Custom Devotions And Other Mechanics

All the powers listed here are Globally approved. While we are publishing the mechanics, independent development of any of these powers by a PC remains Global Approval unless otherwise stated.

Devotions

A Stroll With The Baron

Auspex 5, Resilience 3

Surrounding and interwoven with the world around us lies the Twilight. A land of spirits and ghosts, it is a place most only catch glimpses of. The most skilled users of Auspex can see it, visit it briefly with their senses, a favorite tactic among spies and guardians, but it is a cold experience. Detached, unable to interact, unable to be harmed, it is the ideal for many Kindred. Some Kindred though, see the Twilight as a place to slip past the mundane unnoticed. They know it to be the place where the dead go, where Gods and Legends tread. Not content for the antiseptic view of this place, they strive and study, poring over the most obscure books on the most obscure faiths seeking a visceral experience, the true feeling of death. Some stumble upon Vodou, and learn of a being called "The Baron", who watches over death. They learn that he chooses, by 'digging the grave', to allow one near death to die. And by learning to show respect and gain his favor, he allows them full and true entry to the Twilight, without claiming them as permanent residents. Others have found this entity through other religions, as all understand that a being exists to determine the disposition of dead souls.

Cost: 1 Willpower Dot

Roll: Wits + Occult + Auspex

Action: Instant

Failure: The willpower is expended, but nothing happens. The user cannot try again for another hour.

Success: The PC steps forward into the Twilight, bringing her entire body with her. She remains there for 24 hours, though she may elect to cut his trip short.

While in the Twilight, the Kindred retains her abilities, but has shifted to the Twilight realm, and can no longer physically interact with the physical world. She can speak in a whisper audible to the physical world by expending 1 willpower/3 sentences spoken. While the Kindred still has access to their disciplines, they are limited by the fact that they are on another plane of existence. They can interact with Twilight Creatures normally as a resident of that plane.

For an unknown reason, this power is limited in one significant and unforseen way. It cannot be used to enter the home of another if the user's intent is to harm that person. (Cannot be used for 'haven kills').

Upon leaving the Twilight, the PC suffers 4 aggravated damage (downgraded to lethal with Resilience per normal) and is stunned for 10 - stamina rounds (minimum 1) rounds as he is wracked with pain and writhing on the ground, an invisible blade leaving festering lacerations on their body.

This power costs 24 experience points to learn

A Taste of the Witch's Garden

Zagovny 1, Majesty 2

Cost: 2 points of Vitae

Test Pool: Manipulation + Occult + Zagovney vs Composure + Blood Potency

Action: Contested; resistance is reflexive, Bonuses accumulated with this devotion cannot be used in any supernatural power only in a standard social challenge.

Roleplaying: Using a combination of Zagovney and Majesty the Warlock imbues a consumable substance with a supernatural magnetism which draws the eye of the target of a social challenge. Note that the target does not automatically feel the need to gorge on the substance. The overwhelming desire is to possess; the target may gorge or hoard the substance depending on their personality.

Draw Results:

Failure: The devotion fails entirely. The spent Vitae is consumed as normal and the affected substance instantly begins to decay.

Success: If the Warlock gains the most successes in the contested challenge, he or she gains an equipment bonus equal to the number of successes accumulated by the Warlock minus those of the victim. This bonus may not exceed +5 and may only be used in standard social challenges with a single target involving manipulation. Bonuses accumulated can never be used to increase the base pool for any challenge involving the activation of a supernatural power and fade when the duration of the devotion is met.

Items affected by this devotion must be those that are normally ingested, smoked, or drawn into the body in a natural way. Additionally this devotion only affects items that are in a natural and unprocessed form or consumable items that have been created using the Warlock own skill. The ingredients do not have to be organic or unprocessed, so long as the final product is created by the Warlock. Examples are fresh fruit, home baked bread, hand rolled cigars, etc. This devotion may not be used on substances that cannot be normally consumed by the body such as hydrochloric acid, metal objects, stones, etc.

Any attempt to use this devotion on supernatural items such as lacrima or hedge fruit automatically fails, destroying the item and wasting the Vitae. The same holds true for preprocessed items such as store bought snack cakes.

When used on mortals or other living supernatural beings the duration of the bonus lasts only until all of the substance has been consumed/ smoked by the target or for a number of nights equal to the Warlock's accumulated successes, whichever comes first. Once the duration ends the food decays at a rapid rate. Fruit will become visibly rotten; the bread will be moldy, etc.

When used on vampires or other nonliving supernatural beings, the duration of the bonus lasts until the substance is consumed or until sunrise.

The Warlock may affect up to five pounds of substance with this devotion. Additional food requires an additional activation of "A Taste of the Witch's Garden." The Warlock must touch the food to activate this power.

Unlike the normal use of Majesty, the Warlock does not gain a positive modifier if the victim shares a blood tie with her.

Example: Lucas Oakhaven is attempting to garner connections within his local City Hall. He finds out a clerk in the records department has a weakness for strawberries. Lucas decides to visit a local farmers market and purchases a basket of organically grown strawberries, substituting a label stating the fruit are the product of Oakhaven Farms. Soon the clerk can't get enough of those perfect berries and Lucas has a new City Hall contact he can purchase.

This power costs 9 experience points.

A Thousand Cuts

Celerity 4, Protean 3

Although many kindred rely on slower strikes of overwhelming strength to harm others, the users of this devotion instead concentrate on striking with a greater reliance on agility, speed, and accuracy.

Action: Instant

Roll: Dexterity + Athletics + Protean

Cost: 1 Vitae

Duration: 1 Scene

This devotion allows the user to use Dexterity instead of Strength whenever he is attacking with Claws of the Wild. This devotion may be activated prior to the activation of Claws of the Wild.

This devotion costs 21 experience points to learn.

Adamantine Hide

Resilience 4, Protean 3

For untold years, it has been a regular tactic for Gangrel to take away an opponents advantage by removing or destroying their weapon with Claws of the Wild. Some Gangrel have developed a more elegant and surprising method of disarming a foe through an extension of their innate disciplines. Through the use of this devotion, mundane weapons will weaken or break when they strike the kindred, as if the weapon itself had been attacked with aggravated damage.

When the power is activated, a physical change of the kindred's skin occurs, usually a hardened rock-like shell, but chitin or other animalistic features can manifest. From a distance, these changes make the kindred look peculiar, but up close it is obviously an unnatural effect.

Cost: 1 WP + 1 Vitae per scene.

Dice Pool: None to activate for the scene. Strength + Survival + Resilience when attacked.

Action: Instant to activate for the scene, Reflexive to use

When something strikes the Kindred, he makes a Reflexive draw of Strength + Survival + Resilience. Successes are applied to the any object striking the kindred as damage. When an inanimate object takes damage equal to it's Size + Durability it is broken (useless in combat although it may be reforged). Characters subjected to damage from Adamantine Hide suffer one point of bashing damage per success and may not take more damage than they inflicted on the devotion user. The rules for damage caps apply to this Devotion (as normal)

This devotion has no effect on objects or character that the devotion user strikes, only things that strike Adamantine Hide are effected. While this power can render a staking weapon useless for future challenges it doesn't destroy the stake before the damage is inflicted (the stake will be splintered and unsuitable for future use but it will still transfix the vampire's heart, paralyzing him).

Powerful magic items may be immune to this power (ST discretion). Normal items with temporary magical enhancements are not immune to Adamantine Hide.

This power costs 21 experience points to learn.

Alogia Inmemoris

Auspex 2, Dominate 3

Kindred are deceitful creatures by nature, living inside the Masquerade and the Danse Macabre. Lies pass from most kindred's lips as easily as their nightly taste of stolen life. Yet, no matter how masterful a con artist the kindred might be, her true motives are easily detectable by those versed in the arts of reading the soul. As the arms race of kindred secrecy techniques develop those who wish to keep their deceit hidden must learn to adapt.

A kindred with Alogia Inmemoris in her arsenal has a powerful shield in the Danse Macabre, for a secret discovered is only useful if it is also remembered. The kindred uses the power of The Forgetful Mind to embed a memory of a specific image into her aura. Later when a reader looks into the kindred's aura she may spend a Willpower point to reflexively and unconsciously attempt to hide her secrets.

Cost: 1 Willpower

Test Pool: Wits + Persuasion + Dominate vs Resolve + Blood Potency

Action: Reflexive

Draw Results

Failure: The reflexive defense fails and the aura reader remembers whatever information they discovered from the kindred's aura.

Success: The kindred's reflexive defense succeeds and instantly alters the aura reader's memory of the information they just perceived. Instead of the true details, the reader recalls seeing a predetermined aura (that should be logged with the storyteller) that may have nothing to do with what they actually experienced.

Due to the powerful stain that Amaranth leaves on a diablerist, Alogia Inmemoris is not capable of hiding black streaks. This Devotion creates the effects of The Forgetful Mind and is subject to any rules dealing with those mechanics after the Devotions initial use.

This power costs 17 experience points to learn.

Alpha's Mettle

Protean 4, Resilience 3, Gangrel Clan Status 4

Approval Requirement: Low Approval

The Gangrel are stalwart fighters, none more so than their leaders. Few can manage to rise in the ranks of the clan without literally having to fight for respect. Once gained, keeping that respect is just as hard. Since Gangrel leaders often prefer to lead by example, they tend to be on the front lines of every conflict. Alpha's Mettle helps them survive in this leadership role.

Cost: 1 Willpower

Test Pool: None. This power requires no test to activate.

Action: Instant

For this power to work, it must be activated the turn after invoking Resilience. The Gangrel's dots in Protean are added to the number of aggravated damage that her Resilience downgrades to lethal damage during the scene.

This power costs 15 experience points to learn. It is based on the contributions of Jeremiah Spaulding.

Amnesty

Majesty 5, Resilience 3, True Lancea Sanctum Membership

Drawing from their beliefs of Gabriel, this Devotion was created by the bloodline through their damned powers. Gabriel, also known as Fortitudo Dei, was the strong arm of God. With this power one of the Damned becomes physically shielded by their faith and strength of God. A nimbus of light radiates from the Damned and brings all those who would attack him to question their resolve and actions.

Cost: 1 Blood

Test Pool: Presence + Persuasion + Majesty / Contested by Composure + Blood Potency when challenged.

Action: Reflexive out of Turn

Duration: Scene/Hour

The user is less affected by attackers with a successful activation. For every success drawn at the time of activation any attackers receive a -1 modifier to their attack draws. IE if 2 successes were drawn anyone attacking the user of Amnesty would have a -2 penalty on their draw. This power is limited by the modifier ruling and cannot create a negative modifier greater then 5.

Upon successful activation the user will appear "righteous" to any of his opponents. This appearance is not limited to any one faith, in fact the Devotion plays upon the attackers emotions so that they doubt themselves for acting against the user. For this reason, the attackers find themselves "pulling" their attacks and reducing their own effectiveness.

When someone is targeted by this power they can attempt to fight the emotional assault.

An affected person may challenge this power using the above listed trait pool (composure+blood potency). The resisting character compares their successes to the successes of Amnesty, ties going to the resisting character. This power is considered a social power.

This power only works on persons that can be affected by Majesty. This power does not work with Sovereignty, IE at no time can you gain the advantages of this Devotion and Sovereignty or vice versa, in a challenge.

This power is not subject to the Majesty Caveat allowing a character of higher blood potency to spend a willpower and resist the power. This power is only defeated if the above challenge is successful.

Suggested Modifiers: Those listed under Sovereignty. Merits and other powers that affect the uses of Majesty also apply to this Discipline.

This power costs 24 experience points to learn.

Amon's Alacrity

Auspex 1, Celerity 1

With this devotion the User's body flows with great rapidity. Complex dexterity actions are performed with a bit more ease, as the mind is more quickly able to cause the Body to Respond.

Cost: 1 Vitae

Test Pool: Dexterity + Athletics + Auspex

Action: Instant

Duration: Scene

The User gains a bonus equal to their successes on activation of this Devotion for non-damaging challenges involving dexterity or where speed would be a factor. (IE Picking a Pocket, Hacking, and Juggling would all be allowed. Reloading a Bow, Shooting a Gun, Throwing a dagger at a person would clearly not.)

This power costs 6 experience points to learn.

An Eye for Luck

Auspex 1, Serendipity 1

Cost: 1 Blood

Duration: 1 Scene

Test Pool: Wits + Investigation + Serendipity - Highest composure of 'chance user' present (if more than one is present)

The Zelani has learned to recognize the signs of those who play with chance and those that mutliate it. His supernatural talent for saying the right thing, combined with the ability to observe things unseen with the common eye, allows the Zelani to perceive and catalog those that bend chance to their whim.

Upon successful activation of the roll, the Zelani may identify that the individual is a 'manipulator of chance' (this includes those whou would call it fate) or is just having a lucky moment/streak, but has no real specifics as to if they are a particular bloodline, or manipulating chance on another level entirely (i.e. a Mage).

Clarification:

For the sake of clarification, here is the longer list of what should actually be able to be detected.

This power costs 6 experience points to learn.

Anima Veritas (Truth of the Soul)

Auspex 2, Coil of Souls 2, Eyes of the Dragon

One of the dangers the Ordo Dracul recognizes is the possibility that a member of the Covenant has sold their soul to an outside power. Unfortunately, other than behavior (or the actual appearance of the demon, angel or spirit who purchased the soul), there is not a reliable way to determine that such an event has occurred. Until now…

Cost: 1 Willpower (initial) / 1 Vitae (maintained)

System/Dice Pool: For the initial test (WP cost) and each test the user maintains the power (1 Vitae cost) she may initiate a Wits + Occult + Auspex challenge against the subject who reflexively resists with Resolve + Composure.

Action: Extended; each test takes five minutes.

The character must medtate for one hour (though this is halved, if they have the Medatative Mind merit) before using this devotion.

