Dominate

“Lilith then showed me […] how she commands obedience.”
—The Book of Nod

Dominate.jpg
“Madame Savona, I assume.” Talley bowed deeply to the Ventrue prodigy as she and her entourage entered the monument where their meeting was to take place.

“Call me ‘Madame,’ ‘Lady’, or whatever you choose, Hound. Your actions carry more weight than your skill in etiquette.” Fiorenza Savona dismissed two of her bodyguards with a gesture, a flick of imaginary dust from her sleeve.

Talley smiled, though his smiles were always false, and caught Savona’s eyes. “You will dismiss your security immediately.” The words cleaved through the Ventrue’s mind like a broadsword, wielded without subtlety.

She grimaced and hissed at the Lasombra. “You think to manipulate me so directly? I am no whelp to be commanded, keeper!” Each member of her entourage went for their holstered weapons.

“Wait, wait…” Talley was grinning now. “I just wanted to ensure you were not some weak envoy. I prefer diplomacy with strong characters, and clearly, you are that. I meant no offense.” Savona’s guards froze, awaiting her response. She ordered them to put their weapons away.

Talley bowed again, mentally noting that to get to this Ventrue, he would need to focus on crushing the wills of her servants instead.

Clans: Lasombra, Malkavian, Tremere, Ventrue
Nicknames: The lordly voice (common), mentis imperium (archaic), mesmerism (common), mind control (slang), mindfucking (slang), the sanguine voice (archaic), snake charming (slang)

Vampire the Masquerade (4th ed.)

Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through their own force of will. Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering clans. The Lasombra, Sangiovanni, Tremere, and Ventrue all consider an iron will to be a boon, and are eager to impose that iron will on any who would move against them. The Malkavians simply use the Discipline to impose the mad force of their delusions upon others.

Vampire the Requiem (1st ed.)

Some Kindred are capable of overwhelming the minds of others with their own force of will, influencing actions and even thoughts. Most Kindred who develop Dominate are forceful, controlling personalities, and they can make a reputation for themselves if they use this Discipline wantonly.

Vampire the Requiem (2nd ed.)

The Beast demands obedience from lesser creatures. It slips into the Kindred’s voice, modulating their tone and their words to express absolute authority. It progresses from the simple barked commands of a drill sergeant to creating false memories of whatever the vampire desires—or letting them steal their victim’s body to walk in the sunlight once again.

Vampire the Masquerade (5th ed.)

Dominate grants the vampire the ability to control the actions of others, manipulate their memories, and force living creatures into acts they would not perform of their own volition. At its most basic, Dominate enables a vampire to make a victim forget the feed they just endured or enjoyed. At its most dangerous, it allows Kindred to enslave entire crowds of kine. This is the Beast at its most cruel and controlling.

Dominate acts as a bludgeon to enforce the Masquerade, create submissive servants, and reinforce the self-assuredness of the vampire. When using this Discipline, Kindred feel omnipotent, although the wisest of them know that this too may be shackles of a kind, slipped upon them by the Blood.

Characteristics

Type: Social
Masquerade Threat: Low. Barring someone Dominating an entire auditorium to jump off the cliffs of Dover, it remains one of the more subtle vampiric powers.
Blood Resonance: Phlegmatic. The blood of the submissive or the dominant, masters and slaves, captains of industry, power trippers, cult leaders and followers.

Emotions: Dominate controls a victim’s actions and memories, not their emotions (which is the domain of Presence). For example, someone commanded to forget a bitter fight with their spouse may still feel angry, but may chalk it to up to just “being in a bad mood.” Given time for a victim’s altered memories to sink in (e.g., “you just got a big raise at work”), the victim’s emotional affect may change accordingly, but it usually doesn’t do so immediately. For this reason, prudent users of the Discipline instill victims with memories that reflect emotions they’ve experienced. (For example, telling someone who witnessed a vampire kill someone, “You almost got hit by a car! That was pretty scary,” instead of, “You saw nothing.”). It’s also one of the areas where Ventrue can exercise Dominate and Presence in efficient combination, as they can instill victims with new emotions to reflect their altered memories.

