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Dominate

I. Command the Wearied Mind (PGS)
                With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
 


II. Mesmerize (PGS)
                The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
 


III. The Forgetful Mind (PGS)
                After capturing the subject's gaze, the vampire delves into the subject's memories, stealing or recreating 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. Asimplistic of incomplete false memory crumblesmuch more quickly than does one with more attention to detail.
                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.
 


IV. Conditioning (PGS)
                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.
 


V. Possession (PGS)
                With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.
 


VI. Rationale (VPG)
                The vampire can make a victim of Dominate believe that she is acting of her own accord.
 


VI. Tranquility (VPG)
                The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.
 


VI. Chain The Psyche (GC)
                Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.
 


VI. Loyalty (GC)
                With this power in effect, the Dominate is so strong that other vampires find it almost impossible to break. Loyalty instills no special feelings in the victim--the vampire's commands are simply implanted far more deeply than normal.
 


VI.Obedience (GC)
                The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.
 


VII.Mob Rule (VPG)
                The vampire may dominate more that one victim at a time. Eye contact is only required for the first target. The first victim must be the one most difficult to Dominate, if he cannot be affected, no others can.
 


VII. Repression of the Obvious (Clanbook:Malkavian)
                The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three successes cause the victim to blurt out the thought being repressed.
 


VII. Mass Manipulation (GC)
                Can command small crowds. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire elder's will.
 


VII.Still The Mortal Flesh (GC)
                An elder who has developed this power if able to override her victim's body easily in order to cut off her senses or even stop her heart. Can be used on kine and kindred.
 


VIII. Far Mastery (GC)
                The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a willpower point.
 


IX. Speak Through The Bond (GC)
                Allows a Methuselah to issue commands to every vampire whose lineage returns to her--even if the 2 have never met. The vampires effected by this power rarely act directly to pursue the command, but over 10 or so years, their priorities shift until the fulfilment of the Methuselah's command is among their long-term goals.
 


IX. Best Intentions (VPG)
                The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire’s interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.
 


X. Puppet Master (VPG)
                The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim.
 
 

https://www.angelfire.com/vt/CastleRaven/Creation.htmlhttps://www.angelfire.com/vt/CastleRaven/Fortitude.html
 
 

https://www.angelfire.com/de2/RealmsOfBlazen/DAcreation.html
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