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VTR 2edevotion Homebrew

This document describes common vampire powers called Devotions that combine basic Disciplines in new ways. It covers Devotions using only the standard Disciplines available to all clans. Some Devotions allow projecting powers onto others or making commands affect wide areas. The document provides credits and references additional sourcebooks for details on abilities from other books.

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Michael Read
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0% found this document useful (0 votes)
586 views31 pages

VTR 2edevotion Homebrew

This document describes common vampire powers called Devotions that combine basic Disciplines in new ways. It covers Devotions using only the standard Disciplines available to all clans. Some Devotions allow projecting powers onto others or making commands affect wide areas. The document provides credits and references additional sourcebooks for details on abilities from other books.

Uploaded by

Michael Read
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Sourcebook for

Vampire: The Requiem


Second Edition
By Chris Falco
Devotion to Power 1
2 Devotion to Power
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco
Artist: White Wolf Art Packs
Cover image © captblack76 - stock.adobe.com
Other CC0 images retrieved from pixabay.com

Special Thanks
All my Patrons (https://patreon.com/falconianP)
and followers on Twitter (https://twitter.com/falconianP)
and Facebook
(https://facebook.com/Falconian-Productions-2663634620529718/)

© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The
Requiem®, Chronicles of Darkness®, Storytelling System™, and
Storytellers Vault™ are trademarks and/or registered trademarks of White
Wolf Entertainment AB. All rights reserved. For additional information
on White Wolf and the World of Darkness, please, visit: www.white-
wolf.com, www.worldofdarkness.com and www.storytellersvault.com.

Devotion to Power 3
Table of Contents
Common Devotions 7
Uncommon Devotions 18
Elder Devotions 25

4 Devotion to Power
Devotion to Power 5
"That's what we all want, isn't it? Power without price."
— Kelley Armstrong, The Summoning
When most people think about vampires, they think do not use anything specific to Covenants, Bloodlines,
about aging, static beings that cling to tradition. They or extinct clans.
think about the archetypical elder, wasting away each Uncommon Devotions are those that require
night in a castle, mansion, or similar estate as the world Disciplines or similar magics that are taught only by a
changes around him. They think about creatures that specific Covenant, those that require a Discipline
can be easily tricked and overcome through the use of unique to a Bloodline, or those that are otherwise less
new techniques, technologies, and tactics that they’d commonly known to Kindred, even if it’s theoretically
have no way to adapt to. possible for any vampire to learn it.
This, of course, couldn’t be further from the truth. Elder Devotions follow the examples provided in
While few are aware of it, vampires are incredibly Thousand Years of Night, offering potent powers that
dynamic, always-changing beings. They develop unique rely on the years of time an elder has to put towards the
powers, bloodlines, and rituals, and adapt to modern development of such esoteric, powerful abilities. By
society, learning to take advantage of each new iteration default, they’re only available to characters of at least
of mortal governance. In fact, they even learn to use 200 years of age or so, but with Storyteller discretion,
their own innate powers, their “Disciplines” in brand others might be able to find a way to learn them if they
new ways; these experimental combinations, then, otherwise meet the prerequisites.
become Devotions. In all cases, for any Discipline used that’s not
Devotion to Power is a supplement filled with the available in the Vampire: the Requiem second edition
results of those experimentations. It covers not only the core book, the original source of the Discipline will be
most common Disciplines that even neonates are able provided, for each of reference.
to gain access to and learn to repurpose, but the results
of experiments done with Covenant-specific magics,
unique bloodline aberrations, and the lost knowledge
of the extinct clans of past Kindred. Some of these
powers are updated from past books and previous
editions of Vampire, while many others are brand new.
The supplement is split into three distinct sections:
Common Devotions are those that any Kindred can
learn to make use of, requiring only Disciplines that
can be developed by even freshly turned vampires (clan
notwithstanding). They use the modern clan-specific
Disciplines and then the five more common ones, but

6 Devotion to Power
Common Devotions
The Devotions in this section use only the typical More Than One Way
Disciplines available to the modern five Clans of
Vampires; there’s no Blood Sorcery, no Coils, no
Bloodline Disciplines, no “lost clan” Disciplines, and
nothing otherwise uncommon or rare for Kindred to
possess. That is, the ten “normal” Disciplines listed in
Vampire: the Requiem are the only reference you need
for your characters to make use of any of these.
A couple of these Devotions, however, do make
reference to Tilts and related systems; if the summary
found in the Vampire: the Requiem core doesn’t
suffice, the full mechanics for Tilts can be found in the
Chronicles of Darkness second edition rule book, or
in the appendix of Blood Sorcery: Rites of
Damnation.

Behind the Throne


to instead appear as if they specifically belong wherever
(Majesty •, Obfuscate ••) they are, but still aren’t worth paying any mind to.
With expertise in projecting attention elsewhere, the Cost: +1 Vitae
power of Majesty can be granted temporarily to Dice Pool: None
another. Action: Instant
Cost: 1 Vitae Duration: Scene
Dice Pool: None Upon activating Face in the Crowd, this Devotion
Action: Reflexive can be activated by paying the extra Vitae cost. In doing
When activating Awe, this Devotion can be activated so, the Kindred projects not only an air of ignorance,
to project the normal power of Awe onto another like with Face in the Crowd, but one of belonging; if
character for its usual duration. In the case of a the Kindred is wandering through restricted areas
character that’s already utilizing Awe (or activates it where only one or two people could be, others will
after the fact), the Discipline rating of the user is added inherently assume the Kindred is indeed one of those
to that of the target. Other, similar powers utilized by few people. The mechanics otherwise work as for Face
other creatures simply stack normally if they’re granted in the Crowd, and can be applied to others with Touch
the power of this Devotion. of Shadow or the Cloak the Gathering Devotion.
A similar Devotion exists that uses Nightmare This Devotion costs 1 Experience to learn.
instead of Majesty, providing the benefits of Dread
Presence instead.
This Devotion costs 1 Experience to learn.
Commanding Aura
(Dominate ••, Majesty ••)
Belonging (Obfuscate •, and Dominate or The Kindred’s force of personality is forced on all
who can see them, rather than any specific individual
Majesty •) their attention has been focused on.
Rather than simply looking unworthy of attention, Cost: 3 Vitae
the Kindred is able to enhance their aura of ignorance Dice Pool: Presence + Expression + Dominate, vs.
Resolve + Blood Potency

Devotion to Power 7
Action: Instant Exceptional Success: The effect lingers in the area for
Duration: Scene the duration, even if the Kindred leaves the immediate
Any individual within the immediate area that fails vicinity.
to resist the Kindred’s activation of this Devotion This Devotion costs 1 Experience to learn.
immediately suffers from the Mesmerized condition
relating to them. All of those so affected can be
commanded at once, or can be given instructions
Encrypted Command
individually. Further levels of Dominate can be used on (Dominate •••, Obfuscate ••)
any given individual, but must be done one at a time,
as normal (barring further, similar Devotions being In modern times, more is done from afar, preventing
developed). many Kindred from being able to get someone to look
This Devotion costs 2 Experiences to learn. them in the eye to give them an order. With this
Devotion, however, Kindred can imbue an email, text
message, or other digital communication with a
Dissonance mesmerizing command that can then be triggered with
further remote orders.
(Majesty or Nightmare •, Obfuscate •)
Cost: 1 or 2 Vitae
Projecting their aura of ignorance outward, the Dice Pool: Intelligence + Subterfuge + Dominate, vs.
Kindred becomes able to shield their more Resolve + Blood Potency
supernatural activities from mortal minds. Action: Instant
Cost: 1 Vitae The Kindred records or creates a digital message of
Dice Pool: Manipulation + Subterfuge + Obfuscate, some sort before making use of this power. Upon doing
vs. Composure + Blood Potency so, if the roll is successful, the message causes an
Action: Instant intended victim that reads it to take the Mesmerized
Duration: Scene for the effect, Indefinite for condition, if they fail the contested roll (which is made
memory suppression when they read it, not upon the Devotion’s use).
Further messages sent that match the general criteria of
Roll Results
Mesmerize will be followed as if spoken aloud while the
Dramatic Failure: The Kindred draws more Kindred’s eyes are within view.
attention to themself instead of less; it becomes With an additional Vitae imbued into the initial
impossible for them to re-use this Devotion or activate command, Mesmerized can be upgraded to
the first three levels of Obfuscate for the scene. If Dominated, allowing for more complex instructions to
already Obfuscated, the effect immediately ends. be embedded in further digital communication, as if
Failure: The Kindred's activities remain unshrouded. with Iron Edict.
Success: Any mortal (defined as a character with the This Devotion costs 3 Experiences to learn.
Integrity trait) who fails to score more successes than
the Kindred finds themselves unable to properly
remember any supernatural activities in the presence of Entombed Pet (Animalism •, Protean •)
the vampire for the rest of the scene, and in fact will When melding into the earth, the Kindred is able to
even try to ignore such happenings (subject to the take a ghoul or similar animal servant with them.
normal limits of Face in the Crowd, as if the Cost: +1 Vitae per creature
activity/event itself were Obfuscated). Being forced to Dice Pool: None
confront the memory through external means or other
Action: Instant
“proof” causes a Breaking Point with a penalty equal to
the Kindred's Obfuscate; on a failure, they refuse to Duration: Indefinite
remember what actually happened still. Supernatural The Kindred must be touching the (willing) ghoul,
restoration of memory, such as with Auspex, is a Clash familiar, or other creature(s) (which can be a human
of Wills as normal, and if carefully done might not thrall) that’s to accompany them into their Unmarked
cause a breaking point. Grave for the duration, and spend the extra Vitae upon

