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Devotions 2.5

The document details various supernatural abilities and Devotions available to vampires in a role-playing game context, including their costs, effects, and mechanics. It describes powers such as divination, shapeshifting, and enhanced combat abilities, emphasizing the strategic use of Vitae and experience points. Each power has specific requirements, actions, and potential consequences for failure or success during gameplay.
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0% found this document useful (0 votes)
20 views10 pages

Devotions 2.5

The document details various supernatural abilities and Devotions available to vampires in a role-playing game context, including their costs, effects, and mechanics. It describes powers such as divination, shapeshifting, and enhanced combat abilities, emphasizing the strategic use of Vitae and experience points. Each power has specific requirements, actions, and potential consequences for failure or success during gameplay.
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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If successful, the victim cannot access a number of

Peer into the fabric of time dots in the chosen Discipline per Vitae spent, starting
(Dementation •••, Auspex ••) with the highest level. This also affects associated
Cost: 4 Experiences Devotions. If a Discipline effect is already active, this
The Malkavian is now able to trick time and glimpse provokes a Clash of Wills. The effect continues if the
the future. He is able to divinate about subjects. The victim wins the clash, but he cannot activate the power
more specific and focused he is, the more direct the again if it expires naturally. Conditions inflicted with a
answers. Discipline (e.g., Mesmerized) do not count as active
System: effects.
The Malkavian must choose a subject to divinate
about, spend 1 Vitae and roll Wits + Occultism + Pierce the Veil (Auspex •)
Dementation.
Dramatic Failure: The Malkavian can't use Cost: 1 Experience
A Capadocius power still used by some vampires to
Dementation anymore for the night.
Failure: The Malkavian can't Divinate about that commune with the dead. If enough will is put into the
subject anymore for the night effort, It's possible even to bend them to his will.
Success: The Malkavian can ask one question per Cost: 1 Vitae and maybe 1 Willpower
Dice Pool: None
success about the subject. It is possible to spend a
Action: Instant
success to change the subject.
Duration: Scene
Any type of question is valid. Example: The
The vampire pays the vitae, activates the power and
Malkavian saw his friend hugging a man that identifies
perceives any ghost present within the extent of his
as Shirley and pretending to be a woman. Later that
Kindred Senses and knows its Rank with a reflexive
night his friend and Shirley disappear. The Malkavian
Wits + Occult roll. He can see or speak to any wraith
decides to divinate about this subject, he rolls and get 4
hidden in Twilight form (provoking a Clash of Wills if
success.
necessary). By default, he can only use Auspex on
He decides to ask the first question:
ghosts, but if he spends a Willpower, he can focus
Where is my friend goiing? The narrator is free to
enough that he can use other Disciplines as well, but he
answer either directly or in scenes showing what's
is still limited in that he cannot physically interact with
hapenning. In this case, he could say that he sees the
them. This Devotion costs 1 Experience to learn.
Malkavian's friend and Shirley stopping by a hotel.
Are they going to make out? The Malkav spends
another success here and get to see some terrible scenes
Shapeshifting
which he wish he could forget. Now, tired of this (Protean ••, Obfuscate •)
subject, he spends success to change it, and with his last Cost: 2 Experiences
success he asks a new question about a new subject. The Vardyvle’s famed tool of their success is their
If i take the shortcut under the bridge, will it unique capability to change part of their appearance to
be dangerous? The Malkavian sees a future where he match the victim whose blood they still carry in their
is attacked by shadows and slashed several times under system. It gets them into as much trouble as it helps
the bridge and decides to call an Uber. them, but it never fails to serve its function. Especially
when breaking and entering or seducing that special
Not So Special someone.
Cost: 1 Vitae per feature copied
(Obfuscate ••, Vigor •••)
Dice Pool: None
Cost: 2 Experiences
Action: Instant
The vampire denies his Kindred victim her trade
Duration: 1 Night
secrets, temporarily blunting her signature Disciplines The Kindred can copy one small feature (e.g., facial
long enough to strike. This Devotion only works on the features, hair color, birthmarks, voice, etc.) from a
subject’s natural clan Disciplines; it also can’t affect victim from whom they’ve fed. Each Vitae spent when
Animalism, Obfuscate, or the physical Disciplines. To activating the devotion allows the vampire to alter an
use this Devotion, the vampire must touch his victim, additional feature. The Vardyvle cannot change their
but he may try to touch as a reflexive Action. size to become taller or smaller to match the look of the
Cost: 1 Vitae per Discipline dot nullified
