Devotions

Voici une liste de Devotions (combinaisons de Disciplines) qui vous sont disponibles. Au fur et à mesure que vos personnages feront des découvertes, cette liste s’aggrandira.

Général

Body of Will (Resilience •••, Vigor •)
Kindred trained in this Devotion can push through pain, and find strength in pain and injury. On the outside, it looks like masochism; crippling blows empower and invigorate the vampire. But this Devotion transfers the energy of a wounding attack into the fuel for the vampire’s Vigor.
Cost: 1 Vitae
Dice Pool: Stamina + Survival + Resilience Action: Reflexive For one turn per success, the character suffers no wound penalties. As well, during any turn where he takes damage, he does not need to spend Vitae to activate one effect of Vigor. This Devotion costs 2 Experiences to learn.

Chain of Command (Dominate •••, Vigor •)
Dominate masters can implant suggestions and commands into their victims. With this Devotion, the vampire can force more of her own will into her victim, imparting a single use of her own Dominate for the victim to use later. She must clearly explain on whom he must use the gift, and how. She can give a general description, such as “the first person you see wearing red.” Or, she can be very specific: “Tell this to Gregor at 11:45 P.M. sharp.”
Cost: 2 Vitae
Dice Pool: Intelligence + Persuasion + Dominate, vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
The victim does not have to resist if he so chooses. If successful, the vampire plants one of her Dominate effects deep within the victim. At the specified moment, he uses the Dominate command as directed. However, this uses the vampire’s dice pool, not the victim’s. This Devotion costs 2 Experiences to learn.

Cloak the Gathering (Obfuscate •••••)
The vampire slips from the mind as easily as easily as blood dripping from an open wound, though rather than picking off his victims, he can make a whole group vanish at once. He might obscure his comrades — or pluck a group of unwilling victims from the minds of onlookers, leaving them scared and isolated.
Cost: 2 Vitae
Dice Pool: None
Action: None
Cloak the Gathering enhances the effect of Touch of Shadow and Cloak of Night. By paying two extra points of Vitae, the vampire can expand the effect of Touch of Shadow to encompass a number of people equal to his Blood Potency, though each one cannot individually have a Size greater than the vampire’s own. He can also opt to activate Face in the Crowd at the same time. If he also pays the extra cost for Cloak of Night to vanish completely rather than fading into the background, the effect applies to everyone masked by Cloak the Gathering — so for four points of Vitae total he can vanish from sight along with a number of people equal to his Blood Potency. The vampire doesn’t have to touch everyone he takes with him, but they must be within his (Obfuscate + Blood Potency) yards (meters). This Devotion costs 2 Experiences to learn.

Conditioning (Dominate ••••)
Over a period of weeks, the vampire pushes on her victim’s will, forcing him to repeat the same tasks over and over until he cannot resist her voice. She slowly builds up control over her victim to the point where he can barely manifest his own thoughts or feelings. Instead he’s an empty shell, waiting for his mistress’ next command.
Cost: None
Dice Pool: Wits + Subterfuge + Dominate vs. Resolve + Blood Potency
Requirement: The vampire must have inflicted the Mesmerized Condition on the victim. Conditioning can only be used on the same victim once every two nights.
Action: Instant
Roll Results
Dramatic Failure: The victim reasserts his will in a dramatic fashion. He resolves the Mesmerized Condition; he keeps the bonus to resist further Mesmerize attempts for the next week.
Failure: The vampire cannot get her victim to repeat exactly the same tasks for now.
Success: The victim’s will bends before the vampire. He gains the Subservient Condition (p. 306).
Exceptional Success: The victim’s will bends like grass before the storm of the vampire’s commands. Mark an extra cross when applying the Subservient Condition. Each time the vampire inflicts the Subservient Condition on a character, his player should put a cross or other mark above one of his Willpower dots, starting from the left. Each dot can only have one mark. If the Subservient Condition is allowed to fade naturally, remove the rightmost cross. When each of the character’s Willpower dots has a mark above it, he exchanges the Subservient Condition for the Enslaved Condition (p. 303).
This Devotion costs 2 Experiences to learn.

Cross-Contamination (Majesty •, Nightmare •)
Majesty awes its victims; Nightmare unnerves them. This Devotion blends the two effects, creating a confusing aura where those affected rapidly shift between fear and elation.
Cost: None
Dice Pool: Presence + Empathy + Lower of Majesty or Nightmare
Action: Instant
Once active, this Devotion confuses everyone in the vampire’s immediate presence, forcing their emotions to swing between adoration and disgust. This causes a handful of effects:
• They become confused and disoriented, not sure what to think or feel. This reduces their effective Composure by one dot.
• The vampire becomes a beacon for the crowd’s attention. Looking away from her requires a Composure + Blood Potency roll, contested against her successes. The victim must only meet the vampire’s successes.
• Any rolls to resist Persuasion- or Intimidation-based Social maneuvers lose the 10-again quality.
• A character may not have Awe or Dread Presence active at the same time as Cross-Contamination.
This Devotion costs 1 Experience to learn.