8 Devotion to Power
activating it to use this Devotion. The creature does not dangerous prospect, however, as the normal effects of
need to eat, drink, or breathe for the duration they’re Vitae on a human corpse can take effect; at Storyteller
kept within the Kindred’s grave. discretion, should the Devotion end without the corpse
This Devotion costs 1 Experience to learn. being thoroughly destroyed, it may raise as a Revenant
the following night.
This Devotion costs 2 Experiences to learn.
Eternal Power (Resilience •+; Special)
The Kindred has become practiced with a given
Discipline or Devotion, to the extent of allowing its
Feral Beast (Animalism ••••, Vigor ••••)
power to remain in effect for a much longer period of A target Kindred’s (or similar creature’s) inner beast
time than normal. is made to roil and twist in its “cage,” clawing and biting
Cost: +1 Vitae at its bindings, despite the fact that the bindings are the
Dice Pool: None vampire’s own flesh and bone.
Action: As base power Cost: 1 Vitae and 1 Willpower
This Devotion is purchased to specifically apply to a Dice Pool: Presence + Intimidation + Animalism -
single level of a Discipline or a Devotion the Kindred target’s Composure
knows with a duration longer than a turn, but shorter Action: Instant
than “permanent” or “indefinite.” By paying the extra The target suffers 1 lethal damage per success rolled
cost, that power’s duration is increased. If it normally as their Beast claws and wracks at them from within.
lasts for less than a scene, the duration is doubled. If it Their skin seems to ripple unnaturally as bite marks
lasts a scene or longer, its duration is upgraded by one and fresh wounds appear out of nowhere. This also
step: from a scene to a night, a night to a week, a week inflicts the Tempted condition on them (or raises the
to a month, a month to a year, or a year to two years; penalty by -1, if already suffering from it).
any power that would be a multiple or fraction of that This Devotion costs 4 Experiences to learn.
duration becomes a multiple or fraction of the next step
up, instead (2 weeks becomes 2 months, for example).
This does stack with the duration bonus provided by a Forbiddance (Obfuscate •••••, Resilience •••)
third stage Vinculum, if appropriate. The Kindred blankets an area with an invisible force
Note: This does work on Blood Sorcery, but must be that makes it physically impossible to pass into or
purchased per ritual. If using Rites of Damnation, it through the affected space.
instead provides a free Step towards duration factors on Cost: 3 Vitae and 1 Willpower
a Learned or Mastered ritual. Requirement: The vampire must mark the area to be
This Devotion requires Resilience equal to half the protected, which can be no larger than a small home in
highest Discipline required for the target power, and size, with the required Vitae.
costs Experiences equal to that required rating. It can
Dice Pool: None
be purchased more than once, applying to a new
Action: Instant
Discipline or Devotion each time.
Duration: 1 week per dot of Blood Potency
For the duration of the Devotion, an invisible barrier
Fallen Friend (Animalism ••, Dominate ••) entirely prevents anyone from physically entering the
affected area. Mortals lacking an awareness of the
Sometimes, animal companions aren’t quite enough
supernatural will misremember this as having other
to act as the servant a Kindred needs. This Devotion
difficulties getting into the area, but supernatural
allows them more humanoid assistance.
creatures will generally be fully aware of the unnatural
Cost: 1 Vitae
nature of it.
Dice Pool: None
Action: Instant
This works as Raise the Familiar, but can target a
drained humanoid instead of an animal. This is a

Devotion to Power 9
Using other powers to get into the protected space Celerity to multiply speed is not cumulative with this;
provokes a Clash of Wills against the Kindred; if the it will simply provide their full rating for 1 turn. Other
offender fails, they still cannot find their way inside, uses of Celerity work normally.
and may not use the same power to try again for the Unlike a normal use of Celerity, the speed increase
rest of the night. The barrier does affect Twilight, but seems a bit steadier; the Vampire is still unnaturally
is not solid to mental projections, nor does it extend fast, but rarely so much so that they disappear from
into other realms like the Shadow. view or seem to just jump from one place to another.
This Devotion costs 4 Experiences to learn. Instead, it seems they’re just running (or walking) far
more quickly than should be possible.
This Devotion costs 2 Experiences to learn.
Forced March (Celerity ••, Resilience •)
While Celerity is ideal for sudden bursts of speed and
surprising foes, it’s not great for prolonged quickness,
Husk (Celerity •, Vigor •)
such as long-lasting chases or traveling without a Named after what’s typically left when it’s used, this
vehicle. This Devotion, then, allows for a steadier, more Devotion allows a Kindred to feed beyond their normal
continuous increase in speed. limitations in a turn, allowing foes to be quickly
Cost: 2 Vitae drained down to nothing in a fight, or for a struggling
Dice Pool: None victim to otherwise be drained before they can make a
Action: Reflexive scene.
By activating this Devotion, the Kindred’s speed Cost: 1 Vitae
multiplies as if with a use of Celerity at a rating 1 lower Dice Pool: Special
than they actually have, but the speed increase lasts for Action: Reflexive
a scene, rather than for a single turn. A normal use of Duration: 1 turn

10 Devotion to Power
A Kindred using Husk is able to very quickly and Action: Instant
efficiently drain victims; it’s only able to be used during Duration: Scene
violent feeding (those that the Assault, rather than the Any of the Kindred’s allies that are capable of seeing
Kiss, typically applies to). Add the Kindred’s Celerity to them upon activation of this Devotion gains the
their Blood Potency for the purpose of determining the Inspired condition related to that encouragement,
maximum amount of Vitae that can be taken from a which fades at the end of the scene if not utilized.
target when using the Feed move, and add their Vigor This Devotion costs 1 Experience to learn.
to any grapple roll being used to feed (in addition to
the normal Strength bonus it grants).
This can be activated after rolling to feed and seeing Invisible Secrets (Obfuscate ••••)
more successes were scored than can be normally taken The Kindred is able to veil their soul, mind, and
in a turn, but in this case the bonus from Vigor is nature from those that would attempt to use
obviously ignored. supernatural abilities to discern their secrets.
This Devotion costs 1 Experience to learn.
Cost: 1 Vitae
Dice Pool: None
Immutable Body Action: Instant
Duration: Scene
(Resilience ••••• or Protean •••••) For so long as this power is active, any attempt by
Kindred that have either learned to either solidify another character to study them with supernatural
their body to a masterful degree or to completely shift abilities that reveal anything about them (such as
their physical form sometimes manifest this Devotion, Auspex, Aura Reading, Mage Sight, Kenning, or
which makes it difficult to cause any sort of physical otherwise) must defeat the Kindred in a Clash of Wills,
change to them. or else they receive no information; the Kindred gains
Cost: 2 Vitae the 8-again benefit on this Clash, as well.
Dice Pool: None If the vampire is aware of the attempt and they win
Action: Reflexive the Clash of Wills, an additional Vitae can be spent to
instead fabricate false information that’s “revealed” to
By spending 2 Vitae any time a supernatural effect
the offender.
would change the character’s body (whether
shapeshifting, causing direct physical damage, This Devotion costs 2 Experiences to learn.
imposing physical Tilts, or degrading her attributes),
the Kindred may roll a Clash of Wills to prevent or
reverse the change. She automatically knows the effect
Keepsake (Resilience •••)
is being attempted, and what it will do to her body, even The Kindred’s able to channel the abilities of their
if she decides not to spend the vitae, though has no Resilience into the equipment they carry.
knowledge of what’s causing it by default. Cost: None
This power is activated after any other form of innate Dice Pool: None
defense allowed, such as contesting a Discipline or Action: Reflexive
withstanding a mage’s spells. When using Resilience’s active effects for a turn, any
This Devotion costs 3 Experiences to learn. benefits provided extend to the equipment carried by
the vampire as well, preventing damage from actually
breaking the equipment, even if it starts to look cracked
Inspire Courage (Majesty •, Vigor •) or worn. Any superficial damage is “repaired” the next
Bathing their allies in an aura of energetic warmth time the Kindred spends any effort touching it up.
and reassurance, the Kindred inspires a strength of will This Devotion costs 1 Experience to learn.
and urge to press onward.
Cost:1 Vitae
Dice Pool: None

