• Command
Once he has established eye contact, the vampire issues a single, one-word command that must be obeyed instantly. The order must be clear and straightforward — freeze, jump, run, stop, fall, cough, blink and so forth. If the command is ambiguous or confusing, the subject might respond slowly or perform the task poorly. Further, commands are always interpreted (within reason) in the subject’s best interests. For example, if the victim stands on the edge of a roof and the character commands “Jump!” the victim might jump up and down, rather than leap off the roof. Of course, the victim would probably not leap off the roof even if the character could find a way to order it. Subjects of Command cannot be made to directly harm themselves, so an obviously suicidal order such as “Die!” is ineffective. “Sleep” and the like causes the subject to follow the order only if she does not believe herself to be in any mortal danger. A character seduced by a Kindred might sleep if so instructed, but one in the middle of a combat or interrogation certainly does not. In such situations, the character merely falls senseless, but only for a turn.
The vampire may include the command word in a sentence, in order to conceal her use of the power from others. The command itself must be stressed, and the character must make eye contact precisely when that word is spoken. Observers may notice the unusual emphasis, but only the most alert — and those familiar with the Discipline — are likely to realize what has occurred.
The vampire may include the command word in a sentence, in order to conceal her use of the power from others. The command itself must be stressed, and the character must make eye contact precisely when that word is spoken. Observers may notice the unusual emphasis, but only the most alert — and those familiar with the Discipline — are likely to realize what has occurred.
Effect
Dramatic Failure: The subject does not obey and is immune to the character’s Dominate until the next sunset.
Failure: The character loses or ties the contested roll and the subject does not obey.
Success: The character wins the contested roll by getting the most successes, and the victim obeys literally and with appreciable self-preservation.
Exceptional Success: The character wins the contested roll with five or more successes, and the victim not only obeys but rationalizes what she does as her own decision until and unless someone questions her about it in depth.
Assuming the commanded action is one that can carried out for some time, such as “wait” or “sleep,” the subject obeys for a number of turns equal to the successes obtained on the Command roll.
Failure: The character loses or ties the contested roll and the subject does not obey.
Success: The character wins the contested roll by getting the most successes, and the victim obeys literally and with appreciable self-preservation.
Exceptional Success: The character wins the contested roll with five or more successes, and the victim not only obeys but rationalizes what she does as her own decision until and unless someone questions her about it in depth.
Assuming the commanded action is one that can carried out for some time, such as “wait” or “sleep,” the subject obeys for a number of turns equal to the successes obtained on the Command roll.
Material Components
Cost: —
Gestures & Ritual
Dice Pool: Intelligence + Intimidation + Dominate versus Resolve + Blood Potency
Related Discipline
Effect Casting Time
Contested; resistance is reflexive
Level
1
Applied Restriction
If this power is turned on a vampire with whom the user has a blood tie (see p. 162), a +2 bonus applies to the user’s roll.