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Devotions

Animalism
Animalism Animalism Animalism Animalism Animalism Dominate Obfuscate Resilience Auspex Obfuscate Predatory Growl Mask of the Beast Hounds of Blood Scent of the Beast Brute Cannot Betray Nomads Nomads Nomads Nomads Carthians

Auspex
Auspex Auspex Auspex Auspex or Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Auspex Celerity Celerity Resilience Protean Resilience Any tier of any coil Crac Protean Dominate Protean Dominate Obfuscate Animalism Mortualia Crac Dominate Dominate Obfuscate Obfuscate Obfuscate Resilience Quicken Sight Guardian Vigil Unflinching Eye Torpid Awareness Lessons in the Steel Eyes of the Dragon Arcane Sight Sample the Earth The Message See the Reflected Form Message in a Bottle Cleansing Impression Scent of the Beast Abdo Cordis The Hekau Touch of Deprivation Hive Nexus Gestalt Army of One Knowing the Stranger Occulted Spirit Core book Carthians Carthians Carthians Core book Ordo Core book Ordo Ventrue Carthians Carthians Carthians Nomads Ordo Crone Core book Carthians Carthians Core book Carthians

Celerity
Crac Crac Crac Auspex Nightmare Auspex Arcane Sight Call of Courage The Hekay Core book Crone Crone

Dominate
Dominate Dominate Dominate Dominate Dominate Dominate Dominate Dominate Dominate or Majesty Dominate Dominate Dominate Dominate Dominate Dominate Dominate Dominate Dominate Dominate Resilience Resilience Vigor Animalism Celerity Auspex Essentiaphagia Majesty Vigor or Resilience Nightmare Resilience Auspex Resilience Nightmare Resilience Majesty Obfuscate Auspex Obfuscate Ignore Immutable Mind Blink Predatory Growl Shout The Message Compel Spirit Verdical Tongue The Knights example Aversion Curse Love like Blood Message in a Bottle Messanfers Blessing Rumor of Dread Stalwart Servant Poisened Chalice Gimme 50 Hive Nexus Gesalt Unseen Master Carthians Carthians Carthians Nomads Carthians Ventrue Ordo Core book Invictus Carthians Nomads Carthians Venture Invictus Nomads Nomas Carthians Carthians Carthian

Majesty
Majesty Majesty Majesty Majesty Majesty Majesty Majesty Majesty or Dominate Majesty Resilience Vigor Resilience Obfuscate Dominate Domus Obfuscate Vigor or Resilience Dominate Stalwart Heart Night Life Rallying Blood Picture Perfect The Lovely or Loathsome Web Verdical Tongue Behind the Throne The Knights example Poisoned Chalice Carthians Daeva Invictus Daeva Invictus Core book Carthians Invictus Nomads

Nightmare
Nightmare Nightmare Nightmare Nightmare Nightmare Resilience Crac Dominate Protean Dominate Dauntless Spirit Call of Courage Aversion Curse Sanctum of Fear Rumor of Dread Carthians Crone Carthians Nomads Invictus

Obfuscate
Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Obfuscate Majesty Resilience Auspex Animalism Auspex Dominate Blood Seeps Slowly Dominate Animalism Majesty Auspex Auspex Behind the Throne Iron Facade Cleansing Impression Brute Cannot Betray Occulted Spirit Unseen Master Masked Blood Gimme 50 Mask of the Beast Picture Perfect Army of One Knowing the Stranger Carthians Core book Carthians Carthians Carthians Carthians Ordo Carthians Nomads Daeva Carthians Carthians

Protean
Protean Protean Protean Protean Protean Protean Protean Protean Protean Protean Protean Protean Protean Vigor Auspex or Auspex Resilience Auspex Nightmare Resilience Resilience Amphivena Resilience Auspex Celerity Resilience Resilience Bobcat Climbin Torpid Awareness Vitae Bloat Sample the Earth Sanctum of Fear 22 Solid Flesh of Iron Claws of Amphisbaena Partial Transformation See the Reflected Form Instantaneous Transformation Rhinos Hide Regeneration Nomads Carthians Carthians Ordo Nomads Carthians Nomads Crone Core book Carthians Core book Carthians Carthians

Resilience
Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience Resilience or Vigor Resilience Resilience Resilience Resilience Resilience Resilience Auspex Auspex Dominate Dominate Majesty Nightmare Vigor Celerity Protean Dominate Protean Dominate Protean Majesty Celerity Dominate Obfuscate Protean Vigor Majesty or Dominate Protean Auspex Vigor Amphivena Vigor Protean Quicken Sight Celerity Unflinching Eye Guardian Vigil Ignore Immutable Mind Stalwart Heart Dauntless Spirit Iron Muscles Hair Trigger Vitae Bloat Messangers Blessing Flesh of Iron Stalwart Servant Partial Transformation Rallying Blood Forced March Love like Blood Iron Facade 22 Solid Will to Endure The Knights Example Rhinos Hide Lessons in the Steel Body of Will Medusas Scales Strength from Pain Regeneration Carthians Carthians Carthians Carthians Carthians Cathians Carthians Carthians Carthians Venture Nomads Nomads Core book Invictus Carthians Nomads Core book Carthians Ordo Invictus Carthians Core book Core book Crone Ordo Carthians

Vigor
Vigor Vigor Vigor Vigor Vigor Vigor Vigor Vigor Vigor or Resilience Vigor Vigor Celerity Celerity Dominate Majesty Protean Resilience Resilience Resilience Majesty or Dominate Blood of Beasts Resilience Husk Sudden Strength Blink Night Life Bobcat Climbing Iron Muscles Body of Will Will to Endure The Knights expample Free your Blood Strength from Pain Carthians Carthians Carthians Daeva Nomads Carthian Core book Ordo Invictus Ordo Ordo

Bloodline Devotions
Amphivena
Amphivena Amphivena Protean Resilience Claws of Amphisbaena Medusas Scales Crone Crone

Mortualia
Mortualia Auspex Abdo Cordis Ordo

Essentiaphagia
Essentiaphagia Dominate Compel Spirit Ordo

Domus
Domus Majesty The Lovely or Loathsome Web Invictus

Core Book Devotions


The rote Disciplines that are common to all Kindred are not the only supernatural capabilities at their disposal. Every so often, an entirely new Discipline technique, formed by a curious combination of two or more standard powers, emerges from the ranks of the undead. Like standard Disciplines, these techniques called Devotions can be learned from or taught to other Kindred in much the same time frame and manner as the broader powers from which they originate. Any vampire with the appropriate prerequisite Discipline dots can, in theory, develop the Devotions for which he qualifies. Its simply a matter of time and effort. Some claim to have truly secret Devotions, however, and the claim does have some basis in truth. Kindred may find themselves incapable of developing some of the more esoteric techniques without a learned mentor at their side. Indeed, not all Kindred have even heard of Devotions. By their nature, they are far rarer than the common Disciplines are, and knowledge of them is a bit more fleeting than the understanding of the unique Disciplines that sometimes accompany the creation of new bloodlines. Only a relative handful of Kindred possess Devotions, and fewer still have been wise enough to create their own. Kindred may learn of them through a secret knowledge a sire wishes to pass on to them, the confidences of a mentor, stolen wisdom in the hands of rebellious vampires, or by any other manner in which they come up in a story. Although any Kindred can potentially learn any Devotion as long as she has the Discipline prerequisites, some measure of creators pride exists pertaining to each, depending upon who claims to have developed the power first. Most of the Devotions stemming from and involving the Protean Discipline are known as Gangrel Devotions, for example, while those involving Theban Sorcery are referred to as Lancea Sanctum Devotions. The following are sample Devotions that vampires might encounter and learn. Remember that if a Devotion is turned against or applied to a vampire with whom the user has a blood tie (see p. 162), a +2 bonus is gained on the powers activation roll. For information on creating ones own Devotions, see p. 265. is activated. Cost: 1 Vitae Dice Pool: Intelligence + Empathy + Obfuscate versus Resolve + Blood Potency Action: Contested; resistance is reflexive If the contested roll is won, the vampire knows in advance for whom he will be mistaken. If the contested roll is tied or lost, the vampire gets no impression of who he might be mistaken for. He can try to use the Devotion again or may forge ahead with The Familiar Stranger and hope for the best. If the vampire suffers a dramatic failure, he assumes that he appears as one person when the subject actually interprets him as another. This power costs 21 experience points to learn.

Arcane Sight (Auspex , Crac )

Knowing the Stranger (Auspex , Obfuscate )

The Familiar Stranger is a versatile and useful ability, but its use becomes perilous when the vampire has no idea who he should be impersonating. Knowing the Stranger serves as a short-term fix to that problem. It allows the character to discern in advance who the target most expects to see under the circumstances, before The Familiar Stranger is activated (so the Devotion and Discipline power are applied separately). The character does not have any choice over who he becomes, but he does know exactly who hes supposed to be, even if he has never met that person before. The character gains the knowledge mystically and may act accordingly. The information drawn from the subjects mind even allows the Kindred to custom-tailor certain aspects of the power to her. For example, the Kindred learns that the man the subject sees is her father, that he is gruff but caring, and that the last time he and the subject parted ways, they did so on bad terms and the subject feels remorse for that interaction. The vampire must be able to see the person whom he plans to dupe when this Devotion

Those who know this Devotion have learned how to expand their mystical sight by incorporating rudiments of blood magic. Kindred with this power can use their Auspex to scrutinize the auras of objects, as well as people, and may glean information from the eddies of power that whorl through the world. Cost: 1 Vitae per scene Dice Pool: Wits + Occult + Auspex Action: Instant Rather than sensing patterns of emotions as with Aura Perception, the user sees the ebb and flow of magical power. A Kindred possessing this Devotion can learn a variety of information, including the following: whether an object (or person) has any magic of its own or is currently under enchantment; whether the magic comes from the object or creature directly or from an external source; the nature of the magic (beneficial, harmful, illusory); even detailed information as to the type and level of magic employed. Scrutinized individuals who are capable of any sort of magic (vampiric or otherwise) always glow with sparkling crackles of energy. Although this Devotion does identify sources of magic or items possessed of enchantments, it does not reveal magic effects in action (such as a magical fireball or an illusion). Each success on the activation roll yields one piece of information about the magic in question. This power costs 10 experience points to learn. Body of Will (Resilience , Vigor ) Truly tough Kindred can call upon personal reserves of will to shore up their toughness in the face of adversity. By means of this Devotion, a vampire learns how to funnel his strength of will through his supernaturally altered form, allowing him to shrug off the deleterious effects of his wounds for a time. Cost: 1 Vitae Dice Pool: Composure + Athletics + Resilience Action: Reflexive Each success gained on the activation roll allows the character to ignore any current wound penalties, as well as any penalties he acquires from new wounds, for one turn. Therefore, if three successes are rolled, the character is wound-penalty-free for the duration of the existing turn and for two turns thereafter. A new Vitae expenditure and roll is required each time the vampire wishes to

reactivate the Devotion. This power costs 15 experience points to learn.

Instantaneous Transformation (Celerity , Protean )

Sometimes the shift into animal (or otherwise inhuman) form simply takes too long. Developed by the Gangrel, Instantaneous Transformation allows such a shift to take place, not over the span of seconds, but literally in the blink of an eye. Cost: 1 Vitae (in addition to other costs required by the transformation) Dice Pool: Stamina + Survival + Protean Action: Reflexive Success on the activation roll indicates that the character transforms into an alternate shape instantly so fast, in fact, that he may still take a normal action in that turn. If the roll fails, the character still transforms normally for the Protean Discipline used (in the space of one turn). He simply loses the one Vitae for this Devotion, and any other points must still be spent for the change itself. If a dramatic failure occurs, the character cannot change at all this turn, and he loses one Vitae to the wasted Devotion. Note that this Devotion is most useful to those vampires who can exhaust multiple Vitae in a single turn. This power costs 18 experience points to learn.

Dice Pool: Resolve + Investigation + Resilience opponents Resolve Action: Instant 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 vampires 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, Joes 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 has no effect on ranged attacks, nor on attacks that are themselves manifestations of other Disciplines. Theban Sorcerys Blood Scourge, for example, provides no information, but an opponent invoking Vigor for a pummeling attack does. This power costs 12 experience points to learn.