Test Results:

Failure: The user receives no additional information on the state of the target character's soul. Unlike normal extended challenges, failure to throw a single success on the part of the user will end the power; reactivation requires a new willpower expenditure.

Success: The user gains headway on learning if the character has sold their soul. A total number of successes equal to the target's current Willpower dots (not Resolve + Composure) are required to learn if the target has sold their soul.

The power user may only make a number of tests (in a given scene) against the target equal to the user's Willpower dots; these tests must be contiguous in time.

Example: Solomon has been convinced that Barnebus Silvato has potentially sold his soul. Barnabus is brought in for examination, but isn't necessarily informed of why Solomon is present.

Solomon begins by spending a Willpower point and activating the discipline. On the first test, he achieves 1 success out of the total of 8 he needs against Barnebus (Barney is very strong willed). For the second and successive tests, Solomon only need spend a vitae point unless he scores zero successes on a test. Four rounds later Solomon has scored 7 additional successes, and determines that Barnebus hasn't sold his soul.

There are a few other items that would be noted by this power:

This power costs 12 experience points.

Apex Predator

Protean 1, Obfuscate 2 or Majesty 2

Successful use of this devotion causes an immediate and noticeable change in Predator Taint reactions to this character.

Cost: 1 vitae

Test Pool: Intelligence + Empathy + [non-Protean prerequisite] versus Resolve + Blood Potency

Action: Instant

Duration: Scene

Draw Results:

Failure

The power fails to take affect, and Kindred are affected by Predators Taint as per normal.

Success

If the user manages to achieve more successes than the target, he manages to replicate his Blood Potency when it comes to working out the characters Predators Taint. The kindred must be able to feel the targets Predators Taint to use this power.

This power costs 9 experience points to learn.

Aqua Accursus (Water Running)

Celerity 3, Motus 3

Note: This Devotion is intended to have General access within the Philologi

As unto a stone skipping over water, this Devotion allows a Philologus the abilty to give increased surface tension to water so that me may run upon it, with each step mirroring the bounce that a spinning stone will make from the surface of a placid body of water.

Cost: 2 Vitae

Test Pool: Stamina + Athletics + Motus

(using Motus rather than Celerity here as it's the Motus aspect of it that is keeping it possible to run on this surface)

Action: Instant

Duration: Lasts for the distance as determined below.

To use this power, the Philolgus must first activate it before he steps out onto the water. It should also be noted that waves larger than a swell or a particularly fast current will instantly break this power as the Philologus loses surface tension under his feet and therefore plunges into the water below. He must also continue running, if he ever stops running this power will fail.

As with a skipping stone, the distance a Philologus can cover with this Devotion is limited and is therefore dependant on the number of successes achieved on the activation draw.

Finally as this Devotion involves Motus, it too is affected by the usual bleed into the Twilight that affects all other Motus powers. From the Twilight, the use of this Devotion appears like a grey mist that buoys up the steps of the Philologus. So the Philologus appears to be running upon a sea mist or haar, that disperses and dissipates a short distance behind him.

Draw Results

Failure: *splosh*

Success: The Philologus can over placid water at normal speed, for the following distance before losing surface tension beneath his feet. Although this speed may be enhanced with additional boosts from Motus 1 (Talaris) or Celerity in the usual manner and with the usual additional blood expenditure.

1 Success: 100 yards
2 Successes: 300 yards
3 Successes: 1/2 mile
4 Successes: 1 mile
5 Successes: 5 miles

This power cost 18 experience points.

Arena of Set

Obtenebration 3, Vigor 2

Cost: 1 Vitae

Range: Line of Sight

Action: Instant

Roll: Intelligence + Crafts + Obtenebration - Composure

Using this devotion, the Khaibit can creating an almost tangible inky darkness.

When this devotion is activated a roll is made for activation.

With a success, the Khaibit can cover a 16 square yard area (a 12 foot by 12 foot room) within his line of sight in a deep supernatural shadow. This darkness overrides all mundane lighting, but does not affect fire. In the case of a supernatural power being used to create light, a contested draw is made with ties going to the effect present first.

The user of this devotion makes a Inteligence + Crafts + Obtenebration draw, subtracting each affected defenders Composure. For every success, the defender suffers a -1 on all Physical actions until they leave the area of effect, with a maximum of -5. Once in place, the area is stationary and cannot be moved. Only one such area of darkness can be enacted at any time.

Anyone affected by this power can not achieve eye contact while under it's influence.

Only those with Night Sight active are immune to these penalties.

This power is a gigantic breach of the masquerade.

This power costs 15 experience points.

Arboreal Vitae

Protean 2(and the ability to merge with wood), Coil of Blood 2

By spending an additional vitae when merging with a tree the vitae is infused into the tree sap transforming the tree sap into a type of lacrima from which a vampire can slowly feed throughout the daytime hours.

Cost: 1 Willpower

Test Pool: Wits + Occult + Protean.

Action: Reflexive Activated when Haven of Soil(wood) is activated.

Duration: Lasts until Haven of soil is dispelled or the following sunset.

Mechanics for the Devotion

Draw Results:

Failure: The Willpower is spent but the tree sap is not changed sufficiently to provide nourishment

Success: The vampire's vitae mingles with the sap and transforms it into usable lacrima. The vampire gains 1 Vitae per hour of being merged up to a maximum total vitae equal to the Humanity of the Vampire(This is because the feeding takes place during the daylight hours and the dice pool for the devotion is capped). The vampire does not have to test for blood addiction for this as the vampire would be testing for addiction to themselves. Any Lacrima thus created that is not used by the vampire will "bleed" out of the tree in the form of unuseable lacrima. This unuseable lacrima will still have the same detrimental effects if imbibed or touched(in the case of Nosferatu lacrima) by a mortal but produces none of the benefits.

Side Effects: Due to the lethargic nature of the metabolism of a tree vs the metabolism of a human any vampire with any amount of arboreal vitae in their blood pool suffers a -1 on initiative draws and all Dexterity based draws.

For Example:

When Sascha activates the devotion he gets to roll his full dice pool Of Wits + Protean + Occult (10), however, since the gaining of the vitae occurs during daylight hours his Dice pool is capped at 5(his humanity) so he would be limited to gaining 5 vitae through the course of the day.

This power costs 15 Experience to learn.

Architectural Afflication

Nightmare 2, Gilded Cage 2, Aura of the Monolith ritual

Sometimes, all it takes is one look at a building, and the internal instincts of man and beast know that it's a bad idea to enter. Even the ancient cartographers knew that all it took to deter a person was to write a simple statement in the place they didn't want people to go: "Here, there be monsters."

Aversion Curse changes the aura of a building to reflect the nightmarish nature of Vampires, giving the building the same sense of avoidance that all Vampires naturally carry. While the physical features of the building don't change, the perception of the building changes for anyone who looks at it. The corners seem sharper, the diagonals cross at the wrong angles, the shadows fall in dangerous places, and minor flaws are exaggerated.

As with most things dangerous, once out of view, the building no longer seems dangerous. But face to face, it can be intimidating.

Draw: Manipulation + Empathy + Gilded Cage vs Composure + Blood Potency

Cost: 1 Willpower + 1 Blood

Duration: Once active, the effect lasts until sunrise or until canceled by the devotion user.

Failure: Willpower and Blood are spent with no effect.

Success: The building is tainted with Dread, causing anyone who sees it to be creeped out and avoid it. Those who have purpose to be there, whether mundane or by supernatural compulsion suffer a -2 penalty on all actions while in view of the building (Maximum of 100 ft per net success). This effect does not apply for those inside the building, or for those who resist the aura of the building. It also does not prevent anyone from entering the building if they have a good reason to be there. It will, however, influence the decision making process of a person. For example, someone might choose a different restaurant over one hit with Aversion Curse because while they want food, they can get it at a less creepy restaurant.

The user of this devotion must come in direct contact with the building, spending the willpower and vitae in order to start the curse on the building.

Armory of the Asp

Obtenebration 2, Resilience 2

Through a focus of will, an Asp is able to never be unarmed. This power allows the Khaibit to summon a weapon by manipulating the shadows around her. The Khaibit exercises her normal control of shadows, and combines the effort with Resilience in order to give the shadows substance and strength.

Cost: 1 Vitae

Action: Instant, see below re: Quick Draw.

Test Pool: Wits + Weaponry + Obtenebration

Failure: Nothing happens, however the Asp may try again by spending another Vitae.

Success: The Khaibit is able to bring the vision of the weapon of choice into existence. Successes on the activation roll determine both the size and damage rating, so with 2 successes the user can create a size 2, damage rating 2, durability 2 weapon of raw shadow. The user always has the choice to create a smaller weapon than the successes she drew, but may never make larger than his successes or 3, whichever is lower. The weapon takes shape in the raw outline of a bladed weapon but the caster can use shadow play after its creation to make minor cosmetic changes such as making a 2 success weapon appear as a rapier. While weapons can be made to look like other types of weapon, specializations in those melee weapons will not apply as the shadow sword is made of only shadow, and requires its own special training to specialize in. All attacks made with these weapons use Dexterity instead of Strength, as the Shadows are lighter than normal weapons. Shadow weapons also do not gain any special properties associated with the weapon they appear to be, as they do not have the same mass. If the user has the Quick Draw merit, she may summon a weapon and attack with it in the same round.

Stakes summoned in this way do not have the actual substance needed in order to stake a vampire, therefore, no vampire can be staked by a weapon created with this devotion. The weapon lasts for a scene or hour, whichever is shorter, and may only be dispelled by natural sunlight. If the user of this devotion attempts to give this weapon to another person, or it leaves her hand for any reason, the weapon vanishes.

The summoned weapon deals lethal damage, as per normal melee weapons. The weapon may only be used on the material and Twilight planes against Khaibit in Shadowform. This is a result of the shadows the Khaibit find themselves able to manipulate being turned against them. Legionarie's Blessing may not be used on a weapon created in this manner.

Modifier Situation
+3 Activated on the Twilight plane
+2 Moonlight or poorly lit city street
+1 Twilight or well-lit city street
- Poorly lit room
-1 Well-lit room
-3 Bright as day (but not real sunlight)

This Devotion costs 10 experience points to learn.

Ashes to Ashes

Protean 2, Resilence 4, Survival 3, Gangrel Clan, Must Be Taught by a PC.

In a fight, there are few who can stand up to the deadliness of a Gangrel, but even Gangrel can be overwhelmed. When the enemy is all around and blood has been drawn, the Gangrel has the ability to call on his natural survival instinct and take the greater course of valor and live to fight another day.

This escape is not without cost, however, and could itself injure the Gangrel to the point of Torpor shoudl the damage be too great. Still, in the minds of most, Torpor and the dreams that come with it are preferable to that final sleep and judgement.

Action: Reflexive

Activation Cost: 1 Blood (to activate Haven of Soil) and 1 Willpower (to shed skin)

Explicit Notification: When this Devotion is used, the user must actually have purchased the surface that they are melding into as per the requirements of Haven of Soil.

Mechanics:

Gangrel must have Protean 2, Resilence 4, Survival 3, and the surface specializations for any area that he/she might be in when there is a need for the Devotion (earth, stone, wood, etc).

The Gangrel must have taken damage to be able to enact this Devotion.

When enacted, the Gangrel takes 2 Lethal Damage, as all their skin becomes ash and their body instantaneously melds with the surface they are standing on.

The Gangrel leaves behind clothes and all accessories (jewelry, weapons, etc) and a fine layer of ash that, if Spirit Touched, will leave the residue of "Extreme Pain"

The Gangrel will remain melded with the surface that he / she melded into for one week (meaning the character is out of play for that week) while the body heals itself and re-grows it's skin.

When the Gangrel wakes, they will be naked, extremely hungry, and in need of feeding as soon as possible.

The Gangrel is, however, in danger of Torporing themselves if they have taken too much damage before enacting this Devotion. If this happens, normal Torpor rules apply and the Gangrel will not come out of the surface they are are in until the Torpor rules are fulfilled.

Aura Mask

Auspex 2, Obfuscate 2

This power allows you to subtly alter your aura, removing certain aspects of it.

Draw: Manipulation + Subterfuge + Obfuscate

Duration: 1 night

Cost: 1 WP

Failure: The person's aura remains entirely visible to those who could usually see it.

Success: A fake aura is masked over the top of the person's true aura.

Each success achieved in the activation of this devotion allows the user to 'fix' one answer regarding a colour in their aura.

EG: With 1 success the user could remove the colour Orange from my aura to remove signs of nervousness.

This masked aura must be preselected by the user, and the colours that are being changed must be noted on the character's sheet.

People perceiving this fake aura can view the original aura by gaining more successes (using the Clash of Wills rules) than were gained upon the activation of this devotion.

This power cannot mask diablerie, and diablerie veins will always be visible to anyone who can normally percieve auras and are looking for them (as per Aura perception rules).

This devotion costs 12 experience points to learn.

Aura Obfuscation

Auspex 2, Obfuscate 2

Cost: 1 Vitae

Dice Pool: Wits + Empathy + Obfuscate

Action: Instant

Duration: Scene or an Hour

Failure: The power does not activate and the character realizes this and can attempt another activation.

Success: For each success the player can alter one part of his aura. Such as stating that even when he lies his aura will not show it, or that his aura will always show that he is calm. For more examples see, "Aura Signifiers", pg. 161 in the Requiem book.

Notes: This power can never cover diablerie veins. Diablerie veins are a stain not just on the Aura but on the Soul as well. "In order to see someones aura when the aura is obfuscated the test is thrown as normal. If the person's successes for Aura Perception do not beat the successes gained on the Obfuscate's activation, the person percieving the aura only sees the false aura. However, should the person ask to do an Aura Perception and look for a facet of the Aura NOT being obfuscated, they will see the true aspect of that part of the aura.

