Post by Andrei on Jun 11, 2007 16:22:09 GMT
Giovanni, Lasombra, Tremere, Ventrue
1 • Command the Wearied Mind (PGS)
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
2 • Mesmerize (PGS)
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
1st attempt. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.
3rd attempt. The target can be made to act in ways that she otherwise wouldn’t, except in the case of self-endangering behavior.
5th attempt. Nearly any command may be given.
3 • The Forgetful Mind (PGS)
With eye contact, the vampire can alter her target’s memories.
1st attempt. The vampire may cause limited memory loss lasting a day, with control over which memories are lost.
2nd attempt. The vampire may cause more permanent memory loss.
3rd attempt. The vampire may make slight alterations to her victim’s memory.
4th attempt. The vampire may alter or remove an entire scene from her victim’s memory.
5th attempt. The vampire may reconstruct entire periods of a victim’s life.
4 • Conditioning (PGS)
The vampire may add to the number of attempts she has accumulated in someone she is dominating. Once she has accumulated a number of attempts from five to ten times the victim's blood points, the victim will act as if dominated even in the vampire’s absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is doubled.
5 • Possession (PGS)
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. If totally screwed up by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has been affected by 5 attempts.
6 • Oberon's Grail (Cbk Trem Rev)
Memory manipulation gives effective options for influence, protection of secrets or intimidation. Employed carefully, such methods can change motives and perform subtle alterations to a subject's personality. Sometimes, though, a few subtle changes aren't enough, and when entire nights of memory lead to trouble, a mere 15-minute alteration won't do. Tremere elders may be beguiling schemers, but sometimes even they must resort to brute force. Recalcitrant memories wiped away, whole evenings lost to mystery--rumor holds that some Tremeree can do this and more. But who would remember? Oberon's Grail serves as a very final and dramatic cure to problem witnesses. The Forgetful Mind can only remove or alter small section at a time, but this has no such limitation. A single application can wash away an entire night. The Tremere need only touch the subject while making eye contact (even light clothing will not stop this). Everything from sundown up to the point of the Tremere's touch vanishes from the victim's memory. With effort, the Tremere can even fog the victim's mind so that he remembers nothing from the point of the touch to sunup, once the victim has slept.
Those elders who master Oberon's Grail use it only rarely. The touch can't remove expertise--someone who learns a skill cannot be made to forget how to do it--but it can make the victim unable to recall or when he learned something, or to realize that he knows about it. Because the Grail's effects are so profound and so obvious, it's a good way to make enemies, and it's thus rarely used.
The Tremere must make eye contact, as usual for Dominate and touch the victim. (An elder who also has the power of Obedience can use Oberon's Grail without eye contact.) 1st attempt causes memories to become hazy; 2nd attempt completely wipes out all memory. With 3 or more, the Tremere can erase the entirety of the night, but his costs a blood point. This has no effect during the day--a Tremere cannot leave his body in some part of the world at night and use the Grail through a Possessed vessel in some other daylit part of the world.
6 • Rationale (VPG)
The vampire can make a victim of Dominate believe that she is acting of her own accord.
1st attempt. The target won’t suspect she has been dominated... at first.
2nd attempt. The target will suspect something... eventually.
3rd attempt. The target can only be convinced by others that the action was not her idea.
4th attempt. The target will only suspect something if shown hard evidence.
5th attempt. The target will ignore all evidence, and may become angry if the point is pressed.
6 • Tranquility (VPG)
The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.
6 • Chain The Psyche (GC)
Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.
6 • Loyalty (GC)
With this power in effect, the Dominate is so strong that other vampires find it almost impossible to break. Loyalty instills no special feelings in the victim--the vampire's commands are simply implanted far more deeply than normal.
6 • Obedience (GC)
The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.