Partial Transformation (Protean , Resilience )

Iron Faade (Obfuscate , Resilience )

Sometimes intimidation is a vampires best weapon, particularly when facing an opponent who is unaware of the Kindreds true ability. Through the use of this power, the vampire appears to shrug off even the mightiest of blows, to ignore wounds that should cripple even one of the undead. Kindred with this power have been known to rout far more capable foes, for the enemy truly believed that such vampires were invulnerable. Cost: 1 Vitae Dice Pool: Intelligence + Survival + Obfuscate Action: Instant With a successful invocation roll, the character can hide the full extent of his injuries. Wounds are invisible and he does not appear to slow down, limp or grow weary. He seems to function at full capability, regardless of how badly injured he actually is. Iron Faade does not actually heal wounds or reduce dice-pool penalties. It simply appears to do so, making it impossible for any observers to determine the characters true condition. Once activated, Iron Faade lasts for a scene or until the character is sent into torpor by his wounds. A vampire with Auspex might be able to see through this power, as per the standard Auspex-versus-Obfuscate rules (see p. 119). This power costs 10 experience points to learn.

With this power, any vampire who is capable of assuming a bestial or inhuman shape may choose to stop the process partway through, granting herself a single aspect or trait of the animal. The nose of a wolf allows for tracking prey, and the wings of a bat or bird while unable to provide true flight, as the Kindred simply arent built for soaring are useful for breaking falls or gliding short distances. Technically, this power can also be used for sprouting claws, but as the Protean Discipline already allows for that effect such a use would be somewhat redundant. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Instant Once the transformation begins, the character halts it, granting herself only those animalistic features that she chooses. Obviously, the character may take on only the qualities or features of an animal she can already become through use of Protean. Thus, a character with two alternate forms a wolf and a bat could assume wings or a wolfs nose, but not the tail of a scorpion or the eyes of a hawk. Partial transformations of this sort last for the duration of the scene or until the character chooses to remove them. Use of this power provides a bonus of one or two dice to the circumstances in question, as determined by the Storyteller. A character using a wolf s nose might gain two dice to attempts to track something by scent. Combat applications of this power add one die to attack rolls and inflict lethal damage. This power costs 15 experience points to learn.

Lessons in the Steel (Auspex , Resilience )

Some rather intrepid Kindred develop the ability to gain insight into a foes 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. Cost: 1 Vitae

Quicken Sight (Auspex , Celerity )

With this power, the Kindred is able to combine her Heightened Senses and superhuman reaction time to see fast-moving objects in detail that neither Discipline alone can reveal. She can follow a specific card in a deck as its shuffled, track the loaded chamber in a game of Russian Roulette, pick out subliminal messages in a film or on television, and even read the headline on a newspaper

as she drives past the newsstand at 60 miles per hour. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Reflexive Any time the character wishes to observe, follow or examine something that moves too quickly to follow with normal sight, the player may add five dice to a Wits + Composure roll while this Devotion is active. (Especially fast-moving or small items might impose a penalty of -1 to -3 on the roll, at the Storytellers discretion, for a net +2 to +4 bonus.) Quicken Sight lasts for the duration of a scene. This power costs five experience points to learn.

This power costs 12 experience points to learn.

Carthian Devotions
Devotions Carthians like Devotions. Not only do Carthians refine and expand Disciplines, they do it outside a framework of symbolism, religion or (for want of a better phrase) lifestyle choice. Crac, for example, isnt just something you learn, its a way you behave and believe. Devotions are ideologically neutral. Lacking a well-developed secret art such as the Coils of the Dragon, the Carthians have turned their fearless curiosity and enthusiasm to the development of Devotions. Carthians are often less secretive with Devotions than other covenants. Carthians still keep things close to the vest, but a neonate Carthian is, at the very least, more likely to know its possible to blend Disciplines. In addition to seeking power for powers sweet sake, Carthians also pursue Devotions out of a perception (correct in some domains, simply absorbed from other covenants prejudices in others) that there are fewer elders among the Carthians. To offset the brute superiority of those with greater experience, Carthians get devious.

Touch of Deprivation (Auspex , Dominate )

With a simple touch, the Kindred can temporarily shut down one of a victims five senses. This Devotion is most frequently used as a combat or interrogative tool to blind or deafen a subject, but it can just as easily be used to negate one of the other senses. In fact, a vampire who is immune to pain does not suffer wound penalties, so some Kindred have been known to use this power on their allies in a crisis. Cost: 1 Vitae Dice Pool: Intelligence + Medicine + Auspex versus Resolve + Blood Potency (if the subject is unwilling) Action: Contested; instant if the subject is willing The character must touch the subject (see Touching an Opponent in the World of Darkness Rulebook, p. 157) or an unarmed attack might be made. Once contact is established, the contested roll is made if the subject is resistant. If the player gets the most successes, the vampire chooses which of the five senses is negated. The victim goes blind, deaf or is otherwise impaired. If an equal number of successes is rolled or the subject gets more, the power has no effect. On a dramatic failure, the vampire using the Devotion loses one of her own senses for the scene. If an exceptional success is rolled for the vampire, a second sense can be shut down in the victim. This effects of this power last for a scene. (See Fighting Blind in the World of Darkness Rulebook, p. 166.) If the vampire possesses a higher Auspex than the subject, she may negate a supernatural sense (such as The Spirits Touch), rather than one of the mundane five. This power costs 21 experience points to learn.

Husk (Celerity , Vigor )

Veridical Tongue (Dominate , Majesty )

With this power, a character is able to sift through the tide of Kindred lies by rendering one subject unable to speak anything but the truth as he knows it. Lies cannot escape his mouth, nor is his tongue able to utter them. Targets may choose to remain silent, of course, but when they speak, they simply cant lie. The subject must be in the Disciplines users presence when this power is invoked. Cost: 1 Vitae Dice Pool: Presence + Subterfuge + Majesty Composure Action: Instant If the roll is successful, the target must speak the truth for a number of turns equal to the successes gained. He may choose not to speak at all, but in many cases silence equates to guilt among the Kindred.

Some Daeva cant be bothered with Majesty and prefer to feed by bashing and sucking. The problem with this is that the typical rate of extraction, while lovely when youre savoring the bliss of the Kiss, is a bit too gradual when someone might walk by your dark alley at any moment and run off to call the cops. The Husk Devotion (named for whats left after its used) remedies this problem, as well as offering a decisive edge in a fight especially against other Kindred. Cost: 1 Vitae per turn Dice Pool: No roll is necessary. Action: Reflexive A Kindred using Husk can draw blood beyond the usual single Vitae per turn. Instead, his flow rate is increased by the lower of his Celerity or Vigor score. Thus, a vampire with Celerity and Vigor can draw two Vitae per turn (the usual one, plus one for his Celerity). If he had Celerity and Vigor , he could draw three per turn. Using Husk negates the Kiss. If a vampire is drawing three or more Vitae per turn, the act leaves a wound thats too wide to simply lick closed, and if she leaves the victim alive, he needs to make a Resolve + Stamina roll every 10 minutes until he gets first aid. Failing the roll means he suffers another point of lethal damage to blood loss. This power costs six experience points to learn.

Message in a Bottle (Auspex , Dominate )

Communication is key for political organization, and covert communication is essential for oppositional social movements. Mortal insurgencies have used everything from encrypted emails to blind drops to a message the recipient had to shave the messengers

head to read. It was to be expected that the Carthians would apply Disciplines to this age-old problem. Cost: 1 Vitae Dice Pool: Wits + Occult + Dominate Action: Typically, reading an item with The Spirits Touch reveals some information about the items past, and no one (neither reader nor the objects last possessor) has any input into the visions content. Message in a Bottle changes that. By holding an item and using Message in a Bottle, a character can manipulate its psychic imprint. Anyone who later uses The Spirits Touch on the item receives a short vision of the characters choice, about 1530 seconds worth. There are many applications for this Devotion. Securing messages (at least, secure from people without mid-range Auspex) is the most obvious. Planting evidence with false impressions for a rival whom you know can read impressions is more devious. Or, for the paranoid, its always safe to cleanse important objects so that more meaningful data cant be mined from them. The message lasts for two years per success rolled. This Devotion requires 15 experience points to learn.

Cost: 1 Willpower per scene Dice Pool: Resolve + Composure + Resilience Action: Instant While a character is protected by Immutable Mind, attempts to use Dominate on the character are hindered by the characters own mastery of Dominate. If the roll is contested, the defender with Immutable Mind gets to add his rating in Dominate to his attempts to resist. Example: Travis has Dominate and has activated Immutable Mind. When a rival for Carthian office attempts to Mesmerize him, the contested pool is the rivals Intelligence + Expression + Dominate. Usually, Travis would resist with Resolve + Blood Potency, but Immutable Mind allows him to roll Resolve + Blood Potency + Dominate. This power costs eight experience points to learn.

Stalwart Heart (Majesty , Resilience )

Cleansing Impression (Auspex , Obfuscate )

Obfuscate is an excellent tool for keeping people from spying on you, but its less useful when your property can be convinced to give up your secrets. After all, a secret is only as good as its protection. Cost: 1 Willpower Dice Pool: Intelligence + Stealth + Auspex Action: Instant With an effort of will, the vampire neutralizes any psychic impressions on any and all objects around her. Anyone who examines an affected item with The Spirits Touch or any other form of past sensing gets the impression that no one has ever touched it and nothing has ever happened to it. This is distinct from the sensation of simply being unable to access the impression, and many seers find this sensation disturbing the first time they experience it. Once an item has been cleansed, it remains void of impression until something meaningful happens to it someone other than the cleansing Kindred picks it up, for example. Depending on how strong the vampires effort is, a greater or smaller number of objects are affected. Roll Results Dramatic Failure: Instead of voiding the items, the character leaves a stronger impression. All future attempts to read the items are made with a +2 bonus. Failure: The Devotion does nothing. Success: Every unliving object within 10 feet is cleansed of psychic impressions. For each additional success, that radius increases by five feet. Exceptional Success: As a standard success. The extra successes are their own reward, as they extend the radius. This power costs 15 experience points to learn.

No one likes being played for a chump, and this is doubly true of those who are in the habit of playing others for chumps. The Discipline of Majesty is a magnificent chumping tool. It was inevitable that some Daeva would try and turn its powers inward, to maintain emotional integrity, instead of using Majesty to erode the integrity of others. Cost: 1 Willpower per scene Dice Pool: Resolve + Composure + Resilience Action: While a character is protected by Stalwart Heart, attempts to use Majesty on her are hindered by the characters own mastery of Majesty. If the roll is contested, the defender with Stalwart Heart gets to add her rating in Majesty to his attempts to resist. Example: Natalie has Majesty and has activated Immutable Heart. A nosy spy attempts to draw her out with Revelation. The contested pool is the spys Manipulation + Persuasion + Majesty. Usually, Natalie would resist with Composure + Blood Potency, but Stalwart Heart allows her to roll Resolve + Blood Potency + Majesty. Stalwart Heart protects even when theres no active roll. With Awe, for example, the users Presence + Expression + Majesty roll needs to get more successes than the targets Composure. If the target is protected by Stalwart Heart, the persuader needs to exceed Composure + Majesty. This power costs eight experience points to learn.

Dauntless Spirit (Nightmare , Resilience )

Immutable Mind (Dominate , Resilience )

The moment a Ventrue learns that its possible to scrub clean memories with Dominate, he almost always has an uncomfortable realization: That could have been used on me! This is unacceptable, and in the typical Carthian can-do spirit, a Devotion has been developed to cope with it.

Once the Carthians developed Devotions to help resist the lordly scepter of Dominate and the allure of Majesty, it seemed only sensible to find something that worked on the fearsome effects of Nightmare. Cost: 1 Willpower per scene Dice Pool: Resolve + Composure + Resilience Action: While a character is protected by Dauntless Spirit, attempts to use Nightmare against him are hindered by the characters own mastery of Nightmare. If the roll is contested, the defender with Dauntless Spirit gets to add his rating in Nightmare to his attempts to resist. Example: Dirk has Nightmare and has activated Dauntless Spirit. A bullying elder wants to kill Dirk off with Mortal Fear. The pool is usually the elders Presence +

Intimidation + Nightmare Composure. Since Dirk is protected by his Devotion, however, the elder rolls Presence + Intimidation + Nightmare (Composure + Dirks Nightmare). Dauntless Spirit protects against contested rolls as well as uncontested rolls. This power costs eight experience points to learn.