Cult of Personality (Majesty ••••, Vigor •••)
Under normal circumstances, Loyalty inflicts a deep, overbearing sense of obedience on a single victim. With this Devotion, the vampire broadcasts her charm and overwhelms all in her presence. All but the strongest fall in line and worship her. Cost: 10 Vitae Dice Pool: Presence + Socialize + Majesty Action: Instant If successful, this Devotion washes the effects of Loyalty over the crowd. It affects any character with fewer Composure + Blood Potency dots than the vampire has successes. Those afflicted gain the Enthralled Condition. This Devotion costs 4 Experiences to learn.

Enchantment (Majesty ••••, Obfuscate ••)
Majesty is a gift that draws attention and bends feelings toward the vampire. With this Devotion, and a bit of Obfuscate, the vampire can deflect those feelings to another person, or to a place or thing. Cost: 1 Vitae Dice Pool: Manipulation + Empathy + Majesty vs. Composure + Blood Potency Action: Contested; resistance is reflexive If successful, this Devotion works as Loyalty, but the vampire can designate a source for the Enthralled Condition instead of focusing it on herself. All the other parameters remain the same, but the victim insists on defending and cherishing a different person, place, or thing. She has to somehow communicate the desired subject of the Enchantment to the victim for this Devotion to work. This Devotion costs 2 Experiences to learn.
Enfeebling Aura
(Majesty •, Resilience •) Many Daeva masters of Celerity and Vigor claim that Majesty means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth
Blood and Smoke144
the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle. Cost: 1 Vitae Dice Pool: Presence + Intimidation + Majesty vs. Composure + Blood Potency Action: Contested; resistance is reflexive If successful, this Devotion temporarily removes dots of the victim’s Celerity, Resilience, and Vigor, in whatever combination the vampire wishes. The vampire removes dots one-for-one along with her Majesty dots for the scene, up to her successes. For example, she can sacrifice three dots of her Majesty, losing access to them for the scene, to remove two dots of Vigor and one dot of Resilience from her victim for the scene. This Devotion costs 3 Experiences to learn.

Foul Grave (Protean •, Nightmare •)
Usually, when interred in an Unmarked Grave, the vampire rests passively, barely aware of his surroundings, let alone able to influence them. With this Devotion, he can project his predatory aura on those near his resting place. Some vampires use this ability to divert pursuers or even as a stalling tactic when confronted by a mob of attackers.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
While the vampire does not fully maintain all his senses, he’s vaguely aware of those nearby. He gets a brief mental glimpse of mortals in the vicinity, and still feels the auras of Kindred. While in his Unmarked Grave, he can activate predatory aura normally, but it costs a point of Vitae in addition to the Willpower required if the victim is Kindred. This Devotion costs 1 Experiences to learn.

Force of Nature (Protean ••••, Resilience ••••, Vigor ••)
Most of Protean’s gifts change the vampire subtly, or in small ways, in accordance with nature. Unnatural Aspect takes that a step further, moving into eldritch territory with a single mutation. When the vampire activates Force of Nature, her body becomes a mess of rapid change. She grows and loses limbs in the blink of an eye. Her skin becomes rock solid, then gelatinous within moments. She’s truly protean; she changes the way water flows. However, she needs the strength of Resilience to protect her form from collapsing in upon itself.
Cost: 8 Vitae
Dice Pool: None
Action: Instant
When activating Force of Nature, the vampire gains as many of the advantages of Predatory Aspect, Beast’s Skin, and Unnatural Aspect as she wishes, without Vitae costs. She can adopt additional modifications or shed existing ones as a reflexive action. As well, with an instant action, she can shift a number of Physical Attribute dots equal to her Protean to other Physical Attributes. These change derived traits, and can exceed her normal limitations. The effects of Force of Nature last for the scene. This Devotion costs 5 Experiences to learn.

