Player's Handbook · Chapter 13

Compulsions

A compulsion is a behavioral impulse imposed by Hunger, Blood Resonance, social pressure, or a supernatural power. It is not a punishment for playing badly; it is a dramatic engine that shows what the Beast, the blood, or the enemy wants from the character.

1. What a compulsion is

A compulsion is a short-term condition that forces a specific behavior, priority, or emotional reaction. It should change choices without removing the player’s ability to describe what the character is doing. A compulsion should always answer three questions:

  1. What the character must want, do, or avoid
  2. How long it lasts
  3. What ends it

A compulsion is recorded in the character’s Conditions section with a name, effect, duration, and ending condition.

2. When a compulsion appears

A compulsion may appear when:

  • A vampire reaches Hunger 5
  • A messy critical or bestial failure occurs
  • A dyscrasia is used and the emotional field becomes visible
  • A social conflict creates a meaningful concession
  • A supernatural power such as Dominate, Presence, or another influence succeeds
  • The Storyteller judges that the scene needs a dramatic behavioral turn

3. How a compulsion works

When a compulsion activates, the player should:

  1. Read the compulsion aloud or summarize it clearly
  2. Decide how the character will act under its pressure
  3. Roll to resist or reduce it if an appropriate power allows a save
  4. Record it in the Conditions section
  5. Choose whether the character obeys, resists at a cost, or seeks a way to end it

A compulsion usually lasts for one scene, one night, or until a stated ending condition occurs. It should not erase the character’s goals; it should force them into a narrower, more dangerous version of the same scene.

4. Resisting a compulsion

When a compulsion is created by hunger, blood resonance, or social pressure, the target may resist with Resolve + Composure at a difficulty set by the source:

  • Difficulty 2 – mild pressure, social leverage, or a shallow emotional pull
  • Difficulty 3 – moderate supernatural force, strong emotional pressure, or a messy critical complication
  • Difficulty 4 – severe supernatural force, a major social concession, or an extreme Beast event
  • Difficulty 5 – extraordinary, public, or nearly inescapable force

Spend 1 Willpower to reroll up to three failed regular dice on the resistance roll. Hunger dice cannot be rerolled. If the resistance roll fails, the compulsion is imposed at full strength. If the roll succeeds by 1 extra success, the compulsion is reduced in scope or duration. If it succeeds by 2 or more, the compulsion may be avoided or converted into a different, less controlling condition at the Storyteller’s discretion.

5. Acting under a compulsion

A compulsion should not make the character act like a puppet. It should make the character pursue a specific goal, emotion, or course of action under pressure. The player chooses how that compulsion manifests in behavior, speech, and tactics.

Examples:

  • A Loyal compulsion does not mean the character cannot disagree. It means the character feels forced to side with a specific person, group, or code when a choice appears.
  • An Aggressive compulsion does not require immediate violence. It means the character pushes every confrontation toward escalation unless there is a clear and meaningful reason not to.
  • A Frenzied Hunger compulsion does not erase identity. It means the character cannot stop thinking about feeding until the hunger is satisfied or the night ends.

6. Ending a compulsion

A compulsion ends when:

  • Its duration expires
  • Its stated ending condition is met
  • The character performs the required behavior in a meaningful way
  • The source of the compulsion is removed, contradicted, or destroyed
  • The character spends a significant cost to reject it

A compulsion should never last forever. It should change the scene, not erase the character.

7. General compulsions

These compulsions can appear in any Chronicle. They arise from Hunger, Blood Resonance, social conflict, or supernatural influence.

CompulsionTriggerEffectEnds when
AggressiveMessy critical, Hunger pressure, IntimidationMust escalate confrontation unless a meaningful cost is acceptedThe scene ends or the character inflicts or accepts a serious consequence
LoyalSocial concession, debt, Presence or DominateMust side with the source of the compulsion when a choice appearsThe character publicly refuses at a cost or the relationship is broken
SpitefulHumiliation, insult, emotional leverageMust hurt, embarrass, or obstruct the source of the compulsionThe target is harmed or the character accepts a loss of face
ParanoidFear, Auspex, supernatural pressureMust distrust the nearest ally or source of safetyThe threat is exposed or the character confronts the fear directly
Frenzied HungerHunger 5, dyscrasia, desperate feeding sceneMust pursue feeding until the hunger is satisfied or the night endsThe character feeds or the night ends
RecklessBestial failure, social pressure, desperationMust act boldly instead of waiting, hiding, or planningThe risk is accepted or the danger passes
DevotedPresence, emotional bond, debt of honorMust protect the object of devotion even at personal costThe protected person is safe or the bond is broken
FixatedAuspex clue, obsession, supernatural insightMust pursue the named person, object, or truth when a safe opportunity appearsThe fixation is resolved or the night ends
WithdrawnFear, trauma, supernatural pressureMust avoid confrontation and seek safetyThe threat ends or the character chooses to act in spite of the fear
VainStatus loss, humiliation, social conflictMust restore appearance, reputation, or control over the sceneFace is restored or the scene ends

8. Clan compulsions

Clan compulsions arise from the blood, the Bane, and the emotional field common to that Clan’s curse. They represent what the Beast wants most when the vampire is under pressure.

