59 min read
VENTRUE

The Business of Blood and Power

Noblesse Oblige Capitalists, aristocrats, crusaders and criminals: the Ventrue have assumed the prestigious but demanding role of leaders. Forever in the line of fire, they have sacrificed their own comfort for the good of all Kindred. Or is this all an empty ruse that excuses their excess and greed? The proud history and black secrets of the clan reveal the truth. -- Clanbook: Ventrue - Revised Edition


CLAN OVERVIEW

Throughout history, while the other Clans have skulked about their petty intrigues, the Ventrue have curried favor with Caesar, whispered into the ear of Charlemagne, bankrolled the Age of Exploration, and even swayed policy in the Holy See. Theirs is a legacy of rulership, from Ventrue fledglings starting their climb to the top to the mightiest elders whose influence spans the world. Long have they played kingmaker in the shadows of the mortal world, and long have they been the Clan of Kings among the Kindred. 

Other Clans, of course, find all this insufferably pompous at best, punishably tedious at worst. Someone has to lead, surely, but why does it always have to be some long-winded, self-aggrandizing Ventrue? The Blue Bloods try to bear the criticism of their lessers with a sense of noblesse oblige — ever heavy hangs that head that wears the crown — but even the most munificent of Kindred leaders occasionally succumbs to tyranny and bloody rage.

In Modern Times

Tonight, the Ventrue are a synthesis of the modern and the ancient, often in stark contrast within the Clan and among one another. Theirs is money of old, from the vaults of Croesus, but their young manipulate stock markets and influence currencies. Elders may command armies or even whole governments, while neonates conjure their assets from a website or smartphone app. But for all their wealth, their distinguished history, and their status among the Damned, each and every Ventrue must still seek that one resource that makes Kindred society egalitarian: precious blood. 

ABOUT CLAN VENTRUE

Quote: There is no shame to bending the knee to one such as myself, so pay your fucking tribute before I lose my temper.

Nickname: Blue Bloods

Sect: To hear the Ventrue tell it, the very idea of the Camarilla originated with them. Every other Clan realized what an invaluable proposition it was and flocked to their banner.

Appearance: The Ventrue favor conservative clothing and reserved presentation, unless they’re making a point about power or money. Ventrue Princes may well wear a circlet or carry a scepter as symbols of office, while young Blue Bloods display their own achievement via designer suits, ties, dresses, and accessories. If a Ventrue has so much as a hair out of place, it’s because he spent all night running down the Society of Leopold and demanding the Sabbat menace retreat.

Haven: A Ventrue’s haven displays both her great power (read: wealth) and distinguished tastes. Opulent, grandiose, even baroque — these may all apply to Ventrue havens. They shun the gaudy displays of other Kindred, and their style tends less to the avant-garde than it does to the classical and traditional. To the Blue Bloods, a well-maintained haven is an extension of oneself, and for someone to see it in less than flawless state implies weakness, distraction, or even madness.

Background: Anyone who has “made something of himself” may attract the attention of the Ventrue, who judge their childer based on their prominence and success even before they start to groom them for the Embrace. Socialites, moneyed family, corporate wunderkinds, military leaders, and even untested newcomers who show great promise are keenly valued among the Blue Bloods.

Character Creation: Ventrue usually have directorial or outgoing personality archetypes. Members of Clan Ventrue favor Social and Mental Attributes, but any Ability category can be primary, reflecting a personal avenue of expertise. Backgrounds go both wide and deep for the Ventrue, with almost every Blue Blood possessing some amount of Resources, Status, and Herd (particularly the latter, given the Clan weakness). Elders in particular cultivate enviable havens and sprawling Domains.

Clan Disciplines: Dominate, Fortitude, Presence

Weaknesses: The Ventrue have rarified tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Ventrue character, he should decide with the Storyteller what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of warriors (military soldiers, police officers, etc.), or the blood of nubile young women. Vampiric blood is exempt from this restriction.

Organization: The Clan-wide organization of the Ventrue is localized and feudal, with various universally understood peerages, vassalages, oaths of fealty, and sworn boons taking the place of a rigid hierarchy. Many Ventrue style themselves as secret masters of their domains, consolidating power in longstanding networks and forming conspiracies. The Ventrue greatly value propriety and honor, and use many forms of address and respect — their Laws of Decorum are complex and rigid, and could fill several volumes. Almost every Ventrue worth his status can recite his lineage at least back to the elders, if not to the great Methuselahs.


CLAN VENTRUE SKILLS

PRESENCE

Presence is the Discipline of emotional manipulation. Vampires with this power can inspire passionate fervor or unreasoning terror in mortals and Kindred alike. In addition, unlike most Disciplines, some of Presence’s powers can be used on entire crowds at onetime. 

Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess. Anyone can attempt to resist the affects of Presence with a roll modified by their own Willpower, but affected individuals will succumb to the Vampire's charms until they are no longer in the presence of the vampire (or, in the case of Summon, until the effect wears off). 

The major drawback of Presence is that it typically controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Though Presence can be resisted through force of will, most do not realize when it is being used upon them. 

Suicidal or ridiculous directives don’t sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course.

Followers of Set, Toreador, and the Ventrue clans are all adept in this subtle Discipline. The Ventrue are arguably the most skilled with its application, however this is mostly due to their ability to use a combination of both Presence and Dominate.


: Presence 1 - Awe (Buff)   

Base Roll: 50
Mod: Willpower
Energy/Blood Cost: 1 pts.

Damage: 0

Affects:

  • Permanent: Adds +5 Mental Attack

Description:

Those near the vampire suddenly desire to be closer to her and become receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said — the hearts of those affected lean toward the vampire’s opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. 