For example: Eric attempts to Obfuscate his aura and gets 2 successes. He chooses to Obfuscate his aura so that it seems as though he never lies and that he has no magical effects on his body (ie:spaklies). Joe comes along and attempts to Aura Percieve him. He gets two successes as well. He checks if Eric is lying and it appears that he isn't because of the Obfuscate. Joe then asks for Eric's emotional state whch is not Obfuscated, so Joe can tell that Eric is angry and frightened. At the same time, Tony decides to Aura Percieve Eric, too. He gets 3 successes and has broken Eric's Obfuscate. Tony now can see that Eric IS lying and has magical effects on his body."

This Devotion costs 12 experience points to learn.

Aura of the Predator

Nightmare 3, Theban Sorcery 2

The Sanctified are charged with the task of herding humanity back to God. Using this devotion exudes an aura of such a predatory nature, that kindred and kine alike can not help but react to it.

Cost: 1 Willpower

Test Pool: Presence + Intimidation + Nightmare

Test Results

Failure: Willpower is lost, and this devotion cannot be activated again for the remainder of the Scene.

Success: While active, the user emotes a powerful aura of the consumate predator. Mortals, in the vicinity of the user, react to him as though the vampire had their Theban Sorcery rating subtracted from their overall humanity score (minimum of 1) for all non-Intimidation based challenges. The user also adds their Theban Sorcery rating in all challenges involving the Intimidation Skill. The effects of this Devotion are never subtle. His Intimidating Presence attracts attention and sticks in the memories of witnesses. The character suffers a dice penalty equal to the users dots in Theban Sorcery on all Social actions requiring subtlety, persuasion or finesse. Once activated this devotion lasts for one Scene.

This Devotion Costs 15 Experience to learn.

Away With You

Majesty 3, Perfidy 1

This devotion combines Entrancement and Perfidy. Majesty makes a user more attractive, the basest level of which creates a feeling of wellbeing around the user – one which acts as a social lubrication and one which invites conversation. Perfidy is essentially the anti-majesty discipline.. it allows one to reverse the emotional responses of those around them. Therefore when one takes the basic understanding of Majesty and combines it with the basic understanding of perfidy – one begins to understand that the urge to draw near to an individual can be reversed and individuals can be urged to leave ones presence as well. This urge is subtle and cannot be traced back as a discipline being used upon them.

Cost: 1 Vitae

Dice Pool: Manipulation + Empathy + Perfidy vs subjects Composure + BP

Action: Instant

To activate this power, the Kalisti pulls Manipulation + Empathy + Perfidy and the victim resists with their Composure + Blood Potency. if the Kallisti achieves more successes their target must leave the scene within 3 rounds or roughly ten seconds. Enough time to make a polite exit. If at the end of those three rounds the target wishes to resist the compulsion to leave they may spend one willpower point to do so. but the target then suffers a -2 penalty to composure draws for the remainder of the scene as the impulse to leave nags at the back of their mind.

Victims of this devotion will not come within sight of the caster for the remainder of the scene.

If the user of this devotion physically attacks the victim of this devotion its influence immediately ends.

This devotion cannot be used against someone who is incapable of physically exiting the scene.

This devotion can only be used on an individual once per night.

This devotion costs 12 experience points to learn.

Balancing the Knights Blood

Majesty 2, Protean 1, Invictus Status 1 and membership in a recognized Invictus Knightly Order

History/Justification

"Since wars were first fought the cry "Hold the Line" has sounded across battle fields. A Knight with this Devotion instills a sense of worth and ability that sublimates their Beast's response to more powerful kindred. By rallying their sense of duty and honor with words of encouragement and praise, the Gangrel Knight extends his own power to his fellows. Often is the event when numbers of Knights stand upon the field of conflict against forces of rival Kindred. In these circumstances the chances of standing against kindred of great age or potency of Vitae sufficient to cow their beast is high. It falls to those of some influence within the covenant and their fellow knight to set the example and bolster their moral to stand the line. Unless they are either Gangrel or have had the rare opportunity to have acquired the Gangrel's power of ignoring such differences in the potency of blood, some Knights or their men at arms have succumbed to the compulsion of their beast in these situations, or at best have hesitated in its face. As a Taifa bloodline Knight of the Invictus, Sir Cooper observed such effects and set upon the service of developing abilities to aid his fellows on the field. One of these attempts, using his clans and his bloodline powers in combination, is Balancing the Knights Blood"

Cost: 1 Willpower

Dice Pool: Presence + Invictus Status + Majesty

Action: Instant

Failure: Nothing Happens.

Success: A number of allied subjects (Invictus members with the same purpose as the user) equal to Knights Invictus status may act as if they have Protean one's effect on their character for the remainder of the scene.

This power may only be used once per scene by a particular Knight.

This devotion costs 9 experience points to learn.

Ballistic Velocity

Vigor 2, Celerity 2

Cost: 1 WP per Scene + 1 Blood per Round

Duration: Scene

Roll: Wits + Medicine + Celerity

Action: Reflexive

Description:

By expressing a force of Will the user causes his projectiles to hold the force of a bullet from a gun. By forcing the blood to make Celerity and Vigor work in concert an item is propelled in a direction moving too fast for any normal person to dodge or defend against.

Mechanics:

On every throw attempt (Dexterity + Athletics) the user subtracts only the firearms armor rating and Celerity from his pool, ignoring normal defense. One Willpower primes the blood and activates the Devotion for the scene, and a blood is spent for each combat round the power is used during the scene. Only one throw can be made per round. No item with an equipment bonus of higher than +3 can be used with this Devotion. Flaming or white hot items lose their ability to deal aggravated damage when hurled in this manner, as the velocity and wind friction will extinguish the heat. Regardless of the type of damage a weapon would normally deal, when thrown with this Devotion bullet proof armor reduces it to bashing damage. Also, while weapons usable with this Devotion add their normal equipment bonus and damage type when armor is not involved this devotion can not be used for staking. A wooden object traveling at these speeds takes too much damage to its structure upon contact with bone to be successfully used as a staking tool.

This devotion costs 12 experience points to learn.

Bane of Laertes

Coil of Banes 1, Spoiling 3, Vigor 2

Cost: 3 Vitae

Dice Pool: Stamina + Athletics + Vigor

Action: Instant and contested; resistance is reflexive. (An instant action is required to make the Solution; its effects are resisted with a contested action.)

By distilling blood infused with the Vigor discipline and the strength that it endows upon the kindred into an alchemical mix that can be consumed the Vampire is able to stave off the effects of poison for a short period of time or grant an individual supernatural resistance to a particular type of poison. The type of poison must be chosen prior to the distillation process (and must be indicated on the item card) in order to ensure that the appropriate poison can be resisted. (See Pg. 248 of the MET Core Rulebook for a list of possible toxins).

With a successful activation of the solution, the user is immune to the effects of a poison for the scene, after which the toxicity level of the poison is considered reduced by three (3) for the next week. The character may still take damage if the toxicity is not reduced below 1, and is determined by the ST based on the type of poison and delivery method. After this time the solution will be used up and any poison remaining in the characters system will have its affects reasserted. It is possible with multiple uses to stave off the effects of a poison over several weeks, however the toxicity level can never be reduced by more than three (3) and effects of multiple uses cannot be stacked. Only one draught of Bane of Laertes can be in effect at a time. Subsequent uses of different types of elixirs will overwrite a previous usage of the blood solution.

This power costs 15 experience points to learn

Beast Meld

Animalism 4, Protean 2

Cost: 1 Vitae + 1 Will Power

Test Pool: Manipulation + Animal Ken + Animalism Versus Animal's Composure

Action: Instant

Beast Meld allows Kindred to meld into a body of a living natural animal. The absolute minimum of size of animal a vampire can possibly meld with is Size Level 4 (100+ pounds). This excludes humans and ghouled animals. The vampire and animal's physical essences mingle so the animal has access to the vampires existing physical disciplines (Vigor, Resilience, Celerity) to protect itself from predators. When the animal is forced to use the discipline, the blood is taken from the Vampires own blood pool. The discipline will come in play when the animal is in mortal danger like being attacked, shot a, being spooked, angry, or startled is not enough. When in danger, the animal can make a Wits + Survival Check to activate a physical Discipline. The animal can then access one discipline the vampire has in order to better to defend itself. The level of discipline is just limited to 1. Note that the animal can not activate additional disciplines. When the Vampire is awake and still inside the animal, he can clearly see, hear, smell, and can, to a degree, feel what the animal does. A conscious vampire is aware of what is happening all around the animal.

The purpose originally was to have a place to sleep in the day and remain mobile. If the animal is killed, the vampire would be ejected fully awake. Unlike other matter, living animals feel pain and trauma of death, therefore forced ejection is extremely painful and damaging. When the animal is slain, the vampire is painfully expelled at 4 Lethal in damage through out his system. Because of the risks, choosing the largest and strongest animal in the herd is always ideal. Predators typically go for the old, slow, or the weak. Sadly human hunters do not follow this natural order. Further benifit is that the vampire's beast is not detected from the animal much like melding with earth, wood, stone and the other meldable substances.

When separating, it is total. There is no blood bond. Vampire does not come out with absorbed animal blood, just what he came with minus the blood cost of entering, Discipline cost to defend the animal, and the sunset cost by waking up for a new evening. The animal does not retain any disciplines. This does not mean the vampire can not feed on the animal after ejecting from it. Now if the Vampire wishes to stay in the animal for an extended time, he still burns a blood a day and if uses up his blood, he goes into Torpor in the animal. Once in torpor, the kindred is trapped in the animal until it dies. The Vampire is then ejected sill in torpor and very vulnerable.

This devotion costs 18 experience points to learn.

Blessing of Shadow

Obtenebration 5, Cruac 3

Cost: 1 willpower per object

Range: touch

Duration: 1 night per success, maximum of three nights.

This devotion lets the Khaibit focus his power and enhance weapons, making them capable of harming ghosts and spirits.

The Khaibit must touch the item to be enchanted. Only melee weapons can be enchanted, bows and firearms are not capable of receiving the effects. The Khaibit then makes a Wits + Occult + Obtenebration pull. A success means the weapon can now affect ghosts, spirits, or khaibit in Body of Shadow for one night per success drawn. Note that this does not grant any ability to detect or see any ghosts or spirits, merely to affect them is they are struck. Also, note that if the spirit or ghost has possessed a body and is "riding" it, the weapon still inflicts damage to the host body, as well as the spirit or ghost.

While under the effect of this devotion, weapon is clearly shadow-covered, black-flamey, obviously enchanted and potentially a breach of the Masquerade. But it looks way freaking cool.

This power costs 24 experience points to learn.

Blind Luck

Serendipity 2, Auspex 1

Sometimes, some motherfucker tries to put your eyes out, lowers some shadow darkness on your face or takes away your sense of sight. Sometimes you're lucky, sometimes you've got an edge; with Blind Luck you use both to side step powers that would take away your effectiveness in close combat.

Relying on an increased perception of the world and the guidance necessary to take advantage of a scratch on the floor or a huff of breath, Zelani can utilize their unnatural sense of timing to avoid negatives imposed by a loss of sight, complete or partial. A deeper understanding of Serendipity shows that the Zelani can enforce their will in the world, with the additional knowledge of Auspex, they are able to gather enough information to guide their blows through chance in order to counteract the deprival of sight their opponents would force.

Cost: One blood per scene or hour

Dice Pool: Wits + Composure + Serendipity

Action: Instant

Failure: Nothing happens.

Success: While the Zelani still appears to be blind, his stumbles and trips still seem to guide his blows to strike his opponents. The player should describe such colorful actions to those involved in the combat.

While Blind Luck is active, Zelani do not suffer the negatives of Fighting Blind, nor the dice pool penalties to close combat or movement that are imposed by lack of the ability to see. If a second sense is removed as well as sight, this power is nullified and penalties go back in to effect.

This power costs 9 experience points to learn.

Blood Citadel

Resilience 2, Coil of Blood 1

This potent yet crippling devotion was created by the Sworn of Mysteries, the secretive group within the Ordo Dracul pledged to never drink Kindred blood. In order to uphold their pledge even if forced to drink or in Torpor, they created a power that to most vampires, would seem to require too much sacrifice for too little gain. For the Sworn of Mysteries, the sacrifice is worth it.

Using his mastery of his own blood and his ability to withstand great harm, this vampire can become a veritable citadel against intrusion by foreign blood, although at a terrible cost. Any blood that passes his lips or enters his body is expelled again immediately, neither nourishing nor affecting the vampire. However, all blood is rejected, be it Kindred blood, the blood of a mortal, or any other creature's Vitae. Due to this extreme effect, most vampires with this power use it sparingly, or tend to show up to gatherings rather pale due to the immense cost in blood required to keep this double-edged power continually active.

Duration: one day & night (24 hours)

Cost: One Vitae

Action: One minute of uninterrupted concentration

Invocation Roll: Resilience + Occult + Coils of the Dragon

Failure: The devotion does not become active and has no effect. The vampire is aware that something has gone wrong, and may re-attempt to activate this devotion after ten minutes of uninterrupted rest.

Success: The devotion is invoked for the next twenty-four hours.

Mechanics:

Any blood (other than the vampire's own blood) that is ingested, injected, or otherwise placed into the vampire violently exits the body using the same path by which it entered. This causes the vampire to vomit forth drank blood, syringe wounds to spray out blood that was injected, etc. If the blood was somehow mystically transferred into the vampire (teleported, etc.), the blood is expelled as uncontrollable blood tears.

For each "incident" of blood entering the body and being expelled, the user of this power suffers one level of Bashing damage from the effort of expelling the blood. All expulsions within a single Combat Round are considered to have happened so closely timed to one another as to be one "incident" (so the maximum possible Bashing damage from this devotion in each Combat Round is one level).

