DOMINANCE EXAMPLES: IN A VIOLENT SETTING: Instead of
IN A SOCIAL SETTING: The vampire leaving an incapacitated adversary,
turns a civil conversation into a one- the vampire gleefully starts tearing upmanship exercise, alienating the into the unconscious opponent. person whose trust they sought to IN A SOLITARY SETTING: Annoyed at a gain. minor inconvenience, the vampire IN A VIOLENT SETTING: The vampire takes a baseball bat to their expensive HUNGER EXAMPLES: pauses to toy with a mortal opponent, computer. basking in their superiority, instead of IN A SOCIAL SETTING: Instead of focusing on the objective. PARANOIA EXAMPLES: questioning the mortal witness, the IN A SOLITARY SETTING: The vampire IN A SOCIAL SETTING: The vampire vampire moves the situation toward a becomes obsessed with accomplishing treats everyone with suspicion, trying seduction. their objective in a novel way, proving to get out of any and all engagements. IN A VIOLENT SETTING: The vampire their superiority to themselves and the IN A VIOLENT SETTING: The vampire discards their weapon, throwing world. tries to end or escape the dan-ger by themselves headfirst into a grapple, any means, whether running or determined to feed. HARM EXAMPLES: begging for their unlife. IN A SOLITARY SETTING: The vampire IN A SOCIAL SETTING: A smooth IN A SOLITARY SETTING: The vampire decides they need a break and just introduction goes sour as the vampire sees threats where none exist, lashing happens to end up at a sweaty starts to harass and psychologically out and fleeing, fixating on random nightclub. torture the subject. occult symbols or weird coincidences. Healing Health and Willpower – Pg 127 Mending – pg. 218 Messy Critical – pg. 207 Bestial Failure – pg. 207 Bite Attacks – pg. 213 Blush of Life – pg. 218 Awakening/Staying Awake – pg. 219 Frenzy – pg. 219 Sunlight – pg. 221 Fire – pg. 221 Decapitation – pg. 221 Stakes – pg. 221 Torpor – pg. 223 Sample Dyscrasias – pg. 230 Ghouls – pg. 234 Humanity/Stains/Remorse – pg. 239 Disciplines Animalism – pg. 244 Auspex – pg. 248 Blood Sorcery – pg. 272 Celerity – pg. 252 Dominate – pg. 256 Fortitude – pg. 258 Obfuscate – pg. 260 Potence – pg. 264 Presence – pg. 266 Protean – pg. 269 One Roll Conflict – pg. 294/298 Advance – pg. 296 Maneuver – pg. 297 Block – pg. 297 All-Out Attack– pg. 298 All-Out Defense– pg. 297 Minor Actions – pg. 298 Classic Initiative – pg. 300 Surprise Attacks – pg. 300 Close Combat/Grappling – pg. 301 Ranged Combat/Cover – pg. 302 Called Shots – pg. 302 Crippling Injuries – pg. 303 Social Conflict – pg. 304 Hunting/Predator Pools – pg. 307 CLAN COMPULSIONS: or portents, but what others call figments spoken to, they only talk about that Brujah: Rebellion of imagination, dredged up by Hunger. subject. Any other actions receive a two- While still functional, the vampire’s mind dice penalty. This Compulsion lasts until The vampire takes a stand against and perceptions are skewed. They receive they can no longer perceive the beloved whatever or whomever they see as the a two-dice penalty to rolls involving object, or the scene ends. status quo in the situation, whether that’s their leader, a viewpoint expressed by a Dexterity, Manipulation, Composure, and Tremere: Perfectionism potential vessel, or just the task they were Wits as well as on rolls to resist terror Nothing but the best satisfies supposed to do at the moment. frenzy, for one scene. the vampire. Anything less than Until they’ve gone against their orders or Nosferatu: Cryptophilia exceptional performance instills a expectations, perceived or real, the The need to know permeates the vampire. profound sense of failure, and they often vampire receives a two-dice penalty to all They become consumed with a hunger for repeat tasks obsessively to get them “just rolls. This Compulsion ends once they’ve secrets, to know that which few or no one right.” managed to either make someone change knows, almost as strong as that for blood. Until the vampire scores a critical win on a their minds (by force if necessary) or done They also refuse to share secrets with Skill roll or the scene ends, the vampire the opposite of what was expected of others, except in strict trade for greater labors under a two-dice penalty to all dice them. ones. pools. Reduce the penalty to one die for a Gangrel: Feral Impulses All actions not spent working toward repeated action, and remove it entirely on Returning to an animalistic state, the learning a secret, no matter how big or a second repeat. vampire regresses to a point where speech small, receive a two-dice penalty. The Ventrue: Arrogance is hard, clothes are uncomfortable, and Compulsion ends when the vampire learns The need to rule rears its head in the arguments are best settled with teeth and a secret big enough to be considered vampire. They stop at nothing to assume claws. useful. Sharing this secret is optional. command of a situation. For one scene, the vampire gains a three- Toreador: Obsession Someone must obey an order from the dice penalty to all rolls involving Enraptured by beauty, the vampire vampire. Any action not directly associated Manipulation and Intelligence. They can becomes temporarily obsessed with a with leadership receives a two-dice only speak in one-word sentences during singular gorgeous thing, able to think of penalty. This Compulsion lasts until an this time. nothing else. order has been obeyed, though the order Malkavian: Delusion Pick one feature, such as a person, a song, must not be supernaturally enforced, such Their extrasensory gifts running wild, the an artwork, blood spatter, or even a as through Dominate. vampire experiences what might be truths sunrise. Enraptured, the vampire can hardly take their attention from it, and if
Reciprocal Teaching Approach With Self-Regulated Learning (RT-SRL) : Effects On Students' Reading Comprehension, Achievement and Self-Regulation in Chemistry