gain.
treats everyone with suspicion, trying to
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.