Blood that enters the vampire and is then expelled due to this devotion does not count towards Vinculum ties or any other mechanic or effect that requires consumption of the blood. Blood that is ingested and then expelled due to this devotion cannot bring a vampire out of Torpor. As long as this devotion is active, any blood (other than the vampire's own blood) U-turns straight back out of the vampire; effectively, it is considered to have never been in the vampire's body. Of course, any impurities or poisons in the blood that are NOT blood remain in the body, so for instance a syringe full of heroin-tainted blood would still leave behind the heroin, even thought the blood would spray back out the puncture wound.

Unlike a true Coil of the Dragon, this power is not permanent and must be invoked like any normal power. However due to the influence of the Coils on this power, once it is active it cannot be dispelled or "turned off" until its duration has expired. If low on blood and caught in a Hunger Frenzy, the user of this devotion may find himself in a very unusual and potentially desperate situation...

If the vampire falls into Torpor while this devotion is active, the effects of the power change in subtle but important ways. If the devotion was active when the vampire entered Torpor, it remains in effect indefinitely, consuming one blood trait every evening before dusk (in addition to any normal blood spent by the vampire each night). This additional draw on the vampire's blood supply will most likely expend all blood in his body very quickly, at which point the devotion stops functioning. If blood is fed to the vampire while he is in Torpor and this devotion is still active, the blood is expelled as normal, but the vampire suffers no Bashing damage from the expulsion. Instead the foreign blood slowly oozes out of the vampire's body rather than spraying forth.

This Devotion costs 10 Experience Points to learn.

Blood of the Gods

Cruac 4, Ralab 1

The Asnam have spent years creating a ghoul following and perfecting their art of manipulating their blood and will of their ghouls to their own benefit. No self respecting demon/god would allow such and investment to be wasted because they themselves were becoming more powerful, it simply cannot be. To save the investment it became a necessary task to adjust the art of vanquishing the "self" of a ghoul to this new found level of power, A task that is impossible for the average kindred, but trivial for a worth Sanam.

When a normal kindred gives his blood to a ghoul the blood becomes mystically the property of that ghoul. Suitable enough for an ordinary kindred, but why should the Sanam allow such to occur when he could instead through his knowledge of cruac and ralab instead store his vitae within his blood to claim again as his own when the need arises.

Activation Cost: 1 Vitae

Action: Instant

Duration: Until successes are used up to 1 scene

Activation Roll: Manipulation + Occult + Ralab

Mechanics: When the character activates this power he may store a number of kinded vitae into his ghouls equal to the number of success on the activation role (Manipulation + Occult + Ralab), not to exceed the ghouls stamina. These stored traits are still considered "kindred vitae" in relation to the Sanam for the purposes of requiring kindred blood to feed. These traits are still available for the ghoul to use, but the ghoul instictively spends them last. This allows the Sanam to feed from his ghouls directly to reclaim the traits or to reclaim them via Rabal 2 or Ralab 3.

This Devotion costs 15 Experience Points to learn.

Body Replenishment

Animalism 3, Arachnos 5

The Araña is able to call nearby mundane spiders to replace wounded flesh. To use Body Replenishment, the Araña first assumes Body of the Swarm and spreads herself out over as large an area as she can. As she slowly reforms, other nearby spiders are drawn into the swarm and become part of her coalescing flesh.

The replaced flesh often looks slightly different than the original flesh. This unusual side-effect allows the Araña to add successes from this devotion to disguise rolls so long as the disguise is not a specific person. The Araña may maintain this "disguise" indefinitely until such a time as she may use this power specifically to revert to her original form.

Cost: 1 Vitae (plus the cost to enter Body of the Swarm)

Test Pool: Presence + Animal Ken + Arachnos

Action: Special. The process of reforming with new swarm members requires one full hour.

Draw Results

Failure: The Araña fails to absorb sufficient additional spiders to have any affect.

Success: The Araña summons enough spiders to replenish her flesh. Each success heals a wound level of damage – even aggravated – by replacing the tissue entirely.

Suggested Modifiers

Modifier Situation
+1 to +3 The vampire is in a natural environment known to have plenty of spiders. A typical undeveloped acre of countryside usually contains over a million individual spiders.
–1 to –3 The vampire is in an area that is not likely to have many spiders close by (many modern buildings are built with safeguards against intruding insects, such as a slight overpressure that blocks insects from coming in through open doors).

This Devotion costs 24 experience points to learn.

Bone Knuckles

Protean 3, Vigor 2

Focusing on Channeling his Super natural strength through his hands into pinpoint strikes the kindred is able to shatter bone as easy as tearing paper. Kindred strive to maintain the masquerade this is an alternative to using aggravated damage claws.

Cost: 1 Vitae to grow bone knuckles and vigor must be active.

Dice pool: N/A

Action: reflexive

Bone grows over the knuckles of the kindred. He does +1(b) damage with his fist.

Bone knuckles cannot be used with claws of the wild.

Fighting styles can not be used in conjunction with this devotion.

After first hitting an opponent doing at least 1 bashing (Apply all normal rules for striking an opponent, e.g called shots) then the Devotion's user makes an activation roll

Roll: Wits + Athletics + Vigor - Opponent's stamina.

With at least one success on the activation roll the bone under the target's skin is broken dealing 1 non-bleeding lethal and a cumlmalative -1 (not exceeding a -5) is applied to physical test pools for the scene or until the lethal is healed.(The bone broken is relative to where the target is hit, e.g hitting a person in the arm will break the arm.)

This negative does not apply to any pools that do not have a test pool (I.E. defense or movement)

( This does not allow the kindred to do more damage then his damage cap- if the kindred does more damage then his cap allows simply break the bone and make one of the damage lethal, the excess bashing is lost.)

Vigor has to be active and is not added to the test pool to hit the opponent when used for the devotion.

Vigor counts towards no other test pool in rounds where it is used to shatter bone.

Mortals wounded in this way must receive medical attention to properly fix the bone.

Kindred can spend blood to heal lethal as normal but until they heal the lethal (broken bone) they suffer from the side effects.

Also any other form of supernatural healing fixes the bone.

Damage from the broken bone is non-bleeding lethal.

This Devotion does not appear supernatural in Nature although if some one notices the knuckles they may suspect something is out of the ordinary, but wearing gloves can easily hide the knuckles.

This devotion will cost 15 experience to learn.

Branches of the Bloody Family Tree

Auspex 1, Cruac 3

This devotion draws on the innate connections of the blood and forces them outward, increasing a vampire's sympathetic connections to their extended family for a short period of time. Invoking this Devotion calls on the Blood Sorcery of the Acolytes and melds it with increased perceptions of Auspex, bringing the Kindred closer to their relations. Success allows the invoking Kindred to feel Blood Sympathy further out in every direction, but allows the vampires so targeted to feel them right back.

This power costs 1 Vitae.

Test Pool: Manipulation + Occult + Cruac - (2 per step desired)

Action: Instant

As an example, normally a Kindred can feel their Sire, Grandsire, Childer, and Grandchilder. Success with a –2 penalty would allow a Kindred to feel those, as well as their Great-Grandchilder, Great-Grandsire, their Sire's Childer (Broodmates), and Grandsire's Childer (Aunts and Uncles), and gain all the normal benefits and drawbacks of Blood Sympathy. Wise Kindred use this power sparingly, as many Kindred don't like their extended family forcing their connection upon them. This power follows the Subtle Duration chart on page 379 of the MET Requiem book.

This power costs 15 experience points.

Breaking the Bonds

Web 3, Auspex 1, Carthian Status 1

When the Invictus agreed to ransom the secrets of the Lynx bloodline as ransom for one of their nobles, they had not envisioned that the Carthians would use those secrets to undo the very tools that the Invictus use to maintain their pyramid of enforced servitude. This devotion was developed by one of those Carthian Lynx, and has been used to aid in the defection of some of the most reknown Invictus to ever leave the shackles of their oppressors behind.

Cost: 1 vitae

Test Pool: Intelligence + Occult + Web

Action: Instant

This power may only be used upon a willing target who possesses at least one dot of Carthian status, though it may be used on a new recruit as they gain that first dot of Carthian status. It will also fail automatically on any target who possesses one or more dots of Invictus status, unless used as they relinquish all dots of Invictus status.

For each success in activating this power, one Invictus oath that the target is a party to is entirely negated. If breaking a negated oath would normally have some effect, those effects are entirely canceled. If this power is used on a target as they gain their first dot of Carthian Status and/or relinquish their Invictus status, then this power will take effect and negate oaths prior to any oaths reacting to the change in status dots, protecting the target from their oaths as they join the ranks of the Carthians.

If the user of this power does not achieve enough successes to cancel all oaths, the target may choose which oaths are negated. If submitting to this power would be considered a violation of any oaths that were not negated, then the target would suffer the consequences of breaking any of those oaths as normal.

When an oath is negated through the use of this power, all parties to the oath are immediately aware that the oath has been broken. It is not clear how or why the oath was broken; for oaths that normally provide this information when broken, the feeling is identical to what would be expected. There is absolutely no indication that the breaking of the oath had anything less than the normal consequences of breaking that oath.

The use of this power inflicts a cost upon the target that is held at bay only through the collective willpower of the Carthian Movement. Some theorize that the origins of this support are similar to the metaphysics of Carthian Law. In any case, should the target cease to have Carthian Status for any reason before one year has passed for each oath successfully negated, the target will lose one permanent willpower dot per oath negated and immediately suffer all of the normal effects of those oaths being broken without the protection of this power.

This devotion costs 12 experience points to learn.

Brushstroke Buff

Cruac 2, Resilience 1

Wren has always been an artist, and an armor maker. With the application of blood and blood magic, wren has found a way to take the statement "Creation is power" to another level.

Action= Extended (Special see below)

Cost = 1 Blood

Duration = Resilience level of caster in Hours. EX. Bob has resilience 3, and paints chainmail on himself. It will last for 3 hours.

Dicepool = Stamina + Crafts + Cruac

When this power is activated, the caster takes blood and various inks to paint armor onto a subject or himself. When the project is complete the project dries and is empowered through the blood magic of Cruac and the Resilience of the blood. The user then gains an armor bonus equal to that of the style armor that was painted on them. So someone who has a plain bullet proof vest on would gain the benefits of a normal bullet proof vest. The benefit of this armor is that it does not have the penalties of being as bulky or interfering with movement removing 1 from all penalties associated with any armor chosen.

So for for example you could paint someone up in Plate Mail (3/2, -3 to Speed, -3 to Initiative) it would be (3/2, -2 to Speed, -2 to Initiative).

When successfully activated the blood-paint would settle onto the skin like a tattoo, unable to be rubbed off or washed off. When the time limit expires, the tattoo would become a coating of ash that would have to be wiped or washed off.

Successes required = Highest rating of armor. So 2/3 armor would require 3 successes. Each Draw represents 5 minutes.

This power would NOT stack with normal armor.

This power could NOT be used to create custom types of armor, all armor painted would have to mirror the bonus from World of Darkness selections

Per global ruling these tattoos could not be hidden with obfuscate

This power costs 9 experience points to learn.

Buddha's Palm

Resilience 3, Protean 3

By coating his palm in magical Vitae, the user of this power may transfer some of his serenity and inner strength to another. After touching his palm to the willing subject, the blood transfers and becomes a stylized red tattoo of a palm. In addition to a feeling of peace and serenity, the recipient also gains some of the user's fortitude, for a time.

Cost: 1 Vitae

Action: Instant (Possibly Extended)

Draw: Unmodified Stamina + Survival + Resilience

Success: For the duration of the power, the user loses access to dots of their Resilience equal to successes on their draw. Their Health and Stamina decrease as expected. Their willing target, however, gains Health levels equal to the dots sacrificed. This transfer lasts one hour per success on the initial draw. If desired, the user may spend more vitae during the initial activation and make more challenges, one per action, to extend the duration one hour per success. During activation the user may choose to limit the duration to a length less than the number of successes gained. Note that the tattoo should be in a visible place as the skin it is on becomes very sensitive, and clothing rubbing against it is uncomfortable for the wearer. A target may benefit from multiple applications of this power, but may not gain more than 5 health levels from Buddah's Palm, no matter what sources they come from.

This power costs 18 XP to learn.

Bureaucratic Efficiency

Dominate 2, Gilded Cage 2, 'Green Light' Ritual

If buildings are the bones of a city and its people the muscles, then it is the paperwork that is its neural system. Paper work makes the world go round. Orders are given and executed based upon the written word. Buildings rise and fall, mortals are shuffled about or put to death, cargo is freighted about all based upon paperwork. A mason who understands these neural pathways of the city can combine his working knowledge of transportation within the city with his ability of command to move paperwork through the city with alarming alacrity. Enchanted paperwork will never get lost or misplaced. It will always appear on the top of the pile to be processed, and those who handle it have an unconscious desire to process it.

Cost: 1 Willpower Point

Dice Pool: Wits + Politics + Gilded Cage

Action: Instant

Results

The vampire enchants a set of paperwork. This is any body of paperwork all devoted to the same singular purpose such as paying one's taxes or getting a corporation approved for 501(c)(3) status.

This paperwork will move through the bureaucratic channels faster than normal. Any such paperwork will be processed in one-fifth the normal time it would take. Weekends and holidays will still slow down the paperwork as they normally would.

If the paperwork would accomplish something that the person or agency processing it would normally not approve, but is still within the normal parameters of the paperwork (e.g. a motion for the release of a suspect without bail), then the reviewer may make a Resolve + Blood Potency (if any) check against the successes obtained on activation. Only if the user of Bureaucratic Efficiency gains more successes does the paperwork continue through the process approved.

Bureaucratic Efficiency does not allow paperwork to perform actions outside of its scope (e.g. paying off your credit card bill cannot get the governor to pardon a prisoner).

Where Bureaucratic Efficiency can force through actions that a person or agency may not normally approve it does not impact the surrounding infrastructure in the same way. The rest of the world moves as slowly or as quickly as it normally would. So where this power may cause a haven to be seized through eminent domain its effect will end there. Notices would not be stopped from going out, the bureaucratic appeal process would not be side stepped, and bulldozers would not simply appear the next day to destroy the haven as a result of using this power to push through an order for eminent domain.

