Jump to content

Dominate: Difference between revisions

From The Final Nights
No edit summary
No edit summary
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{WoD13Import}}
Dominate is a Discipline that overwhelms another person's mind with the [[Kindred|vampire's]] will, forcing victims to think or act according to the vampire's decree. The caster must lock eyes with the target to affect them, and must maintain eye contract through use of the discipline for it to take effect. It cannot affect Kindred whose [[Generation]] is lower than the user. The command must be spoken aloud and understood by the victim for it to succeed.
Dominate is a Discipline that overwhelms another person's mind with the [[Kindred|vampire's]] will, forcing victims to think or act according to the vampire's decree. In game terms, Dominate will roll the user's Social stat vs the victim's Mental stat. It cannot affect Kindred who's [[Generation]] is lower than the user.


Associated Powers:<br>
Associated Powers:<br>
=== Base Abilities: ===
Having even the first level of Dominate grants access to the Voice of God ability. You'll talk with a <big>HEAVY TONE</big>, emitting an ominous sound. Listeners, which means any mob not deaf or dead in view range, will react to certain codewords.<br>
Some of the codewords are as follows: Come here, Fall, Throw. Experiment to figure out other uses.<br>


Level 1, Command: Force the victim to obey a one word custom command. The subject cannot be ordered to harm themselves. Manipulation + Intimidation with the difficulty being the target's temporary Willpower.<br>


Level 1: Force the victim to obey a custom command. (Roleplay-based)<br>
Level 2, Mesmerize: Implant a false thought or hypnotic suggestion in the target. Suggestions can be implanted to be triggered by a later stimulus, such as a code-word or certain circumstances. Cannot be ordered to harm themselves. Manipulation + Leadership with the difficulty being the target's temporary Willpower.<br>


Level 2: Force the victim to lay down on the floor.<br>
Level 3, The Forgetful Mind: Permanently alter a target's memories. The amount of alteration depends upon the successes scored. With 1 success, a single memory is removed for a day. With 2 successes, a memory is permanently removed. With 3 successes, a memory can be permanently altered. With 4 successes, an entire scene's worth of memory can be altered or removed. With 4 or more successes, entire periods of the subject's life can be reconstructed. Additionally, The Forgetful Mind can be used to detect and restore altered memories in others, but never oneself. Wits + Subterfuge against the target's temporary Willpower.<br>


Level 3: Stuns the target in place momentarily.<br>
Level 4, Conditioning: Condition an individual into becoming a slave. The conditioned individual can no longer resist the effects of Dominate from the caster, and become utterly loyal to their master, albeit typically losing passion and individuality as well. Conditioning lasts the entire round. *whistle, *snap, *snap2, and *snap3 all have mechanical effects on those conditioned. Charisma + Leadership against the target's temporary Willpower.<br>
 
Level 4: Stuns the target in place momentarily for longer.<br>
 
Level 5: Force the target to attack themselves with their weapon or fists if unarmed for 25 seconds.<br>


Level 5, Possession: The caster can take over the body of a mortal. The caster's body enter torpor as their spirit enters the victim's body, who becomes an unwilling observer in their own body. The caster uses the stats of the one they've possessed, and may depart at any moment. If the subject they are possessing is slain, the caster is shunted into their body and enters a torpor until they reawaken. If the caster's body is destroyed while they are possessing someone, they have only a limited amount of time left within the body until they are forcefully shunted out and their soul lost. The embrace in this form will lead to the Final Death. Charisma + Intimidation versus the target's temporary Willpower.<br>
<br>
[[Category: Disciplines]]
[[Category: Disciplines]]

Latest revision as of 20:03, 20 October 2025

Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. The caster must lock eyes with the target to affect them, and must maintain eye contract through use of the discipline for it to take effect. It cannot affect Kindred whose Generation is lower than the user. The command must be spoken aloud and understood by the victim for it to succeed.

Associated Powers:

Level 1, Command: Force the victim to obey a one word custom command. The subject cannot be ordered to harm themselves. Manipulation + Intimidation with the difficulty being the target's temporary Willpower.

Level 2, Mesmerize: Implant a false thought or hypnotic suggestion in the target. Suggestions can be implanted to be triggered by a later stimulus, such as a code-word or certain circumstances. Cannot be ordered to harm themselves. Manipulation + Leadership with the difficulty being the target's temporary Willpower.

Level 3, The Forgetful Mind: Permanently alter a target's memories. The amount of alteration depends upon the successes scored. With 1 success, a single memory is removed for a day. With 2 successes, a memory is permanently removed. With 3 successes, a memory can be permanently altered. With 4 successes, an entire scene's worth of memory can be altered or removed. With 4 or more successes, entire periods of the subject's life can be reconstructed. Additionally, The Forgetful Mind can be used to detect and restore altered memories in others, but never oneself. Wits + Subterfuge against the target's temporary Willpower.

Level 4, Conditioning: Condition an individual into becoming a slave. The conditioned individual can no longer resist the effects of Dominate from the caster, and become utterly loyal to their master, albeit typically losing passion and individuality as well. Conditioning lasts the entire round. *whistle, *snap, *snap2, and *snap3 all have mechanical effects on those conditioned. Charisma + Leadership against the target's temporary Willpower.

Level 5, Possession: The caster can take over the body of a mortal. The caster's body enter torpor as their spirit enters the victim's body, who becomes an unwilling observer in their own body. The caster uses the stats of the one they've possessed, and may depart at any moment. If the subject they are possessing is slain, the caster is shunted into their body and enters a torpor until they reawaken. If the caster's body is destroyed while they are possessing someone, they have only a limited amount of time left within the body until they are forcefully shunted out and their soul lost. The embrace in this form will lead to the Final Death. Charisma + Intimidation versus the target's temporary Willpower.