Awe can turn a chancy deliberation into a certain resolution in the vampire’s favor almost before her opponents know that the tide has turned. Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remember how they felt in the vampire’s presence, however. This will influence their reactions should they ever encounter her again.

System: 
The Player spends one Energy/Blood point and makes a successful roll, modified by Willpower. The higher the Player rolls, the greater number of people within a 10 meter radius will be affected (see Roll Chart below).

If there are more people present than the character can influence, Awe affects those with lower Willpower ratings first. The power stays in effect for the remainder of the scene or until the character chooses to drop it.

Roll Chart:

1-10: Botch! Awe turns to distaste and avoidance of the Vampire for the duration of the scene.

11-49: No effect.

50-59: One person.

60-69: Two People

70-79: Six people

80-89: 20 people

90-100+: Everyone within a 20 meter radius (chat range)


Affects of Awe

Those affected can roll to beat the Player's roll, modified by their own Willpower to overcome the influence of Awe. A successful roll will free them from the influence, but otherwise will not make them aware of the use of the influence itself. They may, however, be puzzled why others are so enthralled. They remain unaffected by an individual Vampire for the rest of the scene, even if the Vampire uses Awe again (for example, new people enter the scene and the Vampire wishes to subject them to Awe as well.)

Those who fail their roll will be under the influence of Awe for the duration of the scene, or for as long as they remain in the same area as the vampire.


: Presence 2 - Dread Gaze (Buff)   

Base Roll: 55 (does 12 points of damage at 70+)
Mod: Mental Attack
Energy/Blood Cost: 4 pts.

Damage: 15

Resist: Mental Defense

Description:

While all Kindred can frighten others by physically revealing their true vampiric natures (baring claws and fangs, glaring with malevolence, hissing loudly with malice) this power focuses these elements to insanely-terrifying levels. 

Dread Gaze engenders unbearable terror in its victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire’s horrific visage.

System: 
The Player spends 4 points of Energy/Blood and makes a successful roll. If the Target fails his defense roll, he responds according to the intensity of the Vampire's fierceness (determined by the roll chart below):

Roll Chart:

1-10: Botch! You might as well be wearing plastic Halloween fangs. The subject is not impressed and reacts either with amusement or cynical disgust. The Target is also now immune to your further attempts for the duration of the scene.

11-54: No effect, though the Target may be startled by your attempt but certainly not frightened.

55-69: The victim is cowed and intimidated by you. If you are attempting to persuade them to a particular action, they will obey if it is not a complex or difficult task. Though as soon as they are out of your sight, they may choose to ignore your requests.

70-85: The victim suffers 12 points of damage and runs away in abject fear. Targets who have no place to run will claw at the walls in a futile attempt to escape. He is so shaken and terrified that he curls up on the ground and weeps.

96+: The victim will be so terrified they will pass out. Upon awakening, they will have no memory of having seen the Vampire. The mind, in self-preservation, will have wiped the entire scene from recent events.

NOTE: The Player's Character may attempt Dread Gaze once per turn against a single Target, unless any of their attempts at using this skill against an individual is a Botch.


: Presence 3 - Entrancement (Mental Skill)   

Base Roll: 65
Mod: Mental Attack
Energy/Blood Cost: 4 pts.

Damage: 10

Resist: Mental Defense

Description:

This power bends the emotions of others, making them the vampire’s willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire’s every desire. Since this is done willingly, instead of having their wills sapped, these servants retain their creativity and individuality.

While these obedient minions are more personable and spirited than the mind-slaves created by Dominate, they’re also somewhat unpredictable. Further, since Entrancement is of a temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she Entrances after they serve their usefulness, or binds them more securely by a blood bond (made much easier by the minion’s willingness to serve).

System: The Player identifies the intended Target, spends 4 Energy/Blood points and makes a successful roll. If the Target fails to defend, he/she/they will suffer 10 pts of damage attempting to resist the Vampire and succumb to the Entrancement. A failed resist also incurs 5 points of damage to the Target. How long the subject is Entranced is determined by the Player's roll, (See Roll Chart Below). 

  •      NOTE: If the Target Botches their defense roll (rolling a natural 1-10), they will automatically be Entranced for one real-time Week.

The vampire may try to keep the subject under her thrall, but can do so only after the initial Entrancement wears off. Attempting this power a second time while Entrancement is already in operation has no further effect. 

Roll Chart:

1-10: Botch! The Target cannot be entranced for the duration of the scene.

11-64: No effect.

65-70: The Target is Entranced for one hour.

71-80: The Target is Entranced for one full scene.

81-90: The  Target is Entranced for one Day

91-99: The Target is Entranced for one Week

100+: The Target is Entranced for one Month


: Presence 4 - Summons (Mental Skill)   

Base Roll: 70
Mod: Mental Attack
Energy/Blood Cost: 6 pts.

Damage: 10 pts.

Resist: Willpower, Mental Defense

Description:

This impressive power enables the vampire to forcefully call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the Summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his Summoner — even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he’s coming to the vampire herself, not to some predetermined site.

This power forces the Target to drop what they are doing and come to the Vampire. The Target will incur damage/injury as they continually fight this urge but are unable to do so.

Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual’s financial resources are a factor; if he doesn’t have the money to travel quickly, it will take him a far greater time to get there.

The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so. The individual retains his survival instincts, and while he won’t shirk physical violence to reach the vampire’s side, he won’t subject himself to suicidal situations.

The Summoning dissipates at dawn. Still, as long as the Target is physically capable he/she/they will do everything within their power to arrive at the Vampire's side — as long as nothing happens to him along the way, of course.

