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Dominate

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 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.


O 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).

-

OO 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.

-

OOO 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.

-

OOOO  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.

-

OOOOO 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.

 

Resisting Dominate
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.

 

Any vampire with Dominate 6 or higher may employ Dominate upon a character with the Merit 
Iron Will, "burning through" the defender's barriers. An Iron Willed character may spend a 
Willpower point to raise the difficulty of a Dominate attempt by +2 if the attacker has 
Dominate 6, or by +1 if he has Dominate 7. Iron Will provides no benefit whatsoever against 
the commands of a character with Dominate 8 or higher.

OOOOO O beron's Grail (Dominate level 6)
 Memory menipulaiton gives effective options for influance, 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 evening slost to mystery -- rumor holds that some 
Tremere can do this and more. But who would ever remember?
 Oberon's Grail serves as a very final and dramatic cure to problem witnesses. The Forgetful 
Mind can only remove or alter small sections of memory at a time, but Oberon's Grail 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 seems to function 
normally (except, of course, for the loss of everything from sunset to the touch) untill 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 is can make the victim 
unable to recall how 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 sustom. 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 usal 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 (diff. of the target's Willpower). One success causes 
the victim's memories from sunset to the point of the touch to become hasy; two successes 
completely wipe out all memory in that time peroid. With three or more successes, the Tremere 
can erase the entirety of the night, with everything from the touch ntil sunrise disappearing 
from memory once the victim falls asleep, but this costs a point of Willpower.
 Oberon's Grail has no effect if administered during the day (that's day for the body making 
the touch -- a Tremere cannon 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 destroyes memores, it cannot remove Attributes, Abilities, Disciplins 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.

 

OOOOO O Chain the Psyche
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 causes intense pain. When such an attempt is made, the Storyteller 
rolls the character's Manipulation + Intimidation (difficulty of 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.


OOOOO O Loyalty
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.


00000 0 Obedience
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.


OOOOO OO 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.


OOOOO OO 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.


Dominate

***** ** Chain of Command
Sometimes a single thrall isn't sufficient to accomplish a given task. Chain of Command allows 
the character to implant a suggestion (much like those allowed by Mesmerize, except even more 
complex). For instance, the subject could be commanded to follow an individual and report who 
she speaks to, or to travel from Mexico City to Houston and deliver intelligence from an 
undercover archon to the prince there. Chain of Command does more than this, however, Should 
the Thrall prove unable to complete his assigned task, Chain of Command grants him the power to 
pass the compulsion along to someone else. This person could, in turn, pass the compulsion 
along to a third agent, and even a fourth, until the objective is completed.

System: The player spends one blood point, one willpower point and rolls Manipulation + 
Leadership (difficulty equal to the targets perm. willpower) when implanting the suggestion in 
the first thrall. Keep track of the character's total successes. Should the thrall encounter 
an impediment or circumstance that she honestly believes will prevent her from fulfilling the 
objective - perhaps she is injured and unable to leave the hospital, is recognized by the 
individual she's tailing, cannot afford travel to her destination, or the like - she will 
attempt to pass the compulsion on to another individual whom she judges capable of continuing 
the assignment. If the character who implanted the original suggestion possesses the power of 
Obedience, the compulsion can be passed by touch; otherwise it requires eye contact. The 
compulsion can be passed only to an individual with a willpower equal to or less than that of 
the current thrall (and only to Kindred of higher generation than the character). The Thrall 
does not make a roll to determine success; rather take the original character's successes and 
subtract one. Subtract two if the second thrall passes along the compulsion, three if the third 
thrall passes it along, and so fourth. Chain of Command lasts either until the task is complete,
 a thrall is killed without the chance to pass the compulsion on, the character chooses to end 
it or the number of successes drops to zero.


***** ** Strings of the Marionette
With this power, the kindred's ability to command the minds of others is so great that she may 
even over come the paralysis imposed by staking or the languor of torpor. The subject cannot 
move as swiftly as normal, has reduced mental capacity, and cannot access any disciplines that 
require conscious effort to activate. Within these parameters, however, the subject can be 
forced to take any actions the character desires.

System: The character must first physically touch the subject; the player then rolls 
Manipulation + Leadership, with a difficulty equal to the target's willpower +1 
(the added difficulty is to overcome the paralysis or torpor).

The subject of this power is limited in the actions he can perform while staked or torpid. In 
addition to the restriction on disciplines, the subject loses one from all dice pools involving 
physical actions; all other dice pools are reduced by half (round down).


OOOOO OOO 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.


OOOOO OOOO 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 so 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 longlasting 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.

 

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