While the devotion moves paperwork more quickly through the system, use of this devotion does not provide the user any additional downtime actions. Normal rule and limitations for the number of downtime actions allotted to a character still apply.

Those examining the affected paperwork's aura will be able to tell that it is enchanted.

The effect lasts until the paperwork finishes going through the system.

The devotion costs twelve (12) experience points to learn.

Call of the Blood

Majesty 3, Protean 1

The creator of this devotion developed this ability due to his own experience with vitae addiction. Using the blood altering powers of Aspect of the Predator, he instills the attraction of Entrancement into his own vitae. The result is that the normal blood bonding process that occurs whenever anyone drinks his vitae is supernaturally augmented.

Cost: 1 Willpower, 1 Vitae

Test Pool: Manipulation + Persuasion + Majesty

Action: Instant.

Failure: The character fails to sufficiently sweeten his vitae.

Success: The activator instills the power of Entrancement into his own vitae for the rest of the evening. In addition to the normal bonds that form when drinking vitae, blood augmented with Call of the Blood instills a deep sense of purpose on behalf of the activator that resonates in the recipient's vitae. For the rest of the evening, up to a number of times equal to the number of successes drawn on Call of the Blood, any time the drinker spends a vitae to activate a power at the request of the Activator or for a purpose that benefits the Activator, he may add the Activator's dots in Majesty as a bonus to any test pools. This has no effect on powers that do not have test pools, such as Celerity.

Note that Call of the Blood *only* grants this bonus when the drinker goes further into the viniculum to the activator. Once they are fully blood bound (three steps to the activator, or two steps if three steps to someone else) it no longer works.

This power costs 12 experience points to learn.

Calling the Spear

Vigor 1, Theban 1, Celerity 1, Cannot be Taught

This devotion allows the user to create a Great Spear called from the blood in order to defend the faith and smite enemies.

Cost: 2 Blood, 1 Willpower

Activation: Intelligence + Academics + Theban

Action: Instant

Duration: 1 Scene

Upon Success the caster pools blood on the floor from a cut wrist, the amount totaling 2 blood which is the cost paid.

A large ashwood spear of exceptional size and quality then rises from the pool of blood, soaking up all of the blood when doing so. The caster is the only one who can wield this weapon and any others will find the weapon too heavy no matter what statistics are applied.

As an instant action the caster can retract the weapon into himself, or call it to his hands; he is not required to physically carry the weapon around. When the weapon is returned to the caster, or called to his hands, the spear is unraveled or created by many filimants of blood that either retreat into the casters wrist or weave together creating the spear. This action does not grant the user 2 traits of blood, nor does it cost the user 2 blood to wield the spear again so long as the action lies within the duration of the devotion.

People with Auspex activated may make a test to detect the use of this devotion using Wits+Occult+Auspex and must beat the number of successes used to activate this power.

The weapons ratings are below.

Great Spear

Traits: 5A

Size: 5

Special: +1 Defense fighting Unarmed opponents
Special: This weapon is capable of staking vampires
Special: This weapon requires two hands to weild
Special: This weapon can strike spirits
Special: This weapon is unbreakable

This power costs 9 experience points to learn.

Calm Mind of the Hunter,

Protean 4, Resilience 3

The true predator must maintain focus despite any distractions. To fall prey to the rush of blood that a potential kill brings is, all too often, to lose that kill. Such composure must be integral to the hunter's being, combining an understanding of beasts and predators attained through knowledge of the higher levels of Protean, and an ability to take facets of the physical toughness of Resilience and impose them on a mental basis. With practise and self imposed discipline, a kindred can balance the lust for blood with the calmness needed, allowing them to more effectively remain calm in the face of difficult situations.

Cost: 1 willpower

Test pool: Composure + Survival + Resilience

Action: The PC must meditate for 10-15 minutes prior to entering play, spending the willpower, to activate this devotion.

Duration: 1 night

Failure: The willpower is spent but no benefit is gained.

Success: Successful activation of this devotion provides greater benefits from the expenditure of Willpower when resisting attacks on their Composure. When spending Willpower to boost resistance pools (MET p178) that include the Composure attribute, this devotion provides Kindred with a +5 bonus rather than a +3 bonus. It provides no added benefit to non-Composure based resistance pools.

Effects of this devotion cannot be stacked with the Cruac ritual Sacrifice of Odin.

This devotion costs 21 experience points to learn.

Castigation

Majesty 3, Protean 3

There comes a point in the hunting of a potential diablerist when nothing becomes else becomes as crucial as confirmation. Castigation is a Devotion that provides confirmation with absolute certainty. When successfully used on a diablerist, the sinner is overcome by their crime, vomiting forth a thick, vile solution of stolen vitae and wracked with an internal pain. When used on one innocent of the sin, the user is instead inflicted with a sharp pain, both a punishment and a confirmation and is left, for some time thereafter, in pain. Castigation is a taxing power and one that cannot be used often, and it's use leaves a mark rendering the user's eyes a dark, crimson red for some time thereafter. Use of this Devotion is almost always a breach of the Masquerade, but that does not make it any less an effective or important tool in the arsenal of a diablerie hunter.

Cost: 1 Vitae and 1 Willpower

Test Pool: Presence + Intimidation + Protean versus target's Composure + Blood Potency

Action: Instant

Draw Results

Failure: The power fails to function and the Willpower spent is wasted, but the user is aware of the Devotion's failure.

Success: If the power is used on a Vampire who has committed diablerie (whether in back-story or during play) either since the last time the character was in torpor for longer than one year or recently enough to still have the black streaks in their Aura (whether or not they would actually show), the target is affected for a number of turns equal to their Blood Potency, those with greater Beasts (stolen or otherwise) are more greatly affected by Castigation. On each turn, the target vomits forth one point of Vitae, which is thick and black from the sin of diablerie, and is unable to take any action. They still subtract their Defense from all incoming attacks as normal and the Vitae they expel does not count towards their per round expenditure limit, so they may spend Vitae to activate Celerity (only for further penalizing incoming attacks of course) or heal damage. They are incapable of taking any actions that would require an Instant action or of performing any powers of transformation as the pain is too great to allow for even the briefest of concentration needed. Castigation can only be used successfully against a given target once per scene or hour.

If the power is successfully used on a Vampire who has never committed diablerie, the user not the target is inflicted with a tremendous pain roughly equivalent to a severe migraine, suffering a -1 penalty on all challenges for the rest of the scene and unable to spend Willpower for the same duration. The prospective target feels nothing, and is unaware of the power's use.

Use of Castigation is incredibly taxing on the user, and it can only be used successfully once during a given scene or hour. Additionally, the user's eyes fill with blood, giving them a crimson (and obviously inhuman) look for the rest of the scene or hour, whether or not the target was a diablerist. The user suffers a -2 penalty on all Social tests, other than Intimidation which enjoys a +2 bonus, for the rest of the scene whenever their eyes are visible.

This Devotion costs 18 experience points to learn.

Center of Attention

Vigor 2, Majesty 2, Nightlife

Cost: 1 Vitae & 1 Willpower

No roll to activate.

This power lasts for one scene.

A more potent form of Nightlife, this power taps into the primal instinct of the mortals in the scene with the Succubus, enabling their namesake for the scene. Regardless of the preference of the Succubus, for the remainder of the current scene, members of the opposite sex find the Succubus irresistible. Members of the same sex have an inverse reaction, finding the Succubus repulsive or offensive.

Mechanics:

A succubus will receive a +3 modifier for the purposes of initiating intimate encounters with members of the opposite sex. They receive a -3 for members of the opposite sex. This power does not allow the Succubus to force a mortal into a dangerous situation or any mental control. It only make the Succubus appear as the perfect sexual match to the mortal.

The Devotion costs 12 xp to learn.

Chain the Muse

Auspex 3, Majesty 2

The stagnant nature of Kindred kind bars them from expressing themselves in any manner which may truly be deemed 'moving'. Works of art appear eerily beautiful, yet fully devoid of emotion. This decidedly pronounced void of emotion is unable to truly be overcome within the hearts and soul of a vampire. However, with the assistance of his mastery over certain disciplines, Kindred may literally 'leech' creativity from a living mortal and infuse his or her own works with a stolen spark of creativity.

Cost: 1 Vitae

Dicepool: Manipulation + Empathy + Auspex – Composure

Action: Instant

By locating a mortal who clearly possesses some sort of spark of creativity, a Kindred may use this devotion to harness that human's creativity for his own devices. The Kindred must have the mortal in a situation that would normally enable him to activate the Revelations ability of the Majesty discipline. With a single resisted draw, the Vampire 'leeches' the creativity of the mortal for an amount of time equal to 1 day, plus one day per success.

Mechanically, the vampire obtains a bonus to mundane (non-supernatural) Expression or Crafts draws (relating to artistic expressions such as oratory, painting, sculpture, etc) equal to the mortal's Expression or Craft skill (whichever skill is relevant). This bonus lasts for a number of draws equal to the successes achieved on this devotion or a number of nights equal to the successes achieved on this devotion, whichever comes first.

While suffering from the ill-effects of this devotion, a mortal feels uninspired and emotionally hollow. They are unable to muster the creative energy to create any significantly stunning works of art (mechanically, the human does not receive his dots in either Crafts or Expression, whichever, is targeted by the vampire, for the duration of the power).

When employing the borrowed inspiration, a vampire's words or paint-strokes inflict a mood or emotion appropriate to the mortal he has leeched creativity from.

Suggested Modifiers:

+2 The power is used while the artist is currently engaged in creating art
+2 The Kindred has used the Auspex discipline of the Spirit's Touch at least 3 times on works created by the subject within the last calendar month
-3 This devotion has been used on the subject once within a calendar month
-2 The artist is experiencing writer's block or a similar problem

This devotion costs 12 Experience points to learn.

Chimera

Nightmare 4, Protean 4

Created by a member of the Ordo Dracul, this power shows that evolution can exist in many different aspects. The vampire transforms themselves into a frighteningly monstrous beast terrifying to all onlookers. The vampire possessing this power has truly mastered the shifting of their body with a bestial or inhuman shape.

Cost: 1 Vitae

Dice Pool: Presence + Intimidation + Nightmare v.s. Composure + BP

Duration: 1 Scene or Hour

Action: Instant

Activating this power causes the user to manifest multiple animal traits, creating a fearsome appearance. One animal trait is manifested per success on the activation roll, which gets a +3 modifier if arcane vitae is spent to activate the devotion. If the onlooker fails to resist, their actions against the user take a penalty equal to the difference in successes between the two draws.

This power costs 24 experience points to learn

Claws of Spirit

Protean 3, Auspex 3

Through the practiced sensing of ephermal things, mixed with the dedication of changing ones form, the shapeshifter has learned to alter the Claws of the Wild that he has learned and insted shape his claws into claws of spirit, able to interact and harm with spirit beings.

Cost: 1 Vitae

Action: Reflexive

Test Pool: Stamina + Occul t+ Protean. The ghostly smokelike claws grow by silent act of will on the part of the vampire, and they can be sprouted from both a vampire's hands and feet as desired.

Imbued with the power of Vitae and dedicated skill, one can shape claws made of spirit that can interact and effect beings in twilight, though are as intangible to physical bodies as any other being in a twilight state. Additionaly these vicious weapons offer a +1 bonus to attack pools in unarmed close combat, and they inflict aggraated damage upon beings in a twilight state that could normaly be touched by other twilight beings. (example: a vampire using the discipline Twilight Projection wouldn't be effected by the claws for they are immune to physicaly being effected by twilight beings, but a ghost or spirit in twilight would be effected.)

The laws remain for the entire scene, though the vampire may retract them prematurely. Characters may not use Claws of Spirit with Fighting Styles. Characters may not use Claws of the Wild with Claws of Spirit, activation of one negates the use of the other.

This Devotion costs 18 experience points to learn.

Cloak the Rage

Obfuscate 3, Coil of the Beast 1

Sometimes one doesn't want others to know that they almost frenzied. This devotion is intended to hide the fact that almost frenzied.

Cost: None

Test Pool: Intelligence + Stealth + Obfuscate

Action: Reflexive

When you activate Coil of the Beast 1 and you get any successes with this power, no one sees that you almost frenzied. This power only works when using Coil of the Beast 1

A user of Auspex can see through this power as per the "Clash of Wills" rule pg. 159 of MeT Requiem book.

If the user of this power alredy has "Mask of Tranquility" active there is a +1 to the pull to activate this power.

This power costs 12 experience points to learn.

Cobweb Seal

Arachnos 2, Cruác 1

The Araña weaves mystic energies into the blood that makes up her spinneret webbing allowing her to sense if it's disturbed.

This devotion is commonly used by Araña to guard their havens, but can also be used to send extremely rudimentary pre-arranged messages.

Cost: 1 Vitae (in addition to any costs for Spinnerets)

Test Pool: None

Action: N/A

When an Araña spends a point of willpower to make her webbing more durable (see Arachnos 2), she uses her knowledge of blood magic to enchant the vitae being turned into webbing in such a way that if it is ever disturbed or broken she will sense it over any distance. This magical signal is strong enough to wake her from slumber during the day as if she had automatically succeeded at the Wits (+ Auspex) draw. All other effects of waking during the day still apply.

This Devotion costs 9 experience points to learn.

Codex Mathematica

Hermeneutica 2. Auspex 1

Cost: 1 Vitae

Test Pool: Wits + Occult + Hermeneutica

Action: Instant

The creator of this power developed this Devotion to make the Ars Mathematica Language a more secure form of communication against supernatural efforts to understand it.