Eye Contact: The victim must see the vampire’s eyes for Dominate to work. Deliberately avoiding eye contact gives the vampire Advantage on sight-dependent rolls against the victim. The vampire can attempt to catch the victim’s gaze with a (Charisma or Manipulation) + (Social Skill, usually Intimidation) roll, DC = (1/2 victim’s Wits or Resolve + Composure) + 1. Unless the vampire can communicate through supernatural means (such as Auspex 4), the victim must also be able to hear the vampire and understand their language.

Victims under a full blood bond to the vampire are especially susceptible to Dominate. A regnant may use Dominate Devotions on a thrall without the need for eye contact; the thrall merely has to hear their regnant’s voice.

Limits: Commands resulting in obvious death or serious injury to the victim, or to anything they value as much as their own life, fail automatically. Commands resulting in other social or physical harm, such as undressing in public or attacking one’s allies in combat, take Disadvantage if the vampire is already making a Dominate roll. Dominated victims act with no independent judgment or initiative and follow the vampire’s commands literally, making it useless at extracting information (which requires the victim to exercise independent cognition in answering questions).

Memories: Victims of Dominate don’t remember the vampire giving them commands, or what they did while under the vampire’s thrall, unless the vampire tells them to remember. The victim can realize they have a few moments missing if pressed, or if they see evidence of the deeds they committed while under the vampire’s thrall (such as shooting their spouse and “waking up” to a corpse in front of them and a gun in their hands). Cruel applications of Dominate can easily drive mortals mad.


Dominate • Devotions


Dominate.jpg


Common Devotions


Cloud Memory

The vampire can make the victim forget their memories of up to the past scene, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: Permanent

Compel

The vampire can make the victim follow an immediate command, taking no more than several seconds to complete.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.

Ignore

(Obfuscate • amalgam)
The vampire can command the victim to ignore a person, object, sound, or smell as if it weren’t there. The victim subconsciously recognizes a person’s or object’s presence and will move around it to avoid bumping into it, but otherwise ignores it completely unless it does something to draw significant attention (e.g., if an ignored person starts loudly screaming, or an ignored object gets thrown in their face). The victim ignores a sound or smell no matter what.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: Scene.


Uncommon Devotions


Askew Command

The vampire can issue commands with other Dominate Devotions in nonsensical but vaguely poetic-sounding phraseology. For example, “You killed your wife” could become “Murder, you wrote,” while “Run away” could become, “Flap your wings, chicken.” The ‘fake’ command must be at least tangentially related to the real command. The victim subliminally understands the real command, but no one else does. Onlookers may think the vampire is babbling nonsense.
This Devotion is widely taught among Malkavians, who enjoy it for the fact that it makes undoing their mental tampering and predicting the actions of their pawns that much harder. The kooks also seem to have an uncanny knack for understanding commands issued by fellow users of this Devotion.

Sleeping Puppet

The vampire can use Dominate on sleeping victims by touching them instead of making eye contact. The vampire’s commands slowly play out in the victim’s dreams and take effect when they awaken. This process takes longer but is more efficient: reduce the cost of any Dominate Devotions the vampire uses on the victim by two Rouse checks, to a minimum of 0.

Wordless Command

(Auspex •••• amalgam)
The vampire can use Dominate on victims telepathically, without any need to speak aloud. The vampire still must make eye contact with the victim.


Dominate •• Devotions


Dominate.jpg


Common Devotions


Mesmerize

The vampire can make the victim follow longer and more complex commands with multiple clauses. For example, “When you see Henry, shoot him in the head, put the gun in his hand, and drive back to your apartment,” counts as four clauses.
Prerequisite: Compel •
Cost: 1 Rouse check per clause beyond (vampire’s Blood Potency).
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One night.

Mesmerize

The vampire can make the victim follow a long and complex command, such as “When you see Henry, shoot him in the head, put the gun in his hand, and drive back to your apartment.” The command can take up to the below duration to execute.
Prerequisite: Compel •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One night against mortals and lesser night-folk. One scene against true night-folk. One dice roll’s worth of actions against night-folk with higher Supernatural Tolerance than the vampire.