Vitae Bloat (Protean , Resilience )

The Gangrel clan is clearly the source of this useful (albeit dangerous and grotesque) Devotion. Developed in the late 1800s by Gangrel trying to get a few steps ahead in the westward expansion of the United States, Vitae Bloat allows a vampire to store more Vitae in her body than it can normally hold. Cost: 1 Willpower point Dice Pool: No roll is required to activate this power. Action: A character must be holding as much Vitae as he can normally contain to activate Vitae Bloat. Once thats done, he can hold a number of extra Vitae equal to his score in Protean. Or, if he prefers, he can hold less. The vampire suffers one point of bashing damage for each two Vitae held above his standard maximum. These Health points cant be healed while the Kindred is exceeding his normal capacity for Vitae. Furthermore, his veins and arteries bulge unnaturally, swollen beyond their ordinary capacity. Some Kindred might say the use of Vitae Bloat is a Masquerade risk, if theyre inclined to make trouble for its user. Mortal viewers, on the other hand, are likely to assume the bloated Kindred simply has some hideous, disfiguring disease. (Storytellers may choose to assess penalties to Social rolls accordingly.) Example: Rosalita, with Blood Potency 1 and Protean 2, can usually carry no more than 10 Vitae. Preparingfor a long journey across the Mojave Desert (dont ask), she begins with five Vitae in her system when she catches an unfortunate hitchhiker. His first five points of Vitae fill her up, and then she activates Vitae Bloat to take the last two. She takes one point of bashing damage, and is even uglier than youd expect a casual murderess to be. This power costs nine experience points to learn.

Unflinching Eye (Auspex , Resilience )

Kindred society is a web of secrets, each more damning than the last. The Carthians engage in an intelligence-gathering arms race with the other covenants. Auspex is one weapon in the arsenal, but its a weapon with flaws. Unflinching Eye removes one of those flaws. Cost: 1 Vitae per scene Dice Pool: No roll is required to activate this power. Action: Instant When using Heightened Senses, the vampire is no longer in danger of being disoriented by sudden, loud or intense stimuli as described on p. 119 of Vampire: The Requiem. But Heightened Senses shields her only when shes using the first level of Auspex. She may still be forced to make a Resolve roll if she uses Aura Perception, The Spirits Touch or Telepathy if something startles her, even while protected by Unflinching Eye. This power costs five experience points to learn.

Very few Hive coteries develop the fullest expression of their philosophy, in which every members mind shares certain aspects with all the others. This is because very few Kindred develop the Disciplines needed for Hive Nexus Gestalt. Those few coteries are, essentially, individuals in their own right while the Devotion is active, and the whole is greater than the sum of the parts. Cost: 1 Vitae per night Dice Pool: Wits + Socialize + Auspex the total number of minds in the gestalt Action: Instant A single success on the activation roll establishes the link until the nexus member (the queen to rude outsiders, focus to hivers) next slumbers, gets knocked into torpor or is destroyed. However, there are several restrictions that govern admission into the totality. First, only Kindred can join. Second, every Kindred who participates needs a second-stage Vinculum to every other participant. Any who lack this bond cannot be joined, though the others may fuse without them. Third, all the members must willingly submit to the Devotion. Once fused, all the components act in concert and participate in each others thoughts. This has several benefits: All members gain a +1 bonus to Intelligence dice pools. Members gain a +1 bonus to Skill dice pools if someone else in the Hive has that Skill at a level at least two points higher. Willpower is shared out of a common pool. There are drawbacks to being mentally aware in this fashion, however. Whenever any character takes an action that would force a degeneration roll on one of the members, all the members make individual degeneration rolls. Members cannot regain Willpower through their Vices unless all members of the Hive have the same Vice. Even then indulgence yields only a single Willpower point to the pool. The gestalt may force an individual to perform an action against his will. This last one is particularly important. Gestalts share their thoughts and beliefs, but that doesnt mean they always agree, no more than a mortal always has an unambiguous opinion, no more than a vampires Man and Beast always concur. When a majority of the Hive members want one of the bodies to do something, they can attempt to force that body to act, even if the bodys owner disagrees. When that happens, the owner rolls Composure + Resolve against the highest opposing Intelligence and highest opposing Resolve. If the bodys owner gets more successes, he retains control. If not, the body does the bidding of the Hive. If there is a tie, in which half the Hive wants an action and half does not, the owner of the body that would take the action decides. Furthermore, any member of the group can break out of the Hive at any time by spending a Willpower point out of the collective pool. So Hives that need to send a member to certain death should make sure their Willpower is completely gone first though if a Hive is considering such a sacrifice, its usually because all other options have already failed. This power costs 24 experience points to learn.

Occulted Spirit (Auspex , Obfuscate )

Hive Nexus Gestalt (Auspex , Dominate )

Kindred who can step beyond their bodies are rare and revered. Theyre highly sought for their infiltration potential, and more highly feared for it. But even a ghost body can be spotted by a

canny observer, unless the projector is using Occulted Spirit. Cost: 1 Willpower dot Dice Pool: Intelligence + Occult + Obfuscate Action: Instant Usually, the ghost body produced by Twilight Projection (see p. 123 of Vampire: The Requiem) has the potential to be detected by animals, children or Kindred with Auspex. When Occulted Spirit is activated, the ghost body cannot be detected under any circumstances. The vampire must first use Occulted Spirit and then attempt Twilight Projection. If the roll to project fails, the Willpower dot used for Occulted Spirit is wasted (though the dot may be purchased again with experience points as normal). Occulted Spirit lasts until the vampire stops using Twilight Projection. This power costs 15 experience points to learn.

Brute Cannot Betray (Animalism , Obfuscate )

Solid Flesh because he was a scholar of the classics. The Carthians using it in the struggle tonight are generally less educated, more modern and inclined to call it 22 Solid. Cost: 1 Willpower Dice Pool: This Devotion does not require a roll. Action: Reflexive When 22 Solid is activated, it downgrades a number of lethal damage points into bashing. The damage reduced is equal to the users Resilience. Twenty-Two Solid can be used while standard Resilience is active, but 22 Solid lasts only for a single turn per use. This Devotion does not affect damage already taken, but only new damage inflicted while the Devotion is active. If the character has Armor, apply the Armor first before downgrading damage. If the Armor applies only to bashing damage, the Armor does not protect against damage that used to be lethal before it was changed into bashing by this Devotion. This power costs 12 experience points to learn.

In the same way that the Occulted Spirit Devotion developed to keep spies using high-powered Auspex covert, Brute Cannot Betray does the same for users of Animalism. Cost: 1 Vitae Dice Pool: Intelligence + Occult + Obfuscate Action: Instant Characters who successfully activate Brute Cannot Betray before using Subsume the Lesser Spirit conceal their influence over a possessed animal from occult detection. This doesnt prevent people from noticing an animal behaving oddly, but Auspex, divination powers and the paranormal abilities of mages, shapechangers and other supernatural creatures have zero chance of identifying the creature as vampire-controlled. This power costs 15 experience points to learn.

Behind the Throne (Majesty , Obfuscate )

Unseen Master (Dominate , Obfuscate )

Just as Brute Cannot Betray and Occulted Spirit are used to protect high-powered Carthian initiates of Auspex and Animalism, Unseen Master protects devotees of Dominate. Cost: 1 Willpower Dice Pool: Intelligence + Occult + Obfuscate Action: Instant Characters who succeed at activating Unseen Master before using Possession cannot be detected as possessors using occult means. That is, no supernatural initiate (be he Kindred, mortal sorcerer or something else) can look at the possessed person, apply a mystic ability and know that the person is possessed. Unseen Master can cloak only the person being personally possessed: a character cannot use Unseen Master on a mortal being remotely controlled by his coterie-mate, for example. This power costs 15 experience points to learn. 22 Solid (Protean , Resilience ) This Discipline was developed in 1982 by Dr. Antoine Stockton. A Michigan physician who was Embraced by a Gangrel with a dying ghoul and more urgency than sense, Dr. Stockton became a Night Doctor. A recalibration of the undead bodys resistance to harm was a spectacular yield from his studies of Kindred physiology. He called it Too Too

Majesty is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them, then, allows one to direct attention while unobserved. Cost: 1 Vitae Dice Pool: Manipulation + Expression + Majesty Action: Instant This Devotion allows a character to activate Awe, and to give its benefits to someone other than herself. If the standard use of Awe puts your character in the limelight, Behind the Throne focuses the limelight on anyone she chooses. This can work just like Awe, only with the benefits accruing to someone other than the Majesty user. If the person being enhanced is also using Awe, the successes rolled with Behind the Throne are added to the receivers Awe successes for the purposes of overcoming the Composure of the audience. If used in this fashion, the person at the center of attention does not need to succeed at his use of Awe to gain the perks of Behind the Throne. If he gets a dramatic failure on his roll, however, Behind the Throne has no effect. This power costs 12 experience points to learn.

Aversion Curse (Dominate , Nightmare )

This Devotion fuses the emotional punch of Nightmare with the finesse and precision of Dominate, allowing its user to create a specific temporary phobia without needing time or privacy. Cost: 1 Vitae Dice Pool: Manipulation + Expression + Nightmare versus subjects Resolve + Blood Potency. (The Nosferatu clan weakness does not penalize the Devotion users roll.) Action: Contested; resistance is reflexive. If the Devotion succeeds, the target becomes terrified by a person, place, object, symbol, concept or action of the users choice. Mechanically, its just like the Phobia derangement described on p. 97 of the World of Darkness Rulebook, though writing this Devotion on the character sheet as Aversion Curse can make it easier to remember its temporary. The curse eventually wears off, but not until the victim has failed a number of Resolve + Composure rolls equal to the successes the user rolled in excess of the victims Resolve + Blood Potency. In other words, the curse never goes away until it

has scared the victim. Example: Ione puts an Aversion Curse on Scratch, making him afraid of cars. She rolls five successes to activate it, while he rolls three to resist it. He is now afraid of cars. Since its very hard to get away from automobiles in an urban environment, Scratch has to make a lot of Resolve + Composure rolls. It does not matter how many times he succeeds. He is plagued by the fear until he loses control of himself two times. The user needs to be in the presence of the target and looking at him to apply the curse, but does not need to speak or make eye contact. A firm mental image or definition of the fear stimulus is needed, however. A vague curse can have unanticipated effects. Making the religious Solomon Birch averse to God might force a roll every time he sees a crucifix. The same aversion, inflicted on an atheist, might only trigger when hes confronted with what he considers the indisputable presence of the Almighty. It should be noted that while the curse can be triggered by common things (dogs), specific things (Duce Carter) or exacting things (Duce Carter when hes wearing blue jeans and a white shirt with a mandarin collar), choosing a ubiquitous trigger such as air or the letter E is not possible. Vampires cannot be made frightened of blood or feeding. Suggested Modifiers Modifier Situation +2 The stimulus is extremely specific. (You are afraid of a red Honda Accord with the Louisiana license plate XMM 211.) +1 The stimulus is precise. (You are afraid to use your power of Aura Sight.) The stimulus is uncommon, but not rare. (You are afraid to use your Auspex Discipline.) 1 The stimulus is broad. (You are afraid of blonde women.) 2 The stimulus is expansive. (You are afraid to leave your haven.) 3 The stimulus is something that the character would consider harmless, attractive, cute or otherwise inoffensive. (You are afraid of kittens.) This power costs 12 experience points to learn.

used up, and, to prevent any more surprises, Vitae must be spent again. Only one Vitae may be spent at a time; the power is either active or it isnt. The effects of this Devotion are the matter of an instants reaction. If additional combatants enter after the power has been used to win initiative, this Devotion does not cause the user to go faster than the newcomers should they happen to roll higher than the user placed with this power. This power costs 10 experience points to learn.

Rhinos Hide (Protean , Resilience )

No matter how good or how fast you are, you will eventually take some licks in combat. A dedicated soldier learns to be tough. That isnt always good enough, though, so certain resourceful Gangrel learned a way to make their skins even tougher. Cost: 1 Willpower per scene Dice Pool: Stamina + Protean + Resilience Action: Instant Rhinos Hide grants Armor against all attacks (except fire and sunlight) equal to the successes gained on the activation roll. This Armor rating cannot exceed the characters Resilience rating. This power costs 20 experience points to learn.