With a successfully activation, an Ambrosean can use the value of a nearby object or individual as a key for encoding spoken or written communication with other bloodline members who know Ars Mathematica. Those members understand the communication (and can respond in code as well, if they activate this Devotion), but anyone else cannot follow it. Supernatural efforts to understand (using powers such as Telepathy or Mind Arcana, for instance) may utilize the standard Clash of Wills to discern the true nature of the conversation, at ST discretion, although often with the nouns or verbs of the topic randomly changed. For example, instead of finding the Ambroseans are talking about 'killing the Prince,' Telepathy reads that they are talking about 'flying the Prince' or 'killing the fish.'

The Ars Mathematica Devotion cannot be taught to anyone not of the bloodline. Once activated, the ability to speak the Ars Mathematica lasts for the night.

This devotion costs 9 experience points to learn.

Confronting the Beast

Animalism 5, Dominate 5

When a Vampire begins to lose their Humanity, they are losing control and power over their Beast and their understanding of what it was like without it's pull. Some can not fathom what it would take to claw their way back to some semblance of Humanity, while others rather not think of it. Perhaps the best way this can be achieved, is with an almost divine intervention, where man meets beast.

By the power of the Willworker, the Beast is ripped away and placed within the body of a mortal. At this point, Man may now interact directly with the Beast, and learn to return their power over it. While not the most pleasent of experiences, it is the slap in the face that is needed to better understand exactly how far they can fall. After the experience, many keep the events private, though it is not unheard of for someone to share.

Almost expected, this power has no effect over those with higher standards of Humanity. Perhaps they have a better understanding and power over their Beast, or perhaps there is little to no weakness that can be exploited. Regardless, this has been used as a tool to regain Humanity, not find Moral Divinity.

Cost: 1 Willpower For Activation, 1 Willpower to end the power before the duration is over.

Test Pool: Intelligence + Empathy + Animalism - Subjects Humanity; Intelligence + Expression + Dominate vs. (10 - Subjects Humanity)

Action: Instant; Contested (Resistance is Reflexive)

Duration: One Scene or One Hour (Whichever is less)

This power requires that two tests be made.

The purpose of the first test is to "steal" the Beast from the Subject, and in turn, place the Beast in a Mortal Vessel. Neither the Subject nor the Mortal needs to be willing. Please note that the User's Test Pool is reduced by the Humanity of the Subject. Thusly, the lower the Humanity, the easier this power is to use. If the Willworker acheives one or more successes, then the Beast has been "stolen" and placed within the Mortal Vessel, and they must continue onto the second test. Otherwise, the whole power fails.

The purpose of the second test is to "control" the Beast while it is inside the Mortal Vessel. This is a Contested Challange against the "strength" of the Beast, which is 10 minus the Humanity of the Subject. Thusly, the lower the Humanity of the Subject, the harder it is to win "control the Beast. During this time, the Beast is disoriented for the challenge, and does not have an action. Use the following guidelines to determine the outcome:

If the Willworker scores more successes, then the Beast is forced to sit and speak to the Kindred from whom they were stolen from for the duration of the power. The Beast can not directly injure or endanger the Mortal Vessel in anyway, as well as attempt to injure anyone or anything around it. Also, the Beast may speak freely to their Kindred Counterpart, such as but not limited to: lying, tempting, decieving, yelling, telling secrets, etc.

If the Beast scores more successes, then the Beast is free to do as they please within the Mortal Vessel. He may attack himself or others, speak freely, and even try to escape. Unless measures are made, the Beast will roam free for the duration of the power. Such measures can include but are not limited to: Physically binding the Mortal Vessel, uses of Disciplines or Rituals, or even destruction of the Mortal Vessel.

Regardless of the outcome of the second test, the supervising Storyteller shall portray the Beast now within the Mortal Vessel. The Beast has access to any skills and equipment that the Mortal Vessel had, and has absolutely no access to any Vampiric Disciplines, Devotions, or Rites.

While the Beast is "stolen", the Subject experiences two conditions. First, they will act and feel as if they have returned back to Humanity 7. Depending on many factors, this may prove to be a large change for the Subject. Secondly, the Subject will no longer feel the pull and push of the Beast within them. Whether this brings a feeling of relief or a feeling of emptiness is up to the Subject, though any other feelings can also exist.

Once this power has completed, by the end of the duration or the Willworker spending a Willpower, the Beast is returned back to the Subject. The Subject regains all conditions of Humanity and the presense of the Beast as previous to the power, though they remain fully aware of the whole experience. The Beast itself will also recall the whole of events, and if "stolen" again at a later point, will be aware of what previously occured. The Mortal Vessel experiences the same fugue associated with Possession, not fully remembering anything involved, once the power has completed.

If the Mortal Vessel is killed before the power is ended, the Beast forcably returns to the Subject, who must now test against frenzy at a Difficulty of 10.

Notes:

This power costs 25 experience points to learn.

Connective Inquisition

Auspex 3, Blood Seeps Slowly, Sanguine Inquiry

This devotion was developed as part of Project HEMONANCE, a scientific research group devoted to cataloging vampiric hematology and genealogy. Based on the principles of the devotion Sanguine Inquiry, Connective Inquisition was developed to further specialize the investigative techniques available to the Project HEMONANCE researchers.

Sanguine Inquiry focuses on overall classification of Kindred vitae and gives general information about its characteristics such as forensic information, blood potency, bloodline, and avus information. Connective Inquisition focuses these techniques to reveal information specifically about the vinculum.

Unlike its parent devotion, Connective Inquisition cannot be used on a blood sample that has been exposed to the air for a long period of time. The testing must be done within a scene.

Cost: 1 Vitae

Dice Pool: Intelligence + Occult + Auspex

Action: Instant

Roleplaying: Light trance state. The character is dimly aware of surroundings, but she cannot move, speak about anything other than the readings being received, or use other Disciplines without breaking the trance.

Draw Results

Failure: Failure indicates that no readings are able to be adequately perceived.

Success: Success yields a degree of understanding of the innate signature of the vitae's make-up, and allows for the user to discern information about the vinculum ties embodied in the blood, see the chart below. Generally speaking, one solid fact or property is recalled per success, though this can be adjusted as the Narrator desires.

Also note that specific information is learned based on collected comparative tracking; while individuals have unique "signatures" the knowledge of these signatures does not grant one knowledge of the vampire's identity. Only through comparison and matching signatures can one create a library of classifications.

Success Chart for "Connective Inquisition":

NOTE: If the blood being sampled is of the same clan as the user of this devotion, then the user gains one additional success so long as at least one success was gained via test pool and draw.

Modifiers:

+2 Power is used to investigate vitae from a vampire with whom the user has a blood tie (see MET:Requiem p. 228)
+1 The character has used Sanguine Inquiry on the blood before
+1 The character has drawn a psychic impression from the vampire before
+1 The character has investigated the vitae successfully before
-1 Target vitae sample is less than a full point
-3 Target vitae being investigated amid a fight or other stressful circumstance.
-3 Target vitae sample is less than 1/2 of a full point
-5 Target vitae sample is less than 1/4 of a full point

NOTES:

Storyteller discretion is necessary for testing (or penalties proscribed therein) for any sample less than 1 point of vitae.

This Devotion costs 12 experience points to learn

Controlled Burn

Celerity 5, Coil of Blood 1

Using the theory that the need for blood can be slowed and that force is merely mass*acceleration n15r0c has come to the conclusion that if you can reduce your acceleration you could in theory reduce the force required to achieve great speed

Roll: Composure + Athletics + Celerity

Cost: 1WP per use

Effect: User may sacrifice 2 levels of celerity for additional turns utilising celerity for the cost of a single blood. Example n15r0c has celerity 5 he could have one turn using celerity 5 or sacrifice 2 levels and only use celerity 3 but the duration would be 2 turns instead of the normal 1 or sacrifice 4 levels and gain the benefits of Celerity 1 for 3 turns

This Devotion costs 18 experience points to learn

Courtier's Tongue

Dominate 2, Majesty 1

It is said that the truth will set you free, but most Kindred would not bet on that outcome. The appearance of truth, however, is always of vital importance at court. This Devotion which allows lies to pass as the truth is ancient, probably going as far back as the Camarilla, but fell out of favor after (it is believed) the execution of any Kindred known to use it by the Invictus' Emperor of the Night. Today, it survives as a secret tool handed down carefully from sire to childe within various bloodlines. Used with discretion, the Courtier's Tongue has kept many a Kindred from the executioner's block when the truth would have damned him.

Cost: 1 Willpower point.

Dice Pool: Manipulation + Subterfuge + Dominate vs. target's Resolve + BP. When using this against multiple targets, use target with highest Resolve + BP to represent the entire group.

Action: Instant. Each activation lasts for a scene.

On a successful activation, the user appears so honest that the target(s) implicitly believe what the user says. This effect is adaptable to different situations because the target's mind rationalizes his feelings to reflect his knowledge: when the target knows that the user's facts are untrue, he believes the user to be misinformed but still honest in intention; even when the user is the target's enemy or has a reputation for dishonesty, the Devotion's power makes the target believe that he is witnessing an uncharacteristic moment of sincerity or that the user has experienced a change of heart. The target does not need to like what he is told or even the person who is speaking, but he will believe them. The strength of this effect is even enough to cloud the perceptions of an Auspex user reading his aura; if the user of this Devotion scores more successes or a tie on the Contest of Wills, the Auspex user convinces himself that he is seeing proof of the Devotion user's truthfulness.

This power has no effect over a telephone, on a recording, or through any other means of transmission; it is the user's up-close force of personality that causes the effect and may only be attempted on a given target once per scene. Once the scene ends, the targets continue to believe their perceptions while under the effect of this Devotion, but the deep conviction wears off (this is not so much an effect of the Devotion as it is the simple fact that people do not like to think they have been fooled). However, if new information presents itself, he will not hesitate to believe that the user lied. In addition, the use of this Devotion does not actually change the way someone feels about the user; while they may believe that a notorious liar broke down and told them the truth, this will not make them any more likely to trust the user in the future.

This power costs 9 experience points to learn.

Crushing Blow

Vigor 2, Resilience 2

Many martial artists practice their techniques by striking boards and other hard surfaces. They focus their power and will into a single destructive, crushing blow. Though breaking boards can be a demonstration of a fighter's ability, the same techniques can be used to remove physical, immovable obstacles. D.M. combined this with his already potent strength in order to find a way to break down barriers that normal humans cannot.

Cost: 1 Willpower per attempt

After activating Vigor, a vampire with Crushing Blow may treat the Durability of his target lower by a number equal to his levels in Vigor. Targets can only be inanimate objects, such as walls, doors, and wooden crates; Crushing Blow cannot be used on living, or unliving, creatures. If the vampire does not destroy the item on the first attempt (when all Structure is lost), then the vampire may continue to damage the item, however each successive attempt requires 1 Willpower expenditure if he wishes to lower the Durability. This power is also subject to the same limits of aggravated damage found in p. 187-8 in the MET Corebook.

Example 1: Nappy Nos attempts to break open a Wooden Crate. The Wooden Crate has a Durability 1 and Structure 5. Nappy Nos has Vigor 2. He activates Vigor and then takes a swift kick at the box. He spends a Willpower to lower the Durability. He gets two successes on the appropriate test and the box's structure is now 2. Nappy spends another Willpower for another kick to again ignore the Durability. He gets two more successes and the box is broken open.

Example 2: Nappy Nos is now trying to break down a metal security door with Durability 3 and Structure 8. Nappy Nos has Vigor activated, and now tries to break down the door. He spends a Willpower for the attempt and can now treat the door as Durability 1. Nappy Nos gets three successes, which overcomes the door's effective Durability 1, and now lowers the Structure by 2, for a total of 6. Nappy can continue to beat down the door to whittle down the Structure, but he must spend a Willpower point each time he wants to lower the Durability.

This power costs 12 experience points to learn.

Crypt Keeper Glass

Spoiling 3, Resilience 3

Cost: Variable (5 or more Vitae)

Draw special (see text)

By activating this devotion your blood can be mixed with sands to make a glass which is as strong as steel. This mixture can be used to create items that are normally made out of metal. Iron Gates could be made from glass, which would also have the strength of steel.

The amount of blood required for the mixture is based on the size of the item. The cost is equal to the size times five (no item costs less than five traits of vitiate). Draws are made based on Crafts + Dexterity, each draw equals four hours of work, you must get a number of successes equal to the size of the item plus one. You may take breaks and spread the work out over time. Once you have accumulated the required number of successes the item is finished. No single item created by this power may exceed man-size (size 5).

All metal items (in whole or part) in the MET book (pages 232-234) can be crafted from crypt keeper glass. These items will require a low approval number to be inplay.

This material may not be used to create items with moving parts.

Should one find themselves transported to the Spirit Realms items constructed from this material will accompany the user even when other mundane items do not.

This power costs 18 experience points to learn.

Curse of the Hag

Nightmare 2, Cruac 3

Vampires are cursed to struggle between the beast and man. As their humanity wanes, they become more monstrous and find dealing with mortals hindered. Through the hexing powers of Cruac and the subtle fear of Nightmare, a vampires monstrousness and inhumanity can be brought to the surface and heightened. They become unable to hide their inhuman nature and find that it interferes not just in their dealings with mortals but with other vampires as well.

Cost: 1 Vitae

Test Pool: Manipulation + Empathy + Cruac vs. Composure + Blood Potency

Action: Contested; resistance is reflexive.

Duration: Till sunrise

Draw Results:

Failure: The character loses or ties the contested draw and the beast does not stir.

Success: The character wins the contested draw and the victim's monstrous nature is brought to the surface in an amplified manner. They take on some of the features of the hag, clearly looking inhuman, and may be considered to be a breach of the masquerade.

The victims test pool in all challenges of Empathy, Persuasion or Socialize is limited by their Humanity, whether they are dealing with other vampires or not. Those who have mastered Enliven the Face (Coil of Soul 1) are immune to this effect as they innately interact with mortals without a humanity penalty. This limitation does not apply to challenges to use disciplines or other supernatural powers that rely on these abilities.