The Forgetful Mind

The vampire can rewrite the victim’s memories of the past 24 hours into anything they choose. False memories of even the past few minutes can have potentially profound consequences for the victim: “You killed that man” and “I wasn’t here” combine to frame a victim for murder. This Devotion does not allow the vampire to investigate the victim’s true memories; it more resembles blindly painting over the old canvas.
Prerequisite: Cloud Memory •. The vampire must spend time describing the subject’s new memories to them. Longer memory alterations take more time to describe.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: Permanent, but the vampire has to roll again if the victim encounters evidence their memories aren’t real. The DC varies by the strength of the evidence, which can include intense questioning by people who believe the victim’s memories were altered. On a setback, one fragment of the victim’s true memories return for every success by which the vampire fails to meet the DC. On a success, the victim dismisses what they see or questions their own sanity.
PCs who believe a victim’s memories were altered with this Devotion can interrogate them with a Social roll (DC = 1/2 vampire’s [Intelligence or Charisma] + Dominate + 1, modified by the strength of any evidence they have to present). Every success reveals one fragment of the victim’s true memories. Other vampires who have this Devotion can draw out all of the victim’s true memories at once with a Rouse check and Clash of Wills. This process is traumatic for the victim, especially ones who are weak-willed or have had more extensive memory alterations. Victims who are sufficiently pressed may go mad or suffer other long-term cognitive impairments.

GM’s Note: This Devotion is a powerful plot tool, especially at the higher levels. The GM also strongly dislikes “Character X erases Character Y’s memories” being used as a one size fits all plot tool. As such, there are built-in mechanisms to make this Devotion potentially fail in direct proportion to how heavy-handed its usage is. Smaller memory alterations with minimal contradictory evidence are much more likely to hold up than sweeping memory alterations with an abundance of contradictory evidence. The sorts of “you remember a decades-long relationship with a wife who never existed” feats from VtR 2e are the province of elder Dominate levels—and even those are still subject to the “less subtle usages are more likely to fail” rule.


Uncommon Devotions


Command from Afar

(Auspex •••• amalgam)
The vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them. This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by its security.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

The Haunting

The vampire manipulates the sensory centers of their victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. The images, regardless of the sense to which they appeal, are only fleeting “glimpses,” barely perceptible to the victim. The vampire cannot control what the victim perceives, but may choose which sense is affected.
The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else that the GM finds dramatically appropriate. The effects are never pleasant or unobtrusive, however, and make it impossible for the victim to perform complex or strenuous tasks: if they still try, rolls take Disadvantage. The GM should let their imagination run wild when describing these sensory impressions; the victim may well feel as if they are going mad, or as if the world is.
This Devotion is widely taught among Malkavians.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Dominate.
DC: 1/2 victim’s Resolve + Supernatural Tolerance.
Duration: One night.

Message In A Bottle

(Auspex ••• amalgam)
Communication is key for political organization, and covert communication is essential for oppositional social movements. Mortal insurgencies have used everything from encrypted emails to blind drops to a message the recipient had to shave the messenger’s head to read. It was to be expected that the Anarchs would apply Disciplines to this age-old problem.
Typically, reading an item with The Spirit’s Touch reveals some information about the item’s past, and no one (neither reader nor the object’s last possessor) has any input into the vision’s content. This Devotion changes that. By holding an item and using Message in a Bottle, the vampire can manipulate the item’s psychic imprint. Anyone who later uses The Spirit’s Touch on the item receives a short vision of the vampire’s choice, about 15–30 seconds’ worth.
There are many applications for this Devotion. Securing messages (at least, secure from people without mid-range Auspex) is the most obvious. Planting evidence with false impressions for arrival whom the vampire knows can read impressions is more devious. Or, for the paranoid, it’s always safe to cleanse important objects so that more meaningful data can’t be mined from them.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One year.


Dominate ••• Devotions


Dominate.jpg


Common Devotions


Forceful Decree

The vampire does’t take Disadvantage on commands that result in social harm or indirect physical harm to the victim, such as undressing in public or attacking one’s allies in combat. The vampire still can’t command victims to follow obviously suicidal or self-injurious orders.

The Forgetful Mind

This Devotion functions as the two-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past week.
Prerequisite: Cloud Memory •, The Forgetful Mind ••. The vampire must spend time describing the subject’s new memories to them. Longer memory alterations take more time to describe.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: As the two-dot The Forgetful Mind.