Devotion to Power 11
Lingering Thought (Dominate •, Resilience •) Mobile Grave (Protean •, Celerity •)
A subject is forced into the target’s mind, which they The Kindred learns to move through the ground (or
end up being unable to ignore, constantly finding it on other substances) while within their unmarked grave.
the forefront of their thoughts. Cost: 1 Vitae
Cost: 1 Vitae Dice Pool: None
Dice Pool: Manipulation + Expression + Dominate, Action: Instant
vs. Resolve + Blood Potency Duration: Scene
Action: Instant This Devotion can be activated when the Kindred is
Duration: Special using Unmarked Grave. For the rest of the scene, they
Roll Results can move at half their normal speed through any
substance they’ve spent enough Vitae to sink into,
Dramatic Failure: The Kindred ends up fixated on although must still rely on little more than their
their own thought, gaining the Obsessed condition for Kindred Senses for navigation.
a scene (not counting as Persistent). This Devotion costs 1 Experience to learn.
Failure: The Kindred’s words fail to capture the
target’s thoughts.
Success: The Kindred speaks a single word or short Momentary Projection (Auspex •••••)
explanation of a given subject matter to a target, who With a brief projection of the Kindred’s senses, he’s
takes the Obsession condition relating to it, constantly able to get a glimpse around corners, at differing angles,
finding it at the back of their mind. If the Obsession is or to otherwise get a wider picture regarding their
something that can’t reasonably be resolved normally current location.
(Storyteller discretion), the condition fades naturally
Cost: The first use in a scene is free; each additional
after a night. Otherwise, it lasts until the target can
use costs 1 Vitae each.
resolve the condition.
Dice Pool: None
Exceptional Success: An unresolvable fixation lasts
for a number of nights equal to the Kindred’s Blood Action: Reflexive
Potency. Duration: 1 turn
This Devotion costs 2 Experiences to learn. Upon activation, the Kindred is able to project their
senses (all of them) briefly to another spot within their
current sensory range. For the duration, they’re able to
Mental Alacrity (Auspex ••••, Celerity ••) see/hear/smell/touch/taste as if they were in that new
spot, allowing them to do things like invisibly peer
By attuning their blood towards mental tissue,
around corners, check the cell phone of someone
enlivening it instead of intensifying physical movement
making secretive texts, or “taste” a stain of blood on
or supernatural ability, the Kindred becomes able to
the wall without going over and actually licking it.
use Vitae to sharpen their thoughts.
Note that the Kindred can repeatedly activate this
Cost: 1+ Vitae
each turn to jump to a new place within their
Dice Pool: None
“projected” sensory range.
Action: Reflexive
This Devotion costs 2 Experiences to learn.
The Kindred, after purchasing this Devotion, is able
to spend Vitae to improve actions and resistance traits
utilizing Mental Attributes or Composure, akin to Passing Resemblance (Obfuscate •••)
Physical Intensity, for a turn. This may also be used to
The Kindred can disguise themself as another type of
affect a single roll in an extended or other “long term”
supernatural being on a surface level, taking on a fake
action, but is still subject to per-turn limits despite it
“nimbus” of a Mage or masking their Beast as the inner
taking place over a longer period. This cannot be used
wolf of an Uratha.
to enhance Discipline activations or other supernatural
abilities. Cost: 1 Vitae
This Devotion costs 3 Experiences to learn. Dice Pool: None

12 Devotion to Power
Action: Instant
Duration: 1 night
For the duration, the Kindred’s apparent
Pavlovian Response (Dominate •••, Majesty
supernatural nature is altered to mirror that of a type and/or Nightmare ••)
of supernatural being they have at least basic functional
knowledge of. Any inherent senses will pick up the The Kindred is able to create emotional connections
Kindred as the appropriate type, and even surface level to certain triggers in a target’s mind, causing fear or
sensory impressions can be mirrored; among nostalgia in response to certain stimuli.
Changelings, they might have a bloody Mien, for Cost: Per the triggered Disciplines.
instance. More directed supernatural powers seeking to Dice Pool: Intelligence + Empathy + Dominate -
discover the Kindred’s true nature must defeat the subject’s Composure.
Kindred in a Clash of Wills to discover it; otherwise, Action: Instant
that power similarly reveals the Kindred as a member Duration: 1 week per success
of the mimicked type of being. This Devotion allows the Kindred to implant levels
To note, this does not actually provide the Kindred of Majesty, Nightmare, or potentially other emotion-
with even the inherent abilities of that kind, so the ruse affecting Disciplines into a victim when using
can fairly quickly be uncovered if extended time is Entombed Command (although with a slightly
spent among them. different dice pool). Some examples follow, but are not
This Devotion costs 1 Experience to learn. exhaustive:
• Awe: The target is well disposed to a given
subject, defined by the Entombed Command,
when in their presence, providing them the
bonuses of Awe against the target alone.
• Confidant: The target gains the Charmed
condition, relating to a predefined subject (or to

Devotion to Power 13
any that meet the criteria of what might trigger required, that power can be activated as a reflexive
it). action instead.
• Face of the Beast: The victim gains the Only one Discipline or Devotion enhanced with this
Frightened condition any time they end up in Devotion can be activated per turn, and it has no effect
the presence of a specified trigger, such as a on those that take longer than a turn, or require an
certain type of person, or a given animal, or extended action (even if the extended action’s rolls take
whatever else the user can think of. only a turn each).
• The Grand Delusion: The target takes on the This Devotion requires Celerity equal to half the
Delusional condition in direct opposition to a highest Discipline required for the target power, and
certain trigger; perhaps every time someone lies costs Experiences equal to that requirement. It can be
to them, they take on the condition and refuse purchased more than once, applying to a new
to believe they were actually lied to. Discipline or Devotion each time.

Psychic Vampirism Regeneration (Protean •••, Resilience ••••)


(Auspex ••••, Nightmare •••) This Devotion helps badly wounded Kindred get
back into the fray as quickly as possible.
Rather than needing to sink your fangs directly into Cost: 5 Vitae
someone’s veins, you can tap into the power of their Dice Pool: None
mind and life force directly, draining a bit of their
Action: Reflexive
mental vigor from them and leaving them shaking and
paranoid in the process. A single activation of this power heals 1 point of
aggravated damage immediately, rather than needing to
Cost: 1 Vitae
do so in daysleep. If the Kindred can spend enough
Dice Pool: Manipulation + Empathy + Auspex - Vitae, it can even be activated more than once in the
target’s Composure. same turn.
Action: Instant This Devotion costs 3 Experiences to learn.
The Kindred is able to take 1 point of Willpower
from the victim per two successes scored on the roll,
and gain half of that for their own pool, up to their Retaliatory Terror
normal maximum. Alternatively, these Willpower can
be gained as Vitae, as the Beast learns to feed on the (Nightmare •, Celerity or Resilience •)
subject’s mental energy directly. The target also gains The Kindred can reflexively channel their own pain
the Spooked condition, with the Vampire as the subject and anguish into their aura, inflicting it back on others.
of its focus. On an exceptional success, this becomes Cost: None
Obsessed, instead.
Dice Pool: None
This Devotion costs 3 Experiences to learn.
Action: Reflexive
When the Kindred takes any amount of lethal or
Quickened Call (Celerity •+, Special) aggravated damage, this Devotion can be used to
reflexively activate Dread Presence. Unlike normal uses
With this Devotion, the Kindred is able to more
of it, the illusions can cause pain reflecting the
quickly make use of one of their powers.
Kindred’s own against the offender (only), including
Cost: +1 Vitae inflicting an equal wound penalty.
Dice Pool: As Discipline/Devotion This Devotion costs 1 Experience to learn.
Action: Reflexive
This Devotion is purchased to specifically apply to a
single level of a Discipline or a Devotion the Kindred
knows that normally requires an instant action (and no
longer than a turn) to activate. By paying the extra cost

