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Dominate



           This Discipline reflects the mystical ability of vampires to influence the minds and actions of others. Dominate is an aspect of the power of the mind and the will. It affects the judgement and mental functioning of the target, not the emotions.

           Dominate always requires eye contact with the subject in order for it to be employed, and is thus sometimes known as the Piercing Gaze. It can therefore be used on only one subject at a time. It is one of the most powerful Disciplines, but can be exacting and difficult to employ. Orders and suggestions must always be given verbally to those who have been Dominated. The extent to which control over a subject is possible is delineated with each power below.

           Those with the Dominate Discipline tend to be people who like control. Over time, those who rely upon it may become overtly manipulative and controlling. At the Storyteller's discretion, characters with high Dominate scores may be unable to spend experience points to increase Abilities such as Empathy.

           There are some mortals known as "neutrals" who cannot be Dominated in any fashion, but only one in a million has this power. Additionally, the Inquisition knows certain rituals to render a mortal immune. The best of the witch-hunters are neutrals or are protected by such rituals.

           Restrictions: It is impossible to Dominate another vampire who is of stronger Blood - the character must be of an equal or earlier generation than the subject for Dominate to be effective. Vampires may resist any attempt at Domination by spending a Blood point for each Point spent by the Dominating vampire. The subject is then immune to attempts at Domination for the rest of the scene. Blood can be spent instantly while countering Dominate.

           Note: All commands given, are open to interpretation. For example you could dominate a character in to breaking in to a house, and steal something, but you need to word the command right. Mr Malkavian dominates Mr Gangrel to do such a Task, the exact word he used "Go in to the house and steal the family jewels, do not make a sound, do not allow your self to be seen." So the Gangrel can take this in two ways, depending on where he comes from. Firstly he could go into the house find the husband, kill him in his sleep, and remove his gonads, and take them back. Or he could go in to the house take all the jewellery, and leave a small note telling them who has taken them. Both ways are within the rules of what has been dictated.

Command the Wearied Mind

           You are able to give a one-word command to another; the command must be obeyed instantly. This command must be a simple and concise word with only one meaning - jump sit, stand, laugh, cry, run, hop, blink, smile, frown, cough. If the word is at all ambiguous, the subject will react with temporary confusion. You may include the word in a sentence, and only stress the command word slightly, thus concealing from others what you are doing.

           System: You must spend enough blood to equal or beat they targets willpower, plus any additional blood spent blocking the command. To do this you must say Dominate and then the amount of blood spent. E.g. "Dominate 7," then you must compare Generations.

Mesmerise

           You can implant a suggestion into the unconscious mind of a subject. This requires intense concentration and the careful and precise use of instructions for the intent of your orders to be carried out properly. You may cause the mesmerisation to take effect immediately, or you can designate the events which will trigger it.

           You must maintain eye contact for as long as it takes to complete your command (role-play it out); however, very complicated suggestions can be made. Careful wording is essential, as the target will unconsciously attempt to pervert the spirit of the suggestion as much as possible. You may give exact commands to another person, like "climb up that ladder" or "pretend that you're a dog," or the control can last longer and be much more subtle. Maintaining eye contact is no longer necessary after the initial suggestion is given. The suggestion cannot force the subject to do something against her innate Nature, and only one suggestion may be implanted in a subject at a time.

           System: As in Command the Wearied Mind you must spend more blood than the target has will power and blood spent defending. For the command to work otherwise they will more than likely listen then say "Interesting words" and Promptly Do nothing. Of course you might fail but they will execute the commands, because they want to or they might do something they want as well.

The Forgetful Mind

           With this power, you can steal, create and remove memories from a subject. This is an effective technique for causing people to forget that you drank their blood or that they even met you. A lot of mischief can be caused with this power, as it is possible to steal nearly any memory from a subject. The power is not always completely effective. For instance, the target might know someone bit her on the neck, but think it was a lover.

           Sometimes a memory will return years later, confounding and frightening the subject.

           System: as in the rest of the Dominate discipline it is a battle of willpower and blood, but for every point you win by you achieve the following, or again they might be fooling you.

	1 point higher		Memory loss lasts but a day
	2 points		May remove, but not, alter memory
	3 points		May make slight alterations to memory
	4 points		May alter or remove entire scene from subject's memory
	5 or greater		Whole periods of subject's life may be reconstructed.


Conditioning

           Over time, an individual can be Conditioned so that she is thereafter unable to resist your Domination and is also more resistant to the Domination of others. Kindred often Condition their servants to ensure loyal retainers. The procedure works based on the fact that mortals who have been Dominated repeatedly have a harder time resisting future attempts.

           Conditioning is not something that is effective on the drop of a hat. It takes time to carefully cultivate the subject's mind for the kind of control you will exercise. Fully conditioning a subject can take weeks or even months.

           Conditioned retainers have very little imagination, and tend to obey the orders given them quite literally. The conditioning actually destroys some of their free will, turning them into automatons.

           System: The target must be conditioned for 6 weeks minus your willpower plus the targets willpower. The conditioning must be done once a week, if anymore than 8 days go by the conditioning has failed each time you try to condition you must spend 7 blood during a 5 minute period. This dose not require constant eye contact you must have eye contact for the first minute, but the rest you have to be talking to them, so you can do this over drinks.

           For example you have a will power of 3 and they have a will power of 5 you will need to condition for 8 weeks.

           The subject becomes so completely Dominated that the vampire's presence, let alone eye contact, is no longer required to maintain absolute control. He does exactly as he is told as long as he is within earshot of his master. No willpower check is necessary. Additionally, others will find the subject more difficult to Dominate, as Conditioning raises others' difficulties by.

Possession

           With this power you can take complete control of another person's mind and body. By actually entering the other person's mind, you may control her actions in a very precise manner. The subject is an automaton, completely incapable of independent action. While controlling the subject's mind, your body is as motionless as if it were in torpor.

           You may not Possess other Kindred. Such control over other vampires is only possible through a Blood Bond.

           System: You must spend enough blood to equal or beat the opponents willpower for this to work. Once done they must complete your tasks.

Dominate Extended

Repression of the Obvious Level Seven (Malkavian)

          The Malkavian can look at another sentient being and know the thought that the target is most directly repressing at that moment. It could be a simple idea like, "I really have to go to the bathroom, but this guy's rantings are too interesting to leave now." Or "I'd love to strangle that scrawny Malkavian fool! " If the target has a great secret that consumes him, that will overpower any lesser, momentary thought. But if the secret is not something that he obsesses about, it will only come to mind if the Malkavian first brings up the subject in conversation or somehow puts the target in mind of it.

           System: With three Blood, the Malkavian can make the target blurt the repressed idea out loud. Great fun during dinner parties or tense trials.