwise interacting with the user directly, as everyone else’s attention is firmly focused on their own peril.


Unless the user has supernatural means such as Telepathy (Auspex 5) at their disposal, they must command the victim verbally. The victim must be able to hear the user and understand their language.


Without Terminal Decree (Dominate 5), commands resulting in obvious death or serious injury fail automatically. Subjects roll to resist commands resulting in other social or physical harm (such as undressing in public), commands that have a character go against their Convictions, and those that would have negative effects towards their Touchstones or their relationship with them.See individual powers for details. Vampires cannot use Dominate to extract information, as the victim becomes a mindless puppet while under its influence. For example, the Compel command “Speak” results in blabbering word salad, while someone Mesmerized to “tell what you know about the assassin” responds “what you know about the assassin.” Dominate cannot make subjects do something they could not do on command, such as “Sleep.” Ultimately, the Storyteller determines what the Discipline can accomplish, but they should take care that Dominate remains one Discipline of many, rather than the catch-all solution to every problem.


Dominate cuts to the core of vampiric mastery and predation. Thus, vampires must resist attempts to Dominate them. A vampire of lower (stronger) generation can resist Dominate attempts from higher generation vampires by spending a Willpower point, negating the effect completely.


On a total failure on the roll of any Dominate power, that vampire can no longer Dominate that target for the rest of the story.


Dominate threatens Humanity, especially if the vampire has any Principles involving personal freedom or forbidding violations of human integrity. Using it may incur Stains (p. 239).