14 Devotion to Power
Servant of the Apex (Animalism ••••, and Dice Pool: None
Action: Reflexive
Vigor, Resilience, or Celerity •) Duration: 1 full statement
The Kindred imbues their blood with their power, By activating this Devotion while speaking a lie or
allowing those entering a state of inflicted frenzy to other dishonest manipulation of facts, the Kindred's
benefit from their enhanced might. words become inscrutable. Mundane attempts to
Cost: +1 Vitae per Discipline granted discern if he's lying or otherwise misleading, such as
with Subterfuge or Empathy, automatically fail for that
Dice Pool: None
statement. Supernatural attempts must defeat the
Action: Reflexive Kindred at a Clash of Wills to discern the falsehood.
This Devotion is activated when using Feral Note that this is not mind control; saying "You adore
Infection. Upon doing so, the Kindred can grant one me" doesn't make anyone believe it must be true and
or more of their physical Disciplines to any animals or start doing so, it simply makes it seem like the Kindred
other beings that fall prey to the inflicted feral state. is being utterly truthful in his belief of the statement.
They retain these benefits for the duration of the
This Devotion costs 3 Experiences to learn.
Discipline usage, and can utilize the active effects of
them one time for free in that period.
This Devotion costs 2 Experiences to learn. The Spirit’s Command
(Auspex •••, Dominate •)
Stalwart Mind (Resilience •••, and Focusing their will on a supernatural artifact, the
Dominate, Majesty, or Nightmare ••) Kindred is able to force it to respond to the Kindred’s
desires, even lacking the typical magic expected of its
By turning their mental Disciplines inward, the
users.
Kindred is able to ward off other effects that would
Cost: 1+ Vitae
command them or alter their emotions.
Dice Pool: Presence + Occult + Auspex
Cost: 1 Vitae
Action: Reflexive
Dice Pool: None
By using this Devotion, the Kindred can activate
Action: Reflexive
occult relics, Bygones, magical artifacts, and other,
Duration: Scene stranger forms of mystic object, whether or not they
When the Kindred fails to resist or contest a power have the needed energy sources, abilities, or sacrifices
that would alter their minds, command their thoughts, required to utilize them.
or change their emotions, the Kindred is able to turn The Vitae spent replaces any cost in Willpower or
their own Disciplines inward to counter the effects. other, stranger forms of energy normally used to
The Devotion is activated, and a Clash of Wills is made activate the object on a 1-for-1 basis (minimum of 1),
against the offending power, with the Kindred gaining
and the dice pool replaces the normal activation pool,
8-again on that roll. If successful, the command or if relevant, for determining the level of success. Any
alteration is ignored entirely, and the same power
Supernatural Potency that would be required is
cannot be attempted on them for the rest of the scene,
replaced by the Kindred’s Blood Potency for derived
or it automatically fails. effects, and any other trait the user lacks is replaced by
This Devotion costs 2 Experiences to learn. the vampire’s Auspex rating.
This Devotion costs 2 Experiences to learn.
The Perfect Lie (Auspex ••••, Obfuscate ••)
Veiling his thoughts even from himself until the last Telepathic Command
moment, the Kindred becomes able to make statements
that sound as confident and reliable as any truth he's (Auspex ••••, Dominate •)
ever spoken. Eye contact and deliberate speech aren’t always as
Cost: 1 Vitae easy as Kindred would like, but this Devotion allows for

Devotion to Power 15
a more direct ability to take command of another’s Cost: 1 Vitae
mind. Dice Pool: None
Cost: +1 Vitae Action: Reflexive
Dice Pool: None Duration: As Unmarked Grave
Action: Reflexive When utilizing Unmarked Grave before succumbing
When activating any of the first four levels of to daysleep, this Devotion can be activated to provide a
Dominate, this Devotion can be used to negate the low level awareness of their surroundings even as they
need for eye contact and spoken words, as the “sleep.” With the basic version (using Auspex •), they
commands are sent telepathically to the target. This is retain only the senses they normally do when utilizing
especially useful for The Lying Mind, as the Kindred Unmarked Grave, but if they sense danger that way,
can project a memory of their own or the full, they gain the rote quality to the roll to awaken.
fabricated details in a few short moments as a single When learned using Auspex •••••, the Kindred
“thought,” rather than spending minutes or longer may, at-will during daysleep, spend a point of
describing each aspect of it. Willpower to activate Twilight Projection normally,
This Devotion costs 2 Experiences to learn. and if they discover anything that makes them wish to
awaken, even if not nearby their sleeping form, they
may trigger a roll to awake as if they were in danger,
Territorial Advantage again gaining the rote quality.
(Animalism •••••, Resilience •) This Devotion can be used to allow for a low level
awareness during torpor, but only if Unmarked Grave
Not only is the master of Animalism lord of their is activated before the Kindred actually falls into it
domain, but the domain itself is reinforced and (from whatever source).
strengthened by them, making it that much more This Devotion costs 1 or 3 Experiences to learn (for
difficult to break through their defenses uncontested. Auspex • or •••••, respectively).
Cost: +1 Vitae
Dice Pool: None
Action: Reflexive
Turn Away the Lesser Beast
Duration: As Lord of the Land (Animalism ••, Resilience •••)
By spending an extra point of Vitae when activating
Lord of the Land, the Kindred’s own resilient nature The Kindred’s flesh becomes attuned to the fevered
can be infused into it, providing further protection. For swiping of the claws and teeth of lesser creatures,
the duration, any supernatural attempt to spy on, enter finding that it becomes incapable of so much as even
the territory uninvited, or damage the area is met with breaking their skin.
a Clash of Wills; if the Kindred wins, the power fails Cost: 1 Vitae per turn
utterly and cannot be attempted again in the same Dice Pool: None
night. The vampire is also instantly made aware of the Action: Reflexive
attempt, although is provided no details about the Duration: 1 turn
offender. For any turn when this Devotion is active, the
This Devotion costs 3 Experiences to learn. Kindred ignores any damage dealt to them by inhuman
animals that they’d normally take bashing damage
from. If this would be upgraded to lethal somehow,
Torpid Awareness such as through supernatural enhancements or powers
(Auspex • or •••••, Protean •) the creature itself might have access to, the damage is
instead downgraded to bashing still.
The dreams of Kindred are often nightmarish or This Devotion costs 2 Experiences to learn.
distorted, unable to refresh their undead mind in the
same way that their Anchors can. This Devotion, then,
allows them to remain “conscious” during day sleep, so
long as they’re subsumed safely within the ground.

16 Devotion to Power
Vitae Bloat (Protean ••)
With a simple alteration of their form, Kindred with
this Devotion are able to use their ability with Protean
to store excess blood in a somewhat grotesque,
unsettling fashion. Swelling, blood colored growths
appear all along their veins and arteries, but can be used
to store more Vitae than is typically possible.
Cost: As per Predatory Aspect
Dice Pool: None
Action: Reflexive
When utilizing Predatory Aspect, this Devotion can
be reflexively activated to allow for an additional
change to the Kindred’s form, as described above.
These growths allow them to add their Protean rating
to their Blood Potency solely for the purpose of
determining how much Vitae they can hold. However,
the further above their normal maximum this takes
them, the more obvious and unsettling the growths.
This Devotion costs 2 Experiences to learn.

Wicked Grasp (Nightmare •, Vigor •)


The character’s form seems to twist and move in an
eerie fashion as a grappled victim’s mind is slowly
crushed and broken alongside their body.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
This Devotion can be activated when Dread Presence
is active and the vampire successfully grapples or uses a
grappling maneuver on a target. The target takes the
Insane Tilt (Chronicles of Darkness, pg. 285) which
lasts for so long as they remain in the Kindred’s grasp,
as their mind is wracked with unsettling, terrifying
visions of what’s happening to them.
This Devotion costs 1 Experience to learn.