System: 
The Player spends 6 points of Energy/Blood and makes a successful roll. If the Target fails their roll, they suffer 10 points of damage to do whatever it takes (within reason) to go to wherever the Vampire is. The higher the vampire's Player's roll, the faster the subject will travel.

Roll Chart:

1-10: Botch! The Target cannot be summed by the Vampire for a full OOC week.

11-69: Failure - the Target for some reason cannot be summoned by the Vampire for the duration of the scene.

70-79: The Target reluctantly is summoned and is easily detained by obstacles.

80-89: The Target immediately makes his way to the Vampire and makes an effort to overcome obstacles.

90-99: The Target is summoned and makes great haste. He will also make every conceivable effort to overcome obstacles.

100+: The subject rushes to be at the vampire's side and will do anything and everything to get there; even risking his own life to do so.


: Presence 5 - Majesty (Area of Effect)   

Base Roll: 70
Mod: Mental Attack
Energy/Blood Cost: 10 pts.

Damage: 0

Resist: Willpower
AOE: 10 Meters
Duration: One Scene

Description:

At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear — or all those emotions at once — in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her.

People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire’s potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond.

Under Majesty’s influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable Primogen, the vampire must be careful that doing so doesn’t come back to haunt her. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.

System:
The Player spends 10 points of Energy/Blood and makes a successful roll. If the targets within a 10 meter radius choose to do so, they may roll to defend. If they make their defense roll, the Target may act normally for the moment, although he may feel a sense of discomfort though he cannot identify its source. 

A Target who fails their defense roll (and those who chose not to defend) goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.


: Presence 6 - Spark of Rage (Area of Effect)   

Base Roll: 100
Mod: Mental Attack, Mental Skill, Willpower
Energy/Blood Cost: 12 pts.

Damage: 10

Resist: Willpower
AOE: 20 Meters (Chat Range)

  • Affects all those except the Vampire using this skill.

Duration: Those effected will feel the effects for the duration of the scene.
Permanent Affects:

  • +5 Mental attack

Description:
A vampire possessing this power can shorten tempers and bring old grudges or arguments to the surface with a minimum of effort. Spark of Rage causes heated disagreements and fights to erupt, and can even send other Vampires or Garou into frenzy.

Creatively used, this skill can turn dinner parties into bar brawls and have trained soldiers in combat devolve into fist fights among comrades and allies.

System: 
The Player spends 12 points of Energy/Blood and makes a successful roll. All Players (PC and NPC) must make a roll to resist the effects. Those who successfully roll to resist will be completely unaffected and none the wiser that such influences on them were attempted.

Those who fail their roll to resist will suffer 10 points of damage, plus:

  • Humans will feel the heat of anger rising in their blood. If they are with people they know, any old grudges and arguments will bubble back to the surface. If there are none, they will begin to pick verbal fights with each other over seemingly small things (such as using the wrong fork at dinner, wearing too much perfume, double dipping a tortilla in the salsa, breathing too loudly, etc.)
  • Vampires will act the same as humans, but will need to make a second successful roll vs. their Willpower or succumb to Frenzy. (Dif 70)
  • Garou under this influence must make another successful roll vs. their Willpower (Dif 70) or have an additional three points of Rage added to their Rage Meter. If this puts them at 10 or more points, they will immediately Frenzy.

NOTE: A Botch by the vampire using Spark of Rage sends the invoking character into immediate frenzy.

Any characters who fail their roll and the 10 points of damage completely deplete their Health will fall unconscious and retain 1 HP.


: Presence 7 - Bloodlust (Buff)   

Base Roll: 90
Mod: Mental Skill, Physical Attack
Energy/Blood Cost: 12 pts.

Damage: 10

Resist: Willpower
AOE: 10 Meters (only affects the vampire and the Vampire's group/allies)
Duration: Scene.
Permanent Affects:

  • +5 Physical Defense

Description:
When used before or during combat, this skill allows your very presence to whip your allies into a raging horde of Berserkers that jump into battle and are oblivious to their own wounds. 

System:
For the duration of the scene, everyone in the Vampire's group (except the Vampire using this skill) gains the following temporary Buffs for the duration of the scene:

  • +10 Initiative
  • +10 Physical Attack
  • +5 Physical Defense

: Presence 8 - Starmaker (Mental Skill)   

Base Roll: 100
Mod: Mental Skill, Mental Attack, Willpower
Energy/Blood Cost: 16 pts.

Damage: 0

Resist: n/a
AOE: one selected person
Duration: Scene.
Permanent Affects:

  • +5 Physical Attack
  • +5 Physical Defense

Description:

This skill takes the form of either a Gift, or a Curse; the intent of which is determined by the Vampire using it, as well as how the Target is attempting to portray himself.

Whether gift or curse, the powerful vampire using this skill has the ability to make or break another simply by wishing it so. The vampire can cast an aura about another person that radiates out from him and effects everyone within a 20 meter radius, and those who see or hear him over electronic media. Affected individuals around the target will treat him as though he is a celebrity and be in awe of him. Or, find everything the Target says or does so hilarious they can barely stop laughing long enough to breathe.

System:
The Player identifies the Target, and the intent of the skill (Awe or Comedy) in Group Chat, then spends 16 points of Energy/Blood and makes a successful roll. 

