Dominate
This Discipline involves
influencing the very thoughts and actions of others through the vampire's
own force of will. Use of Dominate requires that the Kindred capture
his victim's eye; as such, it may be used against only one subject at
a time. The extent of this control depends on the particular power being
applied.
While truly potent, Dominate powers can be exacting to perform. Commands
must be issued verbally; after all, direct mindto- mind contact is the
purview of Auspex. Still, some simple orders may be made with signs
- for example, a pointed finger and forceful expression to indicate
"Go!" If the subject doesn't understand the vampire (she doesn't
speak the same language, the order doesn't make sense, she cannot hear
his words), she won't comply with the directive, no matter how mighty
the Kindred's supernatural will.
Not surprisingly, Kindred who use Dominate were often willful, controlling
individuals in mortal life. Indeed, it's quite possible that this is
what drew the vampires' sires to them in the first place. After all,
the Giovanni, Lasombra, Tremere and Ventrue clans who specialize in
this Discipline consider strong will a definite benefit. Due to this
tendency toward control, characters with high Dominate scores may be
unable to spend experience points to increase Abilities such as Empathy.
Resisting Dominate
* Command
The vampire locks eyes with the subject and speaks a one-word command
which must be obeyed instantly. The order must be clear and straightforward
- run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow.
If the command is at all confusing or ambiguous, the subject may respond
slowly or perform the task poorly. The subject cannot be ordered to
do something directly harmful to herself, so a command like "die"
is ineffective.
The command may be included in a sentence, thereby concealing the power's
use from others. This effort at subtlety still requires the Kindred
to make eye contact at the proper moment and stress the key word slightly.
An alert bystander - or even the victim - may notice the emphasis; still,
unless she's conversant with supernatural powers, the individual is
likely to attribute the utterance and the subsequent action as bizarre
coincidence.
System: The player rolls Manipulation + Intimidation
(difficulty of the target's permanent Willpower). More successes force
the subject to act with greater vigor or for a longer duration (continue
running for a number of turns, go off on a laughing jag, sneeze uncontrollably).
** Mesmerize
With this power, a vampire can verbally implant a false thought or hypnotic
suggestion in the subject's subconscious mind. Both Kindred and target
must be free from distraction, since Mesmerize requires intense concentration
and precise wording to he effective. The vampire may activate the imposed
thought immediately or establish a stimulus that will trigger it later.
The victim must be able to understand the vampire, although the two
need to maintain eye contact only as long as it takes to implant the
idea.
Mesmerize allows for anything from simple, precise directives (handing
over an item) to complex, highly involved ones (taking notes of someone's
habits and relaying that information at an appointed time). A subject
can have only one suggestion implanted at any time.
System: The player rolls Manipulation + Leadership
(difficulty equal to the target's permanent Willpower). The number of
successes determines how well the suggestion takes hold in the victim's
subconscious. If the vampire scores one or two successes, the subject
cannot be forced to do anything that seems strange to her (she might
walk outside, but is unlikely to act like a chicken). At three or four
successes, the command is effective unless following it endangers the
subject. At five successes or greater, the vampire can implant nearly
any sort of command.
No matter how strong the Kindred's will, his command cannot force the
subject to harm herself directly or defy her innate Nature. So, while
a vampire who scored five successes could make a 98-pound weakling attack
a 300-pound bouncer, he could not make the mortal shoot herself in the
head.
If a vampire tries to Mesmerize a subject before the target fulfills
a previously implanted directive, compare the successes rolled to those
gained during the implanting of the first suggestion. Whichever roll
had the greater number of successes is the command that now lodges in
the target's subconscious; the other suggestion is wiped clean. If the
successes rolled are equal, the newer command supplants the old one.
*** The Forgetful Mind
After capturing the subject's gaze, the vampire delves into the subject's
memories, stealing or re-creating them at his whim. The Forgetful Mind
does not allow for telepathic contact; the Kindred operates much like
a hypnotist, asking directed questions and drawing out answers from
the subject. The degree of memory alteration depends on what the vampire
desires. He may alter the subject's mind only slightly - quite effective
for eliminating memories of the victim meeting or even being fed upon
by the vampire - or utterly undo the victim's memories of her past.