Wielded Nightmare (Nightmare •, Vigor •••)


The illusions assaulting a target’s mind seem to form
into solid objects in the vampire’s grasp, allowing them
to be momentarily used to the Kindred’s advantage.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: 1 turn

Devotion to Power 17
When utilizing Dread Presence, the character can use to whether it’s on a person/other being, or an
this Devotion to momentarily grant solidity to the object/location); this is activated normally for that
illusions being inflicted upon others, wielding them for level, but the Kindred becomes able to ask questions
a few moments. This grants an equipment or weapon directly related to supernatural effects.
bonus up to the vampire’s Vigor rating, which can be Sample Questions
used on any action that can be completed within the • Is this magic innate or external to the
Devotion’s duration. The equipment cannot be subject/object? A vision of a hooded figure casting a
electronic or run on any other sort of fuel, nor contain spell upon the subject. The sound of the target's blood
any explosive capability or similar properties. flowing into the effect.
This Devotion costs 2 Experiences to learn. • What sort of supernatural power is this? The smell
Uncommon Devotions of Vitae dripping from an open wound. The glowing
Nimbus of the Mage who cast it. The feel of ectoplasm
stringing itself around the skin.
The following Devotions are those developed by rare
sorts of Kindred, whether those that have experimented • What does this effect do? The sensation of a
resistive aura of force surrounding the subject. The
with their Covenant’s Discipline (or Coils…), those that
creeping feeling of adoration for the power's user. The
come from lost clans or unique Bloodlines, or those
feeling of the user’s eyes seeming to pierce into your
that have discovered rarer Disciplines like Blood
soul.
Tenebrous. Players should of course be sure the
requisite Disciplines are in use before planning to work • Was this effect created by someone whose effects
towards these. I've studied before, and if so, who? A brief vision
In any case where the Disciplines involved don’t of the target. An impression of a Mage's signature
come solely from the Vampire: the Requiem second nimbus. A familiar voice whispering in your ear.
edition core book, the source(s) will be listed as a note Noticing any effect meant to conceal, trick, or veil
at the end of the description the first time it appears. requires a Clash of Wills, though once noticed no
Clash is required to study it with Auspex unless it veils
For Devotions where “Blood Sorcery” is listed as the
the nature of the information being sought.
Discipline, it means any form of Blood Sorcery can be
used towards the prerequisite, whether Crúac, Theban This power costs 2 Experiences to learn.
Sorcery, or other strange forms of it. Source: The Mystery of Zirnitra can be found on page
200 of Secrets of the Covenants. If using Rites of
Damnation, the Blood Sorcery of the Sons of Phobos
Arcane Sight (Auspex ••, Coil of Zirnitra or will also work towards this Devotion.

Crúac •)
By aligning their Beast’s senses with the workings of
Eldritch Offering (Coil of Zirnitra •••••)
magic and mystic energy instead of the secrets and The Kindred harnesses the supernatural potential
weaknesses of their prey, the Kindred becomes able to present within their blood and soul, burning it up to
study the weave of the supernatural. psychically grant that power to another.
Cost: 1 Vitae Cost: 1 Willpower
Dice Pool: None Dice Pool: Resolve + Occult + Zirnitra
Action: Instant Action: Instant
Duration: Scene This power may be activated as a “dodge,” allowing
By spending a point of Vitae, the Kindred activates the Kindred to assist another character who's about to
this power. At a glance, they become able to see any use a supernatural power of their own, activating this
“active” supernatural effect on a person, location, before they make their own roll. It may also be used
object, or area within range of their perceptions, seeing even by a twilight projecting vampire, despite the
it as a sort of subtle “glow.” By focusing on such an normal prohibition against using Disciplines and
effect, the Kindred may scrutinize the magic itself with Devotions other than Auspex when doing so.
Uncanny Perception or Spirit’s Touch (as appropriate

18 Devotion to Power
The Kindred may not target themself with this, even
if capable of activating another power reflexively.
Roll Results
Empowered (New Condition)
Dramatic Failure: The Kindred suffers a point of
unavoidable aggravated damage due to the buildup and
burn of power, but utterly fails to project it anywhere.
Failure: The target's magic isn’t bolstered.
Success: The Kindred suffers a point of unavoidable
aggravated damage as a portion of his own energy is
burnt away and projected to the target character, who
he must be able to perceive. That character's own power
activation roll gains 1 bonus die per success rolled by
the Kindred, and if involved in a Clash of Wills, the
vampire’s Supernatural Potency is added to it if higher
than the target’s own.
Exceptional Success: The target gains either the
Flawless Parry (Praestantia •••••)
Empowered condition for the affected power, or if it By focusing all efforts on blocking incoming attacks,
wouldn't apply, they gain Inspired instead. the Kindred is able to predict and flawlessly stop each
This Devotion costs 4 Experiences to learn. and every one that comes their way.
Cost: 3 Vitae per turn
Dice Pool: None
Eye of God (Auspex ••, Theban Sorcery •) Action: Instant, replaces a dodge
By altering their senses with holy nature of their This Devotion is activated in place of deciding to
magic, Sanctified sorcerers are able to discern the works Dodge on a given turn. The Kindred is then able to
of God, and any pretenders to His name. perfectly block or parry any physical attack that they
Cost: 1 Vitae would benefit from defense against for that full turn,
Dice Pool: None no matter the result of the offender’s roll. If an attack’s
Action: Instant speed or accuracy is aided by supernatural power, a
Duration: 1 scene Clash of Wills is made, and the attack is blocked if the
Kindred wins (a normal dodge can be used if not).
After activating this Devotion, the sorcerer becomes
able to see any sort of “holy” ground or Resonance, any This Devotion costs 3 Experiences to learn.
form of Infrastructure (see Chronicles of Darkness, pg. Source: Praestantia can be found on page 29 of
126 and 134), any intangible being of an angelic or holy Thousand Years of Night.
nature, and any sort of supernatural power involving a
Holy, truth-oriented, or similar blessed bent to it. This
could allow them to spot other Theban Sorcery rituals,
Idle Hands (Auspex •••• or Dominate ••••,
the Prime magic of mages, Supernatural Merits that
allow for blessing or consecrating objects, or any form
Any Coil of the Dragon ••)
of Relic, among other possibilities. Through a connection to another character’s Mind
After spotting such manifestations, Uncanny and Soul, the Kindred is able to project some of their
Perception or Spirit’s Touch can be used to study them, insight and knowledge, allowing their subject to make
using normal questions or questions similar to those use of the strange experiments of the Ordo Dracul.
given for Arcane Sight, above. Cost: 1 Willpower, 1 Vitae per Scale
This Devotion costs 1 Experience to learn. Dice Pool: Resolve + Occult + Auspex
Action: Instant
Duration: 1 Night
For each success rolled, 1 Vitae may be spent to
impart temporary knowledge of a Scale the vampire

Devotion to Power 19
knows onto a living character, allowing them to Dramatic Failure: The Kindred's mind falters,
perform it as if they were the Kindred. They may not causing him to suffer from the Confused condition.
perform any Scales on themselves that would require Failure: The Kindred's thoughts go unprotected.
aspects of the Kindred template, and Vitae costs are Success: The Dragon, using a combination of mental
replaced with lethal damage representing their own exercises, a closed “loop” of telepathic mental energy,
blood (or donor Vitae). Any effects derived from traits, and a form of illusory bolstering, creates a secondary
such as Coils or Blood Potency, are calculated from the "false" mind imposed over his own. When the Devotion
Kindred’s. On an exceptional success, it lasts a week. is learned, the Kindred may define false or missing
To note, the ability is mostly instinctive; the subject memories, about a scene's worth of "thoughts", and
can’t write the process down to the point of other mental impulses (such as emotions) that would
reproduction by other Vampires at a later time, for be present in that false mind; these can then be altered
instance, so this doesn’t typically count as a breach of with each new use of the Devotion, if desired.
Covenant secrecy, so much as an easy boon to offer. This offers two benefits. First, the Kindred
This Devotion costs 3 Experiences to learn. immediately becomes aware of any mind-reading or
affecting powers targeting him a few moments before
they actually take effect, and has a very basic idea what
Master Artisan (Resilience •, Celerity ••• or the power will do. Second, the Kindred may then spend
Praestantia •••) a point of Vitae to divert the power into the "false"
layer; a Clash of Wills against the offender is made, and
The Kindred is able to create works of art or craft if the Kindred wins, the target finds that all such powers
useful items in the blink of an eye; some call this targeting the vampire affect or read the "fake" layer for
“Brownie’s Boon” if they want to risk the ire of the the rest of the night (and have no means to tell it's not
creator. Despite that namesake, however, this Devotion real; powers that have obvious effects just seem to fail).
works whether observed or not. If the Kindred fails, the power breaks through the false
Cost: 1 Vitae layer. Note that the use of the Clash comes after any
Dice Pool: None failed resistance (such as contested Discipline rolls).
Action: Reflexive Exceptional Success: The Kindred gains the
By activating this Devotion when crafting an object, Advanced Action quality to any resultant Clash of
whether a work of art, an occult implement, a mundane Wills, as both the primary and "false" layer of thought
tool, a computer program, or even a plan, the time work in tandem to distract the offending power.
taken is divided by the character’s dots in Celerity or This Devotion costs 3 Experiences to learn.
Praestantia.
This Devotion costs 2 Experiences to learn.
Mortal Flesh (Coil of the Ascendant •••••,
Mind of the Inscrutable Hydra Resilience ••)
When the Dragon enlivens their flesh, it almost
(Auspex ••••, Any Coil •••) entirely comes alive, to the point that their body begins
The Dragon becomes capable of creating a to knit itself back together like it did in its mortal years.
"phantom" train of thought within his mind, one that Cost: None
protects his actual thoughts from intrusion or Dice Pool: None
alteration by outside sources. Duration: Permanent
Cost: Special Whenever the Kindred is under the effects of the
Dice Pool: Resolve + Occult + Auspex Blush of Life, they heal damage automatically as if they
Action: Instant roll, but must be done after were a mortal, in addition to being able to regenerate it
successful meditation with Vitae. Obviously, this means it needs to be upkept
Duration: 1 night per dot of Blood Potency for more than a day at a time to heal lethal or
Roll Results aggravated damage.
This Devotion costs 3 Experiences to learn.

