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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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To restore stolen or false memories, or to sense when memories have been altered, a character<br />

must possess Dominate at a level equal to or greater than that of the vampire who fi rst<br />

tampered with the subject’s mind. If such is the case, the player then makes a contested draw<br />

in each stage of the extended action, to be compared against the initial user’s attempt, and<br />

must score more successes than the predecessor did.<br />

172<br />

chapter two: character<br />

2.7 — FORGETFUL MIND MODIFIERS<br />

Modifi er Situation<br />

+2 Power is turned on a vampire with whom the user has a blood<br />

tie (see p. 228).<br />

-1 to -3 <strong>The</strong> character’s description of the new memories is lacking in<br />

detail.<br />

•••• CONDITIONING<br />

Through constant veiled whispers, subtle hints and frequent sustained manipulation, a<br />

vampire can slowly render a particular victim substantially more suggestible. Conditioning<br />

is normally used only on favored or valuable servants and, over suffi cient time, makes the<br />

character’s efforts to Dominate a subject far easier while making it harder for any other Kindred<br />

to do so. Acquiring such complete control over even the weakest mind is no easy task,<br />

however, and it normally takes weeks or even months to accomplish.<br />

While they are undeniably loyal, most servants subject to Conditioning lose much of their<br />

ability to think for themselves, their own personalities blotted out by the will imposed on<br />

them. <strong>The</strong>y follow their orders literally and to the letter, rarely showing any imagination or<br />

judgment, or taking the initiative to act on their own. Some Kindred have remarked that,<br />

after a suffi ciently lengthy period of Conditioning, their servants actually resemble the walking<br />

dead more so than their masters.<br />

Mortals, thralls, other vampires and other supernatural creatures are all subject to Conditioning,<br />

if it can be performed on them over the required period of time.<br />

Cost: 1 Willpower per draw<br />

Test Pool: Wits + Subterfuge + Dominate versus Resolve + Blood Potency<br />

Action: Contested and Extended (6-15+ successes; each draw represents one week of mental<br />

manipulation); resistance is refl exive.<br />

Draw Results<br />

Failure: <strong>The</strong> character loses or ties a contested draw and the attempt fails.<br />

Success: <strong>The</strong> character wins a contested draw and makes progress in his efforts to suborn<br />

the subject’s will.<br />

Conditioning does not have any mechanical effect until fi ve more successes are accumulated<br />

in excess of the victim’s Willpower dots. (If the subject has Willpower 6, Conditioning begins<br />

to take effect once 11 successes are achieved.) Once this benchmark has been reached, all<br />

future attempts by the character to use any Dominate ability (including further uses of Conditioning)<br />

on the victim receive a +1 bonus, and all attempts by other Kindred to Dominate<br />

the subject suffer a -1 penalty. For every additional fi ve successes that are accumulated, the<br />

bonus and penalty each increase by one, to a maximum of +5 and -5. <strong>The</strong> Storyteller, not the<br />

player, should keep track of the number of successes accumulated.<br />

Once the character’s bonus reaches +3, he no longer needs to make eye contact with the<br />

Conditioning subject to use any Dominate abilities, though giving orders through artifi cial<br />

or impersonal means (such as by phone) imposes a -5 penalty to that particular attempt.

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