While there is no Resist for the Target to avoid exuding the effects of Starmaker, on his next turn everyone (except the Vampire using this skill) within a 20 meter visual radius must make a roll modified by their Mental Defense (Dif 70) or be under the following influences for the duration of the scene:

  • Awe:
    The target becomes exceptionally attractive heartthrob, exuding talent and sex appeal. If the Target is giving a performance or speech, those around him are enthralled and cannot take their eyes off of him. Every word has intense meaning and personally speaks to those in the room. If the Target entreats them to a particular action, suggestion or opinion, the audience is eager to believe and/or support him. Even the Target's harshest critics find it impossible to deny or disagree with him.

    For the duration of the scene, the effects are very similar to a mild version of a Vampire's blood bond with the entire room. Anyone not under the Target's influence who raises a hand or word against the target is immediately shouted down and defended by his new admirers. Even after the scene has ended, those who failed their Resist roll will have pleasant memories of the evening and a residual positive impression in reference to the Target. However, any physical damage or harm done during the scene will be remembered during the following day.

  • Comedy:
    The Target is the funniest man alive. Everything he says and does is like watching a one-man comedy show that's so funny it brings tears to the eyes of those in the room. Most of those under the influence of this skill in the room will treat the scene as if they are watching a brilliant improv performance.

    If the Target is speaking on a serious or normally unfunny topic, those in the room will treat it like Satire or comedic sarcasm. If the Target is insulting or critical, they will treat it like a Roast.

    Any important points the Target tries to make will be drowned out in laughter. Those about the Target will only remember how funny the Target was. While nothing the Target says or does will be taken seriously, any physical damage or harm done during the scene will be remembered the following day.

NOTE:  The effects of Starmaker translate across visual electronic media during live performances only. As long as the viewer can hear or see the Target, they will need to roll to resist or also feel the effects.


FORTITUDE

Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.

System: 
A character’s rating in Fortitude adds to his Physical Defense. This helps in avoiding taking damage during combat, as well as other damage associated with falling or other physical trauma. The first four levels in Fortitude add +5 to the Character's Physical Defense ratings, making it more difficult to land a blow that does any damage.

: Fortitude 1 - Resilience (Buff)

Permanent Affects: 
+5 Physical Defense


: Fortitude 2 - Toughness (Buff)

Permanent Affects: 
+5 Physical Defense


: Fortitude 3 - Fortify 1 (Buff)

Permanent Affects: 
+5 Physical Defense


: Fortitude 4 - Resilience (Buff)

Permanent Affects: 
+5 Physical Defense


: Fortitude 5 - Personal Armor (Buff)

Base Roll: 0
Energy/Blood Cost: 0
Damage: 0
Mods: 
Mental Attack, Mental Skill
Resist: None
Duration: Passive

Permanent Affects: 

  • Non-Magical Weapons that hit you have a 30% chance of breaking.
  • Hand-to-hand blows that hit you have a 30% chance of delivering damage to your attacker. 
  • Bullets that hit you have a 30% chance to ricochet and hit the person closest to you. opponent. 
  • +10 Physical Defense
  • +5 Initiative

Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one’s attacker and break it. That’s where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.

System: 
This passive ability is always active and does not require a roll or the expenditure of Energy/Blood points. Every time you fail to defend and take damage from a non-magical melee weapon (bullets and other projectiles are excluded), the weapon has a 30% chance of breaking. The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process. A hand-to-hand attack causes the attacker to suffer 3 HP of damage.

Melee Weapons:

  • The Vampire takes the normal damage
  • The Player makes a second roll to determine if the attacker's weapon was broken
  • Unmodified rolls of 70+ means the weapon was broken.

Hand-to-Hand Combat:

  • The Vampire takes the normal damage
  • The Player makes a second roll to determine if his attacker takes physical damage from the blow
  • Unmodified rolls of 70+ means the opponent takes 3 HP of automatic physical damage from hitting your rock-hard flesh.

Guns:

  • The Vampire takes the normal damage from bullets
  • The Player makes a second roll to determine if the bullet has ricocheted off your metal-like body and hit the person closest to you.
  • Unmodified rolls of 70-95 means the person closest to you (not including your attacker) takes 3 HP of automatic physical damage from hitting your rock-hard flesh. Rolling a unmodified 96+ means the bullet ricochets off you and hits your Attacker for 3 HP of damage.

: Fortitude 6 - Enduring Beasts (Buff)

Base Roll: 90
Energy/Blood Cost: 12
Damage: 8
Mods: 
Mental Attack, Mental Skill, Willpower
Resist: None
Duration: Affects one person

Permanent Affects: 

  • +5 Physical Defense

Temporary Affects:

  • One person of the Player's choosing shares +20 Physical Defense (see roll chart)

Description:

It’s one thing to laugh off bullets, rather another to watch the ricochets mow down everyone around you. Many Kindred have wished, at one time or another, that they could lend their monstrous vitality to those around them. Those few vampires who have mastered Shared Strength can — if only for a little while.

System: 
The Player spends 8 pts. of Energy/Blood and makes a successful roll. The Player's Character targets one person of their choosing by pressing a drop of their blood to the recipient's forehead to transfer a portion of his Fortitude. This person gains +20 Physical Defense for the duration of the scene. There is no limit to how many people the Vampire can use this ability on, but this ability must be used individually on each person, requiring a successful roll and the expenditure of 12 Energy/Blood points.

Furthermore, the Vampire must mark his target by pressing a drop of his blood onto the target’s forehead. This stain remains visible as long as the power is in effect. This can be done in advance of a battle since the effect comes into play during combat, but only last the number of turns based on the Player's initial roll to activate this ability.

Roll Chart:

1-10: Botch! The Vampire is incapable of attempting this ability again on any other person for the duration of the scene.

11-89: You place a drop of your blood on the forehead of the Target. It smears across his skin and leaves a sticky stain. But that's about it.

