Dominate: Difference between revisions

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(Added "Slavish Devotion" from Players Guide.)
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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;'>
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''<sub>Core Book, pg. 256</sub>''
''<sub>The Black Hand, pg. 80</sub>''
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''<sub>Core Book, pg. 256</sub>''
''<sub>Core Book, pg. 256</sub>''
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== SLAVISH DEVOTION ==
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'''Dominate''' ••
'''Amalgam:''' Presence •
''Those already under the mental dominion of the vampire find their minds strengthened against interference from other Kindred.''
'''Cost:''' No additional cost.
'''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.
'''Duration:''' Passive.
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''<sub>Cults of the Blood Gods, pg. 104</sub>''
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''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.''
''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.''




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'''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:''' 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.)




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<div style='text-align: right;'>
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''<sub>V5 Companion, pg. 25</sub>''
''<sub>Players Guide, pg. 74</sub>''
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<br>
<br>


== BLOOD LEASH ==
== MESMERIZE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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>The Black Hand, pg. 80</sub>''
''<sub>Core Book, pg. 256</sub>''
</div></div>
</div></div>



Revision as of 17:18, 2 April 2023

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).