victim. If they attempt to recreate or modify a body part
Dice Pool: Resolve + Occult + Vigor vs. Blood
which they don’t have, they can make it appears as if
Potency + Stamina
they have the organ. However, they cannot use it. After
Action: Instant/Contested; resistance is reflexive
Duration: Minutes equal to successes one night, the effect fades, and the vampire looks like
her usual self.
The Vardyvle does not immediately know how to act or
talk like the person she is mimicking, and anyone who Rapidity
knows the person well will suspect there is something (Celerity; Special)
wrong. They might not know they are dealing with a Cost: 1-5 Experiences
doppelgänger, but the Vardyvle suffers –2 to Social rolls This Devotion only exists to modify other Devotions.
against people with close ties to the victim. It takes a Devotion that normally requires a moment of
thought and concentration, and turns it into reflex.
Water Hibernation (Protean •) Cost: 1 Vitae
Dice Pool: None
Cost: 1 Experience Action: Reflexive
This devotion works similarly to Unmarked Grave. A When purchasing this Devotion, assign it to another
vampire submerged in water becomes immune to Devotion which requires an Instant Action to use. For
almost any harm, including stray rays of light that example, your character may have .22 Solid Flesh,
penetrate the surface of the water. modified with this Devotion.
Cost: 1 Vitae Rapidity requires Celerity equal to the Experience
Dice Pool: None
cost of the Devotion in question. This influences its
Action: Instant but takes 3 turns to start working
Experience cost, debate it with the Storyteller. Rapidity
Requirement: The vampire is fully submerged in
cannot modify Devotions that require more than a
water.
Duration: Indefinite single word of speech, or any sort of complicated
After 3 turns submerged in water, the vampire is physical actions to accomplish.
immune to all damage, including sunlight as long as he The Storyteller must review individual purchases of
remains submerged under water without surfacing. If Rapidity for appropriateness. When activating the
the water evaporates or is otherwise removed, the Devotion, you may choose to activate Rapidity for an
Kindred is damaged, taking one point of bashing additional Vitae. The Devotion becomes Reflexive if so.
damage when uncovered. If the vampire is exposed, she You may only activate one Devotion fueled by Rapidity
becomes susceptible to sunlight. While using this in a turn.
devotion, the vampire is limited in what he can do or
sense, exactly like in Unmarked Grave.
Preternatural Instinct
(Auspex ••••, Celerity ••)
Call Me Maybe Cost: 4 Experiences
The vampire’s strength of blood gives her an edge
(Majesty ••, Resilience •)
against her foes, alerting her to danger before it happens
Cost: 2 Experiences
Sometimes when you're out on the town, you stumble and picking up traces of intent from her enemy’s mind.
Cost: 1 Vitae
unexpectedly on a hot number, and you don't have time
Dice Pool: None
for that brief interlude. This Devotion lets your
Action: Reflexive
character plant the seeds for that interlude to occur later. Duration: One turn For the duration of this
Cost: 1 Vitae Devotion, the vampire may apply her Defense against
Dice Pool: Manipulation + Socialize + Majesty
attacks she can’t see coming, as long as she’s still able
Action: Instant
to physically react. Additionally, if she spends a Vitae to
To use Call Me Maybe, your character must be in a
move to the head of the Initiative queue, or has a
social situation with great rapport with some of those
celerity contest trying to interrupt or being interrupted
mortals in attendance.
Make the roll. If successful, each success translates by someone, she automatically wins any Clash of Wills
to a single temporary dot of the Herd Merit, which can that contests these abilities unless her foe also uses this
exceed the normal five-dot limitation on the Merit. That Devotion, in which case the Clash occurs as normal.
dot lasts until used once, or until the end of the season,
whichever comes first. These Herd dots may not be
used in the same night they are acquired or in the
following scene; they must be used later in the story.
Your character may only have Herd dots from one
instance of this Merit at a time.
Straight Up Fucking Murderer Rock Is Dead
(Celerity ••, Resilience ••, Vigor ••) (Majesty •, Vigor ••)
Cost: 4 Experiences Cost: 2 Experiences
With this Devotion, your character can push herself With this trick, a Brujah (or whoever has this
to utter extremes in a fight. She can throw herself in the devotion) can use the force of her own Majesty to dull
fray, while still dodging about furiously. She becomes other personalities in the area. She becomes the center
both lethal, and untouchable. of attention, in such a way as to distract from other
Cost: 1 Vitae powerful presences.
Dice Pool: None Cost: 1 Willpower
Action: Reflexive Dice Pool: None
You may activate this Devotion once per turn where Action: Reflexive
your character would have to sacrifice her Defense. Duration: Scene
This includes the use of some Fighting Style Merits, Spend a Willpower when activating Awe. If
taking an all-out attack, or other maneuvers. successful, affected characters suffer your character's
