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

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dominate<br />

Subjects of Conditioning are oblivious to the process being infl icted upon them unless<br />

they also possess the power. <strong>The</strong> Storyteller may allow a victim or someone close to him a<br />

Wits + Occult draw to recognize that something is wrong. If the draw fails, the process may<br />

continue unaffected. If the draw succeeds, an effort may be made to interrupt the process.<br />

If the Conditioning vampire is particularly careful about how suggestions and messages are<br />

conveyed, the Wits + Occult draw might suffer a -1 penalty. Interrupting the process could<br />

mean fl eeing the vampire or restraining the subject from meeting the vampire before all the<br />

required successes are accumulated.<br />

It is possible, albeit extremely diffi cult, to break a subject’s Conditioning after the required<br />

successes are gathered. If the victim is completely isolated from her master for a number of<br />

weeks equal to twice the master’s current Conditioning-granted bonus, the bonus drops<br />

by one. For example, a subject has been Conditioned for a long time, and her master has<br />

achieved a bonus of +4 to Dominate her. If she is kept completely isolated from her master<br />

for eight weeks, the bonus drops to +3. Six more weeks, and it drops to +2, and so forth.<br />

<strong>The</strong> subject’s own personality and creativity slowly reawakens during this period, though she<br />

still experiences periods of listlessness, depression and desperation. For at least the fi rst few<br />

weeks, the subject most likely makes every attempt to return to her master. Until the subject<br />

is completely free, it is horrifyingly easy for the vampire to reassert his dominance, as he likely<br />

has at least some bonus to Dominate the individual for a long while. <strong>The</strong> Storyteller may<br />

adjust these times to refl ect the regularity of chapters.<br />

If the subject of Conditioning is also the thrall of the vampire, all successes on a Conditioning<br />

draw are doubled. So, if a vampire seeks to Condition his own ghoul, and he gets<br />

three successes to her two in one draw to program the subject, he actually accumulates six<br />

successes in that Conditioning session.<br />

If this power is turned on a vampire with whom the user has a blood tie (see p. 228), a +2<br />

bonus applies.<br />

Turning minor extras into zombie-like minions is one thing, but many players will become<br />

extremely disheartened if this power is used on their characters, fi nding this blank state a tedious<br />

chore to roleplay. <strong>The</strong>refore, with the consent of their Storyteller, the Dominate user may choose<br />

not to turn players’ characters and important Narrator characters into zombie-like automatons;<br />

rather, they become “Manchurian candidates,” who think and act normally in every way - unless<br />

they are directly carrying out an order issued by their master. At those times, they do not become<br />

emotionless automatons, but instead gain some measure of the master’s personality, quirks or<br />

mannerisms. For each bonus point the master has accumulated on Dominate attempts, the victim<br />

picks up one of her master’s notable quirks or habits, which is then actively roleplayed whenever<br />

the master issue a direct order to the victim. Prominent behavioral habits to mirror include accents,<br />

vocabulary, favorite expressions, distinctive laughs, common gestures, body posture, nervous habits<br />

(biting one’s nails), etc. Long-term servants or those carrying out lengthy commands may even<br />

unconsciously start to dress or act like the character. Indeed, heavily Conditioned targets appear<br />

almost like eerie refl ections of their master when carrying out applicable commands, especially to<br />

anyone familiar with the controlling Kindred. If a master does not have many distinctive habits,<br />

the Storyteller may instead allow a victim to heighten the portrayal of one or two existing ones<br />

by degrees for each bonus point. Thus, if the only really notable quirk a Kindred has is biting his<br />

nails, at a +1 bonus the target might only absently chew on them during applicable scenes, but if<br />

the master Conditions his target up to a +4 bonus, the target might bite her nails savagely right<br />

down to the quick, even if the master does not take that behavior so far himself.<br />

It is important to note that the victim is not any more aware of these habits than she would<br />

be of any other Conditioning effects, and will typically dismiss them as momentary fancies<br />

173

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