Classification: Union // Open

Discipline Powers

375 records

Random
Name Level ▲ Discipline Source
A Taste for BloodThe Path of BloodV20
A Touch of DeathThe Cenotaph PathV20
Aid from SpiritsV20
AnalyzeThe Path of TechnomancyV20
AwePresenceV20
Breath of WhispersV20
Brother’s BloodV20
Cloak of ShadowsObfuscateV20
CommandDominateV20
Confer with the BladeV20
Consecrate the GroveV20
ContradictThe Path of CorruptionV20
DecayHands of DestructionV20
Destroy the HuskThe Grave’s DecayV20
Elemental StrengthElemental MasteryV20
Eyes of the BeastProteanV20
Eyes of the DeadVitreous PathV20
Eyes of the SeaNeptune’s MightV20
Feral WhispersAnimalismV20
Fiery CourageV20
FolderolV20
Grasping SoilV20
Hag’s WrinklesV20
Heightened SensesAuspexV20
Herbal WisdomThe Green PathV20
Hourglass of the MindV20
Ignis FatuusChimerstryV20
Malleable VisageVicissitudeV20
Masque of DeathThe Corpse in the MonsterV20
PassionDementationV20
Pool of LiesV20
Restore HumanitasV20
Sense the SinV20
Sense VitalityV20
Sense VitalityV20
Shadow PlayObtenebrationV20
ShroudsightThe Ash PathV20
Silence of DeathQuietusV20
Silence of Death (Sorcerer Caste)LotC
Silence of Death (Vizier Caste)LotC
Skin of the ChameleonV20
Summon the Simple FormThe Path of ConjuringV20
The Eyes of the SerpentSerpentisV20
The Missing VoiceV20
TremensThe Bone PathV20
War CryThe Path of MarsV20
Whispers to the SoulPath of the Four HumorsV20
Witness of DeathThe Sepulchre PathV20
Zillah’s LitanyThe Path of the Father’s VengeanceV20
Anesthetic TouchV20
Anesthetic TouchV20
Apprentice’s BroomsThe Bone PathV20
Auguring the SicknessLotB, V20
Aura of DecayVitreous PathV20
Aura PerceptionAuspexV20
Banishing Sign of ThothV20
BeckoningAnimalismV20
Biting GaleV20
Blood RageThe Path of BloodV20
BurnoutThe Path of TechnomancyV20
Cold of the GraveThe Corpse in the MonsterV20
CombustV20
Crimson WoadV20
Dread GazePresenceV20
Endurance of StoneV20
Fae SightV20
Fata MorganaChimerstryV20
Fear of the Void BelowV20
Feral ClawsProteanV20
FleshcraftVicissitudeV20
Gnarl WoodHands of DestructionV20
Grasp of the MountainV20
Ishtar’s Touch (Scorpion’s Touch)LotC
Kiss of the Dark MotherPath of the Four HumorsV20
Lifeless TonguesThe Ash PathV20
MesmerizeDominateV20
OctopodV20
Phantom SpeakerV20
Prison of WaterNeptune’s MightV20
PutrefactionV20
Recurring ContemplationV20
Reveal the CateneThe Cenotaph PathV20
Rigor MortisThe Grave’s DecayV20
Scorpion’s CurseLotC
Scorpion’s TouchQuietusV20
Scry the HearthstoneV20
Shroud of NightObtenebrationV20
Speed the Season’s PassingThe Green PathV20
Strike TrueThe Path of MarsV20
SubvertThe Path of CorruptionV20
Summon SoulThe Sepulchre PathV20
Summon Spirit BeastsV20
The Crone’s PrideThe Path of the Father’s VengeanceV20
The HauntingDementationV20
The Tongue of the AspSerpentisV20
Unseen PresenceObfuscateV20
Watery HavenV20
Wooden TonguesElemental MasteryV20
Acidic TouchHands of DestructionV20
Animate the UnmovingElemental MasteryV20
ApparitionChimerstryV20
Arms of the AbyssObtenebrationV20
Ashes to AshesV20
Aspect of the BeastV20
Aura AbsorptionV20
Blood of PotencyThe Path of BloodV20
Blood to WaterNeptune’s MightV20
Bond with the MountainV20
BonecraftVicissitudeV20
Breeze of LethargyV20
Burning TouchV20
Compel SoulThe Sepulchre PathV20
ConflagrationV20
Corpore SanoV20
Curse of LifeThe Corpse in the MonsterV20
Dagon’s CallQuietusV20
Dagon’s CallLotC
Dagon’s Call (Vizier Caste)LotC
Dance of VinesThe Green PathV20
Dark HumorsPath of the Four HumorsV20
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Classification: Union // Open Ref vampire/power/discipline_power/possession