The degree of detail used has a direct bearing on how strongly the new
memories take hold, since the victim's subconscious mind resists the
alteration the vampire imposes. A simplistic or incomplete false memory
("You went to the movies last night.") crumbles much more
quickly than does one with more attention to detail ("You went
to the nine o'clock showing of the new Leonardo DiCaprio movie. You
thought about getting some popcorn, but the line was too long so you
went right into the theater. The couple next to you kept whispering
through the film until someone else shushed them. You liked the movie
well enough, but the plot seemed weak. You were tired after it ended,
so you went home, watched a little late-night television, and went to
bed.").
Even in its simplest applications, The Forgetful Mind requires tremendous
skill and finesse. It's a relatively simple matter to rifle through
a victim's psyche and rip out the memories of the previous night, without
even knowing what the subject did that evening. Doing so leaves a gap
in the victim's mind, though, a hole that can give rise to further problems
down the road. The Kindred may describe new memories, but these recollections
seldom have the same degree of realism that the subject's true thoughts
held.
As such, this power isn't always completely effective. The victim may
remember being bitten, but believe it to be an animal attack. Greater
memories may return in pieces as dreams, or through sensory triggers
like a familiar odor or spoken phrase. Even so, months or years may
pass before the subject regains enough other lost memories to make sense
of the fragments. A vampire can also sense when a subject's memories
were altered through use of this power, and even restore them like a
hypnotist draws forth psychologically suppressed thoughts. However,
the Kindred cannot use The Forgetful Mind to restore his own memories
if they were stolen in such a way.
System: The player states what sorts of alteration
he wants to perform, then rolls Wits + Subterfuge (difficulty of the
target's Willpower score). Any success pacifies the victim for the amount
of time it takes the vampire to perform the verbal alteration, provided
the vampire does not act aggressively toward the victim. The table below
indicates the degree of modification possible to the subject's memory,
depending on the number of successes gained. If the successes rolled
don't
allow for the extent of change the character desired, the Storyteller
reduces the resulting impact on the victim's mind.
| 1 success |
May remove a single
memory; lasts one day. |
| 2 successes |
May remove, but not alter,
memory permanently. |
| 3 successes |
May make slight changes to
memory. |
| 4 successes |
May alter or remove entire
scene from subject's memory. |
| 5 successes |
May reconstruct entire periods
of subject's life. |
To restore removed memories or sense false ones in a subject, the character's
Dominate rating must be equal to or higher than that of the vampire
who made the alteration. If so, the player must make a Wits + Empathy
roll (difficulty equal to the original vampire's permanent Willpower)
and score more successes than his predecessor did.
Conditioning
Through sustained manipulation, the vampire can make a subject more
pliant to the Kindred's will. Over time, the victim becomes increasingly
susceptible to the vampire's influence while simultaneously growing
more resistant to the corrupting efforts of other immortals. Gaining
complete control over a subject's mind is no small task, taking weeks
or even months to accomplish.
Kindred often fill their retainers' heads with subtle whispers and veiled
urges, thereby ensuring these mortals' loyalty. Yet vampires must pay
a high price for the minds they ensnare. Servants Dominated in this
way lose much of their passion and individuality. They follow the vampire's
orders quite literally, seldom taking initiative or showing any imagination.
In the end, such retainers become like automatons or the walking dead.
System: The player rolls Charisma + Leadership (difficulty of the target's
permanent Willpower). Conditioning is an extended action; the Storyteller
secretly determines the number of successes required. It typically requires
between five and 10 times the subject's Self-Control score. Targets
with more empathic Natures may require a lower number of successes,
while those with willful Natures require a higher total. Only through
roleplaying may a character discern whether his subject is conditioned
successfully.
A target may become more tractable even before becoming fully conditioned.
Once the vampire accumulates half the required number of successes,
the Storyteller may apply a lower difficulty to the vampire's subsequent
uses of Dominate. After being conditioned, the target falls so far under
the vampire's influence that the Kindred need not make eye contact or
even be present to retain absolute control. The subject does exactly
as she is told, so long as her master can communicate
with her verbally. No command roll is necessary unless the subject is
totally isolated from the vampire (in a different room, over the phone).
Even if a command roll fails, the target will still likely carry out
part of the orders given. After the subject is fully conditioned, other
Kindred find her more difficult to Dominate. Such conditioning raises
others' difficulties by two (to a maximum of 10).