90-95: The Target receives a +20 Physical Defense boost for two combat turns

96-100: The Target receives a +20 Physical Defense boost for three turns.

101-105: The Target receives a +20 Physical Defense boost for four turns.

105+: The Target receives a +20 Physical Defense boost for the duration of the scene.


: Fortitude 7 Sensory Shield (Defense)

Base Roll: 100
Energy/Blood Cost: 14
Damage: 8
Mods: 
Mental Skill, Willpower
Resist: None
Duration: Affects one person

Permanent Affects: 

  • +5 Physical Defense
  • +15 Mental Defense
  • +5 Mental Skill

Temporary Affects:

  • The Player's Character or one person of the Player's choosing is immune to mental attacks for two turns.

Description:

A vampire of this level has learned to fortify his mind, if only temporarily, as he fortifies his body. If the Vampire so chooses, he can project this fortification to any other of his choosing.

System:
The Player spends 14 pts. of Energy/Blood and makes a successful roll. The Player can select his Character to receive this ability, or he can have his Character select another to receive the benefits. For two full turns, the recipient is immune to all forms of mental attack.


: Fortitude 8 Curse The Laurel (Defense)

Base Roll: 80
Energy/Blood Cost: 14
Damage: 8
Mods: 
None
Resist: None
Permanent Affects: 

  • +5 Physical Defense
  • +15 Mental Defense
  • +5 Mental Skill

Description:

Staking a vampire in the heart instantly causes the kindred to fall into a death-like state called torpor. A Vampire who is a Master of Fortitude has the amazing ability to slowly move stakes from his heart even while torpored. Vampires of lesser skills will remain in a state if torpor until someone releases him by removing the stake. Curse The Laurel gives Vampires the ability to push the stake from their bodies and release themselves over time.

System:
If a Player's Character has been staked in the heart, that Character will fall into Torpor. While the Character is in a torpored state, he cannot move, speak, or use any other ability except for Curse The Laurel. Each turn, the Player may make an unmodified roll to dislodge the stake in his Character's heart.

The Player spends 14 Energy/Blood points and makes a successful roll. The stake then begins to push out of the Vampire's body over the course of three turns. At the end of the third turn, the Player's Character will regain consciousness and act as normal.

If the Player does not make a successful roll, then the Character will remain torpored until a successful roll is made, or another character pulls the stake from his heart.


DOMINATE

Dominate is one of the most dreaded of Disciplines. It is a vampire’s ability to influence another person’s thoughts and actions through her own force of will. Dominate requires that the vampire capture her victim’s gaze. As such, it may be used against only one subject at a time. 

Further, commands must be issued verbally, although simple orders may be made with signs. For example, a pointed finger and forceful expression to indicate “Go!” However, the subject won’t comply if he can’t understand the vampire, no matter how powerful the Kindred’s will is.

Perhaps unsurprisingly, vampires to which Dominate comes naturally tend to be from willful, domineering Clans. The Giovanni, Lasombra, Tremere, and Ventrue all consider an iron will to be a boon, and are eager to impose that iron will on any who would move against them.

While considered to be one of the more powerful of the Cainite abilities, there are two factors that must be present before it can be used on a victim:

  1. The user must meet the eyes of the target and must speak in a language that is clearly heard and understood by the target.

  2. Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature

Using Dominate is often considered very heavy-handed, hardly appropriate within what passes for polite vampiric society and typically used by those who cannot assert their will by other means. However, it tends to be favored by vampires of age and status as an efficient means of enforcing their authority.


: Dominate 1 - Command (Attack)   

  • Base Roll: 60
  • Energy/Blood Cost: 3
  • Damage: 0
  • Mods: Willpower 
  • Resist: Willpower can be rolled each turn to resist
  • Duration: Three Turns
  • Permanent Affects: 
    • +5 Mental Skill

Description: 
The vampire locks eyes with the subject and speaks a one-word command, which the subject must be obey instantly. The order must be clear and straight forward: run, agree, fall, yawn, jump, laugh, surrender, stop, scream, follow. 

If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like “die” is ineffective.

The command may be included in a sentence, thereby concealing the power’s use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander — or even the victim —may notice the emphasis. Still, unless she’s conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action to bizarre coincidence.

System: 
The Player makes a successful roll. If the target fails their Resist Roll, they will follow the command to the best of their ability. The Command lasts for a total of 3 Turns. Each turn, the Target may again choose to resist. A successful resist negates the Command for the remainder of the turns. However, the Vampire may use another turn to reassert the Command if he/she/they choose.

Remember, too, that being commanded to act against one’s Nature confounds the use of this power. Being told to “sleep!” in a dangerous situation or “attack!” in police custody may not have the desired effect, or indeed, any effect at all.


: Dominate 2 - Mesmerize (Mental Skill)   

  • Base Roll: 70
  • Energy/Blood Cost: 2
  • Damage: 0
  • Mods: Willpower, Mental Skill 
  • Resist: Willpower 
  • Duration: For the duration of the scene, or until a request has been fulfilled
  • Permanent Affects: 
    • +5 Mental Attack
    • +5 Mental Skill
    • +5 Initiative

Description: 
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject’s subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to be effective.

The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, though the two need to maintain eye contact only as long as it takes to implant the idea.

Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone’s habits and relaying that information at an appointed time). It is not useful for planting illusions or false memories (such as seeing a rabbit or believing yourself to be on fire). 

A subject can have only one suggestion implanted at any time. 