Forced March (Celerity , Resilience )

Guardian Vigil (Auspex , Celerity , Resilience )

This Devotion was first taught to a young Carthian by a sympathetic independent elder. He had been a soldier in life, and continued so under different leaders in undeath. Now quite old and quite mad, helping a young soldier keep his watch struck the elders fancy. The young Carthian took credit for inventing the Devotion after the elder disappeared into the night. Cost: 1 Vitae per night, or until surprised Dice Pool: This power involves no roll to invoke. Action: Instant The user of this Devotion cannot be surprised. The character rolls Wits + Composure (or the appropriate surprise dice pool) normally whenever something he would respond to happens suddenly. If the roll fails, this power takes effect and makes the roll a success. If the roll succeeds, the player may opt to expend the power anyway to automatically win initiative for the ensuing encounter. This makes characters initiative number one higher than the other highest initiative rolled. After an activation of this power has prevented a surprise or won an initiative contest, the power is

The Carthian Movement has had the need to be adaptive since its earliest nights. The Kindred of the Movement have not always had motorized transportation. Before cars and trucks and planes, this Devotion was a popular method of overland transportation for Carthian Kindred. Forced March has fallen out of favor now that transportation is cheap and ubiquitous, but is still in use by some Kindred. After all, fuel purchases and vehicle repairs can be traced. Foot travel is harder to track. Cost: Special (see below) Dice Pool: This power involves no roll to invoke. Action: Reflexive Using this Devotion, the vampire can run at the full speed allowed by her Celerity for the entire duration. Each activation of this power lasts a number of hours equal to the vampires Resilience. Activating this Devotion costs 1 Vitae for every two dots of Celerity the vampire possesses, rounded up. Purchasing this Devotion costs 1 Vitae, activating the Devotion with Celerity or costs 2 Vitae and activating costs 3 Vitae with Celerity . This power costs 12 experience points to learn.

Regeneration (Protean , Resilience )

Kindred who place themselves in dangerous situations often get hurt, so they need to heal. This Devotion puts badly wounded Carthians back in the fray with speed thats startling even for Kindred. Cost: 5 Vitae Dice Pool: This power involves no roll to invoke. Action: Instant This power takes as long to activate as it takes the character to spend the requisite Vitae. Each activation of this power heals a point of aggravated damage. This power costs 24 experience points to learn.

Hair Trigger (Quicken Sight Devotion, Celerity , Resilience )

This Devotion is a favorite of Carthian spies and snipers. It steadies their hands for the crucial moment of the kill, which the Quicken Sight Devotion already allows them to pinpoint precisely. The name and development comes from this use, though this Devotion is quickly rising in popularity among any Carthians who think they may see combat. Cost: 1 Vitae per turn Dice Pool: This power involves no roll to invoke. Action: Reflexive For the turn when Hair Trigger is active, this Devotion adds a bonus to the users Dexterity attribute equal to his Celerity. This bonus can cause the attribute to exceed the normal limits Blood Potency places on attribute maximums. Thus, a vampire with Celerity and Dexterity would have Dexterity while this Devotion is active. This power costs 15 experience points to learn.

Gimme 50 (Dominate , Obfuscate )

Kindred in certain regimented or totalitarian Carthian domains sometimes have to follow orders. Conditioning would be a wonderful power for this purpose, if it didnt rob the soldiers of the initiative to fight on their own. Using Obfuscate to hide and dull the effects of Conditioning, some Carthian warlords have managed to create this Devotion for training Kindred to serve as soldiers. Cost: 1 Willpower per roll Dice Pool: Intelligence + Intimidation + Dominate versus Resolve + Blood Potency Action: Extended and contested; resistance is reflexive. The successes to be accumulated on the rolls for this power are identical to the Conditioning power of Dominate. The effects differ, however, in that the bonus and penalty do not apply to Dominate attempts. The effects apply to any uses of the Intimidation skill (including uses of Disciplines that call for Intimidation to be rolled) aimed at a specific purpose, defined when the subject is being trained. The usual purpose for this is follow the orders of superior officers. Thus, superior officers in the subjects covenant would enjoy the bonus to Intimidation him, while subordinates (or outsiders) would suffer the penalty. The trainee finds the superiors defined by this power far scarier than anything else. This power does not rob those subjected to it of free will, as Conditioning does; instead, Gimme 50 makes them jumpy. The penalty from this power also applies to any rolls the subjects make to resist frenzy or Wassail. On the upside, the bonus applies to attempts to resist Rtschreck, since the drill instructor may even seem scarier than fire. This power costs 20 experience points to learn.

creating this devotion to make herself seem like an entire angry mob. Cost: 1 Vitae per scene Dice Pool: Intelligence + Subterfuge + Auspex versus the highest Resolve among all targets Action: Instant Each success on the activation roll makes the user seem to have one more person with her, to the perceptions of any or all targets in visual range the user is aware of. These phantom allies have the appearance that all onlookers would most expect, formed of a gestalt of the whole audiences emotional responses. None of the phantoms conjured by this power will match exactly with any real person. The user of the power is aware of the kind of phantoms she has conjured, so she can play the scene accordingly. The phantoms can interact with the targets, but not with the physical environment (though objects held by the targets will appear to interact with the phantoms, to the targets minds). The targets will take bashing damage if they believe the phantoms have hit them, but after taking damage a target ceases to be affected by the power. Any target who sees a phantom fail to interact with a physical object, such as by being unable to pick up an object, also ceases to be affected. Those who break out of the power suddenly see things as they are, the phantoms vanishing utterly from their perceptions. This causes them disorientation for one turn, levying a 1 penalty to all actions for that turn. This power costs 30 experience points to learn.

Experimental Devotions

Not all new Devotions the Carthians come up with have decades of focused implementation behind them. Some Devotions, while useful, are the result of random experimentation by Carthians testing the limits of their vampiric conditions and abilities. This often results in odd combinations of powers, as a coterie shares the secrets of its clan Disciplines among its members to see what combinations might be developed.

Torpid Awareness (Auspex or , Protean )

Army of One (Auspex , Obfuscate )

Outnumbering an opponent provides tremendous advantages. When its not possible to actually have more allies present than the enemy does, a savvy tactician will fake it. Some Carthian Mekhet somewhere along the line took this idea very literally,

In sleep, what dreams may come? The dreams of the Kindred are often distorted and strange. The Carthians who developed this Devotion werent interested in the esoteric insights such dreams might offer; they saw the whole affair of sleep as a hindrance. This Devotion resulted from experimentation with Haven of Soil, since that power represented a controlled form of sleep. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke. Action: Instant By using this Devotion when going to sleep for the day, a vampire can retain all his senses, essentially sleeping with his eyes open and having immediate sensory awareness of the environment around him (such as a bedroom, a basement, a car and so on). This works even in conjunction with Haven of Soil. However, the bonuses from Heightened Senses do not function during slumber. After purchasing the initial version of this power, an advanced version is also available at Auspex . This version allows the vampire to project his astral form whenever he slumbers, with no need for a roll. Even when the vampire enters torpor, he retains awareness of his immediate surroundings, though his spirit cannot travel.

This power costs nine experience points to learn the basic version and 30 experience points to learn the advanced version.

See the Reflected Form (Auspex , Protean )

Once the coterie that developed Torpid Awareness had mingled the use of Auspex and Protean, the coterie decided to try other combinations using the Gangrel members more powerful abilities. What the members came up with could be quite useful in a domain with Lupine problems. Cost: 1 Vitae Dice Pool: Wits + Investigation + Auspex targets Composure Action: Instant This power reveals any shapeshifting ability possessed by creatures the user views. The alternate forms appear as an alteration of the shape of the creatures aura. For those who can transform into multiple other shapes, this makes it difficult to discern what each one is. For each alternate shape beyond the first the subject may assume, the user of this power suffers a 1 penalty to his roll. Dramatic Failure: The character draws the wrong conclusion. Sometimes this is obvious, as when a Kindreds aura appears to indicate all the forms of a Lupine. Sometimes its not obvious, such as when a human-form Lupines aura appears normal, or when a normal mortal appears to have Lupine forms. Failure: The subjects aura appears normal, no matter what the truth is. However, since no distortion of the aura occurs at all, the user can tell that the power has failed to activate. Success: For each success rolled, one alternate form can be perceived for certain. So if four successes are rolled, then all the forms of a Lupine could be viewed in the aura. Exceptional Success: The insight of this power is gained with just a glance; the action is reflexive instead of instant. This power costs 12 experience points to learn.

pire: The Requiem, p. 124) and Mesmerize (see Vampire: The Requiem, p. 125) to be used as reflexive actions, at the cost of 1 Vitae per activation. Any instructions must be bellowed loudly, or the power fails. Eye contact is not necessary when using Shout, but the targets name must be mentioned if eye contact is not established. This power costs 10 experience points to learn.

Ignore (Dominate Resilience )

Only the master of Dominate was able to produce a useful power in combination with Resilience. Once developed, this power granted him an unshakable supernatural will, and an unmatched dedication to purpose. Cost: 1 Willpower Dice Pool: This power involves no roll to invoke. Action: Reflexive Instead of the normal +2 resistance bonus for a Willpower expenditure, this power adds 2 + Resilience to the appropriate resistance Attribute when activated. It can be activated in response to any effect that would be resisted with Resolve or Composure, including mundane social rolls. This power costs nine experience points to learn.

Sudden Strength (Celerity , Vigor )

Blink (Dominate , Vigor )

This power imposes one-word commands on its targets just as the Dominate power Command, but unlike Command, the instructions delivered must be physical actions. Cost: 1 Vitae Dice Pool: Intelligence + Intimidation + Dominate versus subjects Resolve + Blood Potency Action: Contested; resistance is reflexive. The victims body reacts to the spoken Command (see Vampire: The Requiem, p. 124) regardless of her will, nerve responses triggered mystically by the Devotion. The one word command can simply be a body part, in which case that part will spasm uncontrollably for one turn. This power costs five experience points to learn.

Another area of inquiry intriguing to many Carthians is the combination of the physical disciplines. With this combination, a sudden burst of strength is possible by applying the force that Celerity would otherwise use to speed the vampire up. Cost: 2 Vitae per turn Dice Pool: This power involves no roll to invoke. Action: Reflexive Celerity may not be activated in the same turn as Sudden Strength. Vigor must be active to use Sudden Strength. This power adds the users Celerity dots to her Strength dots for the turn. This power costs six experience points to learn.

Iron Muscles (Resilience , Vigor )

Shout (Celerity , Dominate )

The capacities of strength and stamina go hand in hand. This Devotion draws on the characters might to bolster her vitality. Cost: 2 Vitae per scene Dice Pool: This power involves no roll to invoke. Action: Reflexive Vigor may not be active at the same time as Iron Muscles. Resilience must be active to use Iron Muscles. This power adds the users Vigor to his Resilience for the scene, including the increase to Stamina and the additional levels of aggravated damage that may be downgraded. This power costs eight experience points to learn.

Celerity was the next physical discipline to be combined with Dominate. As would be expected, the power created a quickening effect. Strangely, the power only works when the Kindred user is speaking at full volume. Cost: 1 Vitae keeps the benefits active for an entire scene. Dice Pool: This power involves no roll to invoke. Action: Reflexive This power allows Command (see Vam-

Instant Adoration (Celerity , Majesty )

The motto of some Carthian Daeva is Celerity goes well with everything. Almost any kind of power can benefit from a little speed, or a little more speed. Entrancement certainly benefits, allowing the Daeva to enrapture a target with merely a glance. Cost: 1 Vitae per scene

Dice Pool: This power involves no roll to invoke. Action: Reflexive The use of Entrancement (see Vampire: The Requiem, p. 130) becomes a reflexive action if the cost of Instant Adoration is paid. The Kindred need not even speak with the target; a trill of laughter or a single glance will do. She could also speak her victims name, or caress his arm or some other gesture that would not take away from the rhythm of conversation, or action. This accelerated Entrancement can be used in combat, so long as the target hasnt been attacked or harmed by the vampire using Instant Adoration. This power costs 12 experience points to learn.