By using this Devotion, your character can ignore Majesty as a dice pool penalty for any uses of the
that sacrifice. Thus, she can make an all-out attack on a Dominate, Majesty, Dementation or Nightmare
Fighting Style maneuver which would require Disciplines. If you're under a Condition caused by their
sacrificing her Defense. Or, she can use two such Dominate, Dementation, Majesty, or Nightmare, they
maneuvers at the same time. become immune to this effect so long as the Condition
This does not allow her to use the all-out attack persists. A character can only be subject to one Rock is
option twice on a single action, nor does it allow for Dead penalty at a time.
multiple actions in a turn. It simply allows the character
to combine effects that would each otherwise require Aegis of Defiance
her Defense. (Dominate •••, Resilience ••)
Cost: 3 Experiences
.22 Solid Your character can internalize her mastery of
(Protean ••, Resilience •) Dominate. While usually, forcing herself to take an
Cost: 2 Experiences action would be an impractical waste of energy.
This Devotion hardens the user's flesh, and However, this Devotion allows her to shrug off mind-
coagulates the blood in such a way as to act as "internal altering effects by forcing herself to act contrary. In
armor". While few things cause lasting harm to some Carthian circles, this Devotion is called "Dick
Kindred, this Devotion takes things a step further, and Move".
makes almost everything a vampire suffers as bad as a Cost: 2 Vitae
bruise. Dice Pool: Resolve + Intimidation + Dominate;
Cost: 1 Vitae Special
Dice Pool: None Action: Reflexive
Action: Instant To use this Devotion, your character must be under a
For the remainder of the scene, every attack which supernatural effect that influences her behavior, such as
would cause your character lethal damage is lessened a Majesty, Dominate, Nightmare power, a mage's Mind
by this Devotion. Downgrade a number of lethal Arcanum, or other similar abilities. Determine what
damage from each such attack equal to your character's action your character would wish to take in defiance of
Resilience dots. For example, if your character with the power, and roll. If you roll more successes than the
Resilience ••• suffers three attacks in a turn, one for one initial power's activation, your character can take that
lethal damage, one for three lethal damage, and one for action. If the power was not rolled, use the character's
five lethal damage, your character would ultimately supernatural potency trait (Blood Potency, Primal Urge,
suffer two lethal damage and seven bashing damage. Gnosis, or similar) as if they were successes. Once this
Note that this can be used in addition to Resilience's is done, the defied power ends unless activated again.
normal downgrading effect. Aggravated damage If she's aware of a contested power when it's used,
reduced to lethal by Resilience can be further you can activate Aegis of Defiance reflexively, and use
downgraded by .22 Solid to bashing damage. So, for its dice pool instead of your normal contested dice pool
example, if a vampire with Resilience •••• and .22 Solid to resist. If successful, your character shrugs off the
took a strike causing seven aggravated damage, if she effect entirely.
activated .22 Solid, she'd take 3 aggravated damage and
four bashing damage.
Tune In, Tune Out Pass Into Yesteryear
(Auspex ••, Obfuscate ••) (Obfuscate •••, Nightmare •)
Cost: 2 Experiences Cost: 4 Experiences
Your character's senses are sometimes too strong for Unending nights of skirting humanity’s notice,
her consciousness. With so many preternatural senses, prowling the fringes of the world unseen and forgotten
she can become overloaded, which means any given by all, weigh on the ancient’s mind like a shroud. Will
sense is giving more feedback than she can process. he one night simply cease to be, if no one knows he’s
With this Devotion, she can turn off all her senses but there — or cares? He takes comfort in those he chains
one, thus hyper extending that one sense above all else. to his side, companions to lurk with him in the lonely
Cost: None places. Still, they return to the light when he cannot.
Dice Pool: None They leave him behind. Perhaps, he thinks, he should
Action: Reflexive change that.
To activate Tune In, Tune Out, choose one sense to Cost: 3 Vitae and 1 Willpower
heighten, and at least one sense to dull. For this Dice Pool: None
purpose, the senses are sight, hearing, touch, smell, Action: Reflexive
balance, and taste. Dulled senses are lost for the scene, Whenever the elder feeds his blood to someone, he
but offer +1 die to the bolstered sense. As well, the may bolster it with this Devotion to infuse his own
bolstered sense gains the 8-again quality. history of self-inflicted ostracism. If his victim suffers
However, any extreme stimulus to a bolstered sense the onset or strengthening of the Vinculum from this
causes a painful sensory overload. For example, a drink, she gains the Forgotten Condition
spotlight to a heightened sense of sight causes overload.
Overload removes the bolstered sense. You can make a
Stamina roll each turn, success returns the sense. As
well, the overload causes 1 bashing damage. Any roll
made for a dulled sense is made at -5. Tune In, Tune
Out lasts the scene, and cannot be deactivated during
that time.

