Chain of Command

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Dominate 7

Sometimes a single thrall isn't sufficient to accomplish a given task. Chain of Command allows the character to implant a suggestion (much like those allowed by Murmur of the False Will, except even more complex). For instance, the subject could be commanded to follow an individual and report who she speaks to, or to travel from Mexico City to Huston and deliver intelligence from an undercover archon to the prince there. Chain of Command does more than this, however. should the thrall prove unable to complete his assigned task, Chain of Command grants him the power to pass the compulsion along to someone else. This person could, in turn, pass the compulsion along to a third agent, and even a fourth, until the objective is completed.

System: The player spends one blood point, one Willpower point and rolls manipulation + Leadership (difficulty equal to the target's permanent Willpower) when implanting the suggestion in the first thrall. Keep track of the character’s successes. should the thrall encounter an impediment or circumstance that she honestly believes will prevent her from fulfilling the objective - perhaps she is injured and unable to leave the hospital, is recognized by the individual she's tailing, cannot afford travel to her destination, or the like - she will attempt to pass the compulsion on to another individual whom she judges capable of continuing the assignment. Should the thrall believe herself to be dying, she will choose whoever is most convenient. If the character who implanted the original suggestion possesses the power of Obedience, the compulsion can be passed by touch; otherwise it requires eye contact. The compulsion can be passed only to an individual with a Willpower equal to or less than that of the current thrall (and only to Kindred of higher generation than the character). The thrall does not make a roll to determine success; rather, take the original character's successes and subtract one. Subtract two if the second thrall passes along the compulsion, three if the third passes it along, and so forth. Chain of Command lasts either until the task is complete, a thrall is killed without the chance to pass the compulsion on, the character chooses to end it or the number of successes drops to zero.