System: 
The Player makes a successful roll. If the Target fails their roll, the suggestion takes hold in the victim’s subconscious. The subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to steal a car). To determine how strong of a suggestion the Vampire is able to implant, see the Roll Chart below

ROLL CHART

1-10: Botch! The target reacts negatively to the Vampire and no further attempts at using Mesmerize can be used on that subject for the duration of the scene. 

1-69: No effect at all. The Target may react normally.

70-79: The Target has a predisposition to listen amicably and  to agree to reasonable requests or accept logical information. The Target cannot be forced to do anything that seems strange to him/her/them. They would probably not jump up and down on the hood of their car, but they would easily let you look at the contents of their wallet or agree to walk into a store and purchase a pack of cigarettes for the Vampire.

80-95: There is a strong imperative in the command and the Target will immediately comply unless following it immediately physically endangers the subject. For example, the Vampire can Command a small man to attack a 350lb professional wrestler, but could not force the target to put a gun to their own head and pull the trigger. 

96+: The Target is enthralled with the Vampire and treats them like a trusted friend who will follow virtually any instruction, even if it potentially puts them in mortal danger. If the Vampire tells the Target to put a gun to their own head and pull the trigger, the Target has three chances to resist the command. However, be mindful of how you use this power. Killing indiscriminately always has repercussions. 

NOTE: If a vampire tries to Mesmerize a subject before the Target fulfills a previously implanted directive, the command that had the highest roll always wins. If the rolls were equal, the newer command supplants the old one.


: Dominate 3 - The Forgetful Mind (Mental Attack)   

Base Roll: 70

Energy/Blood Cost: 6

Damage: 0

Mods: Willpower, Mental Skill 

Resist: Willpower 

Duration: For the duration of the scene, or until a request has been fulfilled

Permanent Affects:

  • +5 Mental Attack

Description: 
After capturing the subject’s gaze, the vampire delves into the subject’s memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. 

The degree of memory alteration depends on what the vampire desires. He may alter the subject’s mind only slightly (quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire) or utterly undo the victim’s memories of her past.

The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim’s subconscious mind resists the alteration. A simplistic or incomplete false memory (“You went to the movies last night”) crumbles much more quickly than does one with more attention to detail (“You thought about texting your girlfriend while you were in line at the new movie theater, but you knew you’d have to turn your phone off once you got inside. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.”).

Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It’s a relatively simple matter to rifle through a victim’s psyche and rip out the memories of the previous night without knowing what the subject did that evening. Doing so leaves a gap in the victim’s mind, however a hole can give rise to further problems down the road or even leave a breadcrumb trail of evidence that the memory was removed.

The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject’s original thoughts held. As such, this power isn’t always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. 

Even so, months or years may pass before the subject regains enough of her lost memories to make sense of the fragments. A vampire can also sense when a subject’s memories were altered through use of this power, and even restore them, as a hypnotist draws forth suppressed thoughts.

System: 
The Player makes a successful roll. If the Target fails to resist, the target is pacified for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward the Target. How many modifications the Vampire is capable of performing on the Target is determined by the strength of their successful roll.

ROLL CHART

1-10: Botch! The target reacts with hostilityo toward the Vampire and will make any excuse to leave.

11-69: Nothing happens. This Target's mind is closed to you on this attempt, however you may try a different tactic on your next turn.

70-75: May remove a single memory; lasts one day

76-79: May remove, but not alter, a memory permanently

80-85: May permanently make slight changes to a single memory

86-89: May permanently alter or remove entire scene from subject’s memory

90+: May reconstruct entire periods of subject’s life. OR, may restore removed, tampered and/or false memory implants in a subject. The Vampire Character's level of Dominate must be equal to or higher than that of the Vampire who made the alteration.


NOTE: Vampires with skill levels in Dominate cannot use The Forgetful Mind to restore their own memories if they were stolen in such a way.


: Dominate 4 - Conditioning (Attack)   

Base Roll: 80

Energy/Blood Cost: 8

Damage: 2

Mods: Willpower, Mental Skill, Mental Attack

Resist: Willpower (see System)

Duration: Permanent (see System)

Special: 2 Day Cooldown (see System)

Permanent Affects: 

  • +5 Mental Attack
  • +5 Mental Skill

Description: 
Through sustained manipulation slowly over the course of time, the vampire can make a subject entirely pliant to the Kindred’s will. With each failure to resist, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. 

Because this effect is amplified by the increased gravitational pull of the Full Moon, it is typically advised to begin this process on the first, second or third day of any Full Moon. (For simplicity, In DOD the full moon occurs the first, second and third of every month.)

Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish, depending on how weak the Target's mind is or how receptive they already are to the Vampire. This can take less than a week, to a full month. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ continued loyalty. 

Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way can lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.

System: 
To effectively and fully condition a Target's mind, the Player must:

  • Make FIVE (5) successful rolls within a single calendar month AND,

  • The Target must have failed to resist each of those five successful rolls during roleplay. After the fifth failed roll by the Target, the effects to be relatively permanent*, as long as the Vampire has physical contact with the Target once every 7 days.
  • The Player's successful rolls DO NOT need to be successive. Of all the rolls they attempt, five must be successful AND the Target must fail to resist them.

    • NOTE: However, should the Target only fail several of the rolls but not all five, he/she/they are still under a certain level of permanent influence but are not considered totally lost to the Vampire. SEE ROLL CHART

 

Each of these rolls by the Vampire Player Character can only be done once in a 24 hour period. This constitutes a 1 day cooldown to:

  1. Allow the Character's Target to mentally adjust to the Vampire's growing authority over them, OR 
  2. Allow the Character's Target to again be receptive to the conditioning.