Psycho Mantle
(Resilience •, Nightmare ••)
Cost: 2 Experiences
With Psycho Mantle, your character maintains a
frightening aura over her predatory nature. Any Kindred
attempting to press his luck against her suffers the
terrible wrath of her Beast.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
You can activate Psycho Mantle reflexively, any time
a character Lashes Out at yours. Add her Nightmare
dots to her dice pool to lash back out at her aggressor,
and use the Monstrous Beast. If successful in lashing
back out, inflict both the Bestial and Frightened
Conditions on the aggressor instead of just Bestial.
Action: Reflexive
Colossus Duration: As long as the grapple lasts The victim
(Resilience ••••, Vigor •••••) feels sheer terror as the vampire’s limbs wrap around N
Cost: 5 Experiences him. If he has not already acted, his effective Initiative (O
When your character strikes, she strikes with the is treated as 1 for the rest of the turn. As long as the
force of a speeding truck. She knocks her victims back, vampire holds on, the victim suffers Nightmare dots as
demolishing them in the process.
Cost: 6 Vitae
a penalty on all rolls during the grapple. N
Dice Pool: Stamina + Athletics + Resilience (not Destructive Might (O
added twice)
(Vigor ••••, Resilience •••)
Action: Instant
Colossus activates when you finish paying the Blood
Cost: 4 Experiences N
Kindred possessing supernatural strength are
cost. For every success on the roll, your character (O
terrifying to behold. However, some can perform truly
receives one attack empowered by it. When making a
monumental feats. Employing this power, a vampire
Brawl or Weaponry attack empowered by Colossus,
shoulders his way through concrete walls, grabs and
ignore any armor, and any successful hit knocks back
halts moving vehicles, and crushes his enemy into a
N
the victim a number of meters or yards equal to her (O
bloody pulp. Truly awesome to witness, any display of
total Strength + Vigor.
this might is a terrifying reminder of the capabilities of
This causes automatic bashing damage equal to her
centuries-old vampires. When the vampire forces his
Vigor, as well as the damage caused by the attack
Vitae to fuel his rage through this power, his skin N
(which can mean her Vigor is applied twice). Characters
becomes as hard as steel, his hands akin to vices, and (O
suffering this effect also receive the knocked down tilt.
Against something twice her Size or more, instead of his body nearly unbreakable.
Cost: 5 Vitae
knocking back, ignore all Durability, and apply her
Vigor as automatic lethal damage to its Structure atop
Dice Pool: None N
Action: Instant
the normal attack damage. (O
Duration: This effect lasts for a number of turns
equal to his Blood Potency. After that time, the power
Jump Scare ceases and may not be used again for the rest of the
(Nightmare •, Obfuscate •, Vigor • ) scene.
Cost: 2 Experiences When a vampire activates this power, a number of
You never see them coming till it’s too late, and this changes occur. His body becomes even tougher than
Devotion makes that threat a promise. Resilience alone affords. He benefits from an effective
Cost: None Armor Rating of 2, but incurs no movement or Defense
Requirement: The victim must know the vampire is penalties. This does “stack” with anything he wears that
nearby, but not visible. provides an Armor Rating, as his body is simply
Dice Pool: None immune to casual blows. Second, his unarmed attacks
Action: Reflexive
like punches or kicks deal aggravated damage.
Duration: Turn
His bare-handed attacks can literally dismember his
The vampire unleashes an aura of dread that distracts
foes. Finally, with a rigidity and density that seems like
her prey, then appears before him at the height
steel, his Brawl attacks ignore two points of any
vulnerability. For the rest of the turn, the vampire
object’s Armor Rating or Durability. Shields, Kevlar
ignores the victim’s Defense, and her first strike takes
vests, and even ancient breastplates are but minor
the 8-again quality. The vampire can only use this
nuisances to a vampire using this power.
Devotion on a victim once per scene.
While using this power, the vampire is more
susceptible to succumbing to frenzy. He has a -3
Wicked Grasp penalty to resist frenzy of any kind. If the vampire has
(Nightmare ••, Vigor •) already entered frenzy, the Beast activates the Devotion
Cost: 2 Experiences if possible.
The vampire’s limbs distend and warp, allowing her
to wrap around her prey like a light-starved, deep-sea Not So Special
invertebrate. The victim knows the Haunt for the Beast
(Obfuscate ••, Vigor •••)
she is, and must struggle against his own fear.
Cost: 2 Experiences
Cost: 1 Vitae
Requirement: The vampire must activate this
Devotion on the same turn she initiates a grapple.
Not So Special
Dice Pool: None (Obfuscate ••, Vigor •••)
EXCLUSIVE DEVOTIONS

