Difference between revisions of "Dominate"

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(Created page with " Many Cainites are willful creatures, casting about their ambitions and bending mortals to their desires. For some, though, the strength of will channels into the power to ben...")
 
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'''Duration''': Until Dismissed or one night
 
'''Duration''': Until Dismissed or one night
  
The Domitor locks eyes with their victim and overrides the victim's consciousness with their own. The victim must be Human or a Ghoul. The possessing kindred's body falls to the ground comatose. They cannot sense what is happening to their body even if it is hurt or damaged. This power can be ended at any time. The Domitor has complete control of their victim but can only use their Dominate powers or any physical disciplines the victim may have
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The Domitor locks eyes with their victim and overrides the victim's consciousness with their own. The victim must be Human or a Ghoul. The possessing kindred's body falls to the ground comatose. They cannot sense what is happening to their body even if it is hurt or damaged. This power can be ended at any time. The Domitor has complete control of their victim but can only use their Dominate powers or any physical disciplines the victim may have. You use the targets Attributes and Physical disciplines. You use your Skills and your dominate
  
 
=== ⚫⚫⚫⚫⚫ Oberon’s Grail ===
 
=== ⚫⚫⚫⚫⚫ Oberon’s Grail ===

Revision as of 14:11, 2 September 2020

Many Cainites are willful creatures, casting about their ambitions and bending mortals to their desires. For some, though, the strength of will channels into the power to bend minds and control action. With a piercing gaze and a forceful word, Dominate can cause even the strongest mortal mind to crumble, and push even other vampires to accede to one's desires.

Most Dominate powers require the victim to meet the Cainite's gaze and to hear his commands. Simple sunglasses do not protect against this power; as long as the subject can see the domitor's eyes, he can be affected. Furthermore, commands may be issued silently with hand signals or with Telepathic Communication, as long as the victim meets the domitor's gaze. The subject will execute the command to the best of their ability and capacity to understand. If the subject does not speak the language you are using the command will fail. If the subject does not understand the command they must try to follow to the best of their ability, this may include asking the domitor what he meant but an amount of good faith is needed, legitimate inquiries only, no stalling. Dominate is most common among the Giovanni, Lasombra, Tremere and Ventrue clans, who all execute their authority unflinchingly.

Retests with Dominate use the Intimidation Ability, as the vampire exercises his powerful will against his subject. A subject may attempt a retest by expending a single Willpower Trait, and may only make one retest per challenge. A vampire of lower generation is always immune to a weaker vampire's Dominate powers (although canny elders may feign otherwise).

Trait: Mental Ability: Intimidation


⚫ Command

Challenge: Mentals (Intimidate) vs. Mentals (Will) Cost: None Duration: 10 minutes

The Domitor gazes into the eyes of her victim and says a single word. the subject must follow that instruction for 10 minutes. see rules for the mental challenge above. The command can be only one word.

⚫⚫ Mesmerism

Challenge: Mentals (Intimidate) vs. Mentals (Will) Cost: None Duration: 10 minutes

As per command except a single entire simple sentence can be expressed which is followed by a condition. When the condition occurs the command goes off for 10 minutes. A common condition is right now. Others include, when you get home, the next time you are struck, when I say 'antiquing'. Each use of mesmerism is good for one and only one command. Once the program has run it must be re-inserted.

⚫⚫⚫ Forgetful Mind

Challenge: Mentals (Intimidate) vs. Mentals (Will) Cost: None Duration: Permanent

The Domitor locks gaze with the victim and can edit their memories, replacing them with false recollections or wiping them out all together. Forgetful mind can also be used to spot such false memories with an opposed mental challenge against the previous Domitor. As with other dominate powers a Domitor of weaker generation cannot find or alter memories put in place by one of a stronger generation. Each use of this power can only erase or alter up to 15 minutes of memories.

⚫⚫⚫⚫ Persistence

Challenge: N/A Cost: none Duration: Reflexive

The Domitor mind is hard as steel, and fast as a bullet. Their mind thinks around blocks, and performs complex equations in the moments between seconds. With this level of power the Kindred gains a Discipline level retest on Mental challenges (as per Might, or Awe.)


Master Level---

⚫⚫⚫⚫⚫ Possession

Challenge: Mentals (Intimidate) vs. Mentals ( Will) Cost: None Duration: Until Dismissed or one night

The Domitor locks eyes with their victim and overrides the victim's consciousness with their own. The victim must be Human or a Ghoul. The possessing kindred's body falls to the ground comatose. They cannot sense what is happening to their body even if it is hurt or damaged. This power can be ended at any time. The Domitor has complete control of their victim but can only use their Dominate powers or any physical disciplines the victim may have. You use the targets Attributes and Physical disciplines. You use your Skills and your dominate

⚫⚫⚫⚫⚫ Oberon’s Grail

Challenge: Mentals V Mentals ( See below)

Cost: one Willpower

Duration: Action

This power upgrades Forgetful Mind, you can wipe an entire night from a person’s memory. In addition, Grail can be used to make a target forget their skills.. You can make a Mentals (Intimidate) test v Mentals (Willpower). If successful, the target loses all Ability retests. They can refresh as usual. Sensory Shield can be used to block this power. Either of these applications can be used anytime you can lock eyes with the target.

⚫⚫⚫⚫⚫ Speed Teaching

Challenge: None, if Target is unwilling Mentals (Intimidate) vs Mentals (Willpower)

Cost: One Willpower

Duration: One Round

The kindred spends one willpower as they instruct a target in a skill for five minutes. The student gains a number of phantom retests in that skill equal to the dominator’s Dominate rating. The target can not call more than six total retests. Phantom retests do not refresh when willpower is spent. The dominator must have at least three in a skill they are teaching someone. The retests disappear after the skill is used the first time. Only one application of speed teaching can be active on a target at a time, Can’t be used on extended challenges or Lores.