The dread oozing out of the Acolyte is more of an emotional or spiritual fear, as opposed to the trembling terror inflicted by other uses of Nightmare. Thus, no dice pool bonuses or penalties affect mortals who stay or go. Nonetheless, the most common outcome of Call of Courage is to bring the bravest mortal nearby into direct conflict, alone. This power costs 12 experience points to learn.

Claws of Amphisbaena (Amphivena , Protean )

Crone Devotions
Call of Courage (Crac , Nightmare )
Using Nightmare to feed is problematic, but for Acolytes who practice the Call of Courage, feeding is almost beside the point. This is a Devotion for those whose destiny it is to be the Minotaur, Grendel or Baba Yaga. Call of Courage frightens the weak and draws the strong. Its not a safe Devotion, but many find it a deeply satisfying one. Cost: Dice Pool: Manipulation + Intimidate + Nightmare. (The Nosferatu clan weakness does not apply to the Devotion users roll.) Action: Instant, but see below. The Acolyte who uses Call of Courage radiates a sense of deep unease. This radius starts about 10 yards out from him, and every success he rolls pushes it out another 10 yards. All mortals inside that radius are affected, but supernatural beings are immune. Every mortal affected gets a sense of the Nosferatus location, accurate to about 10 yards. The subject with the highest Willpower feels frightened, but with a growing conviction that the only way to resolve his terror is to go straight to where the Acolyte is and confront his fears. Everyone else feels that going there is the most foolish and dangerous thing anyone could possibly do. This sense cannot, by itself, compel a mortal into a particular action. Rather, it imparts a grave challenge to one bold individual and a warning to all others. Whether subjects choose to heed this mystic impulse is up to them usually. If the Storyteller wants a mechanical means to determine (or enforce) the reaction of a mortal subject, she may pit the vampires Manipulation + Intimidate + Nightmare versus the subjects Resolve + Composure in a reflexive, contested roll. If the vampire wins this contest, he may instill a sense of dreadful destiny in the subject, compelling the mortal to seek out the vampires position. This may come in the form of a grim vision, a phantom voice or even just a fleeting feeling. This power does not undermine a subjects intelligence, exactly. The subject doesnt simply march carelessly to his doom. Rather, he feels that, even though it may be a trap, it is a trap he was meant to confront and overcome. He may be afraid, he may go in the maze armed and armored, but he goes. Subjects who are not drawn those who are frightened of the vampires position by the Call of Courage are likewise free to make their own decisions whether to stay or go. If the Storyteller needs a mechanical means to settle the issue, the same contested action as above can be used, except that mortals avoid the vampires position if the vampire wins the contest.

This power combines the bizarre transmogrification of Amphivena with the feral potency of Protean. Cost: 1 Vitae Dice Pool: This power involves to roll to activate. Rather, when a vampire with this power activates both Claws of the Wild and Arms of Amphisbaena, she gains both the enhanced blood-drinking capability of Amphivena and the aggravated damage capability bestowed by Protean . Because each of these powers requires a reflexive action to activate, the Storyteller may rule that each power must be activated on a separate turn. Action: Reflexive This power costs 15 experience points to learn.

The Hekau (Auspex , Crac )

This Devotion is, for now, unique to the Covey of the Three Roads. The Hekau allows the factions members to scan a crowd, listening to the murmur of all the thoughts in the room. They listen not only for thoughts, but for spoken words, too, and they even catch glimpses of all the collected auras. The witch listens and watches intently until she finds what she is looking for: a persistent question or nagging indecision in the mind of a nearby vampire. Once the witch finds this, she has her prey. It is time to prepare her offer of aid. Cost: 1 Vitae Dice Pool: Wits + Occult + Auspex Action: Instant (though activation may take several minutes) With this power, the witch does not literally hear all the thoughts in the room or, she does, but those thoughts cannot be deciphered into a coherent string of information. This power does not work by the vampire consciously uncovering a question or indecision in one of the rooms Kindred. Instead, she opens herself to the power, and it tells her who stands at the crossroads, and what problem or uncertainty keeps them there. (In other words, a player cant use this power to hear all the thoughts in the room. It comes across only as a maddening tangle of murmurs and whispers, an incomprehensible jumble.) If the roll to activate this Devotion is successful, it grants the witch a target at the crossroads, and provides her with one question or statement that encapsulates his problem. (For example: I continue to be humiliated at Elysium or How can I punish my adversary without him knowing it was me?) Each success beyond the first allows the witch to know one more detail of the subjects quandry. These details might include names, dates, physical locations or supplementary physical details. With three successes, for example, the witch might learn that the subjects question is about how to defeat an adversary (the first success), the adversarys name (the second success) and the last time the target and his adversary

confronted one another (the third success). This information comes in the subjects own voice or in words the subject has heard or read first-hand. Information the subject does not know cannot be gleaned through this power. This Devotion has a radius around the vampire equal to twice her Wits dots in yards. A single roll is enough to listen in on virtually any space, provided the vampire has toured the area. Once the vampire has defined her search area by painting it with her area of affect, she makes the Instant action to activate the power. The Storyteller is the final judge of how long it takes the user to define the search area a small room might be completely within the radius of her power, while a large club might require 20 minutes of scouting in preparation for the powers use. This power costs 18 experience points to learn.

Medusas Scales (Amphivena , Resilience )

With this power, a Gorgon can transform her flesh into firm, shining scales sturdy enough to protect her from harm. These scales grant temporary armor, shedding and flaking away soon after they form. Cost: 1 Vitae per scene Dice Pool: Strength + Animal Ken + Amphivena Action: Instant If the roll is successful, the Gorgon grows scales over the course of her turn. They rise up and break free of her flesh like a peeling burn, hardened and crusted with blood. These scales grant the Gorgon armor (Rating: 3, Defense: 1) against all physical attacks except fire. Each success of fire damage destroys one point of the armors Rating in addition to damaging the Gorgon as usual (the armor is a part of her, after all). This power can only be activated once per scene. It costs 15 experience points to learn.

Daeva Devotions
The Daeva are nothing if not innovators. Careful to hide their creations until the time is right to place them in the public eye and be lauded for them, Daeva are constantly creating new uses of their supernatural potency. Below are several examples of this creativity at work.

Picture Perfect (Obfuscate , Majesty )

Majesty is one of the Daevas great gifts: the ability to make mortals want to come to them. Even its most basic power, Awe, is such an effective social tool that some young Daeva dont even realize theyre using it. Theyll lock eyes with someone across a crowded room and just feel a click as they become the mortals whole world. Obfuscate, meanwhile, is a Discipline that the Daeva can learn only through difficult practice. The benefits usually run counter to those of Majesty, offering concealment instead of adoration. Yet, when a vampire learns the Familiar Stranger, she becomes able to pose as anyone her victims know and expect. A certain Daeva south of the California Mission was always better at hiding out than turning minds. Over time, she fused her mastery of Obfuscate with her rudimentary (and, she believed,

innate) capacity to Awe mortals. After many hungry and difficult years, she learned to be recognized as anyone... and then she learned to be recognized as herself, with the benefits of Majesty. From there, she was able to pass the effect on to photographs taken of her. Photographs that could spread her image and her Awe throughout mortal society, without her having to interact directly with her future victims. She created the Picture Perfect Devotion, which allows a vampire to extend her Awe effect through photographs, and triggers it once again when the subject meets the vampire face to face. Cost: 2 Vitae per scene (in addition to the cost of negating the Lost Visage and any other costs necessary to become fully visible) Dice Pool: Presence + Socialize + Majesty Action: Instant While being photographed, the vampire must successfully Awe the photographer. If the vampire succeeds, any pictures of the vampire made from the negatives or digital images taken by the affected photographer carry the Picture Perfect effect. (The photograph must be taken by a character who is a valid subject for Awe: not the vampire herself, nor an automated system.) Picture Perfect activates once in each scene a character (a target) views an image created with the Devotion. At Storyteller discretion, it may also activate when a target views an image painted, sculpted or drawn by an artist under the effects of the Picture Perfect Devotion. The first time a target encounters a Picture Perfect image, they are affected as if the vampire had used Awe upon them. Subsequent viewings of the same image do not create the same effect supernaturally, but the target is unlikely to change his overall opinion of the picture. Viewings of further Picture Perfect images in the same scene are affected by the initial Awe, but do not have a supernatural effect of their own. They may, however, have that effect when viewed in subsequent scenes. Later, when a target encounters the vampire or someone closely resembling her, he is overwhelmed by familiarity and affected by Awe again. The effect feels like meeting someone youve always wanted to, or seeing a deeply held fantasy come to life. As with the initial exposure to the photograph, the effect automatically succeeds. This occurs once per scene, up to the maximum number of Picture Perfect images that have affected the target. No vampire may be affected by an image in which she appears, since it is not possible for a character to invoke Awe on themselves. Characters present when the picture was taken, but who were not targets of the initial Awe effect, are unaffected by the image. The image may be altered and retain its effect, so long as it remains recognizably the vampire or someone who closely resembles her. Sufficient alterations may create an effectively new image and allow the Picture Perfect effect to occur again, at the Storytellers discretion. This power costs 33 experience points to learn.

Night Life (Vigor , Majesty )

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 Beasts 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 ones 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. Cost: 1 Vitae + 1 Willpower Dice Pool: None. Paying the cost results in automatic success. Action: Instant 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 a light sheen of the Blood trickling forth with sweat. A detailed medical examination or encounter with a particularly observant mortal may detect that somethings wrong, but wont 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 isnt as pleasant as the Blush of Life, and its a long way from the blessings of true mortality, but its an efficient and reasonably comfortable way to stay out all night under close observation without arousing suspicion. This power costs 10 experience points to learn.

an increased experience point cost or may require a character to locate a nomadic Mentor to share the knowledge. As with all Devotions, a character must possess the required Discipline prerequisites.

Bobcat Climbing (Protean , Vigor )

Inhuman reflexes and surpassing strength are already a winning combination in a fight, but some Kindred find the combination useful outside of conflict. Specifically, theyre great for rapid climbing. Enhanced strength makes it easy to ascend by fingertip holds, while superlative balance makes it possible to move with swift precision. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke Action: Reflexive While Bobcat Climbing, a Kindred can climb with great speed. Using this power doubles the normal distance climbed per success to 20 feet (see Climbing in the World of Darkness Rulebook, p. 64). In an extended action, each roll represents one turn of time instead of one minute. All normal penalties for poor climbing conditions apply. The Storyteller may even rule that some surfaces such as a sheer glass face simply cannot be climbed, not even with this power, or she may impose a severe penalty for doing so. 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. This power costs five experience points to learn. 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.

Flesh of Iron (Protean , Resilience )

Nomad Devotions
The following are Devotions created by nomads over the long years of their Requiems. Though their existence is sufficiently established that some urban Kindred have acquired them (typically by trading in kind with a roaming vampire), these Devotions are primarily the bailiwick of nomadic vampires.

LEARNING NOMAD DEVOTIONS

The following Devotions may be acquired by any vampire character through the expenditure of experience points (see p. 150 of Vampire: The Requiem for more details), though Storytellers may impose restrictions on fixed-domain vampires who wish to acquire them, at their discretion. Such restrictions might include

The known dangers of a vampires nighttime existence are bad enough. When a nomad travels to a new town or shelters in the wilderness, he risks a whole new array of dangers and hazards. This Devotion allows a measure of protection against physical threats, whether the impact of a car on a lonely highway or a machete in the hands of a vampire protecting his domain. For a few moments, the characters skin takes on the consistency of sharkskin or granite, his flesh like iron. Blades and impacts bounce off; even bullets and swords are blunted. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke Action: Instant When this Devotion is used, the vampire gains an armor effect. His dots in Resilience are treated as armor points and can be used to defend equally against melee, ranged and firearm attacks. Armor rating acquired from this Devotion is not combined with that from any protective gear worn; the highest armor rating of the two takes precedence. The effect of this power lasts for a number of turns equal to the characters dots in Protean. As a side effect of this protection, the characters movement is slowed. His thickened, hardened flesh is stiff and cumbersome. His Initiative and Speed traits are both reduced by an amount equal to his dots in Resilience, to a minimum of zero. A character may choose not to invoke the full measure of his Resilience in armor. For example, a character with this Devotion and Resilience may choose to invoke only two points of armor from Flesh of Iron. A character doing this suffers the Initiative and Speed

penalties for only the amount of armor he uses; so, the character in the example would suffer only a -2 penalty to Initiative and Speed in this case. This power costs 12 experience points to learn.

