Atrasanctum
Dominate
This Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap greater distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit.
System: The characters rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succeed at most Strength rolls automatically without needing to make a roll at all. In melee and brawling combat, the automatic successes count on the damage roll.
1 - Command the Wearied Mind
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.
2 - Mesmerize
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.
Level 1 - The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.
Level 2 - The target can be made to act in ways that she otherwise wouldn't, except in the case of self-endangering behavior.
Level 3 - Nearly any command may be given.
3 - The Forgetful Mind
With eye contact, the vampire can alter her target's memories.
Level 1 - The vampire may cause limited memory loss lasting a day, with control over which memories are lost.
Level 2 - The vampire may cause more permanent memory loss.
Level 3 - The vampire may make slight alterations to her victim's memory.
Level 4 - The vampire may alter or remove an entire scene from her victim's memory.
Level 5 - The vampire may reconstruct entire periods of a victim's life.
4 - Conditioning
The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim's Self-Control, the victim will act as if dominated even in the vampire's absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.
5 - Possession
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.
6 - 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 Tremeree 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.
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. 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.
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.) One success causes memories to become hazy; two successes completely wipe out all memory. With 3 or more, the Tremere can erase the entirety of the night, but his costs a point of Willpower. This has no effect during the day--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. It cannot remove Attributes, Disciplines or other Traits. This power works against victims with Eidetic Memory normally.
Automatic Mastery
This power can incapacitate a victim with a glance. This allows the vampire to manipulate a victim's basic mental functions. Though merely impressing mental suggestions, they are powerful enough to kill. She may command the victim's heart to stop beating or cause him to go blind. Only a few Venture learn this particular power from their elders. The player may choose the exact effect and can effect any basic function of the body including heartbeat, breathing, hearing or even perspiration. The vampire is capable of stopping and starting such functions or can cause them to fluctuate wildly at will. This power works also on vampires. Though manipulating their heart will have no effect, of course, but making one blind will.
Chain The Psyche
Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.
Obedience
The vampire may use any Dominate power without eye contact. Touch or Vocal command is enough.
Fealty
Enforces an oath th target makes to you so it can no longer be broken
Loyalty
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.
Rationale
The vampire can make a victim of Dominate believe that she is acting of her own accord.
Level 1 - The target won't suspect she has been dominated... at first.
Level 2 - The target will suspect something... eventually.
Level 3 - The target can only be convinced by others that the action was not her idea.
Level 4 - The target will only suspect something if shown hard evidence.
Level 5 - The target will ignore all evidence, and may become angry if the point is pressed.
Tranquility
The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.
Tyrant's Gaze
The vampire that uses this may reduce the attributes of the target with no more than a look.
7 - Mob Rule
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.
Repression of the Obvious
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.
Mass Manipulation
Can command small crowds. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire elder's will.
Still The Mortal Flesh
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.
Command the Legion
This command, developed by noble Ventrue, allows the user to affect masses of people as if they were one consciousness. The one most resistant to the vampire's will must be dominated first. Then one additional person may be effected by the same command an so on. If the most resistant cannot be dominated then none of the group can be.
Strong of the Marionette
This ability forces a vampire who has been staked or is in Torpor to still react and obey the user's commands.
8 - Far Mastery
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.
Empowering the Puppet King
With this power, the vampire uses her singular will to give weight to the commands of others. The puppet may not even be aware of the vampire's influence. The vampire may use any of her Dominate abilities through the pawn. The vampire can attempt to Dominate any additional subjects but may only do so through the ''eyes'' of her puppet. In this way, a puppet leader can be made to condition subjects with any level of Dominate.
9 - Best Intentions
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.
Speak Through The Bond
Allows a Kindred 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 Kindred's command is among their long-term goals.
10 - Puppet Master
The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above.
Level 1 - The victim occasionally acts as the vampire would.
Level 2 - The victim feels both her mind and the other in her head, and is appropriately confused.
Level 3 - The victim usually acts as the vampire would.
Level 4 - The victim almost always acts as the vampire would.
Level 5 - The victim may be roleplayed by the vampire.
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The Discipline Dominate and its level names are property of White Wolf. The descriptions are the writings of Sable. Do NOT borrow this page unless you include this part on the bottom of the page.