Dominate
Dominate allows the user to force their will on others, granting the user powers ranging from mindcontrol to memory wiping. Though Dominate is a powerful discipline, it does have it's limitations. You cannot force a subject to be directly self-destructive or do something against their very Nature. Also, Dominate will not work on a vampire of lower generation then yourself. Lastly, every application of Dominate requires that you have eyecontact with the target and speak your commands clearly in a language that the victim understands.
Powers:
1 - Command:
Give a victim a one-worded command that he/she must obey. The command must be one-worded, though the user may give the command in a sentance to masque it's use by stressing the keyword slightly. The victim will obey the command instantly, though if the victim does not understand the command for whatever reason, the victim is temporarily stricken with confusion instead. (User rolls Manipulation + Intimidation against a difficulty of the victim's Willpower)
2 - Mesmerize:
An expansion upon Command, this power allows the user to mesmerize a target using his/her gaze, then impliment false thoughts and suggestions into the victim, allowing the user to give much more complex commands. (The user must gaze into the victims eyes when invoking this power, rolling Manipulation + Leadership at a diff of the target's permanent Willpower. The victim is then lodged into place and the user may give the victim any desired command within the limits of Dominate. This command will then be lodged into the victim's subconciousness, and they will be forced to obey it. While the command is given both the user and the victim must be concentrated and maintain eye-contact with eachother, if this is broken then the victim will obey the commands the user gave him/her before the trance was broken, even if these are incomplete. A victim can only be under the influence of a single command at any one time, thusly if the user attempts to user Mesmerize on a victim that has already been Mesmerized before and that previous command has not yet ended, the number of successes between the two aplications will be compared. Whichever has the highest number of successes is the command that remains implanted, the other is lost.
Success effect chart:
1 - 2 Successes: The victim can be commanded to do anything that does not seem strange to the victim.
3 - 4 Successes: Any command may be given, as long as it does not endanger the victim's life.
5+ Successes: Any command may be given apart from direct suicide. (A man may be ordered to attack a squad of policemen using only a pistol, but cannot be ordered to use that pistol to shoot himself in the head.)
3 - The Forgetful Mind:
By meeting eyes with a victim, the user may change a victim's memory much like a hypnotist, allowing the user to remove or even alter memories. (The user user meets eyes with the victim and rolls Wits + Subterfurge against a difficulty of the victim's Willpower. If successful, the victim enters a trance, during which the user may ask questions of the victim related to specific memories of that victim, which the victim will answer truthfully, or at least from their point of view. As long as the trance isn't broken through outside influence (gunshots, the victim being pushed, or eyecontact being broken) and the user does not act aggresively to the victim, the user may take as much time as needed to rewrite a person's memory even with just 1 success. Using the information gained during the interrogation, the user may then do anything from subtlely alter the victims memory to randomly ripping holes in the memory of the user's victim. However, the victim's mind will resist any alterations the user makes, though the more subtle the alteration, the more they will take root. If the user would merely rewrite a victims memory stating "you went to the movies last night", then that alteration will crumble faster then if the user went into great and precise detail, such as discribing the movie, discribing the victim's recollection of how he/she felt about the movie, the ride home, etc. As such, even the most basic aplications of this power require great finesse if the user wishes to make any lasting effect.
Success effect chart:
1 Success: The user may remove one memory, alteration merely lasts a single day.
2 Successes: The user may remove, but not alter, memory permanently.
3 Successes: The user may make slight changes to a victim's memory.
4 Successes: The user may remove or alter the memory of events spanning an entire night in the victim's memory.
5 Successes: The user may reconstruct entire periods of a subjects life.
When using this power on a victim the user may notice a victim already has false memories implanted or original memories removed. For the user to notice this, he/she must have a Dominate rating equal or higher then the vampire who originally altered the victim's memory. To reconstruct such false or removed memories, the user may roll Wits + Empathy at a diff of the original vampire's permanent Willpower, and must exceed the former aplication of The Forgetfull Mind in number of successes. However, the user cannot do this on him/herself.)
