Discipliner
Animalism
Auspex
Celerity
Chimerstry
Daimoinon
Dark Thaumaturgy
Dementation
Dominate
Fear Liath More
Fortitude
Koldunic Sorcery
Melpominee
Mytherceria
Necromancy
Obeah
Obfuscate
Obtenebration
Potence
Presence
Protean
Quietus
Sanguinus
Serpentis
Temporis
Thanatosis
Thaumaturgical Countermagic
Thaumaturgy
Valeren
Vicissitude
Visceratika
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 mind-to-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.
Command (Befalla)
The vampire locks eyes with the subject and speaks a oneword 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 pefform 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 (Trollbinda)
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 be 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 (Glömska)
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 fur 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 of her 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 (Betinga)
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 (Besitta)
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. 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.
Chain the Psyche (Fjättra psyket)
Not content with merely commanding their subjects, some elders apply this power to ensure obedience from recalcitrant victims. Chain the Psyche is a Dominate technique that inflicts incapacitating pain on a target who attempts to break the vampire's commands.
System: The player spends a blood point when her character applies Dominate to a subject. Any attempt that the subject makes to go against the vampire's implanted commands or to recover stolen memories cause intense pain. When such an attempt is made, the Storyteller rolls the characte's Manipulation + Intimidation (difficulty to the subject's Stamina + Empathy). Each success equals one turn that the victim is unable to act, as she is wracked with agony. Each application of Chain the Psyche crushes a number of resistance attempts equal to the character's Manipulation rating, after which the effect fades.
Loyalty (Lojalitet)
With this power in effect, the elder's Dominate is so strong that other vampires find it almost impossible to break with their own commands. Despite the name, Loyalty instills no special feelings in the victim - the vampire's commands are simply implanted far more deeply than normal.
System: Any other vampire attempting to employ Dominate on a subject who has been Dominated by a vampire with Loyalty must spend an additional Willpower point and make all rolls to do so at +3 difficulty.
Obedience (Blind lydnad)
While most Kindred must employ Dominate through eye contact, some powerful elders may command loyalty with the lightest brush of a hand.
System: The character can employ all Dominate powers through touch instead of eye contact (although eye contact still works). Skin contact is necessary - simply touching the target's clothing or something she is holding will not suffice. The touch does not have to be maintained for the full time it takes to issue a Dominate command, though repeated attempts to Dominate a single target require the character to touch the subject again.
Oberon's Grail
Memory manipulation gives effective options for influence, protection of secrets or intimidation. Employed carefully, such methods can change motives and perform subtle alterations to a subject's personality. Sometimes, though, a few subtle changes aren't enough, and when entire nights of memory lead to trouble, a mere 15-minute alteration won't do. Tremere elders may be beguiling schemers, but sometimes even they must resort to brute force. Recalcitrant memories wiped away, whole evenings lost to mystery - rumor holds that some Tremere can do this and more. But who would remember?
Oberon's Grail serves as a very final and dramatic cure to problem witnesses. The Forgetful Mind can only remove or alter small section at a time, but this has no such limitation. A single application can wash away an entire night. The Tremere need only touch the subject while making eye contact (even light clothing will not stop this). Everything from sundown up to the point of the Tremere's touch vanishes from the victim's memory. With effort, the Tremere can even fog the victim's mind so that he remembers nothing from the point of the touch to sunup, once the victim has slept. In effect, the victim sees to function normally (except of course, for the loss of everything fram sunset to the touch) until he wakes up the next day or night, at which point he realizes that he has no recollection whatsoever of the whole previous night.
Those elders who master Oberon's Grail use it only rarely. The touch can't remove expertise - someone who learns a skill cannot be made to forget how to do it - but it can make the victim unable to recall or when he learned something, or to realize that he knows about it. Most often, the Grail helps to guard the Masquerade, protect clan secrets and punish those who would violate Kindred custom. Because the Grail's effects are so profound and so obvious, it's a good way to make enemies, and it's thus rarely used, but it is perhaps more effective for its threat than its practice.
System: The Tremere must make eye contact, as usual for Dominate and touch the victim. (An elder who also has the power of Obedience can use Oberon's Grail without eye contact.) The player rolls Manipulation + Subterfuge (difficulty equal to the victim's Willpower). One success causes the victim's memories from sunset to the point of the touch to become hazy; two successes completely wipe out all memory in that time period. With three or more successes, the Tremere can erase the entirety of the night, with everything from the touch until sunrise disappearing from mempry once the victim falls asleep, but his costs a point of Willpower.