Gargoyle’s Vigilance (Auspex •, Resilience ••)
This Devotion grants a patient and vigilant vampire the ability to oversee her haven with immense clarity. She becomes completely aware of every single inch, and can respond at a moment’s notice. When she moves against a trespasser, nothing can stop her. Her Resilience affords her senses a stoic patience, so she can divide her attention throughout her resting place.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
This Devotion requires the vampire to remain completely still, in a location reflected by the Safe Place Merit (see p. 123). She has to be stationary for at least ten minutes before this Devotion offers its benefits. While stationary, she has full use of her Auspex abilities, centered on any single spot of her choosing within the haven. Having full awareness, she may change the spot at will. She receives +5 to any rolls to detect intruders. If she decides to move against an intruder, she gains +5 to her Initiative for the scene. As well, she does not need to spend Vitae to activate her Resilience. With a point of Willpower, this Devotion may be used while the vampire slumbers. This Devotion costs 1 Experiences to learn.
An advanced version of this Devotion exists, utilizing Protean 5, costing 4 Experiences. This version allows the vampire to become a statue, immune to fire and sunlight while remaining stationary.

Hint of Fear (Celerity ••, Nightmare ••)
Usually, using Face of the Beast takes extended eye contact, and none could confuse it for anything but an attempt to invoke pure terror. With a subtle application of Celerity, this Devotion allows the vampire to use a rapid, unnoticeable look to bring the Face of the Beast to bear. If the vampire doesn’t designate himself as the source of the fear, onlookers will be none the wiser.
Cost: 1 Vitae, plus one for Face of the Beast
Dice Pool: None, roll normally for Face of the Beast
Action: Reflexive
This Devotion allows the vampire to use Face of the Beast as a reflexive action. This requires a second point of Vitae, so the vampire must be able to spend two vitae in a turn to use it without preparation. This Devotion costs 2 Experiences to learn.

Juggernaut’s Gait (Resilience •••••, Vigor •••)
With this rare Devotion, an elder Kindred can temporarily render herself completely immune to harm. Her blood flows rapidly from her flesh, and coats her body to defend her. Even the strongest Kindred cannot maintain this ability for more than a few seconds at a time, but for those moments, they’re veritable gods of blood.
Cost: 5 Vitae per turn
Dice Pool: None
Action: Reflexive
This Devotion requires the vampire spend five Vitae per turn she wishes to remain immune to harm. During this time, all damage — bashing, lethal, aggravated, even damage caused by the fire or by sunlight — is absorbed into her blood before it reaches her skin. She takes no damage from any source. Note that this Devotion does not allow the vampire to spend additional Vitae; she must be able to spend five in a turn to use Juggernaut’s Gait without preparation. She can spend the first four on preceding turns, and the fifth when she wishes to evoke the protection. However, invoking the Devotion is reflexive, and the Vitae may be spent after an opponent makes a successful attack roll. This Devotion costs 4 Experiences to learn.

Reason’s Salon (Animalism ••••, Resilience ••)
Animalism can draw bestial behavior out of a person, but with this Devotion, it can also suppress those behaviors. By spreading his Vitae about a building or gathering place, the vampire can keep Kindred from losing control and unleashing their Beasts for a short time. For this reason, it’s not uncommon to see a Gangrel Master of Elysium.
Cost: 5 Vitae
Dice Pool: None
Action: Instant
The vampire must spread his Vitae about the location (usually a building or clearing) he wishes to calm. Throughout the evening, vampires within suffer the user’s Resilience dots as a penalty to all predatory aura rolls. As well, they add the same number to any rolls to resist frenzy. This Devotion costs 3 Experiences to learn.

Riot (Animalism ••••, Majesty •••••)
Feral Infection gives an Animalism user the power to move a small group of people to bestial rampages. Coupled with the pinnacle ability of Majesty, an elder can cause a large group of people to explode into complete bedlam, where they hurt each other, destroy property, and resort to other violent, antisocial behaviors. This Devotion brings the full weight of the vampire’s predatory aura to bear on her surroundings.
Cost: 10 Vitae
Dice Pool: Presence + Animal Ken + Majesty
Action: Instant
When activated, Riot overwhelms a wide area (a city block, or half mile), and everyone within it. Anyone with a lower Composure + Blood Potency than the vampire’s successes suffers from the Bestial, Competitive, and Wanton Conditions. The victims burst into aggressive, base behaviors. This is not animalistic behavior; it’s destructive, short-sighted, and selfish. It causes a bloodbath of massive proportions. Use of this Devotion is considered a Humanity 1 breaking point. This Devotion costs 5 Experiences to learn.

Shared Sight (Auspex ••••, Dominate •)
While employing Dominate’s trance, a practitioner of this Devotion can extend to her subject some of her second sight. It’s a limited, less effective version of her Auspex, but it opens an otherwise uninitiated mind.
Cost: 2 Vitae
Dice Pool: Intelligence + Empathy + Auspex
Action: Instant
When activating this Devotion, your character may impart to another a number of dots of her Auspex equal to or less than the successes rolled. The recipient has full access to the abilities granted, but cannot use the lender’s dice for activation. to the borrower must make rolls with just Attributes, Skills, and any Auspex dots he may have. The imparted dots last for the remainder of the scene. During this time, the lender loses that many dice from all Auspex rolls. This Devotion costs 2 Experiences to learn.