Possession

Discipline Power · Vampire · Level 5

Vampire
Discipline
Dominate
Cost
1 Willpower
Roll
Charisma + Intimidation

At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another.

Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as he uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling his mortal subject. His own body lies in a torpid state, defenseless against any actions made toward it.

Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be

possessed in this way, although ghouls that have drunk from the vampire using Possession can.

System: The vampire must completely strip away the target’s Willpower prior to possessing her. The player spends a Willpower point, then rolls Charisma + Intimidation, while the subject rolls his Willpower in a resisted action (difficulty 7 for each). For each success the vampire obtains over the victim’s total, the target loses a point of temporary Willpower. Only if the attacker botches can the subject escape her fate, since this makes the target immune to any further Dominate attempts by that vampire for the rest of the story.

Once the target loses all her temporary Willpower, her mind is open. The vampire rolls Manipulation + Intimidation (difficulty 7) to determine how fully he assumes control of the mortal shell. Similar to the Animalism power Subsume the Spirit, multiple successes allow the character to utilize some mental Disciplines, noted on the chart below. (Vampires possessing ghouls can use the physical Disciplines the ghoul possesses, but not the mental ones.)

Successes Result

1 success Cannot use Disciplines

2 successes Can use Auspex and other sensory powers

3 successes Can also use Presence and other powers of emotional manipulation

4 successes Can also use Dementation, Dominate, and other powers of mental manipulation

5 successes Can also use Chimerstry, Necromancy, Thaumaturgy, and other mystical powers

The character may travel as far from his body as he is physically able while possessing the mortal. The vampire may also venture out during the day in the mortal form. However, the vampire’s own body must be awake to do so, requiring a successful roll to remain awake (see p. 262). If the vampire leaves the mortal shell (by choice, if his body falls asleep, through supernatural expulsion, after sustaining significant injury, etc.), his consciousness returns to his physical form in an instant.

Once freed from possession, the mortal regains mental control of herself. This can happen in an instant, or the victim may lie comatose for days while her psyche copes with the violation.

The vampire experiences everything the mortal body feels during possession, from pleasure to pain. In fact, any damage the victim’s body sustains is also applied to the character’s body (though the Kindred may soak as normal). If the mortal dies before the vampire’s soul can flee from the body, the character’s body falls into torpor. Presumably this is in sympathetic response to the massive trauma of death, though some Kindred believe that the vampire’s soul is cast adrift during this time and must find its way back to the body.

The Kindred can remain in the mortal’s body even if his own torpid form is destroyed, though such a pathetic creature is not likely to exist for long. At each sunrise, the vampire must roll Courage (difficulty 8) or be expelled from the body. If forced from the mortal body, the vampire tumbles into the astral plane, his soul permanently lost in the spirit world. A vampire trapped in a mortal body may not be “re-Embraced.” If the Embrace occurs to such a creature, he simply meets Final Death.

Part of Dominate

See also 12

Abilities & Attributes

Discipline Powers

Disciplines

Paths & Numina

Rules

Referenced by 2

Discipline Powers

Rites & Rituals

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