Banu Haqim: Judgment
Gangrel: Feral Impulses
The vampire is compelled to punish anyone seen to transgress against their personal creed, taking their blood as just vengeance for the crime.
For one scene, the vampire must slake at least one Hunger from anyone, friend or foe, that acts against a Conviction of theirs. Failing to do so results in a three-dice penalty to all rolls until the Compulsion is satisfied or the scene ends. (If the one fed from is also a vampire, don’t forget to test for Bane-induced Hunger frenzy.)
The vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that’s their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment.
Until they’ve gone against their orders or expectations, perceived or real, the vampire receives a two-dice penalty to all rolls. This Compulsion ends once they’ve managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.
Returning to an animalistic state, the vampire regresses to a point where speech is hard, clothes are uncomfortable, and arguments are best settled with teeth and claws.
For one scene, the vampire gains a three-dice penalty to all rolls involving Manipulation and Intelligence. They can only speak in one-word sentences during this time.
The Hecata are possessed of a peculiar curiosity paired with detachment from compassion and empathy, likely due to their frequent dealings with corpses and the wraiths of those who died tragic deaths. Their Blood urges them to study the individuals around them for signs of illness, frailty, or impending death. Until they have either predicted a death without supernatural means or solved the cause of a local one, the vampire suffers a three-dice penalty to other rolls until the scene ends. Note that their conclusions do not need to be absolutely correct, but should stay within the boundaries of the possible.
To the Lasombra, failure is not an option. Their Blood will urge them to any act conceivable to reach their goals, whether in the moment or in Byzantine plots lasting centuries. Any setback is felt profoundly and they quickly escalate to the most ruthless of methods until they achieve their aims.
The next time the vampire fails any action they receive a two-dice penalty to any and all rolls until a future attempt at the same action succeeds. Note that the above penalty applies to future attempts at the triggering action as well.
Their extrasensory gifts running wild, the vampire experiences what might be truths or portents, but what others call figments of imagination, dredged up by Hunger.
While still functional, the vampire’s mind and perceptions are skewed. They receive a two-dice penalty to rolls involving Dexterity, Manipulation, Composure, and Wits as well as on rolls to resist terror frenzy, for one scene.
Set teaches that everyone’s mind and spirit are bound by invisible chains of their own making. Their Blood chafing at these bindings, the Minister suffers a burning need to break them. The vampire receives a two-dice penalty to all dice pools not relating to enticing someone (including themselves) to break a Chronicle Tenet or personal Conviction, causing at least one Stain and ending this Compulsion.
The need to know permeates the vampire. They become consumed with a hunger for secrets, to know that which few or no one knows, almost as strong as that for blood. They also refuse to share secrets with others, except in strict trade for greater ones.
All actions not spent working toward learning a secret, no matter how big or small, receive a twodice penalty. The Compulsion ends when the vampire learns a secret big enough to be considered useful. Sharing this secret is optional.
Ravnos: Tempting Fate
Salubri: Affective Empathy
The vampire is driven by their Blood to court danger. Haunted as they are by righteous fire burning its way up their lineage, why not? The next time the vampire is faced with a problem to solve, any attempt at a solution short of the most daring or dangerous incurs a two-dice penalty. (Suitably flashy and risky attempts can even merit bonus dice for this occasion.) The Daredevil is free to convince any fellows to do things their way, but is just as likely to go at it alone. The Compulsion persists until the problem is solved or further attempts become impossible.
When a Salubri suffers a Compulsion, the Kindred becomes overwhelmed with empathy for a personal problem that afflicts someone in the scene, seeking to further its resolution. The scale of the personal problem isn’t important; the Salubri understands that sometimes suffering is part of a cumulative situation and not an isolated stimulus. Any action not taken toward mitigating that personal tragedy incurs a two-dice penalty. The Compulsion persists until the sufferer’s burden is eased or a more immediate crisis supersedes it, or the end of the scene.
Enraptured by beauty, the vampire becomes temporarily obsessed with a singular gorgeous thing, able to think of nothing else.
Pick one feature, such as a person, a song, an artwork, blood spatter, or even a sunrise. Enraptured, the vampire can hardly take their attention from it, and if spoken to, they only talk about that subject. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the beloved object, or the scene ends.
Nothing but the best satisfies the vampire. Anything less than exceptional performance instills a profound sense of failure, and they often repeat tasks obsessively to get them “just right.”
Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labors under a two-dice penalty to all dice pools. Reduce the penalty to one die for a repeated action, and remove it entirely on a second repeat.
When a Tzimisce suffers a Compulsion, the Kindred becomes obsessed with possessing something in the scene, desiring to add it to their proverbial hoard. This can be anything from an object to a piece of property to an actual person. Any action not taken toward this purpose incurs a two-dice penalty. The Compulsion persists until ownership is established (the Storyteller decides what constitutes ownership in the case of a non-object) or the object of desire becomes unattainable.
The need to rule rears its head in the vampire. They stop at nothing to assume command of a situation.
Someone must obey an order from the vampire. Any action not directly associated with leadership receives a two-dice penalty. This Compulsion lasts until an order has been obeyed, though the order must not be supernaturally enforced, such as through Dominate.