20 Devotion to Power
This Devotion costs 1 Experience to learn.
Necromancer's Eye (Auspex ••, Cattiveria •) Source: Cattiveria is a bloodline Discipline of the
By combining their Beast's unnatural perception with Sangiovanni, found on page 94 of Rites of Damnation.
a sense for deathly energy, the Kindred is able to If not using Rites of Damnation, the Cattiveria
perceive that sort of energy no matter where it may be. requirement is replaced with Kindred Necromancy (see
Cost: 1 Vitae or 1 Ectoplasm Bloodlines: the Resurrected).
Dice Pool: None
Action: Instant
Duration: Scene
Reflexive Hackles (Auspex •, Praestantia •)
For the rest of the scene, the Sangiovanni is capable The Kindred senses danger instinctively, rather than
of sensing deathly energy in all forms. This includes needing to seek it out.
being able to perceive the ghostly phase of Twilight, the Cost: As Beast’s Hackles
ability to notice Avernian Gateways, and the ability to Dice Pool: As Beast’s Hackles
recognize when someone is Possessed, Claimed, or Action: Reflexive
similarly under the effects of a Manifestation, The turn before the Kindred would be put in some
Influence, or Numina from a ghost or other deathly form of danger (such as an ambush, an unexpected use
ephemeral being. It can also recognize other of magic or Discipline, or a simple mundane trap), this
necromantic sorceries, the Death magic of Mages, and Devotion activates reflexively, using Beast’s Hackles to
other similar abilities. suss out the problem. The question asked inherently is
Learning more than just this basic recognition of one that will reveal the source of the trigger; typically,
deathly influence or Twilight requires a use of Uncanny this is “Who/what here is most likely to hurt me?”
Perception or Spirit’s Touch, studying the energy itself, With an exceptional success, the player chooses the
to learn more about it (see Arcane Sight above for some second question asked normally.
examples of how it might work when targeting a This Devotion costs 1 Experience to learn.
power).

Devotion to Power 21
Shadow Projection (Auspex •••••, Blood supernatural power born from and surrounding him. It
escapes the senses of others’ Beasts and hides him from
Tenebrous •••) the attention of the more over-curious denizens of the
supernatural world.
Rather than risk the dangers of the spirit realms, the
Cost: Special
Kindred is able to project their ephemeral form directly
into the Shadow to explore in a somewhat safer Dice Pool: Special
manner. Duration: Indefinite/Night.
Cost: 2 Vitae Action: Instant
Dice Pool: Intelligence + Occult + Auspex - Gauntlet At-will, the Kindred can cause his supernatural
Strength abilities and those affecting him to become difficult to
Action: Instant sense. For as long as it lasts (it can be deactivated at
will), any supernatural power affecting him, or that he
This works as for Twilight Projection, except the
uses, is “cloaked,” making it so “passive” supernatural
Kindred’s psychic form can be projected across the
senses (like Mage’s Peripheral Sight, or Uncanny
Gauntlet and into the Shadow, instead of into
Periphery below) will not notice it. Active supernatural
Twilight. All other limitations apply, except the
senses (like Arcane Sight) require a Clash of Wills to
vampire only needs to get their spectral form back to
notice, study, or otherwise learn about any such
where they first projected, or to a Locus, to enter their
abilities, and if the Clash of Wills is lost, the same
body again and awaken.
ability cannot be used to detect that specific power for
This Devotion costs 3 Experiences to learn. the rest of the scene. As well, the Kindred gains 8-again
Source: Blood Tenebrous can be found on page 38 on their own Clash, given the focused purpose of the
of Ephemeral Influence. power being used.
By spending a point of Vitae, the Sorcerer can roll
Spirit Sight the normal dice pool for Touch of Shadow to extend
this occlusion to another; for the rest of the night, they
(Auspex ••; or Auspex •, Crúac •) gain the same benefits, using the Kindred’s Clash of
Wills pool.
By reaching outward to more consistently watch the
This Devotion costs 2 Experiences to learn.
unseen, the Kindred is able to perceive that which
normally exists in another “phase” of existence:
specifically, creatures of Twilight. Theft of Magic
Cost: 1 Vitae
Dice Pool: None (Dominate ••, Blood Sorcery ••••)
Action: Instant By aligning oneself to the nature of Blood Sorcery,
Duration: Scene the Kindred is able to take control of an existing ritual
For the duration of the Devotion, the Kindred is able as if it were cast by them.
to see and hear beings that exist intangibly in the phase Cost: 3 Vitae
of Twilight, whether spirit, ghost, or otherwise, Dice Pool: Manipulation + Occult + Blood Sorcery,
including psychic projections. Such beings can attempt vs. caster’s Resolve + Blood Potency
to hide if aware of this, in which case a contested roll is Action: Instant
made normally. Duration: Permanent
This Devotion costs 1 Experience to learn.
Roll Results
Dramatic Failure: The Kindred ends up fixated on
Sorcerous Occlusion (Obfuscate ••, Coil of their own thought, gaining the Obsessed condition for
Zirnitra or Blood Sorcery ••) a scene (not counting as Persistent).
Failure: The Kindred fails to capture the ritual’s
Rather than occluding the Kindred’s form, he weaves effects.
his expertise in going unnoticed into the very

22 Devotion to Power
Success: The Kindred targets a sorcerous effect that This power, however, is unable to inherently detect
they’re aware of, whether through an obvious visual powers meant to conceal, hide, or camouflage; active
effect, uses of Auspex, or otherwise. If the original powers such as Auspex or Arcane Sight are needed to
caster fails to contest, the Kindred takes over the magic, discern those.
as if they had cast it themselves; they may or may not This Devotion costs 2 Experiences to learn.
choose to “retarget” it as appropriate, on new targets
that fit the original criteria of the ritual in question. For
instance, if taking over the “Feeding the Crone” ritual Unchain the Beast (Coil of the Wyrm •••••,
from an Acolyte, the Kindred could take on the maw
of horrid teeth, stealing it from the original caster.
Protean •••••)
Exceptional Success: The duration of the effect, if The Kindred unleashes their Beast in a semi-
applicable, “resets” as if it had just been cast. intangible, mist-like form, providing a respite from
At Storyteller discretion, an Elder developing this frenzy, but retaining responsibility for any horrors
Devotion may be able to target other forms of magic wrought.
that resonate with the Blood Sorcery that fuels the Cost: 3 Vitae
Discipline. Dice Pool: None
Note: If using Rites of Damnation, this Devotion Action: Instant
puts the ritual firmly under the caster’s Ritual Control, Duration: Scene
for all purposes. Ritual factors aren’t altered in level, The Kindred unleashes their Beast in an intangible,
but the specifics can be changed, such as which targets mist-like form, which uses the mechanics for Primeval
for Scale, or how a bonus granted by Potency is split up. Miasma, but as if it were permanently in frenzy. The
This Devotion costs 3 Experiences to learn. Beast’s “goal” is determined by the Vampire at the time
of the Devotion’s use, but if that goal is met before the
scene ends, the Beast develops a new one of its own,
Uncanny Periphery (Auspex ••, Coil of and will continue to until the Devotion ends (it cannot
Zirnitra or Blood Sorcery •) be ended early).
While the Beast is unleashed in that form, the
The Kindred’s Uncanny Perception becomes more Vampire is unable to Frenzy on their own for any
active, providing hints of the unknown and glimpses of reason, suffers a loss of 10-again on any Discipline or
nearby magic to the Kindred at all times. He no longer Devotion activation rolls in the interim, cannot use any
needs to actively seek out the secret powers of others; other Discipline or Devotion that directly utilizes the
he simply needs to be close-by enough to catch their Beast in some way, and loses the ability to unleash their
scent. Predatory Aura. As well, the Kindred still suffers
Cost: None Detachment from anything the Beast does.
Dice Pool: Wits + Occult + Auspex This Devotion costs 5 Experiences to learn.
Action: Reflexive
Whenever a supernatural power is about to be used
nearby the Kindred (within range of his Kindred Sense Unnatural Precision (Praestantia •••)
of smell), this Devotion is reflexively activated. On a The vampire’s sense of intuition of the immediate
success, the Beast provides minor sensory cues as to the future is heightened and made more sensitive, allowing
nature and origin of the capability (whispered the Kindred to undertake less violent actions with the
reflections of his own thoughts originating from the same precision they would something more dangerous.
user, in the case of someone reading his mind, for Cost: 1 Vitae
instance). This happens with enough notice to allow a
Dice Pool: None
reflexive power of his own to be activated first
Action: Reflexive
(including using Celerity to pre-empt it), or for
Willpower or Vitae to be spent to boost his resistance By activating this Devotion upon failing a mundane
against the ability. action of any kind that makes use of Dexterity, the
character can treat that as if it never happened and