Love Like Blood (Dominate , Resilience )

The Ventrue who discovered and perfected this Devotion was an unfortunate nomad who faced opposition from the Kindred whose territory through which he passed (and poached foes, he confronted his rivals in parley nonetheless entrancing and fascinating the attackers with the blood that welled and dripped from his own wounds. The Ventrues injuries held a strange, primal beauty for the other Kindred, whose resistance to the Lords influential powers was eroded by sanguine desire. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke Action: Reflexive A vampire who has learned this capability has developed a special link between his force of will and the potency of his blood. When he is wounded, the blood flowing from his injuries manifests a strange resonance, partially psychic and partially physical, that draws the attention of other Kindred. If the character suffers a wound penalty, his player may spend a Vitae and that penalty is not applied to any attempts to use the Dominate Discipline for the rest of the scene. Instead, the player gains a bonus equal to the normal penalty. Thus, a Ventrue reduced to 2 Health suffers a 2 penalty to all dice pools except for those relating to Dominate. For those actions, he actually gains a +2 bonus. Only vampires are affected by Love Like Blood. Mortals, ghouls and other beings are unaffected. Love Like Blood applies to only Dominate actions made upon a vampire in the immediate vicinity, and who can see or smell the characters wounds. This power costs 10 experience points to learn.

weight. As well, character cannot travel any faster than her own Speed. Mask of the Beast does not fool genuine animals. See the Clash of Wills sidebar on p. 119 of Vampire for the possibility of other undead using Auspex to see through the disguise. Mask of the Beast lasts for one scene. Its effect ends if any other Obfuscate power is used or if the character does anything that her disguise could not, such as fire a gun or speak. If someone witnesses such a belying action, he can point out the disguise to others. A Wits + Composure roll is made for each such person, and successes achieved must exceed those acquired in the Manipulation + Animal Ken + Obfuscate roll made for the Devotion user. If an onlookers successes arent high enough, he still doesnt perceive the vampire as anything other than an animal. This power costs 15 experience points to learn.

Poisoned Chalice (Dominate , Majesty )

Mask of the Beast (Obfuscate , Animalism )

With this Devotion, a vampire can cause others to believe he is merely a mundane animal. To use Mask of the Beast, the vampire must first make contact with an animal of the type she wishes to mimic. After about a minute of study and communion (using Feral Whispers), the vampire has enough of a feel for that animals instincts, form and movements to suggest a reasonable facsimile. Cost: 1 Vitae Dice Pool: Manipulation + Animal Ken + Obfuscate Action: Instant The Size of the animal mimicked can be up to two higher or lower than the characters own. Thus, a vampire with Size 5 can appear as an animal of Size 3 through 7. The Kindred can appear only as the individual creature with which she interacts. She could not, for example, interact with a dog and appear as a horse. Once the effect ends, another communion period is required to re-establish it, even if the Kindred wants to use the same disguise. The effect must begin immediately after interacting with the animal. While the vampire appears to be an animal, there is no physical transformation, so circumstantial evidence can be tricky. While under this powers effects, she still leaves human tracks. In the seeming appearance of an eagle, she cant fly and retains human

Proponents of the feudal structure of vampiric society, the Ventrue are purveyors of ceremonial rites and tokens of hospitality. The offering of gifts and presents (dont say bribes) is one such affectation. Its very common for a roaming Ventrue to send a gift to the Prince or Primogen of a city that he visits or passes through (unless his presence is a secret). In a dead world where the only important possession is blood to sate ones unending thirst, the only meaningful gift is blood. The Ventrue have traded mortal blood slaves as gifts for centuries. Such gifts are meant to curry favor and enmesh recipients in the webs of boon and counterfavor that typify members of the clan. If a gift-giver has learned the secret of this Devotion, the blood of an enslaved mortal can be far more than a token of esteem. It can be a conduit through which the benefactor works his inhuman powers on the recipient. To use Poisoned Chalice, the vampire must have already Dominated a chosen mortal subject (the vessel) using the Conditioning power successfully. He must then feed the vessel a few drops of his own Vitae while concentrating on a specific subject the intended recipient of the gift. The power of his Dominate Discipline is instilled in the vessels blood, which is laced with psychic energy. When the intended recipient drinks from the vessel, the trap springs, seeping into the subjects mind and making him especially inclined to trust or favor the gift-giver. Cost: 1 Vitae Dice Pool: Intelligence + Expression + Dominate versus subjects Resolve + Blood Potency Action: Contested; resistance is reflexive Dont make a dice roll for the powers effect when your character imprints his power on the vessel. A dice pool is rolled only if/when the vessels blood is tasted by the chosen recipient, for whom the contested roll is made as well. Roll Results Dramatic Failure: For the giver: The subject is unaffected by the power and realizes that the vessel is tainted or cursed in some way. For the recipient: Treat as an exceptional success for the giver. Failure: The same or most successes are rolled for the recipient. The subject is unaffected by the power and does not realize that the vessels blood is tainted. Success: The most successes are rolled for the benefactor. The subject is strongly inclined to trust and respect the character.

When they next meet, the benefactor gains a bonus to all SocialAttribute-based dice pools (not including Disciplines) equal to the successes achieved on the Devotion roll. This bonus lasts for one scene and applies only to Social rolls made against the subject. This excludes the use of any Disciplines. Exceptional Success: For the giver: The bonus to Social rolls extends to the use of Disciplines involving Social Attributes in the dice pool. For the recipient: Treat as a dramatic failure for the giver. Suggested Modifiers Modifier Situation +2 Power is used on a vampire with whom the user has a blood tie (see Vampire: the Requiem, p. 162) The character has met the subject in the past. -1 The character has never met the subject, but knows enough about him to paint a fairly accurate mental picture. -3 The character has never met the subject and knows little more about him than him name or physical description. Once a vessels blood is instilled with the power of Poisoned Chalice, it remains charged until consumed by the chosen recipient or until the character deliberately wills it to become inert. The character can affect only one vessel with this power at a time. If he wishes to use the Devotion on another subject, he must release the previous one or latent vessel (and can do so at any distance). If the intended victim of the power does feed, he is susceptible to the benefactors influence for a short period. The powers effects linger for a number of nights equal to the users Intelligence. If the character and subject do not meet in person in this time, the power dissipates and the subject is no longer affected. Poisoned Chalice can be used with Kindred vessels, too, but this approach is rare. For one thing, it is politically dangerous to offer up another vampires Vitae as a gift, since drinking the blood of other undead always potentially risks blood addiction and a possible Vinculum. Kindred vessels are also unreliable. If, for any reason, such a vampire spends Vitae equal to the benefactors Intelligence before the intended subject feeds, the energies of Poisoned Chalice dissipate. A successful use of Aura Perception on a vessel affected by this power reveals a muted aura similar to an individual under the effects of Dominate. This Devotion costs 18 experience points to learn.

successes rolled. They can be compelled, but it takes a great deal of persuasion (more successes have to be rolled for the influencing force than were achieved by the frightening vampire). The activation roll is contested by an animals Resolve (or the highest Resolve of a group of animals) if that creature is under the influence of the supernatural, such as an animal that has been made into a ghoul. An animal that is possessed by a supernatural creature is not susceptible to the power, however. Likewise, a creature that is wholly supernatural such as a shapechanger in animal form is not subject to this power. See p. 115 of Vampire: The Requiem under Animalism for more details on this. The radius of Predatory Growl is equal to 10 yards per success. Furthermore, its effects seem to echo animals that werent around when it was used are leery of the vampire and hesitant to approach him. This secondary effect lasts a number of hours equal to the successes rolled. This power costs seven experience points to learn.

Sanctum of Fear (Nightmare , Protean )

Predatory Growl (Animalism , Dominate )

While Ventrue and Gangrel have a reputation for surrounding themselves with animals, that doesnt necessarily mean they want vermin or scavengers invading their havens or makeshift shelters while on the road. Rather than scare each one away as its encountered, this Devotion makes for a widespread banishment. The Kindred growls, the animals flee and the wanderer doesnt have to worry about anyone local using animal pawns to spy on him. Cost: 1 Vitae Dice Pool: Intelligence + Animal Ken + Dominate versus Resolve Action: Contested; resistance is reflexive The Kindred growls and, if the roll is successful, instills a healthy respect for distance into the mind of any creature that falls under Animalisms rubric. All such affected animals flee at top speed along the most direct route until theyre exhausted. Furthermore, theyre unwilling to approach the vampire again for a number of hours equal to the

One reason why the Gangrel are more willing to leave the safety of their havens and cities than other Kindred is that many have the ability to take shelter at any time. Any vampire with more than the basics of Protean can meld her body into the soil to hide from the sun and her enemies. Still, the safety offered by Haven of Soil is fleeting. If a resting place is disturbed, a vampire risks being ripped from the soil and exposed to the light of day. To minimize the dangers of deliberate or accidental violation of their temporary havens, some gifted Kindred have developed this Devotion. It channels the psychic force of the Nightmare Discipline into the earth that surrounds a vampire. Whenever someone comes near the Kindreds resting place, the intruder is plagued by a subconscious sense of gnawing dread. Unless the subject can overcome this ominous instinct, he is forced to turn away and avoid the place altogether. Cost: 1 Vitae (see below) Dice Pool: Manipulation + Empathy + Nightmare versus subjects Composure + Blood Potency Action: Contested; resistance is reflexive One extra Vitae is spent when invoking Haven of Soil and this Devotion takes effect once the vampire has melded with the earth. The Storyteller makes the powers activation roll and records the successes achieved (if any). Anyone who comes close to the resting place within two yards for each Willpower dot of the interred vampire is affected. Roll Results Dramatic Failure: For user: The subject is not only unaffected by the Devotion, but realizes that an external power affects his mind. With a successful Wits + Occult roll, he can actually pinpoint the spot from which the bad feeling emanates. For subject: Treat as an exceptional success for the user. Failure: An equal number or the most successes are rolled for the subject. He feels a little uneasy but is otherwise unaffected. The subject does not realize that an external force was intended to influence his mind. Success: The most successes are rolled for the interred vampire. The subjects subconscious mind is stricken with dread. He avoids the area without knowing why and refuses to venture back until the next sunset. If forced to stay by others or by circumstances, the subject suffers a penalty on all actions equal to the successes

achieved on the Devotion roll until he can leave the area. Exceptional Success: For user: The subject is utterly terrified and flees the area immediately, fighting anyone who attempts to prevent his escape. Indeed, a subject is so frightened that he will not direct subordinates or allies to the place, and may even attempt to prevent enemies from venturing there. If the subject cannot leave the area, he withdraws into a catatonic state and suffers a derangement of the Storytellers choice for a number of days equal to the successes rolled for the Devotion. For subject: Treat as a dramatic failure for the user. The effects of the power lapse upon the next sunset, or until the sleeping vampire is unearthed, whichever comes first. The power ceases to function even if the vampire remains sleeping beyond one day. This power costs 12 experience points to learn.

