Compel Soul
Discipline Power · Vampire · Level 3
With this power, a vampire can command a ghost to do his bidding for a while. Compulsion of the soul is a perilous undertaking and, when used improperly, can endanger vampire and wraith alike.
System: The vampire locates and approaches the intended ghost or calls it to his presence with Summon Soul. As with the previous power, he must have the ghost’s name and an object it handled in life. His player then spends one blood point and rolls Manipulation + Occult in a resisted roll against the ghost’s Willpower (difficulty 6 for both rolls).
If the vampire wins, the number of net successes determines the degree of control he has over the ghost (as described below). Moreover, the vampire’s control keeps ghosts that have been called with Summon Soul from returning to their original locations at the end of the scene. If the ghost wins, the vampire loses a number
of Willpower points equal to the ghost’s net successes. On a tie, the roll becomes an extended contest that continues each turn until one side wins. If the vampire botches at any point, the ghost is immune to any use of the vampire’s Necromancy for the rest of the scene. If the ghost botches, it must obey as if the vampire’s player had rolled five net successes.
Successes Result
1 success The ghost must perform one simple task for the vampire that does not place it in certain danger. It must attend to this task immediately, although it can delay the compulsion and pursue its own business at a cost of one Willpower point per scene. The ghost may not attack the vampire until this task is complete. It is possible to issue the task of answering one question, in which case the ghost must answer truthfully and to the best of its knowledge.
2 successes The vampire may issue two orders or ask two questions as outlined for one success. Alternatively, the vampire may demand a simple task with a real possibility of danger, as long as the danger is not certain. The ghost may delay this compulsion with Willpower.
3 successes The vampire may issue three orders as outlined for one success. Alternatively, he may demand the ghost fulfill one difficult and dangerous task or a simple assignment that has an extended duration of up to one month. The ghost may delay such orders with Willpower.
4 successes The vampire may issue four orders, as outlined for one success, or assign two tasks, as for two successes. Alternatively, the vampire may command the ghost to perform one complex assignment that puts the ghost at extreme risk, or perform any number of non-threatening tasks as the vampire’s slave for up to one month (or, if the necromancer spends a permanent point of Willpower, for
a year and a day). It is possible for ghosts to delay individual tasks, but not put off enslavement.
5+ successes The vampire may issue multiple orders that have a sum complexity or danger of five successes’ worth. Instead, the vampire may order the ghost to perform any one action that it is capable of executing within one month. Such a task can place the ghost in immediate peril of destruction, or even force it to betray and assault loved ones. It is not possible for ghosts to delay a task of this magnitude with Willpower — they must obey.
Part of The Sepulchre Path
See also 4
Abilities & Attributes
- Manipulation shared/trait/attribute/manipulation
- Occult shared/trait/ability/occult
Discipline Powers
- Summon Soul vampire/power/discipline_power/summon-soul
Paths & Numina
- Necromancy mage/power/sorcery_path/necromancy