Dominate (VTM)

Basic Dominate powers
Dominate is a discipline that uses mind control to make victims think or act according to the vampire's whishes. This discipline typically requires eye contact, so only one person can be affected at a time. How long this control lasts depends on the specific power being used. Comands are issued verbally or by signs (such as pointing). The subject must understand the command for it to work.

Powers: 1. Command; the vampire can use a simple one-word command to make a victim perform an action. 2. Mesmerize; the vampire can now verbally implant a false thought or hypnotic suggestion in a target's mind. 3. The Forgetful Mind; the vampire uses something akin to hypnotism to steal and/or alter a subjects memories. 4. Conditioning; with sustained manipulation the vampire makes the subject a ready recepticle to his will, and shields him from the same control by other supernaturals. 5. Posession; the vampire can now take over a subject's body, while his own lies in a torpid state.

(Source: VTM Corebook, p. 156-160)

Advanced Dominate powers
Vampires of sufficient generation can attain even higher discipline levels. With Dominate there is also an added bonus: the vampire can cancel out the effects of the merit Iron Will. When a there are multiple listings for one level of the discipline, each has to be bought separately at the normal experience point cost.

Advanced Powers: 6. Chain the Psyche; persons subjected to this treatment will suffer incapacitating pains if attempting to break the commands of the vampire. 6. Loyalty; commands are now embedded so deeply it becomes virtually impossible for other vampires to break these commands. 6. Obedience; the vampire may choose to use skin contact instead of eye contact to dominate his victims. 7. Mass manipulation; the vampire can now command small crowds instead of one person at a time. 7. Still the Mortal Flesh; usable on both vampires and mortals both (even though the title may suggest otherwise), this power enables a vampire to influence the bodily functions of his victims, stopping the heart or cutting off senses. 8. Far Mastery; a vampire can now use dominate on any victim he is familiar with, regardless of distance, at any time. 9. Speak Through the Blood; this allows a vampire to command every vampire whose lineage returns to her, without even ever having met the subject.

(Source: VTM Guide to the Camarilla, p. 88-90)

Clan specific powers
6. Oberon's Grail (Tremere); the Forgetful Mind can only remove or alter small sections of memory, but Oberon's Grail has no such limitations, erasing entire nights. (Clanbook Tremere, p.88/89)