Shatter the Shroud (Auspex ••, Vigor •)
With Auspex, Kindred can see through the shrouds of Obfuscate and other Discipline effects (and supernatural powers) that others use in attempts to hide. This Devotion extends that ability with force, shattering those gifts and exposing their users for the world to see.
Cost: 2 Vitae
Dice Pool: None
Action: Reflexive
Activate this Devotion any time your character wins in a Clash of Wills roll (see p. 125) to pierce a hiding ability. Not only does your character win the Clash of Wills, but the victim’s hiding effect ends immediately. He can re-activate it normally on the next turn, if applicable. This Devotion costs 2 Experiences to learn.

Stalwart Servant (Dominate •••, Resilience •)
This Devotion enables the Kindred to impart some of her preternatural toughness through her blood, making for stronger servants and bodyguards. The subject drinks of the Kindred’s Vitae, with normal ghouling, addiction, and blood bond effects, and then receives a hint of the vampire’s Resilience.
Cost: 1 Vitae
Dice Pool: This power requires no roll to invoke
Action: Instant
Once the subject feeds, the vampire imparts her own Resilience dots onto him. He still needs to spend Vitae to activate the Resilience, but he receives one as part of the invocation. He cannot benefit from this Devotion if he already has Resilience at an equal or higher level than the vampire. This Devotion lasts one night. The vampire may maintain a number of subjects equal to her Blood Potency. The drinker gains the passive benefits of Resilience, and the vampire does not lose access to the Discipline. This Devotion costs 2 Experiences to learn.

Subsume the Lesser Beast (Animalism ••••, Dominate ••)
The vampire locks eyes with an animal and forces her mind into its body. She can only command a predator, a parasite, a carrion-eater, or a plague-bearer; she cannot affect a mere prey animal. She completely subsumes the animal’s consciousness, piloting it like a meat puppet. Her body falls into a state of torpor while she controls the beast.
Cost: 1 Vitae
Dice Pool: Manipulation + Animal Ken + Animalism – animal’s Resolve
Requirement: The vampire must feed 1 Vitae to the animal (included in cost).
Action: Reflexive
Roll Results
Dramatic Failure: The animal throws off the vampire’s attempt at control. For the rest of the night, the vampire manifests a number of physical tics akin to the animal’s behavior. Any Social rolls suffer a –2 penalty.
Failure: The vampire cannot take total control of the animal yet.
Success: The vampire takes over the animal’s body for one night per success. She uses the animal’s Physical Attributes and Skills in place of her own, and cannot use her own Physical or Combat Merits. She can stay awake during the day by spending a point of Willpower at dawn, and takes no damage from sunlight; if she does not spend the Willpower, she returns to her body. She cannot use any Disciplines or Blood Sorcery while in the animal’s body, but can use any of its senses, natural weapons, or forms of locomotion. While she commands the animal’s body, her own body lies in a torpor-like state, awaiting her return — though she must spend a point of Vitae every night to remain active. If the vampire remains in the animal’s body for so long that her body slips into torpor, she immediately snaps back into her body.
Exceptional Success: The vampire can still access some of the power of her blood even in the animal’s body. She keeps access to Auspex when in the animal’s body.
This Devotion costs 3 Experiences to learn.

