Compulsions
Compulsions
A Compulsion is the Beast pushing a vampire toward a particular behavior, priority, or emotional response. It creates pressure on the character's choices without removing the player's control of the character.
1. When a Compulsion occurs
In standard V5, a Compulsion can result from a Bestial Failure or a Messy Critical. The V5 Companion errata explicitly extends Compulsions to Messy Criticals as well as Bestial Failures.
A Bestial Failure or Messy Critical does not automatically cause Frenzy. Frenzy is a separate system triggered by specific Fury, Hunger, or Terror provocations.
Reaching Hunger 5 does not itself create a Compulsion. Hunger 5 prevents voluntary Rouse Checks and is relevant to Hunger Frenzy.
A Discipline, Merit, Blood Resonance effect, or Chronicle rule can create a behavioral effect when that source explicitly says so. Do not invent a universal Compulsion trigger for ordinary social pressure, successful Discipline use, Dyscrasia, or other effects.
2. Choosing the Compulsion
When a Compulsion occurs, the Storyteller chooses the most appropriate Compulsion for the situation or determines one using the applicable Compulsion table. The choice should fit both the vampire and what happened in the scene.
The core categories include Hunger, Dominance, Harm, Paranoia, and Clan Compulsion. Use the character's actual Clan Compulsion when the rules call for it.
The Compulsion should express the Beast's response to the failed or messy action. It does not need to erase the character's original objective; instead, it twists the way the vampire pursues the scene.
3. Playing a Compulsion
When a Compulsion activates:
- The Storyteller clearly identifies the Compulsion.
- The player portrays the character acting under its pressure.
- The player retains control of the character's choices, dialogue, tactics, and portrayal within the Compulsion's direction.
- The Storyteller resolves the consequences of those choices.
A Compulsion should constrain behavior without turning the character into a puppet. The Beast supplies the pressure; the player decides how that pressure manifests.
For example, a Dominance Compulsion does not require one specific action. The player might issue an order, refuse to compromise, seize an advantage, or otherwise assert superiority in the current situation.
4. Willpower and Compulsions
A player cannot spend Willpower simply to ignore or cancel a Compulsion.
Normal Willpower rules still apply to ordinary tests made while the Compulsion is active. A Willpower reroll changes a test; it does not erase the behavioral consequence that created the Compulsion.
If a specific Discipline, Merit, or Chronicle rule explicitly provides a way to resist or suppress a Compulsion, follow that specific rule. Do not create a universal resistance pool or difficulty.
5. Duration and ending
Do not impose a universal duration such as one scene, one night, or a fixed number of rounds unless the applicable Compulsion or source rule specifies one.
The Compulsion should be played through the relevant dramatic situation. When the specific Compulsion provides an ending condition, use it. When it does not, the Storyteller should resolve the pressure naturally as the immediate situation changes rather than creating a new recovery subsystem.
Do not create a universal:
- Compulsion resistance roll
- Suppression roll
- Recovery roll
- Round-by-round penalty
- Automatic Humanity loss
- Permanent Condition
6. Compulsions and Humanity
A Compulsion does not automatically cause Stains or Humanity loss. Apply the normal Humanity, Chronicle Tenet, Stain, and Remorse rules to what the vampire actually does.
The Beast may push the vampire toward an act that would violate a Tenet, but the moral consequence comes from the resulting action, not merely from receiving the Compulsion.
7. Compulsions and Frenzy
Keep these systems distinct.
Compulsion:
- Beast consequence of a Bestial Failure or Messy Critical
- Creates behavioral pressure
- No generic resistance roll
- Cannot be cancelled by spending Willpower
- Player portrays the character under the Compulsion
Frenzy:
- Triggered by a specific Fury, Hunger, or Terror provocation
- Uses the dedicated Frenzy resistance procedure
- Has its own effects and ending rules
- May involve Riding the Wave under the applicable V5 rules
A bad Hunger-dice result therefore does not automatically mean Frenzy.
8. Storyteller guidance
Use Compulsions to make a successful or failed action more complicated, personal, and revealing. Ask:
- What does the Beast want right now?
- How does that desire distort the vampire's next choice?
- What consequence could arise if the player follows that impulse?
- What portrayal gives the player meaningful agency?
A Compulsion is at its best when it changes the texture of the scene rather than replacing the player's ability to play the character.