Dominate and Presence Compulsions
Dominate and Presence are the two Disciplines most directly tied to compulsion. Dominate forces the mind; Presence corrupts the heart. Both create behavioral pressure without erasing the character entirely.
1. The difference between Dominate and Presence
Dominate commands the mind. It speaks directly to the target's will and says do this. The target may obey mechanically, but the mind remains aware. Presence influences the emotions. It says feel this and want this. The target chooses to act, but the choice is corrupted by supernatural feeling.
Both create compulsions. Neither should remove the player's ability to describe what the character is doing.
2. Dominate
Dominate creates a supernatural command that the target's mind must process. It works through eye contact, spoken words, and a clear, direct instruction.
Dominate powers
| Power | Level | Pool | Effect |
|---|---|---|---|
| Command | 1 | Dominate + Charisma or Intelligence vs. Composure + Resolve | Issue a one-word command that the target must obey |
| Mesmerize | 2 | Dominate + Charisma or Intelligence vs. Composure + Resolve | Issue a complex command that the target will follow when a trigger condition is met |
| Condition | 3 | Dominate + Charisma or Intelligence vs. Composure + Resolve | Implant a behavioral condition that lasts for a duration and ends when a condition is met |
| Cloud Memory | 2 | Dominate + Charisma or Intelligence vs. Composure + Resolve | Alter or erase a specific memory |
| Implant Suggestion | 3 | Dominate + Charisma or Intelligence vs. Composure + Resolve | Plant a long-term behavioral suggestion tied to a trigger |
Command
Command is the most direct form of Dominate. The attacker issues a one-word command such as stop, sleep, run, fight, obey, or forget. The target rolls Composure + Resolve to resist. If the command is resisted, the power fails and the attacker may not use Dominate on the target again that scene.
If the command succeeds, the target must obey immediately. The command must be something the target can do in the next few seconds. A target under a Command may still act on their next turn, but the command is fulfilled first.
Mesmerize
Mesmerize allows a complex command tied to a trigger condition. The attacker gives a specific instruction such as when the door opens, leave the room or when you hear my voice, stop fighting. The target rolls Composure + Resolve to resist.
If the command succeeds, the target stores the command and acts on it when the trigger occurs. The target is aware of the command but feels compelled to obey. A target may spend 1 Willpower to resist the trigger when it occurs, but this works only once per trigger.
Condition
Condition is the most dangerous form of Dominate for long-term compulsion. The attacker implants a behavioral condition such as:
- Fearful – must avoid the source of fear
- Obedient – must follow the attacker's instructions when a trigger occurs
- Loyal – must protect the attacker's interests
- Forgetful – cannot remember a specific person, event, or piece of information
- Fixated – must pursue a named goal when a safe opportunity appears
The condition lasts for a stated duration and ends when a stated condition is met. The target rolls Composure + Resolve to resist. If the condition succeeds, the target must make a new resistance roll at the end of each scene to shake it off.
Cloud Memory
Cloud Memory alters or erases a specific memory. The attacker chooses a memory and tells the target to forget it. The target rolls Composure + Resolve to resist.
If the power succeeds, the memory is gone or altered. The target does not know the memory has been changed. A character may recover a Cloud Memory through Auspex, therapy, or a major story event.
Implant Suggestion
Implant Suggestion plants a long-term behavioral suggestion tied to a trigger. The attacker gives an instruction such as when you see this person, tell them everything or when you are alone, come find me. The target rolls Composure + Resolve to resist.
If the suggestion succeeds, the target will act on it when the trigger occurs. The target is aware of the suggestion but feels compelled to obey. The suggestion ends when the trigger is resolved, the attacker releases it, or a resistance roll succeeds.
3. Presence
Presence creates supernatural emotional pressure. It does not command; it makes the target feel something so strongly that the feeling drives behavior.
Presence powers
| Power | Level | Pool | Effect |
|---|---|---|---|
| Awe | 1 | Presence + Charisma vs. Composure | Make a first impression supernaturally compelling |
| Dread Gaze | 2 | Presence + Intimidation vs. Composure | Impose supernatural fear through eye contact |
| Lingering Kiss | 2 | Automatic on feeding | Leave a lasting emotional or sensual impression after feeding |
| Entrancement | 3 | Presence + Charisma vs. Composure | Create a supernatural emotional bond that makes the target devoted or infatuated |
| Majesty | 4 | Presence + Charisma vs. Composure | Make every social interaction supernaturally compelling |
Awe
Awe makes a first impression supernaturally compelling. The attacker rolls Presence + Charisma against the target's Composure. On a success, the target feels drawn to the attacker, wants to please them, and is inclined to agree. This is a compulsion: the target must act on the feeling unless they spend 1 Willpower to resist.