Summoning (Dominate •••• or Majesty ••••)
The vampire reaches out to someone whom he knows, anywhere in the world, and calls her to his side. Somehow, the victim knows that the vampire wants her to be with him, and she will go to be by his side come hell or high water. Summoning isn’t instant — it can’t account for natural disasters — but the victim will happily empty her bank accounts and steal from friends or family to make the trip. She knows who has called her and where to find him, but the urge to meet him is an emotional compulsion rather than a supernatural command, and she won’t put herself in unnecessary danger to make the journey — a vampire is still self-aware enough to seek shelter for the day even though he has been summoned. At the time of summoning, the vampire can impress upon his victim the need to bring something with her — weapons to defend her master from a nemesis, or a sacrifice for some strange Blood Sorcery. Kindred can develop this Devotion with the requisite level of either Dominate or Majesty. Its effects are the same, but the vampire must buy it related to one Discipline. The requirement and dice pool are set when the vampire develops the Devotion.
Cost: 1 Vitae
Requirement: Dominate: The vampire must have inflicted the Mesmerized Condition on the victim within the last year.
Majesty: The vampire must have used Awe on the victim within the last year.
Dice Pool: Manipulation + Persuasion + (Dominate or Majesty) vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
Duration: 1 night
Roll Results
Dramatic Failure: The victim knows that the vampire wants her to go to him, and does everything in her power to actively avoid him, using her sense of where he is to aid her.
Failure: Something prevents the victim from coming to the vampire’s side.
Success: The victim knows where the vampire is and has a sudden compulsion to travel to him. She will travel to meet him by the most direct means available to her, stopping only for necessities. The compulsion lasts for the rest of the night from the vampire’s perspective — if he’s calling someone from the other side of the world, the effects last until sunrise wherever he is.
Exceptional Success: The victim’s compulsion lasts throughout the day and for all of the next night as well, long enough for many international journeys — or at least for the victim to find a way to smuggle herself overseas. Suggested Modifiers
Modifier Situation
+1 The vampire knows exactly where his victim is.
–1 The vampire has no idea where his victim is, but knows that she is within the same domain.
–1 The victim dislikes the vampire and resents being summoned.
–3 The victim is over 500 miles away, or despises the vampire.
–5 The victim is on the other side of the world.
This Devotion costs 4 Experiences to learn.

Sun’s Brutal Dreamscape (Nightmare •••••, Resilience ••)
Nothing frightens Kindred worse than the vengeful rays of the sun or the heat of the fire. Most Kindred can manage short bursts in the daylight, but most avoid it whenever possible. This Devotion curses a sleeping victim to suffer all the burns the vampire experiences from the sun, and curses him with horrifying dreams of the sun’s purifying touch. These terrifying daymares leave the victim waking terrified and charred. This Devotion may only be used on Kindred victims. It costs 4 Experiences to learn.
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Nightmare, vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
Once used successfully, this Devotion remains active for a number of nights equal to the successes rolled. While it is active, the victim, selected by touch, suffers every sunlight wound the vampire takes, so long as the victim is asleep when the damage occurs. The vampire still takes the damage. This damage can awaken the victim. A victim so awakened wakes with the Frightened Condition (see p. 303).

Touch of Deprivation (Obfuscate ••••, Dominate ••)
With this Devotion, the vampire can deny a victim her senses with only a touch. He chooses a single sense when activating the Devotion, and that sense becomes temporarily useless. Often, this Devotion serves to blind enemies or deafen a victim at a critical time. This Devotion costs 3 Experiences to learn.
Cost: 1 Vitae
Dice Pool: Intelligence + Medicine + Auspex vs. Resolve + Blood Potency
Action: Instant
To activate this Devotion, the vampire must touch his victim (see Touching an Opponent on p. 177). If successful, the vampire denies the victim’s chosen sense for the remainder of the scene. This Devotion can be used to deny the victim one of her Auspex abilities, if known.

Undying Familiar (Animalism ••, Resilience ••)
Raise the Familiar awakens a dead animal to serve its Kindred master. However, the animal must be dead for that ability to take effect. This Devotion cuts out the middle man, and awakens a living, ghouled animal at its time of death.
Cost: 2 Vitae
Dice Pool: None
Action: Instant
Activate this Devotion and Raise the Familiar at the same time, when feeding an animal Vitae. As long as the animal remains ghouled, this Devotion remains in effect. If the animal dies while ghouled, it immediately rises under Raise the Familiar, but its undead existence is measured in weeks instead of nights. This Devotion costs 1 Experiences to learn.

Wet Dream (Majesty ••, Nightmare ••)
This Devotion blends the more subconscious effects of Majesty and Nightmare to plague the victim’s sleep. His dreams leave him both feeling dirty, and wanting more. This Devotion costs 2 Experiences to learn.
Cost: 1 Vitae
Dice Pool: Manipulation + Empathy + Majesty, vs. Composure + Blood Potency
Action: Contested; resistance is reflexive
If successful, this Devotion takes effect when next the victim sleeps. His frightening and arousing dreams cause the both the Spooked and Swooning Conditions (see p. 305 and p. 306). The vampire chooses the subject of both Conditions. The victim sheds each Condition individually. However, the two Conditions only give one Beat, and only once they’re both resolved.