CARTHIAN MOVEMENT
Punching and Fucking
If You Can't Duck It (Majesty ••, Vigor •)
Cost: 2 Experiences
(••••, divided between Celerity, Resilience, and
Sometimes, being sparkly just ain't appropriate to the
Vigor, including at least two) context. With this Devotion, you can charm with a fist.
Cost: 2 Experiences
You know that scene in Fight Club where Jack and
This Devotion allows your character to instill some
Tyler bond over a fistfight? Yeah, it's like that.
of her preternatural physical prowess on physical
Cost: 1 Willpower
objects. Some Carthians call it Bulwark. Most just refer Dice Pool: Special
to it as "If You Can't Duck It". With this Devotion, you can apply the effects of
Cost: 1 Vitae and 1 Willpower Majesty through physical contact. When making an
Dice Pool: None
unarmed attack, calculate damage and dice pools
Action: Instant
Duraton: Scene normally. Once damage is applied, the victim's player
By smearing a Vitae on an object, your character rolls Composure + Blood Potency against that damage,
blesses it with some of her own physical power for the as if they were successes on Confidant.
If your character has Loyalty and her victim has the
scene. Her dots of Celerity, Resilience, and Vigor each
offer separate effects: Charmed Condition, you may spend 2 Vitae to apply its
effects instead. As an additional effect, damage caused
The object gains a dice pool modifier on its primary with Punching and Fucking do not count toward
intended action equal to your character's Celerity resolving the Charmed or Enthralled Conditions.
dots.
The object gains Structure equal to twice your Sudden Strength
character's Resilience dots. (Celerity ••, Vigor ••)
The object gains Durability equal to your character's Cost: 2 Experiences
Vigor dots. If a weapon, it causes lethal damage to ( ••, Vigor ••) This Devotion allows your character to
Kindred. benefit from the fact that mass times velocity squared
equals force. In particular, the velocity part. She moves
An object may only be subject to a single instance of
with the speed of Celerity, which dramatically increases
If You Can't Duck It at once.
the force with which she interacts with the world
The Gun Show around her. Cost: 1 Vitae Dice Pool: None Action:
Reflexive You can activate Sudden Strength any time
(Majesty •, Vigor •••) you've spent Vitae to activate Celerity. It remains active
With The Gun Show, you can do Real Flashy Shit™ on the turn used. For that turn, add up to your
and impress a crowd. You know, more than you'd character's Celerity dots to her Strength dots. This
usually impress a crowd by doing real flashy shit. effects all relevant dice pools and derived traits. If this
Maybe you rip a car door off. Maybe you throw a raises your character's Strength beyond her limitation
fucker. Maybe you jump over a building or some shit. set forth by her Blood Potency, at the end of the turn,
Cost: 1 Vitae and 1 Willpower she suffers one bashing damage per dot above her limit.
Dice Pool: N/A
Vigor's addition to Strength does not count toward this
Action: Reflexive
limitation. Sudden Strength may only be activated once
You can activate The Gun Show whenever your
character commits to a feat of strength. This usually per turn. If your character can only spend one Vitae per
means (but isn't limited to) a lifting or breaking roll turn, you may spend one Vitae to activate Celerity on
one turn, and the Vitae to activate Sudden Strength on
using Strength + Stamina. If the action succeeds, the
next time your character activates Majesty during the the next. If you do so, both benefits occur on the second
turn, not the first.
same scene, you can add her Vigor as automatic
successes on the roll. Neither the Strength nor Majesty
roll may benefit from Willpower expenditure.
THE INVICTUS
Knight Commander
Strength of Empire (Majesty ••, Vigor ••)
(Dominate ••••, Majesty •••, Vigor or Resilience Cost: 3 Experiences