Awe does not create obedience. It creates attraction, trust, and a desire to be near the attacker. A target under Awe may still disagree, argue, or leave, but they feel the pull.
Dread Gaze
Dread Gaze weaponizes fear. The attacker rolls Presence + Intimidation against the target's Composure. On a success, the target must retreat, freeze, or give ground unless they accept a serious cost. This is a compulsion: the target feels supernatural terror and must act on it.
Dread Gaze does not erase the target's identity. It makes fear the most immediate feeling. A target under Dread Gaze may still fight, but they feel the pull to flee.
Lingering Kiss
Lingering Kiss is a passive effect that occurs when a vampire feeds. The target feels a lasting emotional or sensual impression. This impression may last for hours or days depending on the vampire's Humanity, Blood Potency, and the intimacy of the feeding.
A target under Lingering Kiss feels drawn to the vampire, wants to see them again, and may seek them out. This is a compulsion: the target must act on the feeling unless they spend 1 Willpower to resist each time they consider acting on it.
Entrancement
Entrancement creates a supernatural emotional bond. The attacker rolls Presence + Charisma against the target's Composure. On a success, the target becomes devoted, infatuated, or emotionally dependent. This is a compulsion: the target must act on the bond unless they spend 1 Willpower to resist each scene.
Entrancement is a temporary blood bond. It fades over time, but while it lasts, the target will protect the attacker, give them information, and make choices that favor them.
Majesty
Majesty makes every social interaction supernaturally compelling. The attacker rolls Presence + Charisma against the target's Composure. On a success, the target must give ground, obey, or accept the attacker's social pressure unless they spend 1 Willpower to resist.
Majesty is the most powerful Presence compulsion. It does not erase free will. It makes the attacker's words feel like the most important thing in the room.
4. Resisting Dominate and Presence
Both Disciplines are resisted with Composure + Resolve. A target may spend 1 Willpower to resist or reduce the effect.
Dominate resistance
- Command: Composure + Resolve vs. Dominate + Charisma or Intelligence
- Mesmerize: Composure + Resolve vs. Dominate + Charisma or Intelligence
- Condition: Composure + Resolve vs. Dominate + Charisma or Intelligence; ongoing resistance each scene
- Cloud Memory: Composure + Resolve vs. Dominate + Charisma or Intelligence
- Implant Suggestion: Composure + Resolve vs. Dominate + Charisma or Intelligence; ongoing resistance each trigger
Presence resistance
- Awe: Composure vs. Presence + Charisma
- Dread Gaze: Composure vs. Presence + Intimidation
- Lingering Kiss: No roll; automatic effect that fades over time
- Entrancement: Composure vs. Presence + Charisma; ongoing resistance each scene
- Majesty: Composure vs. Presence + Charisma; ongoing resistance each scene
5. Messy criticals and bestial failures
A messy critical on a Dominate roll succeeds but creates a visible or costly supernatural consequence. The command may be stronger than intended, the target may remember being controlled, or the command may persist beyond its intended duration.
A bestial failure on a Dominate roll means the power fails and the Beast takes an immediate opportunity to express itself. The attacker may become fixated on the target, lose control of their own impulses, or reveal their true nature.
A messy critical on a Presence roll succeeds but creates an emotional consequence. The target may become dangerously attached, the emotional bond may become visible to others, or the attacker may feel the pull of their own power.
A bestial failure on a Presence roll means the power fails and the Beast expresses itself through emotion. The attacker may become enraged, desperate, or consumed by their own hunger.
6. Storyteller guidance
When to use Dominate
- The attacker wants obedience, not emotion
- The scene needs a clear, direct command
- The power should create a visible, dangerous compulsion
- The target's resistance should be meaningful
When to use Presence
- The attacker wants influence, not control
- The scene needs emotional pressure
- The power should create a subtle, lingering bond
- The target should feel drawn, not commanded
What not to do
- Do not use Dominate or Presence to erase a player's ability to make choices
- Do not use these powers to create permanent, unbreakable compulsions
- Do not use these powers to bypass meaningful resistance
- Do not use these powers to create a scene where the player has nothing to do
A compulsion from Dominate or Presence should change the character's priorities, not their identity. It should create a new cost for the obvious solution, not remove the solution entirely.