Devotion to Power 23
attempt a different action instead (or simply not waste lucidity, as the Beast's fear or rage are funneled through
their time). The different action must in some way be the lens of the Dragon's sorcerous abilities and magical
significantly altered from the original attempt; an might. This is not a mundane display; energy may
attempt to lock-pick a door could be replaced with an crackle around her, shadows might whirl, or some
attempt to simply smash the door open, for instance, or other obvious supernatural effect will accompany it for
a nearby window could be picked instead. the duration (though Obfuscation can veil this
This Devotion costs 1 Experience to learn. normally).
The usual bonuses of frenzy apply, but are
supplemented; the bonus to physical dice pools also
Zirnitra's Frenzy (Coil of Zirnitra •••••, Coil applies to any use of a supernatural power, and to any
resistances, not just physical. As well, the Kindred is
of the Wyrm •) capable of planning and conscious thought, able to take
By focusing their Beast's anger through the lens of more “cautious” or slow actions, although is still
Sorcery, this “pseudo coil” allows the Dragon to change compelled to fulfill the goal that was set for the Beast at
a frenzy into a display of Sorcerous might. the start of the frenzy; if she does anything unrelated to
Cost: 1 Willpower + 1 Vitae that goal, the Devotion immediately ends and
Dice Pool: None degenerates into a typical frenzy instead.
Action: Reflexive This Devotion costs 3 Experiences to learn.
Duration: Frenzy, special
The Kindred may activate this power instead of
rolling to resist frenzy or ride the wave. Upon doing so,
while a goal for the Beast must still be chosen and
followed, the Kindred retains some small degree of

24 Devotion to Power
Elder Devotions Dominate or Majesty; it’s immune to Nightmare,
however.
Note: For those with access to Mage: the Awakening
The following are Devotions that are designed by and or the Beast Player’s Guide, this entity is built as a
meant for elders specifically; the concept of this came Goetia and follows all appropriate mechanics for one.
from Thousand Years of Night, but that book isn’t
This Devotion costs 5 Experiences to learn.
needed to make use of them. By default, only Elders
may purchase and utilize them, but the Storyteller
might allow other character to as well, with good Defy the Physical (Celerity •••••, Vigor or
reason; an elder directly teaching them over the course
of a year, for instance, might suffice. On average, Praestantia •)
they’re a little bit more powerful than normal
This potent Devotion allows the Kindred’s
Devotions, for their comparative prerequisites and cost,
movement to go unimpeded when aided by Celerity.
and may stray outside the typical expectations of the
Cost: +1 Vitae
Disciplines utilized.
Dice Pool: None
The Disciplines used, like with the previous section,
might come from any source, but if they’re not from Action: Reflexive
the Vampire: the Requiem second edition core book, An additional Vitae is spent when using Celerity to
the source will be listed at the end of the description. move quickly, in order to allow the Kindred’s speed to
increase to the point of simply ignoring physical
boundaries. For the affected turn, no physical
Call Forth the Nightmare impediments stop the Kindred from moving, including
gravity; like with the normal activation, the Kindred
(Auspex •••••, Nightmare ••••) moves so quickly they seem to just appear at their
The Kindred is able to call forth a deep seated fear destination, but it’s almost as if reality itself is tricked
from the target’s mind into an intangible entity, which too.
hounds them for so long as it lasts. This Devotion is This can also get the Kindred past supernatural
favored heavily by the Alucinor bloodline, but is not boundaries if they win in a Clash of Wills against the
exclusive to them. defending power (such as the Forbiddance Devotion or
Cost: 5 Vitae a Mage’s Ban).
Dice Pool: Wits + Empathy + Auspex, vs. This Devotion costs 3 Experiences to learn.
Composure + Blood Potency
Action: Instant Elder’s Potency (Any Coil or Discipline •••••,
Duration: Indefinite
If the Devotion’s activation is successful, the Kindred Blood Potency 6+)
draws a spiritual creature into existence from the deep Elder Kindred are well known for the potency of
seated fears of the target. This works mechanically like their Disciplines, and some manage to heighten that to
a spirit (see Chronicles of Darkness pg. 123 and the a point that lesser Kindred could never manage, both
following mechanics), but it lacks Manifestations other increasing their presence in the world and heightening
than Twilight Form, and is technically a separate class the effects of their powers.
of being. It should be built as a Rank 1 entity with the
Cost: None
maximum attribute dots and Numina for that level,
and an Influence of Fear. Dice Pool: Per Base Coil/Discipline
The entity is not under the Kindred’s command, per Duration: Permanent
se, but is inherently well disposed, and will almost Upon purchasing this Devotion for a given Coil of
always be plenty willing to hound, torment, or scare the the Dragon or Discipline (which can include Blood
target it was drawn from (or others with similar Sorcery), that Coil/Discipline’s rating is treated as 1
phobias). It can otherwise be convinced to act with higher for all purposes; Clashes of Wills, activation
Social Maneuvering or mental Disciplines like pools, derived or scaling effects, and anything else are
all affected, including for any other Devotions or traits

Devotion to Power 25
that use those Disciplines. For instance, purchasing this Upon activation, which costs 1 Vitae per attribute
once for Majesty causes Awe to grant +6 dice to related dot to be moved, the Kindred is able to shift dots from
Presence rolls. any attribute to any other, so long as this doesn’t bring
This may be purchased separately for any any below 1, or above their normal maximum for their
Discipline/Coil that qualifies, and may even be Blood Potency. So, for instance, Presence 2 and
purchased more than once for the same Stamina 3 could become Presence 4 and Stamina 1 for
Discipline/Coil; doing the latter, however, requires a the scene. Bonuses from Disciplines cannot be shifted
Blood Potency equal to or greater than the new by this Discipline; the dots of Strength gained from
effective rating of the trait. Vigor cannot be moved elsewhere, for example.
This Devotion costs 3 Experience for Physical All derived traits are affected normally by the shifts
Disciplines (and those scaled similarly), and 2 in attribute for the scene, although in the case of
Experiences for any other. Willpower and other reserves, temporary points are not
gained or lost (unless the Kindred has more than their
new maximum).
Leading from the Front (Majesty •••••, Vigor This Devotion costs 3 Experiences to learn.
•••••, Celerity •••••)
A queen is nothing without her subjects, so in their Phoenix Rising (Resilience •••••, Auspex •••,
time of need she will stand boldly in the vanguard,
granting all who follow her a taste of her strength and
Protean •)
speed. Elder Kindred have a habit of appearing to die and
Cost: 1 Willpower, and 1 Vitae per Discipline per ally then reappearing days, months, or years later, no worse
Dice Pool: None for wear; in fact, several mythologies have formed
Action: Instant around that idea. This Devotion allows a vampire to do
exactly that.
Any ally affected by the vampire’s Awe may be
granted her divine favor for the duration of the scene, Cost: 10 Vitae
gaining enough dots to bring their Vigor and/or Dice Pool: None
Celerity to five, costing 1 Vitae per Discipline; Action: Instant
additional subjects can be added at any time over the Duration: Until used
duration for the same cost. The Vampire chooses who The Kindred activates this Devotion within their
to grant this to, though any resistance from the target haven or another safe location they wish to reform
prevents the Discipline from working. Any non- upon Final Death. All of the requisite Vitae is spilled
vampire granted this favor may use Willpower instead onto the ground and absorbs into it, leaving a bit of the
of Vitae to use the active effects of these disciplines. vampire’s essence there in the process. At that point,
This Devotion costs 7 Experiences to learn. the Devotion is “active” and can be called upon later.
Should the Kindred later meet Final Death, and the
location remains intact, their body will reform there
Mercurial Form (Protean ••••, Auspex •, after a period equal to their normal torpor duration,
Majesty or Dominate •) although they will lose a dot of Blood Potency in the
process, and need to check for detachment (at
A much more stable, subtler Devotion than Force of Humanity 1). The process can be expedited by spilling
Nature (Vampire: the Requiem, pg. 144), this potent enough blood on the area itself, as if awakening
Devotion nonetheless allows powerful Kindred to the vampire from typical torpor, but it will still require
temporarily rewrite their very nature, to allow them to at least a full day for the body to reform. Once it has,
adapt to any needed circumstances. they’re spewed out of the earth, as if ending a use of
Cost: 1+ Vitae Unmarked Grave, in the same physical state as when
Dice Pool: None the Devotion was first activated.
Action: Instant
Duration: Scene

26 Devotion to Power
The Devotion fails if the Kindred would lose their
last dot of Blood Potency to reform, or if killed via
Diablerie.
This Devotion costs 5 Experiences to learn.