6 • Automatic Mastery (Dark Ages Companion)
This power can incapacitate a victim with a glance. This allows the vampire to manipulate a victim's basic mental functions. Though merely impressing mental suggestions, they are powerful enough to kill. She may command the victim's heart to stop beating or cause him to go blind. Only a few Venture learn this particular power from their elders. The player may choose the exact effect and can effect any basic function of the body including heartbeat, breathing, hearing or even perspiration. The vampire is capable of stopping and starting such functions or can cause them to fluctuate wildly at will. This power works also on vampires. Though manipulating their heart will have no effect, of course, but making one blind will.
7 • Mob Rule (VPG)
The vampire may dominate more that one victim at a time. Eye contact is only required for the first target. The first victim must be the one most difficult to Dominate, if he cannot be affected, no others can.
7 • Repression of the Obvious (Clanbook:Malkavian)
The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three attempts cause the victim to blurt out the thought being repressed.
7 • Mass Manipulation (GC)
Can command small crowds. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire elder's will.
7 • Still The Mortal Flesh (GC)
An elder who has developed this power if able to override her victim's body easily in order to cut off her senses or even stop her heart. Can be used on kine and kindred.
8 • Far Mastery (GC)
The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a blood point.
9 • Best Intentions (VPG)
The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire’s interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.
9 • Speak Through The Bond (GC)
Allows a Methuselah to issue commands to every vampire whose lineage returns to her--even if the 2 have never met. The vampires effected by this power rarely act directly to pursue the command, but over 10 or so years, their priorities shift until the fulfilment of the Methuselah's command is among their long-term goals.
10 • Puppet Master (VPG)
The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim.
1st attempt. The victim occasionally acts as the vampire would.
2nd attempt. The victim feels both her mind and the other in her head, and is appropriately confused.
3rd attempt. The victim usually acts as the vampire would.
4th attempt. The victim almost always acts as the vampire would.
5th attempt. The victim may be roleplayed by the vampire for a thread.
1 • Command the Wearied Mind (PGS)
With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
2 • Mesmerize (PGS)
The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given.
1st attempt. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient.
3rd attempt. The target can be made to act in ways that she otherwise wouldn’t, except in the case of self-endangering behavior.
5th attempt. Nearly any command may be given.
3 • The Forgetful Mind (PGS)
With eye contact, the vampire can alter her target’s memories.
1st attempt. The vampire may cause limited memory loss lasting a day, with control over which memories are lost.
2nd attempt. The vampire may cause more permanent memory loss.
3rd attempt. The vampire may make slight alterations to her victim’s memory.
4th attempt. The vampire may alter or remove an entire scene from her victim’s memory.
5th attempt. The vampire may reconstruct entire periods of a victim’s life.
4 • Conditioning (PGS)
The vampire may add to the number of attempts she has accumulated in someone she is dominating. Once she has accumulated a number of attempts from five to ten times the victim's blood points, the victim will act as if dominated even in the vampire’s absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is doubled.
5 • Possession (PGS)
With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. If totally screwed up by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has been affected by 5 attempts.
6 • Oberon's Grail (Cbk Trem Rev)
Memory manipulation gives effective options for influence, protection of secrets or intimidation. Employed carefully, such methods can change motives and perform subtle alterations to a subject's personality. Sometimes, though, a few subtle changes aren't enough, and when entire nights of memory lead to trouble, a mere 15-minute alteration won't do. Tremere elders may be beguiling schemers, but sometimes even they must resort to brute force. Recalcitrant memories wiped away, whole evenings lost to mystery--rumor holds that some Tremeree can do this and more. But who would remember? Oberon's Grail serves as a very final and dramatic cure to problem witnesses. The Forgetful Mind can only remove or alter small section at a time, but this has no such limitation. A single application can wash away an entire night. The Tremere need only touch the subject while making eye contact (even light clothing will not stop this). Everything from sundown up to the point of the Tremere's touch vanishes from the victim's memory. With effort, the Tremere can even fog the victim's mind so that he remembers nothing from the point of the touch to sunup, once the victim has slept.
Those elders who master Oberon's Grail use it only rarely. The touch can't remove expertise--someone who learns a skill cannot be made to forget how to do it--but it can make the victim unable to recall or when he learned something, or to realize that he knows about it. Because the Grail's effects are so profound and so obvious, it's a good way to make enemies, and it's thus rarely used.
