Most victims cannot stand against the effects
of Dominate. Still, there are situations where this Discipline is powerless
to sway the subject.
- Mortals: Few mortals can hope to resist Dominate, their
strength of will nothing compared to the supernatural magnetism of a vampire.
Still, there are extremely rare individuals who, due to strong religious
faith, unique psychic talent or simple mental resolve, can shrug off this
Discipline's effects. Beyond these scattered few, a select number of organizations
like the Inquisition know certain rituals to render a mortal immune. Only
a foolish vampire ignores the potential threat such human beings represent.
- Vampires: It is impossible to Dominate another Kindred
who is of stronger Blood - the vampire must be of an equal or higher generation
than the target for the powers to be effective.
- Nature: A character's Nature can have a distinct impact
on how easily Dominate influences her. A vampire might control subjects
with inherently empathic Natures (Caregiver, Child, Conformist) more easily,
while those whose Natures denote a great degree of inner strength (Bravo,
Director, Rebel) can be more of a challenge. The Storyteller may reduce
the required difficulty or number of successes by one or two when the player
rolls against those subjects with "weaker" Natures, or raise them
by a similar amount for "stronger" Natures. On the other hand,
"strong" Natures might be more easily influenced to take aggressive
actions - for example, coaxing a Rebel to denounce the prince is likely
easier than goading a Conformist to do the same thing. Ultimately, the Storyteller
must adjudicate this.
- Botches: If a Dominate roll botches, the target is rendered
immune to future attempts by the same vampire for the rest of the story
or if done outside of a story, the botch will last 30days..