If the Vampire's Player does not make a successful roll, the Target does not need to attempt to resist since the Vampire failed to exert an adequately influence the Target. The Target will not be aware that such influence was even attempted.

If within a calendar month the Player fails to make all five successful rolls where the Target failed to successfully resist, then the process is at an end and the Target can only be influenced up to their last failed roll (if any of the Target's rolls failed). See Roll Chart.

ROLL CHART: 
(mods are non stacking)

  1. First Failed Roll to Resist:
    The Target has a positive outlook in regards to the Vampire and views that Kindred favorably. They don't know why they do, but they just have a good feeling toward them and will respond amiably. However, they are still under their own free will.
  2. Second Failed Roll to Resist:
    The Target is happy to do the Vampire any "favors," though they are still under their own autonomy and do not feel unable to refuse if the favor is dangerous or is something that goes against their character.
    • +5 Willpower when rolling to resist any other Vampire's influence, or other being's attempt at controlling the target 
    • -5 Willpower in regards to any roll made to resist the conditioning Vampire.
  3. Third Failed Roll to Resist:
    The Target finds it very difficult to resist the Vampire's influence and may attempt to find reasons to be in his/her/their company given the opportunity. The Target may look for ways to be of interest or help to the Vampire in the hopes of furthering the friendship. This of course is by their own choice and they may still yet refuse a request.
    • +10 Willpower when rolling to resist any other Vampire's influence, or other being's attempt at controlling the target
    • -10 Willpower in regards to any roll made to resist the conditioning Vampire.
  4. Fourth Failed Roll to Resist:
    The Target actively looks to be in the Vampire's company, even going so far as to ask the Vampire how they can be of help to him/her/them. The Target feels pleased and perhaps even relieved if given a task to perform. If the request is not unreasonable or does not put the Target's life in immediate danger, they will typically be agreeable. While the Target is very willing, they may still choose to resist obeying a request.
    • +15 Willpower when rolling to resist any other Vampire's mental influence, or other being's attempt at controlling the target.
    • -15 Willpower in regards to any roll made to resist the conditioning Vampire.
  5. Fifth Failed Roll to Resist:
    Upon the final failed roll to resist, the Target falls so far under the vampire’s influence that the Kindred need not make eye contact or even be present to retain absolute control. The subject does exactly as he/she/they is told (including taking actions that would result in injury or even death), as long as the Target's master can communicate verbally with them. No command roll is necessary unless the subject is totally isolated from the vampire’s presence (in a different room, over the phone). Even if a command roll fails, the target will still likely carryout part of the orders given, simply because her master wishes it and the Target finds great pleasure in fulfilling those desires.
    1. +20 Willpower when rolling to resist any other Vampire's mental influence, or other being's attempt at controlling the target.
    2. -20 Willpower in regards to any roll made to resist the conditioning Vampire.
    3. -20 Willpower in regards to any roll made to mentally influence the Target in any way that would have the Target harm or betray the Vampire.
    4. The Target will lose much of their independent or creative/problem-solving thought, choosing to stick to the letter of commands than risk failing to comply. 
    5. The Target may lose sleep and their appetite over worrying that they will lose the favor of the Vampire and no longer be of useful service if they do not see the Vampire often. This can give them a drawn, pale and emaciated appearance.


Breaking Conditioning
It is possible, though difficult, to shake Conditioning. The subject must be separated entirely from the Vampire to whom she was in thrall. This period of separation varies depending on the individual, but the Storyteller may set it at six weeks, less a number of weeks equal to the subject’s permanent Willpower rating (so a person with 4 Willpower must stay away from the vampire for two OOC weeks ). 

The subject regains her personality slowly during this time, though she may still lapse into brief spells of listlessness, despair, or even anger. If the vampire encounters the target before that time passes, a single successful roll to reestablish Command (difficulty of the target’s current Willpower Mod) on the part of the Vampire can completely reassert the dominance.

If the subject makes it through the time period without intervention by her master, the target regains her former individuality. Even so, the vampire may reestablish conditioning more easily than the first time, since the subject is now predisposed to falling under the Kindred’s mental control. New attempts require only three successes that coincide with the Target's failed rolls than the last bout of conditioning did (which means the subject reaches the threshold for reduced difficulties sooner, as well).  

*Permanent means how long the Target will be under the Vampire's command unless the conditioning deteriorates or somehow erased by another Vampire, or other supernatural mind-control means.

: Dominate 5 - Possession (Attack)   

  • Base Roll: 100
  • Energy/Blood Cost: 8
  • Damage: 3
  • Mods: Willpower, Mental Attack
  • Resist: Willpower 
  • Duration: Until the Vampire decides to leave or is expelled.
  • Permanent Affects: 
  • +5 Mental Attack
  • +5 Physical Defense
  • +5 Mental Skill

Description: 
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 Player makes a successful roll. If the Target fails their roll to resist, the Vampire will fall into a torpor state and take possession of the Target's body. While in the body of the Target, the Vampire will no longer be affected by sunlight and will be able to speak with the host's own voice. While the Vampire will retain his/her/their own mental skills and abilities, they will not have access to the host's memories or knowledge and are restricted to the physical abilities and limitations of the host's body.

 If the vampire leaves the mortal shell (by choice, through supernatural expulsion or after sustaining significant injury), his consciousness returns to his physical form in an instant.

Once freed from possession, the mortal Target 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. 

While the Vampire does not incur and actual physical damage experience by the host's body, the Vampire DOES experience any damage or repercussions from Mental Attacks. The only exception to this is If the mortal dies before the vampire’s soul can flee from the body, in which case the Vampire succumbs to torpor. Presumably this is in sympathetic response to the massive trauma of death. 