The Tremere must make eye contact, as usual for Dominate and touch the victim. (An elder who also has the power of Obedience can use Oberon's Grail without eye contact.) 1st attempt causes memories to become hazy; 2nd attempt completely wipes out all memory. With 3 or more, the Tremere can erase the entirety of the night, but his costs a blood point. This has no effect during the day--a Tremere cannot leave his body in some part of the world at night and use the Grail through a Possessed vessel in some other daylit part of the world.
6 • Rationale (VPG)
The vampire can make a victim of Dominate believe that she is acting of her own accord.
1st attempt. The target won’t suspect she has been dominated... at first.
2nd attempt. The target will suspect something... eventually.
3rd attempt. The target can only be convinced by others that the action was not her idea.
4th attempt. The target will only suspect something if shown hard evidence.
5th attempt. The target will ignore all evidence, and may become angry if the point is pressed.
6 • Tranquility (VPG)
The vampire may bring another vampire out of frenzy. If she botches, the target vampire will attack her.
6 • Chain The Psyche (GC)
Inflicts intense, incapaciting pain on a target who attempts to break the elder's command.
6 • Loyalty (GC)
With this power in effect, the Dominate is so strong that other vampires find it almost impossible to break. Loyalty instills no special feelings in the victim--the vampire's commands are simply implanted far more deeply than normal.
6 • Obedience (GC)
The vampire may use any Dominate power without eye contact. Touching their skin, or even clothing, is sufficient.
6 • Automatic Mastery (Dark Ages Companion)
This power can incapacitate a victim with a glance. This allows the vampire to manipulate a victim's basic mental functions. Though merely impressing mental suggestions, they are powerful enough to kill. She may command the victim's heart to stop beating or cause him to go blind. Only a few Venture learn this particular power from their elders. The player may choose the exact effect and can effect any basic function of the body including heartbeat, breathing, hearing or even perspiration. The vampire is capable of stopping and starting such functions or can cause them to fluctuate wildly at will. This power works also on vampires. Though manipulating their heart will have no effect, of course, but making one blind will.
7 • Mob Rule (VPG)
The vampire may dominate more that one victim at a time. Eye contact is only required for the first target. The first victim must be the one most difficult to Dominate, if he cannot be affected, no others can.
7 • Repression of the Obvious (Clanbook:Malkavian)
The vampire can learn what thought, emotion, or urge is being most rigorously repressed. Three attempts cause the victim to blurt out the thought being repressed.
7 • Mass Manipulation (GC)
Can command small crowds. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire elder's will.
7 • Still The Mortal Flesh (GC)
An elder who has developed this power if able to override her victim's body easily in order to cut off her senses or even stop her heart. Can be used on kine and kindred.
8 • Far Mastery (GC)
The vampire may use any Dominate power on any victim whose location she knows, even at a distance. Once the above roll is completed, the vampire may use Dominate as if eye contact was achieved. If she attempts to use this on a vampire, she must spend a blood point.
9 • Best Intentions (VPG)
The vampire can make a victim act in her interests, without further command, and the victim will automatically know what constitutes the vampire’s interests. This bond is broken when the victim gains a permanent willpower point, or gains Humanity.
9 • Speak Through The Bond (GC)
Allows a Methuselah to issue commands to every vampire whose lineage returns to her--even if the 2 have never met. The vampires effected by this power rarely act directly to pursue the command, but over 10 or so years, their priorities shift until the fulfilment of the Methuselah's command is among their long-term goals.
10 • Puppet Master (VPG)
The vampire can make the victim act as if she was the vampire. This includes all the details of Best Intentions, as described above. This power may only be attempted once per year on a given victim.
1st attempt. The victim occasionally acts as the vampire would.
2nd attempt. The victim feels both her mind and the other in her head, and is appropriately confused.
3rd attempt. The victim usually acts as the vampire would.
4th attempt. The victim almost always acts as the vampire would.
5th attempt. The victim may be roleplayed by the vampire for a thread.