IN A VIOLENT SETTING: The vampire get out of any and all engagements. pauses to toy with a mortal opponent, IN A VIOLENT SETTING: The vampire RECOVERING WILLPOWER basking in their superiority, instead of tries to end or escape the danger by any ■ At the beginning of a session, a character focusing on the objective. means, whether running or begging for can remove an amount of Superficial IN A SOLITARY SETTING: The vampire their unlife. damage up to their Composure or Resolve IN A SOLITARY SETTING: The vampire (use highest) from their Willpower track. becomes obsessed with accomplishing sees threats where none exist, lashing Exception: a session that ends on a their objective in a novel way, proving cliffhanger. HUNGER EXAMPLES: their superiority to themselves and the out and fleeing, fixating on random ■ At the Storyteller’s discretion, once per IN A SOCIAL SETTING: Instead of world. occult symbols or weird coincidences. session, a character who definitively acts to questioning the mortal witness, the SPENDING WILLPOWER further their Desire may immediately HARM EXAMPLES: vampire moves the situation toward a recover 1 point of Superficial Willpower IN A SOCIAL SETTING: A smooth ■ To re-roll up to three regular dice, (not seduction. damage. introduction goes sour as the vampire Hunger dice) in any dice pool except ■ At the Storyteller’s discretion, a character IN A VIOLENT SETTING: The vampire starts to harass and psychologically when the rules specifically exclude who plays out a messy critical, a bestial discards their weapon, throwing torture the subject. Willpower re-rolls: rolling tracker pools, failure, a frenzy, or a Compulsion in a themselves headfirst into a grapple, IN A VIOLENT SETTING: Instead of engaging in a One-Roll Conflict, etc. sufficiently dramatic way can recover one or determined to feed. leaving an incapacitated adversary, the ■ To take control of your character for more Superficial Willpower damage. IN A SOLITARY SETTING: The vampire ■ At the Storyteller’s discretion, a character vampire gleefully starts tearing into the one Turn during frenzy or when under decides they need a break and just can recover one or more points of unconscious opponent. the influence of supernatural coercion, happens to end up at a sweaty Aggravated Willpower damage when acting IN A SOLITARY SETTING: Annoyed at a such as Dominate or Presence. nightclub. to significantly benefit a Touchstone or minor inconvenience, the vampire takes ■ To perform minute movements uphold a Conviction against their own best DOMINANCE EXAMPLES: a baseball bat to their expensive (twitch a finger, open your eyes) while interest. IN A SOCIAL SETTING: The vampire turns computer. impaled with a wooden stake through ■ At the end of a session in which the a civil conversation into a one- the heart. character has actively worked toward their PARANOIA EXAMPLES: ■ To ignore Health damage penalties, upmanship exercise, alienating the Ambition, they recover one point of IN A SOCIAL SETTING: The vampire Including Impairment, for one turn. Aggravated Willpower damage. person whose trust they sought to Healing Health and Willpower – pg. 127 CLAN COMPULSIONS: secrets with others, except in strict trade for greater Mending – pg. 218 Brujah: Rebellion ones. Messy Critical – pg. 207 The vampire takes a stand against whatever or All actions not spent working toward learning a Bestial Failure – pg. 207 secret, no matter how big or small, receive a two- whomever they see as the status quo in the Bite Attacks – pg. 213 situation, whether that’s their leader, a viewpoint dice penalty. The Compulsion ends when the Blush of Life – pg. 218 Awakening/Staying Awake – pg. 219 expressed by a potential vessel, or just the task they vampire learns a secret big enough to be considered Frenzy – pg. 219 were supposed to do at the moment. useful. Sharing this secret is optional. Sunlight – pg. 221 Until they’ve gone against their orders or Toreador: Obsession Fire – pg. 221 expectations, perceived or real, the vampire Enraptured by beauty, the vampire becomes Decapitation – pg. 221 receives a two-dice penalty to all rolls. This temporarily obsessed with a singular gorgeous thing, Stakes – pg. 221 Compulsion ends once they’ve managed to either able to think of nothing else. Torpor – pg. 223 Pick one feature, such as a person, a song, an make someone change their minds (by force if Sample Dyscrasias – pg. 230 necessary) or done the opposite of what was artwork, blood spatter, or even a sunrise. Ghouls – pg. 234 Humanity/Stains/Remorse – pg. 239 expected of them. Enraptured, the vampire can hardly take their Disciplines Gangrel: Feral Impulses attention from it, and if spoken to, they only talk Animalism – pg. 244 Returning to an animalistic state, the vampire about that subject. Any other actions receive a two Auspex – pg. 248 regresses to a point where speech is hard, clothes dice penalty. This Compulsion lasts until they can no Blood Sorcery – pg. 272 are uncomfortable, and arguments are best settled longer perceive the beloved object, or the scene Celerity – pg. 252 with teeth and claws. ends. Dominate – pg. 256 For one scene, the vampire gains a three dice Tremere: Perfectionism Fortitude – pg. 258 penalty to all rolls involving Manipulation and Nothing but the best satisfies the vampire. Anything Obfuscate – pg. 260 Potence – pg. 264 Intelligence. They can only speak in one-word less than exceptional performance instills a Presence – pg. 266 sentences during this time. profound sense of failure, and they often repeat Protean – pg. 269 Malkavian: Delusion tasks obsessively to get them “just right.” One Roll Conflict – pg. 294/298 Their extrasensory gifts running wild, the vampire Until the vampire scores a critical win on a Skill roll Advance – pg. 296 experiences what might be truths or portents, but or the scene ends, the vampire labors under a two- Maneuver – pg. 297 dice penalty to all dice pools. Reduce the penalty to what others call figments of imagination, dredged Block – pg. 297 up by Hunger. one die for a repeated action and remove it entirely All-Out Attack– pg. 298 All-Out Defense– pg. 297 While still functional, the vampire’s mind and on a second repeat. Minor Actions – pg. 298 perceptions are skewed. They receive a two-dice Ventrue: Arrogance Classic Initiative – pg. 300 penalty to rolls involving Dexterity, Manipulation, The need to rule rears its head in the vampire. They Surprise Attacks – pg. 300 Composure, and Wits as well as on rolls to resist stop at nothing to assume command of a situation. Close Combat/Grappling – pg. 301 terror frenzy, for one scene. Someone must obey an order from the vampire. Any Ranged Combat/Cover – pg. 302 Nosferatu: Cryptophilia action not directly associated with leadership Called Shots – pg. 302 receives a two-dice penalty. This Compulsion lasts The need to know permeates the vampire. They Crippling Injuries – pg. 303 become consumed with a hunger for secrets, to until an order has been obeyed, though the order Social Conflict – pg. 304 Hunting/Predator Pools – pg. 307 know that which few or no one knows, almost as must not be supernaturally enforced, such as strong as that for blood. They also refuse to share through Dominate.