Oberon's Grail has no effect if administered during the day (that's day for body making the touch) - a Tremere cannot leave his body in some part of the world at night and use the Grail through a Possessed vessel in some other, daylit part of the world). Although Oberon's Grail destroys memories, it cannot remove Attributes, Disciplines or other Traits. This power works against victims with Eidetic Memory normally; against victims who do not sleep, its ability to suppress memory functions only on the period from sundown to the point of the touch, though the user will not be aware of this. A vampire who enters torpor counts as falling asleep.
Mass Manipulation
A truly skilled elder may command small crowds through the use of this power. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire's will.
System: The player declares that he is using this power before rolling for the use of another Dominate power. The difficulty of the roll is that which would be required to Dominate the most resistant member of the target group - if he cannot be Dominated, no one in his immediate vicinity can. For every success past that needed to inflict the desired result on the first target, the player may choose one additional target to receive the same effect in its entirety. The vampire needs to make eye contact only with the initial target.
Still the Mortal Flesh
Despite its name, this power may be employed on vampires as well as mortals, and it has left more than one unfortunate victim writhing in agony or unable to do even that. A vampire who has developed this power is able to override her victim's body as easily as his mind in order to cut off his senses or even stop his heart. It is rumored that this power once came more easily to the Kindred, but modern medicine has made the bodies and spirits of mortals more resistant to such manipulations.
System: The player rolls Manipulation + Medicine (difficulty of the target's Willpower + 2; a difficulty over 10 means that this power cannot affect the target at all). The effect lasts for one turn per success. The player must choose what function of the target's body is being cut off before rolling. She may affect any of the body's involuntary functions; breathing, circulation, perspiration, sight and hearing are all viable targets. While Still the Mortal Flesh is in effect, a vampire can either stop any one of those functions entirely or cause them to fluctuate erratically.
The exact effects of any given bodily function being shut off are left to the Storyteller. Most mortals panic if suddenly struck blind, but only the shutdown of the heart will kill a target instantly. Vampires are unaffected by loss of heartbeat or breathing, but may be rendered deaf and blind as easily as mortals.
Chain of Command
[A&T]
Strings of the Marionette
[A&T]
Dynastic Power
[LotH]
Far Mastery
This refinement of Obedience (though the character need not have learned Obedience first) allows the use of Dominate on any subject that the vampire is familiar with, at any time, over any distance. If the elder knows where his target is, he may issue commands as if he were standing face-to-face with his intended victim.
System: The player spends a Willpower point and rolls Perception + Empathy (difficulty equal to the subject's Wits + Stealth) to establish contact. If this roll succeeds, Dominate may be used as if the character had established eye contact with the target. A second Willpower point must be spent in order for a vampire to use this power on another vampire or other supernatural being.
Speak Through the Blood
The power structures of Methuselahs extend across continents and centuries. This power is a powerful tool by which such ancients wield control over their descendants, even far outside their geographic spheres of influence. Speak Through the Blood allows an elder to issue commands to every vampire whose lineage returns to her even if the two have never met. Thus, entire broods act to further the goals of sleeping ancients whose existences they are completely unaware of. The vampires affected by this power rarely act directly to pursue the command they were given, but over 10 or 50 years, their priorities slowly shift until the fulfillment of the Methuselah's command is among their long-term goals. Speak Through the Blood, because it takes effect so slowly, is rarely recognized as an outside influence, and its victims rationalize their behavior as "growing and changing," or something to that effect.
System: The player spends a permanent Willpower point and rolls Manipulation + Leadership. The difficulty of this roll is equal to four plus the number of generations to which the command is to be passed. Unless the character is aware of the location and present agenda of every descendant of his - a highly unlikely event - he may only issue general commands, such as "work for the greater glory of Clan Malkavian" or "destroy all those who seek to extinguish the light of knowledge." Speak Through the Blood can be used by a vampire in torpor. Commands issued through this power last for one decade per success on the roll. Difficulties over 10 require one additional success for each point past 10, making it that much more difficult to issue long-lasting commands stretching down to the ends of one's lineage.
A vampire who has reached Golconda is not affected by this power, and is completely unaware that it has been used. Her childer, however, are affected normally unless they are also enlightened. Ghouls of the victims of this power are also affected, but to a lesser extent than vampires.