The Wish (Celerity ••, Majesty ••••, Vigor ••)
“For three nights, you’ll be fast, you’ll be strong, you’ll be beautiful, and you’ll stand above the flock. After that, you’re mine. Do you understand?” This classic Daeva Devotion is a common fixture of the Serpent’s Embrace. The vampire finds someone she wishes to exalt, then makes him an offer for temporary supremacy. He gets a taste of power, and wants more. At the end of the deal, the victim becomes irrevocably attached to the vampire. It requires a great deal of Vitae to enact, but creates a loyal supplicant. This Devotion can only be used once on a given character, and only on mortals. It costs 2 Experiences to learn.
Cost: 5 Vitae
Dice Pool: Manipulation + Persuasion + Majesty
Action: Instant
To use this Devotion, the victim must agree to the terms; three nights of power, but he willl belong to the vampire afterward. The terms can be that vague, but must be stated and agreed to, without any supernatural coercion. The victim must feed from the vampire as part of the agreement. When the deal is struck, the victim gains a number of advantages for three nights:
• He gains two levels of Celerity and Vigor. He can activate them by spending Willpower instead of Vitae.
• He gains three levels of Majesty. He can activate these with Willpower instead of Vitae.
• He needs no sleep, and can go without food and water without issue. At the end of the period, he gains the Persistent Enthralled Condition. It persists indefinitely.

Vermin Flood (Animalism •••, Celerity ••, Vigor ••)
This Devotion takes the groundwork laid by Summon the Hunt, and increases it exponentially. Vermin Flood calls every small animal in the neighborhood to swarm en masse and pick apart every little thing in the chosen area. Not only do they feed on living things, but they wipe the space clean. While effective as an assault against groups, it sees some use in cleaning up crime scenes. Unlike Summon the Hunt, this Devotion never appears to be a coincidental event. The Vermin Flood is a plague of biblical proportions. While it tends to stretch the Masquerade, it also causes disbelief in onlookers. Those in the swarm do not survive to tell the tale.
Cost: 10 Vitae
Dice Pool: Presence + Animal Ken + Animalism
Action: Instant
To activate this devotion, the vampire must spread her Vitae over an area no larger than a small house or an alleyway. Once activated, every animal of Size 2 or lower immediately swarms
with the speed and intensity of the vampire’s Celerity and Vigor (persistent effects only). This includes any vermin, cats, birds, and insects. They wash over the area, tearing, chewing, and destroying. Everything in the area but the vampire takes lethal damage equal to the vampire’s Animalism dots each turn. This ignores any non-magical armor. Characters moving in the swarm move at half Speed. The vermin will not leave the affected area for the remainder of the scene. Only a very large fire will slow the swarm, and even then, only in the area aflame. This Devotion costs 4 Experiences to learn.

Wraith’s Presence (Obfuscate •••, Nightmare •)
With this Devotion, the vampire can make herself or something else vanish from the mind’s eye, but appear elsewhere. This diversion can distract a pursuer, or make someone rush after a false lead. This Devotion costs 2 Experiences to learn.
Cost: 1 Vitae
Dice Pool: Wits + Subterfuge + Obfuscate
Action: Instant
Activate this Devotion when using Cloak of Night. The vampire projects an exact image of the desired subject in another place she can see. The image stays mostly still unless the vampire concentrates on moving it. It’ll make the necessary motions to appear realistic — for example, an image of a human will breathe. The image cannot talk or make noises. The image vanishes as soon as anyone touches it.
Breaking this effect without touching the phantom uses the normal Clash of Wills rules (see p. 125).

Bobcat Climbing [ Protean 1, Vigor 1 ]

Inhuman reflexes and surpassing strength are already a winning combination in a fight, but some Kindred find the combination useful outside of conflict. While Bobcat Climbing, a Kindred can climb with great speed. Using this power doubles the normal distance climbed per success to 20 feet. In an extended action, each roll represents one turn of time instead of one minute. All normal penalties for poor climbing conditions apply.
Bonuses for climbing carefully cannot be gained with this power. Nor is climbing gear any help. The power must be activated with each new climb. Note that if the Kindred also activates Claws of the Wild, she gains its +2 bonus to her climbing pool in addition to the benefits of Bobcat Climbing. This power costs 1 Experience.

Cost: 1 Vitae
Action Pool: This power involves no roll to invoke.
Action: Reflexive

Cobra’s Kiss [ Protean 3, Vigor 2 ]

This deadly power transforms the vampire’s fangs into hollow venom-injecting instruments like a viper’s. A measure of Vitae is then transformed into a lethal supernatural poison. The vampire’s bite inflicts aggravated damage, and mortals suffer the effect of an injected poison with a Toxicity equal to 4 + the vampire’s Blood Potency. Other Kindred suffer the aggravated damage normally, but the supernatural venom also destroys Vitae equal to the damage inflicted. This power costs 2 Experiences to learn.

Cost: 1 Vitae per successful bite.
Action Pool: Strength + Brawl – Defense to grapple, and Strength + Brawl to bite.
Action: Instant to invoke, and a normal action to grapple and bite.