4 - The Conditioning:
Through sustained manipulation, the user can now turn victims into utterly devoted servants, willing or unwilling. (The user makes an extended Charisma + Leadership roll against a difficulty of the target's Willpower while openly manipulating the victim. The Storyteller secretely determines the number of successes needed, usually a number between 5 or 10 times the victim's Self-Control rating is taken. The Conditioning is so potent that if the user has gained only half the required number of successes the Storyteller may give a reduction to difficulties in attempts to Dominate the victim. Once the required number of successes is reached, the victim becomes fully conditioned and enslaved to the user's will. The user need not even roll to make any attempt in Dominating the victim, he/she will do as he/she is told. If however the user is completely isolated from the victim, such as over the phone or in a different room, the Storyteller may call for the apropriate Dominate roll, but even if the roll fails the victim may still do what he/she is told, if only partially. A fully Conditioned target will be so utterly enslaved to his/her masters will that he/she will become more resistant to other vampires' attempts at Dominating the victim, raising the difficulty by 2 up to a maximum of 10. However, a victim that is Conditioned, while very loyal and devoted to the user, loses much of his/her own personality, and will rarely show any initiative or imagination anymore, becomming much like an automaton. It is possible for a victim to shake off the effects of The Conditioning, but such would require much time. The victim must be seperated from his/her master for 6 months, minus a number of weeks equal to that victim's permanent Willpower. During this time, the victim slowly regains his/her personality, though he/she may fall into brief lapses of Lethargy. If the vampire encounters the victim during this time, a single success on a Charisma + Leadership roll at the difficulty of the victim's permanent Willpower causes the Conditioning to become fully functional in the victim again. If the victim manages to make it through the time needed to shake off The Conditioning, the victim becomes his/her former self again. However, the victim will always be connected to the user, and any attempt to Condition that victim again requires only half the number of successes the last attempt needed.)
5 - Possession:
Through this power, the user may take complete control over a mortal body by forcing his/her own psyche into that mortal. Thusly, the user may act through that mortal's body. (The user must lock eyes with the victim, during which they enter a brief mental struggle. In this struggle, the user must attempt to strip away the victim's Willpower. The user spends a Willpower point and rolls Charisma + Intimidation, while the victim rolls Willpower in a resisted action, both at diff 7. Each roll, for every success the user gains over the victim's total, the victim loses a point of temporary Willpower. For every success the victim gains over the user's total, the victim may add 1 die to his/her next roll. Only if the user botches does the victim escape from this struggle, in which case he/she becomes immune to any further attempts to Dominate that victim. If the user manages to strip away all of the temporary Willpower from the victim, the victim becomes open for the vampire to possess. The vampire then rolls Manipulation + Intimidation at diff 7 to determine how fully the user possesses the victim.
Success effect chart:
1 Success: The user cannot use disciplines in his/her new mortal form.
2 Successes: The user may use Auspex while in his/her new mortal form.
3 Successes: The user can also use Dominate or Presence.
4 Successes: The user can also use Chimerstry or Dementation.
5 Successes: The user can also use Thaumaturgy or Necromancy.
The user may travel as far as he/she is able in his/her new form, even in daylight provided his/her vampire body remains awake, which requires a Humanity or Path roll at diff 8. If the vampire is expelled from the human body (by choice, because his/her vampiric body has fallen asleep, through supernatural expulsion or after sustaining several physical injury) the user's conciousness returns to his/her body instantly. The mortal may regain his/her own senses again instantly, or may fall into a coma for several days as his/her conciousness copes with the violation. While in a mortal body, the user experiences everything that that person would otherwise also feel, from pleasure to pain, from hunger to thirst. Infact, any damage the user takes while in mortal form is also aplied to his/her vampiric form, though the vampire body may soak as normal. If the mortal dies while the user is still occupying the mortal body, the user enters torpor. If the vampire is in a human body while their vampire body is destroyed, the vampire becomes trapped in their mortal body. Each sunrise the user then endures the user must roll Courage at diff 8 or be expelled from the body. If the vampire is expelled from the human body through whatever means, the vampire's spirit is thrown into the astral plane, forever. Also, any attempt to re-embrace a vampire stuck in mortal form like this fails, the human and the vampire simply die.)