Irresistible Voice

The vampire can use Dominate by voice alone on anyone who has the vampire’s blood in their systems, not just people who are fully blood bound to the vampire. The vampire can still only target one victim with Dominate at once.

Memory Block

The vampire can stop someone from talking about or revealing specific information without forgetting it. When questioned about the memory or detail, the victim evades the question without even noticing they are doing it. If pressed, they discover they cannot say out loud or even write down the blocked information. This is useful when a servant needs to possess classified data, but the vampire wants to be certain they cannot reveal it, even under torture.
Prerequisite: Cloud Memory •, The Forgetful Mind ••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against willing victims or non-agitated mortals.
Duration: Permanent. Another vampire with Dominate can try to unblock the victim’s information with a Rouse check and Clash of Wills. This process is traumatic for the victim and inflicts Stains equal to (5 – number of vampire’s successes that meet or exceed the DC).

Puppeteer

(Dominate ••• amalgam)
By concentrating, the vampire can see perceive through the senses of a victim who’s fully blood bound to them or under the effects of a non-permanent Dominate Devotion they’ve used. The vampire can also speak through the victim’s mouth in their own voice.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Submerged Directive

The vampire can embed a post-hypnotic command in a victim, such as “Kill your spouse on October 25th.” The vampire can’t embed more than one command in the same victim, but can pack multiple clauses into the same command, such as “Kill your spouse on October 25th if they leave the house, but not if they leave their briefcase behind or ask you to come with them.” This Devotion can be especially effective when paired with Declarations, which let the vampire declare someone was Dominated by them all along.
If the vampire knows a Devotion that can alter memories, the vampire can embed a command for the victim to forget things, remember false things, or remember real things as if the vampire had used the memory-altering Devotion (or canceled its effects) on the victim.
Victims can only have one Submerged Directive embedded in their heads at a time, but people can walk around with orders buried in their heads for years.
Prerequisite: Compel •, Mesmerize ••
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: Permanent against mortals and lesser night-folk. One year against true night-folk with equal or lower Supernatural Tolerance than the vampire. One scene against true night-folk with higher Supernatural Tolerance.


Uncommon Devotions


Dynastic Sovereignty

The vampire pays no Rouse cost to use Dominate Devotions against mortals who are their biological relatives. If the Devotion would already be free, the vampire increases its duration by one increment: one action to scene, scene to night, night to week, week to month, month to year, year to permanent. Finally, the vampire takes Advantage on all Dominate rolls against their relatives, including Clashes of Wills to overcome mental powers other night-folk use on their relatives.
This Devotion offers no benefit against relatives with Supernatural Tolerance scores unless they are ghouls to the vampire.
This Devotion is very popular among the Sangiovanni.

The Grand Delusion

The vampire can make the victim believe something that isn’t true: that someone is poisoning their food, that a doppelganger has replaced their loved one, that something lives in the shadows of their apartment, and so on. The vampire defines the victim’s exact beliefs, but can’t control their reaction to those beliefs. For example, the vampire can force someone to believe that their friends hate them, but not that they must attack their friends.
This Devotion is frequently shared among Malkavians.
Cost: 2 Rouse checks at Blood Potency 0-2. 1 Rouse check at Blood Potency 3+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: One night.


Dominate •••• Devotions


Dominate.jpg


Common Devotions


Conditioning

Through sustained manipulation, the vampire can make a victim more pliant to their will. The vampire no longer needs to make Rouse checks to use Dominate Devotions on the victim and does not need to make eye contact with them: it’s enough for the victim just to hear the vampire’s voice, even over the phone. If other night-folk try to affect the victim with mind-influencing powers, the vampire can make a Clash of Wills to stop them from working.
The vampire must pay a high price for the mind they’ve ensnared, however. Victims 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, even when they aren’t Dominated. In the end, such victims become like automatons or the walking dead, with Charisma and Resolve scores of 1.
Only mortals and ghouls can be affected by this Devotion. The Beast in vampiric would-be victims rebels against such sustained control, while other night-folk have their own mental defenses.
Prerequisite: The vampire must repeatedly Dominate the victim over a period of weeks. A Declaration can retroactively establish the vampire has already been doing so if the player doesn’t want to wait for in-game weeks to pass.
Dice Pool: (Intelligence or Presence) + Dominate.
DC: (1/2 victim’s Resolve + Composure). Don’t bother to roll against victims with no particular reason to dislike or rebel against the vampire. Given the extended nature of this roll, the vampire may usually Take Half on it.