••) This Devotion allows the Invictus to build
Cost: 4 Experiences unwavering commando units, centered on a Ventrue,
This Devotion allows the Invictus draw from her Toreador or Brujah focus, the way majestic planetary
subjects' power. Those vampires and ghouls under the systems orbit a star. This inspires those allies that
full, third-stage blood bond to her offer up their respect the user's authority to utter greatness.
Disciplines as well as their free will. Cost: 1 Vitae
Cost: 1 Willpower Dice Pool: Presence + Brawl or Weaponry +
Dice Pool: Intelligence + Occult + Dominate - Majesty
victim's Resolve Action: Instant
Action: Instant This Devotion has a number of effects, which last for
When activated, your character temporarily strips her one turn per success on activation. You may pick and
subject of his vampiric power for the remainder of the choose to which characters it applies:
current scene, from any distance. For each success If a character has Vinculum toward your character,
rolled, take one dot of a Discipline away from the for every stage he's subject to, you may give him +1
subject and add it to your character. Excepting Celerity, die on all combat actions.
Resilience, and Vigor, this cannot increase a Discipline If a character considers you an ally, you may allow
past the subject's initial dot rating. him to ignore the first point of bashing or lethal
For Celerity, Resilience, and Vigor, this can increase
damage from any successful attack.
the total to the combined sum of your character's and
If a character respects your authority, you may allow
the subject's ratings in the Discipline, exceeding your him to spend one Willpower point per turn without
character's normal trait maximum by one. Your
actually losing Willpower. Additionally, if your
character must still pay relevant activation costs for
character achieves an exceptional success on an
these stolen Disciplines. At the end of the scene, the
attack roll during this time, any witnesses affected
Disciplines return.
by this Devotion also gain the Inspired Condition.
If your character has all relevant prerequisites, either
normally or temporarily through this power, she can
also take a Devotion. This costs one success per dot of
In Vitae Veritas
the highest prerequisite Discipline. So a Devotion that (Majesty •••••, Dominate ••••)
uses Majesty •• and Vigor ••• would cost three Cost: 5 Experiences
successes to steal. For example, if a subject has With this powerful Devotion, Invictus elders send
Animalism ••, Vigor •••, and Celerity ••, and your ripples of their Disciplines through lineages.
character has Vigor ••• and Celerity ••, this power could Cost: 10 Vitae
Dice Pool: None
increase your character's Animalism no higher than ••,
Action: Instant
Vigor to ••••• •, and Celerity to ••••.
Upon activating In Vitae Veritas, your character must
immediately follow it with a Dominate or Majesty
power, which must normally target one single Kindred
character. The power ripples throughout the ties of
blood, affecting everyone to which the victim shares
blood sympathy. Use the distances for blood sympathy
listed in Vampire the Requiem, Second Edition, p. 98.
Subtract the number of steps removed from the
successes rolled on the power, then each victim is
independently allowed a Contested roll. If the roll
would normally be Resisted, instead use the same
Attribute plus Blood Potency as a Contested action. If
successful, that character is affected. If the power fails
or only achieves a single success, the Vitae used for In
Vitae Veritas is wasted.
For example, Lorelei targets Dominic with Green Eyes, Once per scene, the vampire can willingly suffer one
empowered with In Vitae Veritas. Dominic's sister point of aggravated damage to ignore all damage from a
Melissa resides in the same city as Dominic, and since single source. She wills her Resilience to the site of the
she's thrice removed, this means she's affected. Lorelei's injury, condensing the harm into a single grievous