Killer Instinct [ Protean 1, Vigor 1 ]

Daeva convince you to like them. Ventrue insist you obey. When dealing with a Gangrel, their Beast speaks to yours. This Devotion takes that to another level: The character’s Beast moves to the forefront, putting all those she converses with on the defensive. When active, this power enhances the effects of Predatory Aura. Her Protean dots add to her Blood Potency score for the purposes of resisting the Predatory Aura of others, often eliminating the need for a Willpower point to resist other contenders. After the addition is considered and resolved, other characters present that would be considered lower Blood Potency than the user cannot spend Willpower points in any social actions that target her. Use of this power enables a single resistance, but the Willpower-canceling effects lasts for the current scene. This power costs 1 Experience to learn.

Cost: 1 Vitae
Dice Pool: This power requires no roll to invoke

Lessons In The Steel [ Auspex 1, Resilience 3 ]

Some rather intrepid Kindred develop the ability to gain insight into a foe’s combat prowess by willingly subjecting themselves to opponents’ attacks. Knowledge is power, after all, and any vampire wounded in this way is gifted with power that can then be used against the enemy. In order to activate this Devotion, the vampire must first suffer an attack from an opponent that successfully inflicts at least one point of damage of any type in close combat. Upon suffering this wound, the vampire’s player makes the requisite roll. His dice pool is reduced by one die for each piece of information sought about the attacker (up to a maximum of five) beyond the first. The information the character seeks must be related to combat or other martial prowess. For example, Joe’s character wishes to learn two bits of relevant information about the Kindred who just hit him, so Joe rolls Resolve 3 + Investigation 2 + Resilience 3, minus one die for the second piece of information sought. One success is achieved and the Storyteller reveals that the attacker has great prowess with a blade (Weaponry 4), but rather poor follow-through (Strength 1). This power costs 2 Experiences to learn.

Cost: 1 Vitae
Dice Pool: Resolve + Investigation + Resilience – opponent’s Resolve
Action: Instant

Quicken Sight [ Auspex 1, Celerity 1 ]

With the preternatural awareness of Auspex and the remarkable speed of Celerity, the vampire gains a exceptional sense of time and the space around her. For a brief moment, she sees everything at a slow crawl, and can react thusly.
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
Duration: 1 turn
The vampire can examine the details on fast-moving items, and respond to things outside the normal human spectrum. She can read multiple pages of text in three seconds. She can apply her Defense to ranged attacks, and can benefit from aiming instantly. This Devotion costs 1 Experiences to learn.

Shift The Dark Heart [ Celerity 1, Protean 4 ]

While not instant death, as legends and television suggest, a stake through the heart is indeed a serious threat to most Kindred. While some forms of blood magic do offer protection, the vampire has developed a way to protect her dark heart by utilizing superhuman speed and her own ability to shapeshift. This power is reflexive, activated the instant the character takes a stake to the chest (or back), even if another action was taken in that turn. If successful, she instantly triggers a minor shift in her internal anatomy, shunting the heart to one side in order to prevent the stake from piercing it. Otherwise, the character suffers damage as normal from the attack. If taken by surprise, this power cannot be used in the first turn of combat, but can be used in all following turns. This power costs 2 Experiences to learn.

Cost: 1 Vitae
Dice Pool: Wits + Survival + Celerity
Action: Reflexive

Daeva

Blasé [ Majesty 1, Resilience 1 ]

When you’re the best, you’re the best. Anything else is boring. The Daeva who developed this Devotion embodied this mentality, letting the force of her Majesty stand against that which would shake her. Upon activation, the character receives a bonus to her Composure score equal to her dots in Majesty for a single turn. This power costs 1 Experience to learn.

Cost: 1 Vitae
Dice Pool: This power requires no roll to invoke
Action: Reflexive

Night Life [ Majesty 1, Vigor 1 ]