Scent of the Beast (Animalism , Auspex )

Tracking Kindred through unknown territories can be difficult, whether in a city or the wilderness. Most vampires are smart enough (and paranoid enough) to hide whatever physical traces they might leave behind. There is one thing all Kindred share, though, that is difficult if not impossible to hide: the snarling hunger of the Beast. Vampires who have mastered this Devotion have learned enough about their own base impulses to sniff out the lingering psychic traces of the vampiric Beast, like a rank scent of blood and rage in the night air. They can follow the trail of fellow vampires through any terrain. The character using this Devotion must attempt to track a specific vampire whom she has encountered before, so that she knows the scent of her quarrys Beast. She can track her quarrys movements only since the last sunset, as the suns rays burn away all but the faintest traces of Kindred psychic imprint upon the world. Cost: 1 Vitae Dice Pool: Wits + Survival + Auspex Action: Extended (requires a total number of successes equal to the [11 - the Blood Potency of the subject]; each roll represents 30 minutes of tracking), or extended and contested This Devotion detects only Kindred and their Beasts, and offers no advantage for tracking mortals, animals or other creatures. If the quarry is able to obscure his Beast, such as with the Mask of Tranquility power (Obfuscate), the task becomes extended and contested (see the Clash of Wills sidebar in Vampire: The Requiem, p. 119). If the quarry ever achieves the most successes in a roll, the tracker loses the trail altogether. If the tracker gets the most successes with each roll, they count toward the total number needed to follow the trail to its end. If theres ever a tie on any particular roll, the Storyteller may allow the tracker successive attempts at that stage (see the World of Darkness Rulebook, p. 132) to resume the trail, all compared to the same number of successes achieved in the tying roll made for the subject. So, if the tying roll involves four successes, five or more successes must be achieved for the tracker for him to ever pick up to the trail again. The Storyteller decides how many successive attempts are allowed, but each becomes more difficult. Note that its easier to find the Beast of a vampire with higher Blood Potency the more vampiric the subject, the easier it is to detect his Beasts psychic residue. Both tracking and deliberately covering ones tracks with Obfuscate requires participants to move at half Speed. Moving at a more desperate clip increases the margin of error. Moving at three-quarter Speed imposes a 2

penalty, while moving at full Speed imposes a 4 penalty. These modifiers apply to appropriate participants rolls. See Rule of Thumb: Extended Actions (World of Darkness Rulebook, p. 128) for any limits on how many rolls can be made for a tracker. Roll Results Dramatic Failure: Your character picks up another trail, mistaking it for that of the quarry. A dramatic failure rolled at any point for the quarry means that his trail can be followed easily for the duration of the tracking effort. Failure: In an extended effort, no successes are gathered at the current stage of the trail. Your character must find and correctly identify a fresher section of trail before trying again, represented by successes accumulated in subsequent rolls. In an extended and contested effort, if the most successes are ever rolled for the quarry, the trail is lost altogether. Success: In an extended effort, the tracker gains some ground and accurately traces the trail further (successes are accumulated). In an extended and contested effort, the most successes are rolled for and accumulated by the tracker. Exceptional Success: Considerable successes are gathered for the tracker, or the quarry is likely to stymie his pursuer if an exceptional success is rolled for him. Suggested Modifiers Modifier Situation +2 Power is used on a vampire with whom the user has a blood tie (see Vampire: The Requiem, p. 162) Weather conditions do not influence the psychic trail a vampire leaves 1 For every two hours that have elapsed since the quarry has passed Because Scent of the Beast involves tapping into ones Beast, it carries a certain danger. The Beast rides close to the surface and the characters control over it is diminished. Whenever this Devotion is used, the character suffers a -1 penalty on all rolls to resist frenzy for the duration of the scene. This power costs 20 experience points to learn.

Stalwart Servant (Dominate , Resilience )

The unlife of the Damned is dangerous, far more so when venturing into unknown or enemy territory. The best defense against the attacks of rivals and enemies is not being tougher or faster or better armed, but evading attack altogether. Many nomads are masters of such evasion, preferring to avoid a fight than being forced into a defensive posture. In a foreign city or in the wilderness, however, a roaming vampire probably doesnt have access to all her usual resources. Its therefore important to get everything possible from those on hand. This Devotion was developed for just such eventualities; it allows a vampire to lend some of her own physical prowess to followers. A bolstered defender can hold back an attacker for precious moments, allowing the vampire to escape before having to summon her own Resilience. Cost: 1 Vitae Dice Pool: This power involves no roll to invoke Action: Instant This Devotion can be used only on a subject whom the vampire has made loyal with the Conditioning power. The resulting bond allows the master to lend her Resilience. The vampire must touch

the subject in order to use Stalwart Servant. The subject gains a number of Health dots as if he had the same number of dots in Resilience as the vampire for the duration of the scene. If a character with 4 Resilience uses Stalwart Servant on her bodyguard, he gains four Health dots for the duration of the scene. The subject does not gain extra dots in Stamina, nor the ability to downgrade some aggravated damage to lethal damage that Resilience normally grants. All he gains is additional Health dots, and they last for the scene unless wounds are incurred for them. If the servant already has dots in Resilience and activates that Discipline, he gains the benefit of the higher rating rather than combining the two. If he has 2 Resilience and has gained four Health from Stalwart Servant, he gains no more than four additional Health. He does gain his own two-dot increase in Stamina, and the ability to downgrade aggravated damage, however. The character using Stalwart Servant can invoke her own Resilience as normal, but it calls for a separate use of the power and requires its own Vitae expenditure. This power costs 15 experience points to learn.

Ordo Dracul Devotions


The following Devotions are only commonly known within the Ordo Dracul, and in some cases only within certain factions or domains of the covenant. Many of these powers rely on Disciplines or Coils unique to the covenant and its subcultures. Devotions are grouped together for reference based on their vampiric origins and component powers.

aegis of Mortualia, is thought to have practiced by the Kindred of Egypt in the nights before even Rome and the Camarilla were known. So say the Libitinarii, at least. A character with this power can remove the heart of another vampire and store it indefinitely. The subject maintains a supernatural connection to his heart through a bond forged with Auspex, however a vampires fate is always tied to his heart. Cost: 1 Willpower per roll Dice Pool: Wits + Medicine + Mortualia Action: Extended. The character must obtain a number of successes equal to 15 + the subjects Stamina. Each roll represents 10 minutes of ritualized surgery. When the necessary number of successes have been achieved, the subjects heart has been successfully removed and can be stored safely away from the rest of the Kindreds body. A vampire whose heart has been removed is not subject to staking or diablerie, but immediately falls into torpor until the heart is set inside her body again. When the characters heart is returned, she automatically awakens from torpor. In the event that another vampire attempts to diablerize the subjects body, the subject merely suffers Final Death; the diablerist gains none of the benefits of diablerie and does not automatically lose Humanity for the attempt (though a degeneration roll is still likely). If the characters heart is destroyed, she immediately suffers Final Death. The Humanity of a character whose heart is removed automatically drops by one. This power costs 16 experience points to learn.

Compel Spirit (Dominate , Essentiaphagia )

LEARNING ORDO DRACUL DEVOTIONS

In certain domains, it may be impossible to learn some of the following Devotions without possessing one or more dots of Covenant Status in the Ordo Dracul. In many cases, the following Devotions cannot be learned at all without having learned one or more tiers of Coils, which has a Covenant Status requirement of its own (see Vampire: The Requiem, p. 149). Alternately, the Storyteller may require Kindred outside the covenant to learn the powers they can from a Dragon associate or mentor. In cities where the Dragons are well known, respected or powerful, they may have little fear of sharing some secrets with outside vampires. In cities where the Order is a truly secret society, however, even minor powers may be clutched close in a misers grip. In many cities, the vampires of the Ordo Dracul have a reputation for devising strange new intersections of sanguine power. Beyond that, they have a reputation for intermixing the powers of the blood with great speed. Its rumored that Dragolescu had forged new Devotions within a year of changing his blood. The Libitinarii likewisewasted no time in exploring new avenues of mystic surgery. Certainly both bloodlines, and others within the covenant, have invented powers in addition to these powers theyre keeping to themselves.

Like the Essentiaphagia Discipline itself, this Devotion is the province of the Dragolescu bloodline. Compel Spirit allows a vampire to use the first two levels of the Dominate Discipline on a ghost just as if it were a material being. Cost: 2 Vitae or 1 Ectoplasm Dice Pool: Presence + Expression + Dominate versus ghosts Resistance The Kindred must be able to see the ghost, and must have its attention (making eye contact is sometimes difficult with ghosts, as they dont always appear to have eyes, but the character can intuit when she has the attention necessary from the ghost to attempt to use this power). Aside from the different dice pool, Compel Spirit functions exactly like Command or Mesmerize. (Sadly, Dragon experiments suggest that The Forgetful Mind and Conditioning dont work on ghosts at all, no matter how capable the vampire is at forcing her will upon mortals.) This power costs 12 experience points to learn.

Covenant Devotions
Supernatural innovators within the Order are forever experimenting with new ways to utilize the Coils of the Dragon. Some have wrapped their oblique minds around the ways that Disciplines and the Coils might intertwine. Others seek ways to bend the bloods powers more directly to the needs of the covenant, creating functional, investigative Devotions like Sample the Earth. Whatever their motivation, these powers are traditionally kept within the covenant membership. In several cases, these Devotions would not even be of use to outsiders. What does it say about the Dragons that so many of their invented powers are intended to

Bloodline Devotions Abdo Cordis (Auspex , Mortualia )

This strange and ancient power, though now contained under the

scrutinize their colleagues?

Eyes of the Dragon (Auspex , Any tier of any Coil)

It is possible to cheat many authorities in the Ordo Dracul by mimicking the effects of Coils that arent truly who have learned this Devotion can merely look at a fellow Dragon and determine if she is using a Coil. Cost: 1 Vitae Dice Pool: Intelligence + Occult + Auspex subjects Composure Action: Reflexive With a single success, the character can determine if the subject is currently benefiting from the use of a Coil of the Dragon. This power does not identify all the Coils the subject has learned only those currently in use. For instance, at night, the character is unable to determine if a subject has learned the third tier of the Coil of Banes, because that tier does not come into play at night. If, however, the subject did not spend a Vitae to rise that night because of the first tier of the Coil of Blood, the character may be able to recognize the effects of that tier. The character can only recognize tiers and Coils that she herself possesses. A Scribe of the Dedicated Hunger who uses this power cannot scan other Kindred for use of the Coils of the Banes or the Beast, because those philosophies are unfamiliar to her. This power costs 10 experience points to learn.

Storyteller should give a short description of the energies surrounding the character: bloody, peaceful, painful or whatever she feels appropriate. A dramatic failure on this roll indicates that the character not only does not know if the area is a Wyrms Nest, but loses the ability to use Auspex or for the rest of the night (other uses of Auspex are unaffected). This power costs 10 experience points to learn.

Devotions of the Impaled


The Kindred of the Impaled are obsessed with the historic cruelty of Dracula. In the past century, their bizarre drive to pit the undead body against the insane tortures invented by Vlad Tepes has yielded a trio of remarkable, and distinctly disturbed, Devotions. Each of these powers requires a blend of supernatural strength and fearlessness that frightens many other Kindred. The price is ones eternal Requiem, for each of these Devotions requires the practitioner to push the limits of her own damned corpse. If you have the Nomads sourcebook for Vampire, the Love Like Blood Devotion (p. 95) is also an excellent fit for the Impaled. They may not have created it themselves, but theyd certainly make good use of it.

Free your Blood (Blood of Beasts, Vigor )

Masked Blood (Obfuscate , Blood Seeps Slowly)

Often taught to neonate Moroi Kindred when that bloodline was more active, this Devotion allows a vampire to mask her lineage from anyone who might sample her blood. Cost: Dice Pool: This power typically requires no roll and is considered always on. This power calls for a roll only when a vampire with Auspex attempts to pierce the Devotion. (In that case, refer to the Clash of Wills sidebar on p. 119 of Vampire: The Requiem.) The characters blood cannot be identified by taste. No matter how many successes another Kindred achieves on the Intelligence + Occult roll to discern blood ties by taste (see Vampire: The Requiem, p. 163), the characters clan and blood relations cannot be discerned. Action: N/A This Devotion costs 6 experience points to learn.

Sample the Earth (Auspex , Protean )

Identifying Wyrms Nests is time-consuming and difficult, but necessary to the covenant. With a little training, a vampire with a facility for Protean can merge with the earth and identify any magic resonance coursing through it. Cost: 1 Vitae Dice Pool: Intelligence + Occult + Auspex Action: Instant In order to activate this Devotion, the vampire merges with the earth in the suspected Wyrms Nest (Kindred who are capable of merging with other substances, as described on p. 139 of Vampire: The Requiem, may use this power while doing so). The player then makes the activation roll. If the roll succeeds, the vampire knows whether or not the area is a Wyrms Nest. In addition, the

The Impaled supposedly invented this Devotion during a bloodletting ritual in which participants, run through with a pike and hung from a wall, have blood poured into their mouths as it is pouring out of their wounds. Dragons who learn this power are able to circulate and burn more Vitae within their bodies than is normally possible. To use this power, however, the Kindred must be able to motivate her will with pain. Cost: 1 Willpower per scene Dice Pool: This power involves no roll to invoke. Action: Reflexive By spending a point of Willpower, the character is able to take greater control of the blood in her body and force it to act faster and more frequently than would normally be possible for a vampire of her Blood Potency. The character is able to spend one more Vitae per turn than her Blood Potency should allow. As with all of the powers of the Impaled, however, the character relies on a body awareness brought on by pain to make this bloody exertion possible. This power can only be used on turns in which the character is suffering wound penalties from lethal or aggravated injuries. This power may be used, however, to spend additional Vitae when healing, even if that healing negates the wound penalties that made it possible for the extra Vitae to be spent. This power costs 15 experience points to learn.