player rolls six successes on Green Eyes. Dominic wound. This Devotion functions against all sources of
resists Green Eyes normally. She subtracts three damage save sunlight, and cannot be combined with
successes, and applies the remaining three successes other effects of Resilience.
against Melissa, who rolls Composure + Blood Potency
to contest those three successes. The Knight’s Example
An alternate version of this Devotion exists that (Dominate •)
replaces Dominate •••• with Nightmare ••••. Cost: 1 Experience
Once nobility was linked with martial prowess and
Kissing Cousins the ability to field an army, and many Ventrue haven’t
(Majesty ••, Vigor ••) forgotten that heritage. By setting the right example for
Cost: 2 Experiences her troops, the vampire can push them on to greater
This Devotion allows your character to bring two victories.
vampires closer by blood, as if they were closer related. Cost: None
The two mingle blood, and become like relatives. Dice Pool: Presence + Intimidation + Vigor –
Cost: 1 Vitae number of subjects
Dice Pool: Manipulation + Occult + Majesty, vs Action: Instant
Composure + Blood Potency (if unwilling) Roll Results
Action: Instant Success: The Ventrue barks a few orders or makes
The two vampires must feed from one another, an inspiring battle cry. Allied characters who witness
risking the blood bond and blood addiction normally. her iron glory gain her successes as weapon damage on
Both characters must touch your character's Vitae used their next violent actions. This lasts the scene or until
in the activation. Both characters are allowed a the effect is used up, including if the attack is a failure.
Contested roll; if either succeeds, the power fails to take The vampire can only use this Devotion once per scene.
hold. If successful, the two vampires become one step Exceptional Success: The vampire’s followers gain
closer by blood sympathy. It lasts for one night per an additional +1 on their weapon damage.
success. If your character sacrifices a dot of Humanity Failure: The vampire fails to inspire.
upon activation, it becomes permanent. Dramatic Failure: The vampire demoralizes her
Note that this relationship only affects the two troops, who suffer her Dominate dots as a penalty on
characters; it does not reflect at all on their families. their next attacks.
Your character may use this Devotion on herself.
Characters of different clans can be subject to this Not So Special
Devotion, but it can never be rendered permanent, and (Obfuscate ••, Vigor •••)
never takes the characters any closer than four steps Cost: 2 Experiences
removed. This Devotion costs 2 Experiences to learn.
Not So Special
The Lords' Aegis (Obfuscate ••, Vigor •••)
(Resilience •••••) Cost: 2 Experiences
Cost: 2 Experiences
A master of Resilience can heighten their body’s Not So Special
resistance to harm to godlike invincibility. With this
(Obfuscate ••, Vigor •••)
Devotion, a Ventrue ignores even the direst injuries — Cost: 2 Experiences
at a severe cost. However, given the circumstances that
give rise to the need for Aegis, the cost is happily paid. Not So Special
Cost: 1 aggravated damage
Dice Pool: None (Obfuscate ••, Vigor •••)
Action: Reflexive Cost: 2 Experiences
Ignore essa pagina! Not So Special
(Obfuscate ••, Vigor •••) (Obfuscate ••, Vigor •••)
Cost: 2 Experiences Cost: 2 Experiences

Not So Special Not So Special


(Obfuscate ••, Vigor •••) (Obfuscate ••, Vigor •••)
Cost: 2 Experiences Cost: 2 Experiences

Not So Special Not So Special


(Obfuscate ••, Vigor •••) (Obfuscate ••, Vigor •••)
Cost: 2 Experiences Cost: 2 Experiences

Not So Special Not So Special


(Obfuscate ••, Vigor •••) (Obfuscate ••, Vigor •••)
Cost: 2 Experiences Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

Not So Special
(Obfuscate ••, Vigor •••)
Cost: 2 Experiences

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