The victim is unable to activate Blush of Health. If it is active, the victim immediately reverts to her vampiric appearance/nature. Those who have mastered Taste of Life (Coil of Flesh 2) are immune to this effect as they have a more innate understanding of Blush of Health.

The victim of this power gains a +1 bonus on all mundane Intimidation challenges for the duration.

This power can only be used on vampires and fails automatically if used on another creature type. The vitae spent in activating the power is spent regardless.

This power may only be learned by kindred of the Hag faction of the Circle of the Crone.

This devotion costs 15 experience points to learn.

Custodire

Auspex 3, Mortualia 2

When a ward falls into the long sleep, it is not always near the Libitinarius serving them. Custodire was developed to counter this problem. Custodire allows a Libitinarius to make use of the mystic connection provided by Internuntio to find a lost ward where ever they might be, allowing the Libitinarius to recover them and take them to their tomb.

Cost: 1 Internuntio Vitae (A Vitae from the target on which Mortualia 2 has been used)

Dice Pool: Wits + Occult + Mortualia

Action: Instant. This power is often activated from stored Vitae through the use of Alitum.

Roll Results -

Failure: The Vitae is wasted and consumed, and the Libitinarius is left with a confusing sense that the subject is in all directions, inflicting a -1 penalty to all Wits actions for 5 minutes as the Libitinarius must regain their bearings. The Libitinarius may attempt to reactivate this devotion in the future, if he acquires more of the necessary Vitae.

Success: The Libitinarius acquires a mystic connection to the target and a sense of his or her location. This sense lasts for a number of minutes equal to the success gained on the activation roll, and it acts like a compass giving a exact direction to the target, additionally the Libitinarius can also sense how far away the target is and a general sense of what is nearby to them (buried under the ground, surrounded by a dozen guards, etc) but may sense nothing further than a radius of (successes) yards from the target of the power.

In general the user may ask a single question about the target's surroundings per success ("Is he/she inside something?"). The questions should be about things the character could legitimately see if he was present at the location of the target "What kind of Car is he in?" is okay, but not "Whose's car is he in?" if the user wouldn't be able to identify the car's owner by just looking at it.

This power contests any mundane or mystic form of concealment using it's activation success (like Clash of Wills, or opposing the appropriate skill roll in the case of mundane concealment).

Example: Jamie uses this devotion and rolls 3 successes on the activation roll, his target Eric is currently under a Touch of Shadow (Obfuscate 1) effect of 2 successes. Thus Jamie pierces the obfuscate effect and locates Eric. Had the Touch of Shadow been a 4 success effect, Jamie would have failed and been unable to locate Eric (and perhaps supicious about what happened to him).

This devotion costs 15 experience points to learn.

Decoy

Obfuscate 4, Celerity 2

Masters of the Kindred discipline of Obfuscate know how to be ignored. With a raised eyebrow they can erase themselves from the perception of the weak-willed. Occasionally, though, oblivion isn't enough. Users of Decoy can literally leave a trace of themselves behind, drawing attention away from themselves long enough to take illicit action or flee the scene without alerting canny users of Auspex.

Cost: 1 blood.

Dice Pool: Wits + Athletics + Obfuscate - Resolve

Action: Contested

Duration: 1 round per success, Obfuscate remains.

Failure: The user remains visible, no decoy is created and they are aware that the power has failed.

Success: The user of this power vanishes, activating celerity at the same time and leaving behind an image, showing their last demeanor. This image remains for a number of rounds equal to successes scored on the activation roll and whilst it remains they must run at their full speed, making it impossible to use this power in an offensive way.

This power can only be used in dim light and/or shadows. The presiding storyteller is the ultimate arbiter of what constitutes this, but as a general rule most 60 watt+ electrically lit areas fall outside of its purview. The ST must make the decision AFTER the challenge has been made and the blood spent. If the ST considers the scene a 'well-lit area', then the character is treated as unobfuscated and can be seen without Auspex.

The decoy cannot interact physically with anyone or anything. Any attempt to interact with the decoy will cause it is dissipate immediate.

After the power ends the user is still under the powers of obfuscation. This power can be countered using Auspex - see Clash of Wills.

Modifiers:

0 Character vanishes before a single witness.
+1 Each witness after the fi rst present when a character invokes the power.

This power costs 18 experience points to learn.

Degrade

Dominate 3, Majesty 2

By talking to his victim, a Kindred can instil an addiction to a particular sinful act which the victim has committed in the past. The sin can range from drug use, transgressive or inappropriate sexual behaviour to Diablerie. The target must consider the act to be sinful or shameful.

The target must be engaged in some kind of voluntary social contact with the vampire for this discipline to be effective. Moreover while activating the power the particular sin in question must be being discussed.

Cost: 1 Vitae

Test Pool: Manipulation + Persuasion + Dominate versus Resolve + Blood Potency

Action: Contested

Failure: The attempt fails

Success: The target becomes addicted to the sin in question for one week per success differential.

When the victim has an opportunity to indulge their addiction, they must draw Resolve + Composure. A single success allows the addict to resist the temptation. The more one gives in, the harder it is to exercise self-control. Each time the victim gives into his addiction, subsequent attempts to resist temptation suffer a cumulative –1 penalty on the Resolve + Composure draw. Eventually, the victim's Resolve + Composure test pool drops to zero and a chance draw is all that's left. At that point, the victim is completely addicted. Not only does he have very little chance to resist, he doesn't want to.

In some situations the character might pull on greater reserves of self-control - after all, it is more dangerous to diablerise in the middle of court, than it is in a quiet backroom. The victim can gain a +1 to +5 bonus (ST call) to their Resolve + Composure, when fulfilling thier addiction would cause the character to put themselves in danger.

When the duration of the devotion has expired, the supernatural addiction ends. However, the victim may still continue indulging in the sin, particularly if they have routinised it within their lifestyle.

An individual can only be under the influence of one instance of the devotion at any one time.

This power requires eye contact, as per Dominate.

This power costs 15 experience points to learn.

Desecrate

Nightmare 2, Obfuscate 1, pure Nosferatu clan

Approval Requirement: Low Approval

Through Touch of Shadow, the Nosferatu learns to exert her power over inanimate objects. Through Dread, she learns to bring out a measure of the Beast's dark aura. Having mastered both, the Haunt can now spread that terror to a prized possession or protected artifact so that others will give it as wide a berth as they would the Nosferatu herself.

Cost: 1 Vitae per scene

Test Pool: Manipulation + Intimidation + Nightmare versus Composure + Blood Potency (The Nosferatu clan weakness does not apply to the user's draw.)

Action: Contested; resistance is reflexive

This power causes a sense of wrongness, unholiness, or danger to emanate from an affected object for the remainder of the scene. Anyone who attempts to interact with it must make a reflexive Composure + Blood Potency draw against the original activation's successes, or find themselves without the nerve to confront the evil before them. Failure means the character suffers a -2 penalty to all actions while in its presence. (Penalties are not cumulative with Dread or with other applications of Desecrate.) The resistance test can be attempted only once per scene.

As with Dread, a single draw can be made to represent a crowd of prospective mundane victims based on the highest resistance pool among them. Players' characters and important non-player characters should always test to resist this power individually. Desecrate cannot be used to target certain characters selectively, it affects everyone who sees the object or attempts to interact with it. Desecrate only works on unattended objects; it cannot, for example, affect a cloak that the Nosferatu wears to a Primogen meeting. The power ends if the Nosferatu picks up or takes control of the object.

This power costs 9 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Desecrate is based on the contributions of Sean Argyle.

Disturbing Art

Auspex 3, Obfuscate 1, Majesty 1

Based on the artwork, painting, print, ect, the Kindred can provoke emotions, memories or even attract the supernatural into the painting. These memories or even visions of the future do not have to be correct but some measure of the truth should be held within. After all, the best lies are those that mix a little truth in as well.

Cost: 1 Vitae

Roll: Wits + Crafts + Auspex

Action: Extended (as per the timetable it takes to do the art work that the devotion is effecting).

In the viewing in a 2D medium, it is as if they viewer is looking around objects presented in the paintings. It is common to see kindred leaning to the side to look around what is not there.

In 3D medium, the objects are often just barely out of sight.. moving just around the artwork and glanced out of the corner of the eye.

To view the piece and pierce beyond what is screen, viewers may make appropriate skill checks.

Wits + Investigation + Auspex. The more successes achieved the deeper the impression that is felt and the more senses are effected. There is no lingering effects beyond what the character wishes to role play out and the "truth" that they have just experienced.

Depending on the method of investigation, Investigation may be substituted by Occult, academics or an appropriate skill. Auspex is not required to view the artwork in a supernatural method. It should be noted that the creator of each artistic piece can not view visions in their own work.

ST Side:

The PC does not create the visions hidden inside of the artwork, the viewer does. The art only channels them so that they can perceive them. The player creating the art work directs what emotion the visions originate from and the ST chooses what the players who view it see based on the PC's background and experiences in game.

1 Success = Visual Senses are affected.
2 Success = Visual and Audio Senses are affected.
3 Success = Visual and Audio Senses are affected along with the sense of touch.
4 Success = The above along with a sense memory. (The smell of grass takes you back to playing in the fields as a youth extremely vividly)
5 Success = The viewer believes they experience from a perspective inside of the vision. A waking dream that takes place within the blink of an eye but could be perceived to last several minuets to an hour.

This power costs 12 experience points to learn.

Divine Inspiration

Majesty 1, Ralab 4

The Daeva have long been masters of the ability to manipulate the emotions and desires of others and Asnam have been blessed with the ability to truly master the ghouls that serve them. Building on the rudimentary ability to awe those around them and the ability to work the vinculum as few others are capable the Asnam have found that by using this ability to awe the crowd while stirring the power of viniculum will empower their thralls to seek greatness in service to their Idol and perform beyond their normal capabilities.

Activation Cost: 1 WP

Action: Instant

Duration: Scene / Until used (whichever comes first)

Activation Roll: Presence + Expression + Majesty

Mechanics: The Asnam makes a grandiose statement or speech (which must be role played) anyone with in line of sight of the Asnam when he activates the devotion gains a temporary willpower point for each level of viniculum rating to the Asnam activating the power; the target(s) must be able to hear and understand the Asnam for the power to affect them. Temporary willpower points last only for the scene and cannot be used with Ralab 4 (though the subjects normal compliment of willpower points is still fair game). These temporary Willpower points may exceed the subject's normal maximum, but may not exceed 10 Willpower points total. These dots may be used for for any purpose except resisting the effects of vinuculum to the enactor of this power. A subject can only benefit from this power once per night.

This power costs 15 experience points to learn

Dodge This

Auspex 1, Celerity 3, Quicken Sight Devotion

Action: Reflexive

Cost: 1 Blood

Roll: Wits + Athletics + Celerity

No matter how well equipped a kindred is to combat others in a close quarters fight, modern weaponry simply changes the methodology of a fight all together. Going thirteen rounds with a boxer isn't difficult when you have enough agility to dodge, but unfortunately, no matter how fast you move, any banger with an auto can plug you full of holes. Some Players have begun to emulate some movie magic by trying to recreate scenes from 1980's films such as Big Trouble in Little China to modern adaptations of speed in the Matrix. Quicken Sight already allows a kindred to move and somewhat react with great alacrity, but by adding more Celerity and honing the natural speed granted by the kindred's ability to move supernaturally fast, the use of this devotion can literally begin dodging bullets. The Character must not be surprised and the Quicken Sight devotion must be active in order to activate this devotion, though they can both be activated the same turn if the PC has the Blood Potency to allow for multiple blood expenditures.

Failure: The user fails to achieve any successes on his activation pull. No additional effects are activated.

Success: The Character is allowed to apply one point of their natural defense to ranged attacks per successes achieved on the activation roll. This can not exceed their normally natural defense. This power lasts for the remainder of the combat.

This Devotion costs 12 experience points to learn.

DOOM!

Auspex 4, Nightmare 2

Cost: 1 Vitae + 1 WP (to affect at least one Kindred)

Test Pool: Wits + Intimidation + Auspex

Even the most steadfast warrior fears the unknown. The user of DOOM announces their presence, forcing even the weakest soldiers to flee and create dissent in the ranks. This has no mechanical effect, but simply communicates a single simple message to an area with a diameter no greater than three steps per willpower dot. However, the user does not have to be in the centre of this circle, though she must have sight of all affected individuals. Each individual can only be subject to one such message per scene.

Messages must be of an intimidating bent; 'Vote Quimby' would not be acceptable in almost any circumstances. In the event of any confusion, the local storyteller is the final arbiter of what is deemed an 'intimidating' message.

This power does not work in Twilight.

Action: Instant.

Modifiers:

-1 for every word over the first to be communicated.
-2 for a static image
-4 for a moving image

This power costs 15 experience points to learn.

Down With the King

Majesty 5, Perdify 3

Sovereignty is one of the most powerful tools within the arsenal of kindred discipline. It makes the strong humble themselves and meek cower under the gaze of the Sovereign kindred. The Kallisti take their power of social destruction onto a whole new level with this devotion. Subverting and manipulating the most overt and overwhelming power of kindred kind and using it for their own benefit.

Cost: 1 Willpower per scene

Test Pool: Manipulation + Subterfuge + Perdify vs. Composure + Blood Potency

Action: Contested

Down with the King is considered "always active" during scenes in which it is invoked, though it may be turned off at the Kallisti's discretion.

Failure: The Kallisti loses the contested draw. The Targets Sovereignty works as normal.

Success: The Kallisti gains more successes than the Target.

The power of Down with the King does not become evident until first Kindred within the area, chooses to activate Sovereignty. Where once Sovereignty invoked devotion, respect and fear it now invokes discontent, disdain and begins to fan flames of resentment all directed at the Sovereign Kindred. When the affected Kindred activates Sovereignty, the user of this Devotion and a number targets equal to his dots of Perdify (users choice) within the same scene as the Sovereign vampire find they can criticize and belittle the kindred with little to no resistance and the power of social discontent, washes over the fear and prestige that Sovereignty invokes (Though with a Willpower point and a successful Composure + Blood Potency Roll, they may ignore this effect if they desire). This devotion can be activated after a Kindred has activated Sovereignty.