The Forgetful Mind

This Devotion functions as the one-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past month.
Prerequisite: Cloud Memory •, The Forgetful Mind ••, The Forgetful Mind •••. The vampire must spend time describing the subject’s new memories to them. Longer memory alterations take more time to describe.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: As the one-dot The Forgetful Mind.

Interrogate

The vampire can place a victim into a suggestive, trance-like state where they briefly answer questions to the best of their knowledge. The victim can’t respond with any answers besides “yes” or “no.” If a yes or no answer wouldn’t be applicable, the victim says nothing.
Cost: 1 Rouse check per question asked. First question in a scene is free at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: Scene.

Irresistible Voice

The vampire can use Dominate by voice alone on anyone who shares blood sympathy with them and has lower Blood Potency. The vampire can still only target one victim with Dominate at once.
Prerequisite: Irresistible Voice •••

Mass Manipulation

The vampire can amplify any of their other Dominate Devotions to affect a group of mortals at once, as well as anyone with the vampire’s blood in their system. The vampire can use this Devotion to issue instructions and to manipulate memories.
Prerequisite: All of the victims need to see the vampire’s eyes.
Cost: 1 Rouse check in addition to the cost of the Devotion amplified at Blood Potency 0-4. No extra cost at Blood Potency 5+.
Dice Pool: As Devotion amplified. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.
DC: As Devotion amplified.
Duration: As Devotion amplified.

Submerged Directive

This Devotion functions as the three-dot version of Submerged Directive, except its duration increases to permanent against night-folk with equal or lower Supernatural Tolerance than the vampire, and it becomes free to use against mortals.
Cost: Free against mortals. 2 Rouse checks at Blood Potency 0-4 against other night-folk. 1 Rouse check at Blood Potency 5+ against other night-folk.
Prerequisite: Compel •, Mesmerize ••, Submerged Directive •••
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: Permanent against victims with equal or lower Supernatural Tolerance than the vampire. One scene against victims with higher Supernatural Tolerance.


Uncommon Devotions


Chain of Command

The vampire can force their own will into their victim, imparting a single use of any Dominate Devotion they know for the victim to use later. The vampire must clearly explain on whom the victim must use the gift, and how. The vampire can give a general description, such as “the first person you see wearing red.” Or, the vampire can be very specific: “Tell this to Gregor at 11:45 P.M. sharp.”
Prerequisite: The vampire must have already Dominated the victim.
Cost: 1 Rouse check, plus the Devotion’s normal Rouse cost.
Dice Pool: Whatever the Devotion’s normal dice pool is. The GM will roll the player’s dice pool in secret so as not to give away how successful the victim’s later use of it was.

Possess Thrall

This Devotion functions as the five-dot Possession Devotion, except the vampire can only use it on ghouls under a third stage blood bond to them.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate. Don’t roll against willing targets.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: One night.

Rationalize

The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. If the victim is pressed on their belief, the vampire must make an (Intelligence or Charisma) + Dominate roll against a DC of (1/2 victim’s Resolve + Supernatural Tolerance) + 1. A setback lets the the victim question their own statement, and possibly their sanity. Long-term exposure to this Devotion can lead to severe mental trauma in the victim.

Voice of Madness

By addressing their victims aloud, the vampire can drive them into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this Devotion’s use, though offending Malkavians often claim that they were merely encouraging people to act “according to their natures.”
This Devotion is widely taught among Malkavians.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Dominate.
DC: 1/2 victim’s Resolve + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. Affected victims fly immediately into frenzy or a blind fear. Mortals don’t remember their actions while berserk.
Duration: Scene.


Dominate ••••• Devotions


Dominate.jpg


Common Devotions


The Forgetful Mind

This Devotion functions as the one-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past year.
Prerequisite: Cloud Memory •, The Forgetful Mind ••, The Forgetful Mind •••, The Forgetful Mind ••••. The vampire must spend time describing the subject’s new memories to them. Longer memory alterations take more time to describe.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: As the one-dot The Forgetful Mind.

