From: [c--l--j] at [helium.Gas.UUG.Arizona.EDU] (Jason D Corley )
Newsgroups: alt.games.whitewolf
Subject: The Ventrue's Guide to Manipulation, Second Edition
Date: 10 May 1994 23:02:35 GMT

As I ran across this old essay in someone's ftp site, I
thought I'd slap it together again and make it look pretty.
Will whoever put it there the first time replace the old file
with this one?


A VENTRUE'S GUIDE TO MANIPULATING NEARLY EVERYONE YOU EVER WILL MEET
			VERSION TWO
=======================================================================



First, be forewarned that these rules are not hard and fast.  They
are in fact rather soft and slow.  Not everyone will react the same
way to being manipulated (or out-and-out ordered) to do stuff.
Get to know the person you are manipulating.  This does not necessarily
mean being friendly with them: that may in fact be counter-productive
if they themselves are manipulative people.  Find out about them
from a variety of third-person sources.  And don't limit yourself
to sources you trust.  Sometimes you might hear something that
will be useful, even if it isn't entirely true.  Never underestimate
the power of the Rumor, young Ventrue.  Never.

Second, _cover your ass_.  If (when) something goes wrong, have a
way out.  Hopefully several.  We didn't get to our position by letting
neonates make us look bad---not to mention the damage that could be
done to your own reputation.

=======================================================================
Without further ado, let's get the little stuff out of the way first.

Like mortals.
Easy as pie.  Dominate, condition, use Presence, do whatever you want, 
it's hard to go wrong with these worms.  But don't get overconfident.  
You still have to have that back door available.  Not only is it a bad 
habit to get into, leaving yourself open, but if something does go wrong, 
it usually gone badly wrong and you have Ye Olde Inquisition or
a gang of wolves on your tail.  Don't sweat blood over the cattle,
but be careful.  They have this nasty habit of stampeding...
======================================================================

OK, now on to real people.


The Tremere.  
------------
	First priority with the Tremere is to _not tell them anything_. Not 
necessarily because you don't want them to know it---but just because they 
want to find it out themselves.  Besides, it's sort of an unspoken
agreement, so don't expect them to be real forthcoming either.  They are 
the best at manipulating people, aside from us of course, and it's a real 
game to them, trying to be better than us.  Futile, really, but fun to
watch.
	The hook with the Tremere is almost always knowledge.  You offer 
to tell them what's going on and most of them will jump at the chance.  
Occult stuff usually works too.  Be _sure_ you know what you're doing 
before you offer them any magic books or anything like that---those have 
a habit of coming back to haunt deal-makers who didn't know what they 
were dealing with.  Sure, you get rid of that pesky Mage, but look what
your chief rival has up his sleeve now.
	Which leads to the next Tremere hook.  They like to think that they 
are the smartest vampires in the Camarilla, and you know what?  They probably
are.  In fact, it's almost a given that the majority of the Tremere are 
going to be significantly smarter than you.  Your job in manipulating them 
is obviously not going to be out-thinking them, because you can't.  Feign
ignorance, and let them explain things to you, thinking that they have
a willing dupe.  It's also almost a given that they'll let drop more
than they wanted to.  Then you figure something out that they haven't,
and you've got them.


The Nosferatu.
--------------

	Don't knock them.  Ever.  Not even in the privacy of your own Haven.  
Never. Do I sound a little paranoid?  Listen, when you're dealing with 
the Nosferatu, there are two kinds of paranoia, total, and insufficient.  
If you have _ever_ said anything about them, like "rat-face" or "useless 
sewer-crawlers" even when you were asleep, you better not be counting on 
them for anything.
	That said, there is only one way to manipulate a Nosferatu and it's very
simple.  Ask what the Nosferatu wants, and then give it to them.  If you have
never crossed them, they won't cross you first.  It's called trust.
You may have heard of it once or twice.  
	Let me tell you something else.  It's possible to betray the 
Nosferatu's trust and get away with it.  It's just very, very hard.  
They stick together.  They have something called "clan unity". You may 
have heard of that once or twice too, probably from a Tremere.  No, we 
don't go in for that sort of thing.
	So how do you go about screwing a Nosferatu pawn who has served
their usefulness?  Do it indirectly, and be vociferous in your defense
of the guy.  Insist that what happened to him (social ostracism works
far too well, as does yanking material possessions or herd members)
was a real injustice and that you offer your sympathy to them.  But
no help.
	Nothing they can do about it, and they still love you.  You
can do this over and over and over again if you're good enough.
But on the other hand, if you have to read this to figure out how
to do it, you aren't good enough.  Better just go with the "trust"
theory.

