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


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


''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.''


'''Cost:''' One Rouse Check


'''Cost:''' No additional cost
'''Dice Pools:''' Manipulation + Dominate vs. Resolve + Occult




'''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 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.




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


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''<sub>Core Book, pg. 257</sub>''
''<sub>Players Guide, pg. 74</sub>''
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== ANCESTRAL DOMINION ==
== IMPLANT SUGGESTION ==
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'''Dominate''' ••••
'''Dominate''' ••••


'''Amalgam:''' Blood Sorcery •••
'''Amalgam:''' Presence •




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


'''Dice Pools:''' Manipulation + Dominate vs Intelligence + Resolve
'''Dice Pools:''' Manipulation + Dominate vs Composure + Resolve
 
 
'''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:''' One scene
 
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''<sub>Players Guide, pg. 74</sub>''
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== RATIONALIZE ==
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'''Dominate''' ••••
 
 
''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.''
 
 
'''Cost:''' No additional cost




'''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.
'''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.




'''Duration:''' Whichever comes sooner: until the compelled action is taken or the scene ends.
'''Duration:''' Indefinitely


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''<sub>Cults of the Blood Gods, pg. 104</sub>''
''<sub>Core Book, pg. 257</sub>''
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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''' =
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== 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
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''<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).