Dominate

Dominate, the Clan Discipline of the lordly Ventrue, allows a Kindred to force mortals or Kindred to obey his commands. Unless otherwise mentioned, these powers require some form of eye contact and for the target to hear (and understand) the order(s) given.

  • Command: Give a one-word order.
    • Cost: None
    • Pool: Intelligence + Intimidation + Dominate vs Resolve + Blood Potency
    • Action: Contested
  • Mesmerize: Plant a longer order that can be set to await a triggering action in the future.
    • Cost: None
    • Pool: Intelligence + Expression + Dominate vs Resolve + Blood Potency
    • Action: Contested
  • The Forgetful Mind: Alter the target’s memory.
    • Cost: None.
    • Pool: Wits + Persuasion + Dominate – target’s Resolve
    • Action: Extended; successes needed based on complexity of the new memory (anywhere from 1 to 100). 5 minutes/roll.
  • Possession: Possess a mortal, leaving your body in torpor.
    • Cost: 1 Willpower
    • Pool: Intelligence + Intimidation + Dominate vs Resolve
    • Action: Contested and Extended; character must total more successes than the target’s Willpower (usually 2-11). 1 turn/roll.
  • Conditioning: Break a mortal to your will.
    • Cost: 1 Willpower/roll
    • Pool: Wits + Subterfuge + Dominate vs Resolve
    • Action: Contested and Extended; character must total successes equal to target’s Willpower + 5 (usually 6-15 total). 1 week/roll.

Dominate

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