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 Willpower + Mental Skill (difficulty 80) 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. The mortal, however, regains consciousness and becomes awakens to the horror of becoming a vampire.


: Dominate 6 - Chain the Psyche (Debuff)   

  • Base Roll: 100
  • Energy/Blood Cost: 8
  • Damage: 10 HP
  • Mods: Mental Attack, Mental Skill, Willpower
  • Resist: None
  • Permanent Affects: 
    • +10 Mental Attack
    • +5 Mental Skill
    • +10 Initiative

Description: 
Not content with merely commanding their subjects, some elders apply this power to ensure obedience from recalcitrant victims. Chain the Psyche is a Dominate technique that inflicts incapacitating pain on a target who attempts to resist the Vampire’s commands.

System: 
The Player spends 8 Energy/Points identifies the Target, and makes a successful roll. If the Target attempts to resist (aka: rolls to resist, whether successful or not) the vampire’s implanted commands or to recover stolen memories causes intense pain and 10HP of damage. 

When such an attempt is made, the Storyteller rolls the character‘s Manipulation + Intimidation (difficulty equal to the subject’s Stamina +Empathy). Each success equals one turn that the victim is unable to act, as she is wracked with agony. Each application of Chain the Psyche crushes a number of resistance attempts equal to the character’s points in Willpower. 

For Example: The Vampire uses Chain the Psyche on the Mayor of the city, for whom he has already successfully placed a level 3 Command upon. The Mayor attempts to resist the Vampire's command to fire the Chief of Police. Whether or not his roll fails or succeeds, the Mayor suffers 10 HP of damage. Since the Vampire has 4 points purchased in Willpower, the Mayor will suffer this same fate for the following 3 attempts to resist the Vampire's commands of him.


: Dominate 7 - Mass Manipulate (Area of Effect)   

  • Base Roll: 100
  • Energy/Blood Cost: 18
  • Damage: 10 HP
  • Mods: Mental Attack, Willpower
  • Resist: Willpower
  • Permanent Affects: 
    • +10 Initiative

Description: 
A truly skilled elder may command small crowds through the use of this power. By manipulating the strongest minds within a given group, a gathering may be directed to the vampire’s will. The Sheep always follow the leader.

System: 
The Player declares he wishes to use this skill when roleplaying within a group (three or more people) he desires to control or influence. The person with the strongest Willpower within the group is identified. If there is a tie, the Storyteller will select the Target Character to make the roll for the group.

The Player then spends 18 Energy/Blood points, makes direct eye contact with the Target Character, then makes a successful roll. The identified Target Character in the group with the highest Willpower rolls to resist. If he makes his roll to resist, the Vampire's attempt to use Mass Manipulate fails and no one in the group can be manipulated.

If the Target Character fails his roll, how many others in his group who are affected depends on how badly he rolled. See Roll Chart below.

Those under the influence of the Vampire's Manipulation will be amicable with the Vampire and very open to his opinions and suggestions. While the Vampire can make a good case for starting a bar fight or a flash mob, he cannot directly suggest that the group do direct harm to themselves. The suggestions should have some type of rational basis...even if they are illogical.

ROLL CHART:
How many points below the Vampire's Manipulate roll the Target Character Rolls determines how many others in his group will also feel the full affects of the Manipulation. The Player's Vampire choses the additional person.

  • 1-5 points below: 1 other person 
  • 6-10 points below: 3 other people 
  • 11-20 points below: 5 other people
  • 21-50 points below: 6 other people
  • 51+ points below: 7 other people
  • BOTCH! Rolling a natural 1-10 will have everyone in the group energetically fall under the Vampire's Manipulation. Plus, the Target Character who rolled the botch will vigorously agree with the Vampire no matter how ridiculous or illogical the Vampire's point of view is. He will also heartily encourage all others to rally around the Vampire. What a great guy!

: Dominate 8 - Oberon's Grail (Attack)   

  • Base Roll: 140
  • Energy/Blood Cost: 22
  • Damage: 15 HP
  • Mods: Mental Attack, Mental Skill, Willpower
  • Resist: Willpower, Mental Defense
  • Permanent Affects: None

Description: 
While challenging, a powerful Vampire can completely dominate an unresisted mind and wipe it clean of the last 24 hours. Like a surgeon with a laser scalpel, the Vampire cuts out the specific time range of memories. Anything that was learned or that occurred in  in the past 24 hours is forgotten and the Target loses an entire day of their life with no clue as to what transpired or where they were (think Alien abduction cases). While the memories are removed, the Target experiences sudden and intense deal of pain as though being stabbed with an icepick in the back of their head. 

System:
The Player's Character makes direct eye contact and spends 22 points of Energy/Blood points. He then makes a successful roll. If the Target fails to resist, the memory of the last 24 hours is wiped from their mind. This removes any skills learned during that specific 24 hours, any mental commands (or resulting mental trauma/damage) since those events will simply not have happened.

NOTE: This only effects memories and acquired information that happens in roleplay. This does not effect a Player having purchased skills using Experience Points. However, it DOES apply to any roleplay where the Target was taught a skill by another player in roleplay. If this is a qualifier for having an RP reason for the skill, that RP session will need to be done again. IF this causes problems for the Target Player, contact an Admin and your XP will be refunded.

Lost Forever???
While it is possible to regain some of those memories with the help of certain other vampiric or supernatural skills (determined by the Storyteller), Oberon's Grail physically tampers with specific brain functions making total recall impossible. Because of this, it is possible to remove the Commands of other Vampires (either on purpose or by accident) IF those commands were issued within those 24 hours which are now lost. (Storyteller's discretion.)