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.

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