Brujah

CompulsionTriggerEffectEnds when
RageInsult, frustration, social challengeMust escalate toward physical or verbal conflict unless a serious cost is paidThe character lashes out, is restrained, or accepts a meaningful loss
IconoclasmTradition, authority, hypocrisyMust challenge or break a symbol of authority or traditionThe symbol is defied, rejected, or destroyed

Ventrue

CompulsionTriggerEffectEnds when
ArroganceStatus challenge, perceived inferiorityMust assert dominance, superiority, or controlThe character is publicly obeyed or accepts a loss of face
SelectivityHunger, feeding, contact with the unworthyMust reject an inferior source, vessel, or solutionA worthy alternative is found or the character endures the violation at a cost

Toreador

CompulsionTriggerEffectEnds when
ObsessionBeauty, art, emotional resonanceMust pursue or possess the object of aesthetic fixationThe fixation is obtained, destroyed, or rejected as false
Sensory OverloadStrong emotion, Auspex, PresenceMust attend to the overwhelming stimulus instead of the scene’s primary threatThe stimulus is dealt with or fades

Nosferatu

CompulsionTriggerEffectEnds when
ShynessSocial spotlight, public exposureMust withdraw from direct attention or find a hidden approachThe threat of exposure ends or the character escapes notice
HatredBeauty, status, cruelty toward the hiddenMust sabotage, mock, or undermine the object of hatredThe target is humiliated or the character chooses to let go

Malkavian

CompulsionTriggerEffectEnds when
DelusionConfusion, contradiction, stressMust act on a perceived truth that may not be realThe delusion is exposed or the scene ends
EpiphanyAuspex, mental pressure, mysteryMust pursue the insight, even if it is dangerous or socially destructiveThe insight is used or the night ends

Gangrel

CompulsionTriggerEffectEnds when
Feral ImpulseHunger, wilderness, primal threatMust act like a predator instead of a personThe prey is caught, the threat ends, or the character accepts a cost to resist
SolitudeCrowds, social obligation, pressureMust withdraw from the group or act aloneThe scene ends or the character chooses a risky return to company

Tremere

CompulsionTriggerEffectEnds when
CuriosityMystery, occult clue, power gapMust investigate, experiment, or seize occult advantageThe mystery is explored or the night ends
CommandAuthority, ritual, hierarchyMust impose order, obedience, or control over the nearest subordinateThe hierarchy is enforced or the compulsion is rejected at a cost

Tzimisce

CompulsionTriggerEffectEnds when
Pride of PossessionDisrespect, trespass, betrayalMust protect, reclaim, or dominate a claimed person, place, or thingThe claim is enforced or abandoned
AlienationHumanity, mortal habit, emotional intimacyMust act in a cold, territorial, or inhuman wayThe scene ends or the character accepts a Humanity consequence

Lasombra

CompulsionTriggerEffectEnds when
DomineeringWeakness, hesitation, oppositionMust crush resistance, take control, or force a decisionThe opposition is broken or the character accepts a loss of control
EmptinessStillness, despair, emotional intimacyMust pursue power, motion, or oblivion to escape the voidThe night ends or the character confronts the emptiness directly

Hecata

CompulsionTriggerEffectEnds when
Duty to the DeadDeath, family, occult obligationMust tend to the dead, honor a promise, or protect a family secretThe duty is fulfilled or the night ends
DetachmentEmotional intimacy, public trust, Humanity pressureMust treat the living as tools, objects, or temporary resourcesThe scene ends or the character accepts a Humanity consequence

Banu Haqim

CompulsionTriggerEffectEnds when
JudgmentDishonor, weakness, broken oathMust punish, test, or condemn the nearest failing personThe judgment is delivered or the compulsion is rejected at a cost
SecretivenessExposure, inquiry, vulnerabilityMust conceal the truth, motive, or method even from alliesThe night ends or the secret is sacrificed

Ministry / Setites

CompulsionTriggerEffectEnds when
TemptationRestraint, hypocrisy, dogmaMust offer a forbidden choice or undermine a ruleThe target accepts the temptation or the scene ends
LiberationControl, tradition, suppressionMust destroy, bypass, or corrupt the nearest source of controlThe source of control is broken or the night ends

Ravnos

CompulsionTriggerEffectEnds when
WanderlustCaptivity, repetition, restrictionMust escape confinement, change direction, or abandon the current planThe character escapes or the night ends
TrickeryHonesty, certainty, dullnessMust deceive, outwit, or reframe the situationThe trick succeeds or the scene ends

Salubri

CompulsionTriggerEffectEnds when
CompassionVulnerability, suffering, innocenceMust protect the nearest victim even at personal costThe victim is safe or the character accepts a serious loss
MartyrdomFailure, guilt, supernatural pressureMust sacrifice comfort, safety, or status to atoneThe sacrifice is made or the night ends

Thin-Bloods

CompulsionTriggerEffectEnds when
InstabilityHunger, blood magic, supernatural pressureMust act in a volatile, desperate, or emotionally unfiltered wayThe scene ends or the character accepts a Masquerade risk
MimicrySocial pressure, identity crisisMust copy the behavior, speech, or method of someone nearbyThe mimicry is dropped at a cost or the scene ends

9. Using compulsions in play

A compulsion should make the next choice harder, not erase choice entirely. It should:

  • Create a new cost for the obvious solution
  • Reveal the character’s Beast, hunger, identity, or emotional fault line
  • Pressure the player to choose between safety, desire, reputation, and Humanity
  • End before it becomes a permanent penalty to every roll

A compulsion is successful when it changes what the character wants long enough to create a meaningful scene.

Manual updated Aug 18, 2026.