Strength from Pain (Resilience , Vigor )

This may be the most celebrated of the powers invented by the Impaled, at least among their own membership. It builds directly on the more common Devotion, Body of Will, which has long been an inspiration to the self-mutilators of the Impaled. By drawing on the anguish of the flesh and a memory of adrenaline, a vampire with this power is able to turn a wave of pain into a surge of strength. Cost: 1 Vitae

Dice Pool: Composure + Athletics + Vigor Action: Reflexive Each success achieved on the activation roll allows the character to translate any current wound penalties into a bonus on Physical actions. Therefore, if three successes are scored on the activation roll, and the character is suffering from a 2 wound penalty, her penalty is translated into a bonus on all Physical actions for duration of the existing turn and for two turns thereafter. A new Vitae expenditure and a new activation roll is required if the character wishes to reactivate the Devotion when those three turns are up. Not that a character with both this Devotion and Body of Will (see Vampire: The Requiem, p. 151) may be able to translate her wound penalties into a bonus on Physical actions while ignoring wound penalties on all other actions, if she has the Vitae to devote to both powers. This power costs 18 experience points to learn.

Will to Endure (Resilience , Vigor )

The more seriously a Kindred of the Impaled is hurt, the more badly she wants to fight. The more clearly an Impaled can hear the echoes of mortality in her own pain, the stronger her will to go on becomes. This Devotion is often the one first taught to new Dragons in the faction, because the sensation it creates is often the most extreme. The strange associations that this Devotion creates in the vampires who know it that pain equals drive, that a wound inspires confidence lays a valuable foundation for the philosophy of the Impaled. A Kindred with this power is spiritually renewed by the punishment her body endures. Cost: 1 Vitae per scene Dice Pool: Resolve + Athletics + Resilience Action: Reflexive To activate this Devotion, the vampire must first have her right-most Health box marked with bashing, lethal or aggravated damage, so that she is suffering from a 3 wound penalty. On the turn in which that right-most box is marked, the character is entitled to reflexively activate this power, if she wishes to do so. If the activation roll produces any successes, the character immediately regains one Willpower point. If the activation roll produces an exceptional success, the character regains two Willpower points. This power does not grant the character any ability to possess Willpower points in excess of her Willpower dots. This power cannot be used more than once in any given scene, but the character may pay the Vitae cost in advance if she anticipates being hurt badly enough later in the scene that this power could come into play. This power costs 12 experience points to learn.

twisted and foreboding; those who cross the blood boundary of the property feel a strong impulse to flee. On the other hand, if the vampire wishes for her residence to seem attractive, it appears clean, welcome and inviting; passersby will be enticed to trespass through curiosity, fascination or just a sense of being welcome. This Devotion is an all-or-nothing effect; it affects everyone looking at the Kindreds haven. The Spider cant target some subjects and not others; consequently, a modicum of strategy is required if the Malocusian doesnt want to bring herself trouble. Cost: 1 Vitae per scene Dice Pool: This Devotion is not actively rolled. When activated, it simply allows the Spider to use Majesty powers in subsequent turns against subjects who look at her haven, as though her haven were her own body. Those within sight of the Spiders lair are inexorably pulled to, or repelled by, the Spiders web. Those affected may rationalize their behavior any way they like: It just feels creepy to me, I just want to see if its occupied, It has a bad reputation, Lets break in and steal shit and so on. Action: Instant This power costs 9 experience points to learn.

The Knights Example (Dominate or Majesty , plus Vigor or Resilience )

Countless Invictus Knights in an untold number of domains throughout history have each developed versions of this Devotion on their own. A Damned Knight with the mystic presence of this Devotion inspires bravery and renewed strength among his fellow warriors. Cost: 1 Willpower Dice Pool: Presence + Weaponry + Dominate or Majesty Action: Instant If the activation roll is successful, a number of allied subjects equal to the successes rolled may add the users Majesty or Dominate dots to the next Weaponry or Brawl dice pool they use in the scene. This power may only be used once per scene. This power costs 12 experience points to learn.

Rallying Blood (Majesty , Resilience )

Invictus Devotions
The Lovely or Loathsome Web (Domus , Majesty )
The Spider channels the power of her Majesty through the land to which she has attuned herself. By doing so, she influences the ambience of the place in accordance of those who see the place. If she wishes for her haven to seem terrifying, then it appears dark,

This ancient Invictus power was once common among its Knights and assassins, but tonight it is countered mostly in books and legends. With this power, a vampire is able to rally allied warriors by persevering through hardship and injury. The Kindreds admirable fortitude inspires others to fight on despite their fears. Cost: 1 Willpower Dice Pool: Stamina + Intimidation + Resilience Action: Reflexive Immediately upon taking lethal or aggravated damage, the character may make a reflexive roll to activate this power. If the roll is successful, a number of allies equal to the successes achieved regain one Willpower point. An ally must have witnessed the attack on the character to be eligible for the Willpower restoration. This power doesnt enable a character to store more Willpower points than her Willpower score would normally allow. Any given character can benefit from this power only once in a scene. This power costs 9 experience points to learn.

Rumor of Dread (Dominate , Nightmare )

The Invictus are no strangers to fear and its uses. This power is useful for beginning a campaign of fear within a domain. With a few words of worry and dread and a single, unwitting subject, a vampire with this power can spread fear among a populace without appearing to be a rumormonger. Cost: 1 Vitae per scene Dice Pool: Manipulation + Expression + Dominate versus subjects Composure + Blood Potency Action: Instant and contested; resistance is reflexive. If the activation roll is successful, the vampire taints the subject with a variation of the Dread power of the Nightmare Discipline. The subject becomes the center point of the Dread effect, but all numerical factors of the power (such as its radius) are based on the vampires Traits. As the subject moves about, he exposes others to the Dread; these secondhand subjects use this Devotions activation roll as the benchmark for their contested resistance rolls. As with Dread, this power is ended if the subject becomes involved in an incident that substantially alters his mindset, such as a fight, a car accident or sex. Some genuinely jarring or horrific incidents like a car accident might not alter the subjects attitude enough to break the effects of this power, at the Storytellers discretion. Unlike Dread, the vampire may extend the number of scenes the subject is afflicted by spending more than the minimum of Vitae necessary to activate this power. No matter how much Vitae the vampire spends, however, the effects of this Devotion end when the subject finally sleeps. This power costs 15 experience points to learn.

Action: Instant and contested; resistance is reflexive The activation roll is made when the powers effect is placed upon the target messenger. Anyone who attempts to attack the messenger must first contest the activation roll with a reflexive roll of Presence + the Skill used to make the attack. If the attacker fails this contested action, he stops himself in the midst of his attack his intention now clearly revealed to any who can see him. Hopefully, this gives the messenger a chance to escape. This power can only contest a number of attempted attacks equal to the users Resilience dots, after which the power is exhausted and the subject is vulnerable as normal. The powers effect, unless exhausted by attempted strikes, persists until the messenger speaks, until the messenger attacks anything human (or once human), or until the messenger dies, whichever comes first. This power costs 15 experience points to learn.

The Message (Dominate , Auspex )

Ventrue Devotions
Though numerous powers of the Blood are hoarded by individual Ventrue, and families of Ventrue, throughout the world, these Devotions have the odd distinction of being well known throughout the clan, and yet well restricted from other Kindred. Certainly there are vampires of other clans who know these powers, but those trusted allies and thieving bastards are rare enough that these Devotions are still associated only with the Lords.

Messengers Blessing (Dominate , Resilience )

For hundreds of years, messengers were the only means of communication between the Damned; even colonial Lords in nearby cities often found it impossible to get couriers through the wilds between domains and past the daggers of their enemies. In the time of the Frankish kings, the Ventrue refined a power from their blood that gave their messengers at least a more favorable chance of reaching their destinations. With this Devotion, a Ventrue can imprint his profound will onto one messenger, and thus onto those who might impede the couriers mission. He who would raise a hand against the messenger must first overcome the will of the master. Cost: 1 or more Vitae Dice Pool: Presence + Intimidation + Dominate vs. Presence + Brawl, Firearms, or Weaponry (see below)

Trust is a rare commodity, among those Kindred who value it enough to even consider such a thing a commodity at all. This power was concocted between Shadows and Lords in the Dark Ages as a means of verifying that the message sent by one Kindred was, in fact, the same that reached the other. In those cities and outposts that made use (or still make use) of this power, it has the added value to the local Mekhet of making them advantageous to the local Ventrue. Cost: Dice Pool: Presence + Expression + Dominate Action: Instant This power simply imprints the users intent onto the subject messenger, who then bears that intent bound within his words and heart (and aura) for a number of months equal to the successes scored on the activation roll. Thereafter, the messengers aura and sense of the truth reflect the users intentions. This doesnt prevent the messenger from lying, but it does help a scrutinizing vampire weed out the messengers lies from the masters message. The messengers soul gives off a kind of mystic signal that can be read and interpreted by other Kindred with mystical abilities. Simply put, this power reveals whether or not the subject messenger has delivered his lords genuine message in full. For the purposes of any other Kindred power that reveal, provoke, or discern truth whether through mystical telemetry like Aura Perception or coercion like Majesty the masters message reads as authentic. To be clear, this does not reveal whether or not the master has sent along an intentionally deceptive message this reveals whether or not the messenger has delivered the whole message his master did intend to send. This power costs ten experience points to learn.

Hounds of Blood (Animalism , Resilience )

The old traditions of hunting hounds and guard dogs are hereby blended with the powers of the Damned to serve the needs of aging Kindred. With this rare, and much protected, power cultivated by English Lords, Ventrue of the moors have been able to feed on human blood without exposing themselves to their human prey. This power traps the mystic qualities of human Vitae within the veins of the Lords hounds for a short, vital time, so that human Vitae can be delivered back to the master to drink. (Rumors circulate throughout Europe that some Trojan in Am-

sterdam has found a way to advance this power, so that kine can fetch Kindred Vitae for delivery to their ancient master, but the existence of such a power has never been proven.) Cost: 1 Willpower Dice Pool: Presence + Animal Ken + Animalism Action: Extended; each roll represents ten minutes; target number of successes equals the amount of Vitae to be retrieved (maximum 5). Success on the extended action prepares the target which must be a wolf or large dog (Size 4) for the forthcoming hunt. Through a remarkable blend of the commanding power of Dominate and the preserving powers of Resilience, the target becomes a formidable, if short-lived, hunter. The so-called Hound of Blood attacks living men and women and drinks their blood, storing their human Vitae in its bones and flesh through a bizarre alteration of the mystical preservative properties of Resilience. The creature then hurries back to its master. Vitae retrieved by the hound retains its human properties, which are sufficient to slake the thirst of a vampire no longer able to sustain himself on animal Vitae, until sunrise. A hound can only retrieve and bear an amount of human Vitae equal to or less than the users dots of Resilience. (Thus, the target number of successes on the extended action to activate this power cannot exceed the users Resilience dots.) Only the Kindred who activated this power can make use of the human Vitae stored within the hounds body; it grows instantly stale in the mouth of any other vampire. The act of preparing the target hound for the hunt infuses its flesh with a preservative power that keeps the consumed human blood vital and potable for the Kindred user. The user must destroy the hounds body to get at the human Vitae stored in its bones and tissues. This kills the hound. Unless the Storyteller has a dramatic reason to resolve a use of this power through actual play (perhaps the hound is unexpectedly captured by a rival Lord or vampire-hunter?), the Hound of Blood is presumed to deliver its bounty to the users haven, where it may be consumed before the vampire sleeps for the day. This power costs 15 experience points to learn.

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