It is possible, though difficult, to shake conditioning. The subject
must be separated entirely from the vampire to whom she was in thrall.
This period of separation varies depending on the individual, but the
Storyteller may set it at six months, less a number of weeks equal to
the subject's Willpower score (so a person with 5 Willpower must stay
away from the vampire for just under five months). The subject regains
her personality slowly during this time, although she may still lapse
into brief spells of listlessness. If the vampire encounters the target
before that time passes, a single successful Charisma + Leadership roll
(difficulty of the target's Willpower score) on the part of the vampire
completely reasserts the dominance.
If the subject makes it through the time period without intervention
by her master, the target regains her former individuality. Even so,
the vampire may reestablish conditioning more easily than the first
time, since the subject is forever after predisposed to falling under
the Kindred's mental control. New attempts require half the total number
of successes that the last bout of conditioning did.
***** Possession
At this level of Dominate, the force of the Kindred's psyche is such
that it can utterly supplant the mind of a mortal subject. Speaking
isn't required, although the vampire must capture the victim's gaze.
During the psychic struggle, the contestants' eyes are locked on one
another.
Once the Kindred crushes the subject's mind, the vampire moves his own
consciousness into the victim's body and controls it as easily as he
uses his own. The mortal falls into a mental fugue while under possession.
She is aware of events only in a distorted, dreamlike fashion. In turn,
the vampire's mind focuses entirely on controlling his mortal subject.
His immortal body lies in a torpid state, defenseless against any actions
made toward it.
Vampires cannot possess one another in this fashion, as even the weakest
Kindred's mind is strong enough to resist such straightforward mental
dominance. Only through a blood bond can one vampire control another
to this degree. System: The vampire must completely strip away the target's
Willpower prior to possessing her. The player spends a Willpower point,
then rolls Charisma + Intimidation, while the subject rolls Willpower
in a resisted action (difficulty 7 for both). For each success the vampire
obtains over the victim's total, the target loses a point of temporary
Willpower. Each success the subject gains over the vampire's total equals
another die she adds to her roll on the next turn. It's often only a
matter of time before the victim falls under the vampire's power. Only
if the attacker botches can the subject escape her fate, since this
makes the target permanently immune to any further Dominate attempts
by that vampire.
Once the target loses all her temporary Willpower, her mind is open
to the vampire. The vampire rolls Manipulation + Intimidation (difficulty
7) to determine how fully he assumes control of the mortal shell. Similar
to the Animalism power Subsume the Spirit, multiple successes allow
the character to utilize some mental Disciplines, noted on the chart
below.
| 1 success |
Cannot use Disciplines |
| 2 successes |
Can use Auspex |
| 3 successes |
Can also use Dominate, Presence |
| 4 successes |
Can also use Chimerstry, Dementation |
| 5 successes |
Can also use Necromancy, Thaumaturgy |
The character may travel as far from his body as he is physically able
while possessing the mortal. The vampire may also venture out during
the day, albeit in the mortal form. However, the vampire's own body
must be awake to do so, requiring a successful roll to remain awake
(see p. 204). If the vampire leaves the mortal shell (by choice, if
his body falls asleep, through supernatural expulsion, after sustaining
significant injury), his consciousness returns to his physical form
in an
instant.
Once freed from possession, the mortal regains mental control of herself.
This can happen in an instant, or the victim may lie comatose for. days
while her psyche copes with the violation. The vampire experiences everything
the mortal body feels during possession, from pleasure to pain. In fact,
any damage the victim's body sustains is also applied to the character's
body (although the Kindred may soak as normal). If the mortal dies before
the vampire's soul can flee from the body, the character's body falls
into torpor. Presumably this is in sympathetic response to the massive
trauma of death, although some Kindred believe that the vampire's soul
is cast adrift during this time and must find its way back to the body.
The Kindred can remain in the mortal's body even if his own torpid form
is destroyed, though such a pathetic creature is not likely to exist
for long. At each sunrise, the vampire must roll Courage (difficulty
8) or be expelled from the body. If forced from the mortal body, the
vampire tumbles into the astral plane, his soul permanently lost in
the spirit world. Nor may a vampire trapped in a mortal body be "re-Embraced";
if the Embrace occurs to such a creature, he simply meets Final Death.