In young vampires, or those who have stayed close to their Humanity, a trickle of Vitae suffuses the surface of the skin, allowing them to look healthy and passably alive. Moreover, any Kindred can counterfeit life for a short time, enough to keep down a meal or engage in carnal intercourse. This Blush of Life, however, is all too fleeting and all too tantalizing to the Beast’s hungers. Even the pleasures it allows are only temporary, as the vampire must shortly rush to a restroom to vomit back the mortal food it has consumed. A quick flush of the Blood may allow a vampire to escape scrutiny from mortals, but he still faces difficulties if he wishes to spend the entire night in one’s company. The cost of a little Vitae is repeated over and over as the night goes on, and the Beast begins to bellow for more blood. Other powers, however, can be adapted to the purpose, and somewhat more efficiently. Vigor gives a Kindred the ability to go beyond mere animation of the flesh and infuse his muscles with unholy might. Majesty allows the Damned to make his presence magnetic and charming. By combining the small deceptions of Majesty with the physical control of Vigor, a Kindred can counterfeit life for an entire night. Duration: From activation until dawn When active, Night Life enables a vampire to counterfeit life through the active circulation of Vitae, controlled motion of the lungs, and so on. These are physical movements mortals perform unconsciously but notice just as unconsciously when others fail to perform them. A vampire using Night Life intuitively keeps his organs operating much as they would in an ordinary human being. The sensation is not entirely comfortable: Vitae, even warmed and liquefied, is no longer mortal blood, and the organs tend to grind in stops and starts. The vampire often finds himself experiencing alien sensations in and beneath his skin: pores opening one by one, intestines squeezing in fits and so on. However, a vampire who has mastered this Devotion also has the ability to avoid giving evidence of his discomfort and, indeed, gained some capacity to ignore it. Thanks to his air of Majesty, his mortal companions will usually forgive any tiny aberrations in his behavior, or unusual symptoms – such as clotted Vitae clogging an obvious vein or alight sheen of the Blood trickling forth with sweat. A detailed medical examination or encounter with a particularly observant mortal may detect that something’s wrong, but won’t provide any evidence that the vampire is a walking corpse. In addition, the constant, low-level effects of Vigor give the vampire positive sensations as well. Night Life isn’t as pleasant as the Blush of Life, and it’s a long way from the blessings of true mortality, but it’s an efficient and reasonably comfortable way to stay out all night under close observation without arousing suspicion. This power costs 1 Experience to learn.

Cost: 1 Vitae + 1 Willpower
Action Pool: None. Paying the cost results in automatic success.
Action: Instant

Gangrel

Unnatural Contortion [ Protean 4, Resilience 1 ]

A non-Gangrel may learn this Devotion at 4 x the total number of Discipline dots necessary. By concentrating for one turn, the Gangrel can literally bend and manipulate his body in unwholesome ways: Legs over shoulders, joints going the wrong way, back of head touching the spine, and so forth. Some Savages use this to freak out the kine. Others use it to escape bonds or wriggle into spaces normally too small for them — an air duct, beneath a low-hanging bed, through a cellar window. Every success on the roll can apply toward the reduction of the Gangrel’s Size score (to a minimum of Size 2, about the approximate Size of a 4-year-old human child) or can instead go toward any rolls made to escape bonds. Note that Size reduction is artificial, not the literal shrinking of the body. Bones may pop out of shape and allow the Gangrel to scrunch up or rearrange his “natural” form, but he doesn’t actually lose mass. In this way, the Gangrel does not change any stats based on the Size score, such as Health. This power costs 2 Experiences to learn.

Cost: 1 Vitae
Action Pool: Dexterity + Athletics + Protean
Action: Instant

Nosferatu

This Awful Grip [ Nightmare 1, Vigor 2 ]

The Nosferatu’s gripping hand becomes something out of a dream: Fierce, unyielding, able to crush a doorknob or snap a knife’s blade in half. During an attack on an object, the Nosferatu may now ignore as much of the item’s Durability as equals the character’s Blood Potency score. If the character’s Blood Potency is 1 and she’s trying to punch down a steel door whose Durability is 3, the item’s Durability is now 2, instead. If her Blood Potency is 3 and she’s trying to bend an aluminum bat whose Durability is 2, she can ignore all that item’s Durability and do damage directly to its Structure. Because this works on objects, the Devotion can be made to work against a victim’s armor, as well. Her Blood Potency then equals how many points of armor her attack can ignore instead of Durability. This Devotion only works on attacks made using the Nosferatu’s bare hands. It doesn’t affect grappling rolls. This Devotion costs 2 Experience to learn.

Cost: 1 Vitae
Action Pool: Presence + Brawl + Vigor
Action: Reflexive

Wicked Grasp [ Nightmare 2, Vigor 1 ]

The Nosferatu becomes like a twisting python. Arms slide about his victim’s neck and chest at impossible angles, legs seem to coil like constricting worms, even the vampire’s chin seems to press into the target’s flesh to keep him pinned. The Nosferatu may attempt to use this Devotion when grappling. This Devotion costs 2 Experiences to learn.

Cost: 1 Vitae
Action Pool: Strength + Athletics + Nightmare
Action: Reflexive
If both the grapple and the Devotion roll are successful, Serpent’s Grip has two effects. First, the victim goes to the very end of the Initiative order. Second, when attempting to break the Haunt’s hold, the victim not only subtracts the Nosferatu’s Strength, but also his dots in Nightmare, as well. This lasts for as long as the grapple does.

Devotions

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