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Compulsion

Compulsions can occur on a Vampire from a variety of sources, but the most common is when the beast emerges from within on Messy Critical or Bestial Failure (see Hunger System)   When this occurs, the DM may roll on a table to determine what compulsion occurs. The DM also reserves the right to simply impose a specific compulsion if it makes sense for the story.  

Compulsion Table

   
Roll d10Compulsion
1-3 Hunger
4-5 Dominance
6-7 Harm
8-9 Paranoia
0 Clan
 

Hunger

  The vampire will do whatever it takes to slake their hunger, any action taken that does immediately lead to obtaining blood suffers a two-dice penalty. This ends when the vampire slakes at least 1 Hunger level.  

Dominance

The vampire's next action is a competition and they desire to gloat in the face of someone they beat. During this time they are unable to utilize teamwork or any actions taken not leading to gloating, establishing dominance or challenging authority at a two-dice penalty. This ends when they have beaten someone in some way and gloated over it.  

Harm

The vampire desires to inflict harm, be it social, mental or physical harm. Any actions not immediately resulting in someone else's pain, the vampire suffers a two-dice penalty. This ends once they have driven away, incapacitates or destroys a target. If the target is an object rather than a person, it must hold serious value to someone.  

Paranoia

The vampire becomes overwhelmed with fearful paranoia, looking to disengage from a threat or suspecting anyone near them. Any action not taken to getting them somewhere safe suffers a two-dice penalty. This ends when they have spent roughly an hour in a safe place.    

Clan Compulsion

Unique compulsion based on the clan of a Vampire. Details will be on the clan page.
Type
Mental

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