Potent Projection (Auspex •••••)


A Kindred’s Twilight form is normally incapable of
tapping into Vitae or the power of the Beast, but Elder
Kindred learn to bypass these sorts of limitations,
retaining their supernatural might when walking in a
spiritual form.
Cost: 3 Vitae
Dice Pool: None
Action: Reflexive
When activating Twilight Projection, the Elder may
simultaneous activate this Devotion in order to retain
a more direct tie to their supernatural abilities. For the
duration of that projection, they ignore the normal
limitation on using other Disciplines (and derived
powers like Devotions). This does not remove any
requirements, however; Dominate or Majesty, for
instance are likely only useful on those with Auspex (or
similar abilities) capable of catching sight of the
vampire, lacking other Devotions, and to use higher
levels of Crúac they’ll need some way to spill their
physical Vitae in that form.
This Devotion costs 3 Experiences to learn.

Shadow Sorcery (Blood Tenebrous •••••,


Crúac •••••)
Normally, Blood Sorcery has difficulty affecting
realms other than the physical, as Kindred are typically
“material” beings. However, some elder Crones have
forged a connection between the spiritual and the
sanguine nature of Crúac to allow them to break past
this limitation.
Cost: +1 Vitae
Dice Pool: As normal, penalized by Gauntlet rating.
Action: Reflexive
Duration: One Ritual
By spending an additional point of Vitae when using
a Crúac ritual that targets another, the Kindred can
target it across the Gauntlet, so long as the range
requirements are otherwise met. The roll is penalized
by the Gauntlet strength (see Chronicles of Darkness,
pg. 126), but is otherwise used normally; if targeting a

Devotion to Power 27
spirit, resisted rolls will be penalized by Resistance, and Dice Pool: None
contested rolls are contested by Resistance + Rank. Duration: Indefinite
Note: If using Rites of Damnation’s rules for Blood Action: Instant
Sorcery, this Devotion allows an extra Vitae to be spent The Kindred must have drawn the spirit to be
to ignore the Limitation of Blood Sorcery that prevents use mimicked into themselves previously using Fettered
on or into other realms, but only regarding the Shadow, Form to be able to replicate it, and such spirits cannot
and only for that casting. have had a Rank higher than half the Kindred’s Blood
This Devotion costs 5 Experiences to learn. Potency (rounded up). They can keep a number of
“spirit forms” ready equal to their dots in Protean; to
replace them, the new spirit must be drawn in with
Somatics (Celerity •••, Resilience •••, Vigor Fettered Form, and the Kindred must sleep for an
••• and/or Praestantia •••) entire day in their Unmarked Grave while retaining the
spirit inside them.
The physical prowess of Elder Kindred is not only Upon transforming, the Kindred uses the spirit’s
legendarily potent but also adaptable. With this Power, Finesse, Resistance, Manifestations, and
Devotion, the Kindred can give up some of their Influences normally. Any numina are replaced with the
normal physical ability in order to enhance it Kindred’s own Disciplines (which will appear as
elsewhere. spiritual Numina to those that can sense such things).
Cost: 1 Vitae Essence is similarly replaced by the Kindred’s Vitae
Dice Pool: None pool, but the Kindred can regain Vitae in the same ways
Action: Reflexive that spirit would regain essence; by contrast, however,
Duration: Up to 1 turn per dot of Blood Potency the vampire also loses Vitae when the spirit would, and
By activating this Devotion, the Elder is able to add cannot regain Vitae through typical feeding methods
the ratings of any two of their physical Disciplines for the duration. The spirit’s bane and ban are replaced
together for the purpose of the effects of one of them, with the Kindred’s own vampiric banes.
in exchange for the loss of access to the other; this The Kindred can retain their spiritual form as long as
includes persistent effects on both ends. The effective they like, unless they run out of Vitae, or would
rating of the receiving Discipline can go above five dots. otherwise end up discorporated or in slumber, in which
For example, a vampire with Vigor •••• and case the power immediately ends.
Celerity ••• uses this Devotion to enhance their This Devotion costs 5 Experiences to learn.
Celerity using that Vigor. Their effective Vigor becomes
0, including the Strength bonus it normally persistently
provides, but their effective Celerity becomes 7,
Unquestioned Command (Dominate •••••)
meaning they gain 7 defense for that turn instead of 3, Powerful as Dominate is, certain mental breaks,
and in addition any of the active effects work as if with damage done to the target, and other phenomena can
that higher rating (so their speed could be multiplied snap a victim out of their mesmerized state. With this
by 8, for example, or they could have Celerity 7 for any Devotion, however, once a victim’s under the
Clash of Wills involving going first in Initiative). Kindred’s control, there’s no way out.
This Devotion costs 5 Experiences to learn. Cost: 3 Vitae
Dice Pool: Intelligence + Intimidation + Dominate,
vs. Resolve + Blood Potency
Spirit Form (Blood Tenebrous •••••, Protean Action: Instant
•••) Duration: One Night
Roll Results
More than taking on a beast’s skin or drawing a spirit
into the Kindred’s body, the Kindred with this Dramatic Failure: The Kindred reinforces the
Devotion can alter their form more fully into that of a target’s will, making it impossible to use this Devotion
spirit. or any level of Dominate on the victim for the rest of
Cost: 3 Vitae the scene.

28 Devotion to Power
Failure: The Kindred's will goes unbidden. Roll Results
Success: The target can be given a command that
Dramatic Failure: The flesh shaping goes horribly
could be delivered with Iron Edict, as if putting them
wrong, inflicting a -3 “wound” penalty to all actions for
under the Dominated condition, but the condition
the remainder of the scene.
isn’t actually applied, the target simply acts as if under
its influence. This means that the typical means of Failure: The Kindred's flesh remains unchanged.
ending the condition, such as damage and a successful Success: The Kindred is able to shape their flesh and
breaking point, cannot end it. Only completing the bone into “equipment” of sorts by sculpting it into new
command, or failing to complete it within the duration forms; it has a maximum dice bonus equal to the lower
provided, will bring the power to an end. of successes and the vampire’s Protean, and a
Exceptional Success: The command lasts for a maximum weapon/armor rating equal to the lower of
number of nights equal to the vampire’s Blood Potency. the successes rolled or their Resilience. Multiple
changes in one activation require that the successes be
split between them.
Vicissitude (Protean ••••, Resilience •••) The bonuses granted should make sense for the form
The elder Kindred is able to shape themself in ways being taken; bone spurs could act as a 1L weapon, for
beyond the aspects of the Beast, molding their flesh and instance, but won’t grant a +3 bonus to social rolls.
bone like clay before letting it set into useful shapes. Shaping one’s face to look like someone else’s might
provide the equipment bonus to disguise rolls. In
Cost: 1 Vitae per change
general, the player should be creative, but sensible.
Dice Pool: Dexterity + Crafts + Protean
Exceptional Success: The changes last up to one
Action: Instant night per dot of the elder’s Blood Potency.
Requirement: Several minutes must be spent An advanced version of this Devotion exists at
shaping and manipulating the Kindred’s flesh Protean •••••, Resilience ••••• that allows the
Duration: Night Kindred to make these changes to someone else, so
This Devotion cannot be active at the same time as long as they can access the subject for the entire
Predatory or Unnatural Aspect, nor can more than a activation period (whether willing or restrained).
single instance of it be active at a time. However, the This Devotion costs 4 Experiences to learn, or 6 for
changes can be undone at will, if the roll is successful. the advanced version.

Devotion to Power 29
Far from the static creatures many claim them to be, Kindred are masters of
experimentation. Their seemingly small set of Disciplines to call upon can be
made into a multitude of new talents and abilities with a little work to fashion
them into new Devotions.
Devotion to Power includes over 60 new and updated Devotions for use by
Kindred, including those using only commonly known Disciplines, some using
rarer, esoteric powers or bloodline abilities, and some being the sole prospect of
the most powerful elder Kindred.

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