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Dominate
Command the Wearied Mind
(one word commands to others)
System: The character must make a Manipulation
+ Intimidation roll (difficulty of the target's Willpower).
More successes force the target to act with greater vigor.

Mesmerize (implant suggestions into unconscious mind
of subject)
System: The player must roll Manipulation
+ Leadership (difficulty is the Willpower of the target).
The number of successes determines how well the suggestion
is implanted. With less than three successes, the subject
cannot be forced to do anything which seems strange to
her. The subject might walk outside, but is unlikely to
pretend to be a chicken. With less than five successes,
the suggestion is effective unless heeding it would endanger
the subject. A businessman won't pick a fight with someone,
but a bouncer will in a heartbeat. At five successes,
nearly any sort of command can be made.
 
The Forgetful Mind (steal, create, and remove memories
from subject)
System: The player rolls Wits + Subterfuge
(difficulty is the Willpower rating of the target) and
then consults the following table to see how much may
be done to the subject's memory.
1 success Memory loss lasts but a day
2 successes May remove, but not alter memory
3 successes May make slight alterations
to memory
4 successes May alter or remove an entire
scene from subject's memory
5 successes Whole periods of subject's
life may be reconstructed
  
Conditioning (lowering resistance to your domination
and raise it to others)
System: The player must roll Charisma +
Leadership (difficulty is target's Willpower). Conditioning
is an extended action. The Storyteller will determine
in secret how many successes are required, and keep track
of how many are gained. Typically between five and ten
times the subject's Self-Control is required. The player
will only know if a target is successfully Conditioned
through roleplaying.
The subject becomes so completely Dominated
that the vampire's presence, let alone eye contact, is
no longer required to maintain absolute control. He does
exactly as he is told as long as he is within earshot
of his master. No command roll is necessary unless the
subject cannot see the vampire at all. Even if a command
roll is failed, the subject is still likely to carry out
part of the orders given. Additionally, others will find
the subject more difficult to Dominate as Conditioning
raises others' difficulties by two (to a maximum of 10).
   
Possession (take control of another person's mind
and body)
System: In order to Possess another
individual, a character must completely strip away the
target's Willpower. The two square off in an opposed roll;
the subject rolls Willpower while the Possessor rolls
Charisma + Intimidation (difficulty of 7 for both). For
every success the attacker obtains over the other's total
successes, the target loses a point of Willpower. A victory
by the subject does nothing but prolong the struggle,
for each success provides her with that many extra dice
to roll on the next turn. A botch by the attacker, however,
makes the subject permanently immune to a character's
Dominate attempts.
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