The Gangrel.
------------

	The Gangrel are difficult to manipulate, not because of any 
traditions or problems we have with them, it's just that they themselves 
are so overtly unmanipulative that any attempts to pussyfoot around the 
subject feels out of place in a conversation with them.
	The way to manipulate a Gangrel is to lay everything on the line, 
or to presentthat impression.  The problem lies in attempting to give them the
impression that you have told them everything you know about a situation
when in fact you have left out several vital facts.  If you lie to a Gangrel,
lie with confidence and remember, always remember that back door.  Nasty
things, with big friends sometimes.

The Malkavians.
---------------
	The first thing to understand about the Malkavians is that they are 
crazy.
	The second thing to understand about the Malkavians is that they are 
not stupid.  
	Do not patronize them.  Do not pretend to see things that you don't,
trying to play along.  They will know you are lying and react poorly to 
you.  Many say there is no way to manipulate a Malkavian.  This is not 
the case.  Malkavians are often lost and childlike.  If they put their 
trust in you, you can tell them to do almost anything, and they will try.  
How, you ask, can you get that trust?  I don't have a single clue.  But
if you get it, use it before it goes away, or just accept it this once
and let it slide.
	Others believe themselves to be as mercenary as the Giovanni---
pay them off in tinfoil and bits of string (Don't forget to bargain 
with them.  Illusions are very important to the Malkavians.  Heck, let
them prank you once or twice, if it's nothing big.  Laugh it up.)  
	If you get a Malkavian in a state where you think they might do 
something you want, consider what you want  them to do.  You wouldn't 
send a Toreador to clean out a nest of Sabbat.  You'd send some Gangrel 
and maybe a Tremere.  Just the same, you wouldn't send a Malkavian to do 
something like receive a visiting elder or take a message to the Justicar.
Think back to all your plans that went awry because of Malkavians.  What
did they do?  What they do best---spread chaos, mayhem and madness.  Siccing
a Malkavian on a plot is the easiest, simplest and surest way of complicating
it and introducing elements that the plotter(s) probably didn't think of.

The Brujah.
-----------

	Don't snort.  Shut up.  You think you're above that rabble?  Shut 
up.  You don't know shit.  Brujah are fast and tough and make _excellent_ 
pawns. You've got a few options with them, too:

1. If you can manage it, get rumors circulating that performing action X would
seriously hork off the Prince or other elder (even the Brujah elder
ironically enough.)  Wait for nature to take it's course.  The disadvantage
to this is that it may take a while, and in many instances (the above-
mentioned Sabbat nest), it just wouldn't make sense and would probably put
attention on the wrong person (you) anyway.  Hope you had that back door ready.

2. Be straight with them.  Don't be ingratiating, don't try to get into their
good graces (they haven't got any).  If you have the power to do so, offer
them small concessions.  It doesn't matter how small they are---it only 
matters how small you _act_ like they are.  If you act as if it tears your
heart out to give them $1.50, then the price probably won't go any higher.
They don't really want anything from us except to see us squirm.  So squirm.
Who cares what they think?

The Toreador.
-------------
	Believe it or not, this may be the hardest clan to consistently 
manipulate.  Why?  Well, first of all, their only hook is art.  There's 
really no way you can _use_ that hook to reel them in.  They're probably 
so entrenched in the local art scene that even if you held 200 poets 
captive and threatened to off them all,  the Toreador would probably just 
turn up their noses  and denounce them as "passe".  What's more, they 
often resent the fact that while they are "clearly" the finest Kindred 
around, while they are out carousing and having a good time, we are getting 
things done.  Sorry, but I don't have anything really substantive to say 
about the Toreador except the best way to deal with them is to _sit_ on 
that rumor mill and _listen_ to what's going on.  Reputation is 
everything to them, so if you can get a stranglehold on one of _those_, 
you've got a pawn for unlife.

The Ventrue.
------------
Totally unmanipulatable.


Trust me.

--
****************************************************************************
"The capacity of human beings to bore one another seems to be vastly
 greater than that of any other animal." -------H.L. Mencken
Jason D. "[c--l--j] at [gas.uug.arizona.edu]" is wanted for Romanian dirt smuggling.