Irresistible Decree

This Devotion functions as Forceful Decree, except the vampire can also command the victim to do anything that wouldn’t directly kill them. Self-injurious commands for the victim to stick their hand in a boiling pot, gouge out their own eyes, or jump off the roof of a house are all fair game. The victim only balks at obviously suicidal commands like shooting themselves in the head or slitting their own throat.
Prerequisite: Forceful Decree •••

Irresistible Voice

The vampire can use Dominate by voice alone on anyone who shares blood sympathy with them. The vampire can still only target one victim with Dominate at once.
Prerequisite: Irresistible Voice •••, Irresistible Voice ••••

Mass Manipulation

This Devotion functions like the four-dot version of Mass Manipulation, except the vampire can amplify their Dominate Devotions to affect a group of lesser night-folk at once, as well as any vampire who shares blood sympathy with them and has lower Blood Potency.
Prerequisite: Mass Manipulation ••••. All of the victims need to see the vampire’s eyes.
Cost: 1 Rouse check in addition to the cost of the Devotion amplified at Blood Potency 0-5. No extra cost at Blood Potency 6+.
Dice Pool: As Devotion amplified. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.
DC: As Devotion amplified.
Duration: As Devotion amplified.

Possession

The vampire takes over a victim’s body and controls it as if it were their own. The vampire’s body enters torpor. The vampire uses the victim’s Physical Attributes and their own Skills, Mental Attributes, and Social Attributes. The vampire can use any Disciplines they or the victim know by making an additional Rouse check whenever they do so. The vampire can’t use any non-vampiric supernatural powers the victim possesses, and can’t use any Disciplines during the day without spending a Willpower point whenever they do. If the victim’s body dies while the vampire possesses it, accrue a Stain.
Prerequisite: The victim must be a mortal or lesser night-folk. True night-folk can only be possessed if they are under a third stage blood bond to the vampire.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: One night.


Uncommon Devotions


Spectral Puppeteer

(Auspex ••••• amalgam)
Only a few Malkavians and Tremere have mastered this diabolical art, which functions as Twilight Projection except for how the vampire can also use the Possession Devotion while in astral form. If the vampire succeeds in displacing the victim’s soul, their astral body flows into the victim’s mouth and assumes control. If the vampire leaves the victim voluntarily, their astral form reforms outside the victim’s body and may continue moving and acting normally. The death of a possessed victim instantly evicts the vampire and severs their astral cord, forcing them to walk back to their body at normal speed. This Devotion is often used to discredit or frame rivals while establishing a perfect alibi for the vampire.
Prerequisite: Twilight Projection •••••
Cost: 1 Rouse check, and 1 additional check per night the vampire spends out of their body. Reduce this Rouse cost by 1 at Blood Potency 6+.
Duration: Indefinite.

Total Insanity

The vampire coaxes madness from the deepest recesses of their target’s mind, focusing it into an overwhelming wave of insanity. The vampire chooses a single form of madness to afflict the victim with: schizophrenia, multiple personalities, phobias, anything is fair game. (Players are encouraged to mine the various World of Darkness derangement lists for inspiration or simply come up with their own flavors of insanity—many of the bizarre madnesses that afflict Malkavians and their victims have no relation whatsoever to real mental disorders.) This Devotion has driven countless victims, vampire and mortal alike, to unfortunate ends. They truly do become as permanently mad as any Malkavian, and for that reason, is considered the pinnacle of the clan’s dubious art.
This Devotion is widely taught among Malkavians.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: (Charisma or Manipulation) + Dominate.
DC: (1/2 victim’s Resolve + Supernatural Tolerance) + 1.
Duration: Permanent. It may be possible to cure the victim with significant effort taking at least a story arc: this should be less conentionl therapy and more surreal jouneys into the mind confronting inner demons.
As an alternative use of this Devotion, the vampire can afflict the victim with two forms of insanity that last for a year; three for a month; four for a week; or five for a single, horrific night.


Disciplines Portal


Malism
Auspex
Sorcery
Celerity
Dom
Animalism
Auspex
Blood
Sorcery
Celerity
Dominate
Fort
Obf
Pote
Pres
Prot
Fortitude
Obfuscate
Potence
Presence
Protean

Dominate

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