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Vampire: The Masquerade · Official

Dominate

Supernatural interference with another person’s thoughts and actions.

Learning powers

Learning
one selected power per Discipline dot

Powers

Level 1

  • Cloud Memory

    Erase a short stretch of immediate memory.

  • Compel

    Give a brief instruction requiring a single action.

  • Slavish Devotion

    Protect your existing Dominate influence from another vampire's interference.

Level 2

  • Dementation

    Erode a conversational partner's composure.

  • Mesmerize

    Impose a more elaborate sequence of immediate instructions.

Level 4

  • Rationalize

    Conceal the subject's recognition that their actions were compelled.

  • Tabula Rasa

    Erase autobiographical memory through a prolonged Dominate procedure.

Level 5

  • Mass Manipulation

    Extend another Dominate power to a group.

  • Terminal Decree

    Allow Dominate commands that would otherwise fail because of obvious lethal danger.

Clans

  • Lasombra

    Reflections, recordings, and modern devices respond abnormally to the vampire.

  • Malkavian

    Bestial failures and compulsions temporarily impair a chosen Attribute category.

  • Salubri

    The vampire’s blood attracts dangerous attention; Discipline use reveals the third eye.

  • Tremere

    The clan’s blood cannot bind vampires and takes more feedings to bind mortals.

  • Tzimisce

    Daytime rest must take place among a specifically defined charge.

  • Ventrue

    Only a defined preference of mortal blood can be fed on without extra effort.

References

Vampire Players Guide · p. 231 (PDF p. 233)
Disciplines · Verified: name, Discipline identity
Vampire: The Masquerade Corebook · p. 244 (PDF p. 246)
General Discipline rules · Verified: rating scale