Should the Sovereign vampire drop Sovereignty and reactivates it, the Kallisti must reactive the devotion. If another Kindred in the same scene activate Sovereignty, the Kallisti can spend 1 vitae to use the same draw to affect that new Sovereign Vampire.

Physically attacking the Sovereign Kindred still requires the attacker to break the Target's Sovereignty. Additionally, Devotions that add or extend effects of Sovereignty may be subject to use of this devotion at the discretion of the Storyteller. When in doubt, if the effects are similar to Sovereignty, it should be affected.

This Devotion Costs 24 Experience Points

Dread Gathering

Nightmare 2, Obfuscate 5, pure Nosferatu clan

Approval Requirement: Low Approval (special, see below)

This Devotion gives the Nosferatu and her allies an appearance of ravenous, inhuman predators, able to drive others before them in terror.

Cost: 1 Willpower

Test Pool: None. This power requires no draw to activate

Action: Reflexive

Dread Gathering is activated when the Nosferatu activates Dread. It allows her to designate certain willing subjects as co-sources for Dread; not just exempted from the effects, but also considered to be additional points from which the Nosferatu's aura of fear emanates. If the vampire wishes to include more subjects than her dots in Obfuscate, a -1 penalty is applied to her draw for Dread for each additional person.

The range and potency of the emanation are based on the Nosferatu's traits and draw results; the other members of the Dread Gathering are just relay points for that effect. Only one resistance draw is made for each victim, despite how many members of the Dread Gathering they encounter. Dread Gathering requires the concentration of everyone involved. It ceases when any member does something drastic such as attack someone, perform a dodge maneuver, or activate another Discipline.

This power costs 21 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Dread Gathering has been reserved by the Master Storyteller for integration into the chronicle via a plotline, and can only be learned through the workings of said plotline. It is based on the contributions of Eric Parks.

Dream Speak

Auspex 4, Insomnium 2

With the use of this devotion, the Alucinor have devised a method in which to manipulate the dreamscape itself, allowing communication between the subconscious mind and the conscious mind while they and the subject are both in the waking world. The Alucinor, concentrating for several seconds, imagines some sort of communication devises, and they begin to build themselves in the dreamscape. They then branch these out to their subjects minds allowing thoughts to travel amongst them shifting messages from the subconscious to the conscious and vice versa. These images may be anything from cell phones, to handheld radios, to telephone poles, but it must be something. Once active, the Alucinor may now hear the messages (mentally) from their subject, and the subject may hear the messages from the Alucinor.

Cost: 1 Blood Per Person

Dice Pool: Wits + Subterfuge + Insomnium

Action: Reflexive

Failure: The willpower is spent, nothing happens.

Successes: One WILLING person, per resolve dot, is brought into the mental web, at a cost of one blood per person. No thoughts or images may be pulled, and the subjects must be willing. But once a willing subject is in the web, they may transfer thought based messages as if they were using a cell phone. All that is needed to end this power by either the Alucinor or the subjects is the thought that it should end. The Alucinor must have line of sight to initiate this devotion with his/her subjects, but line of sight is not required to maintain it.

Downfall: The concentration and focus involved in manipulating the dreamscape in this manor can take it's toll. As a result, the Alucinor gains a -1 to all rolls for each person they maintain on the web (excluding themselves) beyond their dots in resolve. So if you had four resolve dots, but five people on the web, you'd be at a negative one to all challenges. Beyond that, if this power becomes known to other supernatural's with control over the dreamscape (mages for instance) they would easily be able to manipulate the system to end or eavesdrop the communications.

This devotion costs 18 experience points to learn.

Druid's Stride

Protean 4, Celerity 1

The Druids of the Lemohan line specialize in the rapid response to threats. Perhaps it is the Mekhet blood that flows through them. Perhaps it is just their nature. Talbot Kerr developed this Devotion upon a protracted meditation in the middle of his own claimed land.

Cost: 1 Vitae

Action: Instant

Dice Pool: Stamina + Athletics + Protean

Duration: 1 Scene

While this power is active, and the user is in a form granted by Protean 4, he gains a +1 bonus to Acting and Running speed per level of Protean possessed. Note that Running Speed is calculated seperately from Acting Speed, thus this devotion does not add twice to running speed.

This Devotion costs 15 experience points to learn.

Duat

Auspex 5, Protean 5 Anubi Only
UPON LEARNING THIS DEVOTION, THE CHARACTER WILL LOSE 1 PERMINANT WILLOWER FROM THE CHARACTER SHEET FOR THE INITIAL ACTIVATION

The Anubi, akin with the world of the dead, are the right hand agents of Anubis himself. Sometimes guarding ghosts becomes a task that requires the Anubi to travel into the ghostlands to fulfill the duties requested of him. Through mastery of both mind and body the Anubi can bring about the Body of Spirit and Twilight Projection all at once, allowing the material substance to pass through into the Duat, the realm of ghosts.

Activation Cost: 1 Vitae and 1 Willpower to Attune / Permanent Willpower to Cross

Activation Time: Instant to Attune / Extended, 5 Successes to Cross

Activation Roll: None to Attune / Stamina + Occult + Protean to Cross

Roleplaying: The Anubi attunes his body with the world of ghosts becoming solid in both the physical and twilight realm, giving the Anubi's body a cold / clammy touch. When attempting to cross the shroud, the Anubi's body begins to break up into mist, revealing a visible ghost like, bright twilight underneath. The mist begins to mystically swirl around the apparition. As successes occur, more and more of the mist is absorbed by the twilight similar to filling a clear balloon with white smoke but also fading completely from view. Once all successes have been achieved, the twilight and mist has completely vanished and the Anubi has reformed in the Twilight itself.

System:

Attuning to the Twilight requires 1 vitae and 1 temporary willpower. In this state the vampire can see, touch, and interact with creatures and objects from both realms. Though the Anubi is in both realms his supernatural powers only work normally in the physical realm. Supernatural effects do not cross into the twilight unless it directly enhances the Anbui himself (such as defensive powers like physical disciplines and coils). Claws of the Wild still enhance the Anubi giving +1 to attack but the supernatural property of Aggravated damage does not cross. The Anubi must still call upon Seker's Claws to gain the full affect. The Attunement effect lasts until sunrise / sunset or can be ended early by the Anubi if they wish.

Should the Anubi wish to completely move into the twilight, leaving the physical plane behind, he may permanently expend the willpower dot used in this attunement (or spend 1 vitae and 1 permanent willpower dot at the original time of activation). Once the willpower is permanently expended, the Anubi enters into an extended challenge requiring 5 successes to completely cross into the twilight.

During the activation time, anything that could normally harm the vampire in Twilight Projection or Body of Mist still does so. Once in the land of the dead the vampire may call upon his full arsenal of powers against creatures in the twilight as if he were in the physical plane but the Anubi can not use any powers to affect anything in the physical world. Powers that specifically reach into the twilight from the physical realm do not have reverse effects such as Seker's Claws and Raiment of Anubis. Likewise, the Anubi can not be affected conversely by powers from the physical world such as Dominate, Majesty, or any other power unless it specifically reaches into the twilight. The only exceptions are powers that hide characters from sight such as Obfuscate. When dealing with such powers, the Anubi must first perceive the real world and then perform an Auspex vs Obfuscate challenge as normal. Though the Kindred has changed his physical essence into spiritual essence, the Anubi's aura is still that of a Kindred since the character is not a ghost but just a kindred in an altered state.

Perception in the Twilight can be quite different as the kindred sees the world of the dead as it is. However, he may see and hear the living world by activating Heightened Senses and succeeding in a Wits + Investigation + Auspex roll, though this does not give any innate way of speaking with the physical world. Characters with Medium type merits are normally seen without need of any challenges of perception by the Anubi. Mediums also sense, converse, and even see Anubi as ghostly apparitions in the same way they can see certain ghosts with the Kindred Medium merit. Kindred Medium is not a gateway for supernatural powers into the twilight. Example: even with eye contact and the ability to hear, the medium can not dominate the Anubi and the Anubi can not dominate the Medium.

Returning from the Duat requires the expenditure of 1 vitae and a full turn of concentration as the body turns back into mist just to reform in the physical plane. The place of reformation must be an area where a ghost could naturally manifest without great effort such as graveyards, haunts, and his personal haven. Like a ghost, the Anubi can not manifest in areas with 3 or more people or places of science. The Anubi can never materialize in someone's personal haven unless the Anubi has his own room there (see shared haven merit) and even then can only form inside his personal room.

Activation of this devotion can not be hastened by Instantaneous Transformation or other similar effects. This power only places the Anubi in the Twilight and not the deeper Umbral Realm known as the Underworld as transport to the Underworld requires specific Haunts or other powers beyond the limitation of this devotion.

This devotion costs 30 experience points to learn.

Durable Retention

Dominate 2, Resilience 2, True Covenant Membership: Invictus

Within the common duties of many of the First Estate the need for a strong memory is more important than any other covenant. To effectively manage the resources beneath them they must know everything of those resources. Those that learn to strengthen their minds towards this end find their tasks easier.

Cost: 1 Vitae

Action: Instant

Duration: 1 Scene

The character focuses upon their mind, using the blood to restructure the lattice work of their memory. For the remainder of the scene the character memorizes that which they observe, experience, or are otherwise exposed to perfectly. The use of this devotion allows a character to automatically succeed in Memorizing and Remembering (MET WoD page 46) with regards to that experienced during the scene of activation.

This devotion does not make the character in any way more resistant to supernatural powers that may otherwise affect their memory such as forgetful mind.

Where a character using this power might gain information that would be covered by a skill, they do not actually gain the skill; however, at the Storyteller's discretion they may gain the ability to then purchase the skill if they meet its prerequisites. This may only be used as justification towards purchasing mundane skills, not devotions, supernatural merits or other powers.

This devotion costs 9 XP to learn.

Dynamism

Vigor 2, Celerity 2

Through intense study of the vampiric powers of speed and strength, the Vampire learns how to channel his supernatural strength into a much swifter reaction time then normally possible.

Activation Cost: 1 Vitae

Activation Roll: Strength + Athletics + Vigor

Action: Instant

Vigor must be active to use Dynamism.

The next turn in which the user activates Celerity, this power adds the user's Vigor dots to his Celerity dots for purposes of determining his initiative bonus for the rest of the turn. This bonus only lasts for one turn.

When this devotion is active, the user does not add his Vigor rating to his strength.

This devotion costs 12 experience points to learn.

Earth Armor

Protean 2, Resilience 3

Imagine using dirt as a shield. Now imagine that dirt being a part of your flesh. Imagine rising at sunset with your flesh dusty and more resilient. This is Earth Armor. When a vampire uses Haven of Soil, they join with the Earth. Earth Armor is merely learning to bring some of the Earth back with you.

Cost: 1 Vitae (plus 1 Vitae for Haven of Soil)

Pool: Armor gained equal to dots in Protean

Action: Instant

Duration: Stamina (base)+Survival+Resilience

Before activating Haven of Soil, a vampire expends 1 extra Vitae to "soak" up some Earth when they slumber. The player rolls Stamina (base)+Survival+Resilience, and for each success, one turn of armored flesh is present upon rising from the Earth, the level of armor equal to their dots in Protean. The Earth Armor does not stack with standard armor or other armor-like powers. Earth Armor gives benefits against both Melee, Ranged, and Firearm attacks, and is damaged normally and cannot be regenerated in any way (treat as standard armor with the ability to be damaged and destroyed as such). The vampire with Earth Armor activated always looks dirty, and definitely smells of whatever substance they slept in. Social rolls with Mortals suffer a –1 penalty per success due to the dirty appearance of the vampire. Movement is not impaired however. The substance they meld with using Haven of Soil doesn't change the end result, just what they smell like after activating Earth Armor.

This power costs 15 experience points to learn/.

Easy Pickings

Celerity 1, Obfuscate 1, pure Mekhet clan

Approval Requirement: Low Approval

This Devotion allows the vampire to combine Celerity and Obfuscate to improve her chances of picking pockets or performing other sleights of hand without detection.

Cost: 1 Vitae

Test Pool: Wits + Larceny + Obfuscate

Action: Reflexive

Successes drawn for this power are subtracted from observers' contested draws to notice a sleight of hand (Mind's Eye Theatre, page 80). A successful Clash of Wills test negates this penalty for the Auspex user, but does not guarantee success in the contested draw to observe the sleight of hand.

This power costs 6 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Easy Pickings is based on the contributions of Alex McConachie.

Echo of the Final Quiet

Auspex 1, Nightmare 5

Truly the Nosferatu who can master Nightmare understands fear and death, for his will delivers both to the weak-minded. With the heightened senses granted by Auspex, the Haunt can also perceive the very moment when his prey expires. An important ability when one realizes that its far easier to notice flayed flesh than it is to notice a shredded soul.

Cost: 1 Vitae for the first use per night.

Test Pool: Wits + Empathy + Nightmare

Action: Reflexive

Duration: Concentration

The vampire concentrates on sensing the presence of death around him. A simple success allows a Kindred to perceive the death of any sentient creature within 100 feet, typically as an audible impression of a death rattle. Each further success doubles this radius. The user of this devotion does not know the cause or victim of death, only that a death has occurred and where. Particularly humane vampires or those vampires who employ this power during a massacre may experience some psychological trauma.

Suggested Modifiers:

+3 Gruesome death
+2 Direct observation
+1 Meditation
-1 Noisy room
-2 per intervening wall Thick walls
-3 Gentle death

This power costs 18 experience points to learn.

Echoes of the Deep

Animalism 1, Protean 2 (and ability to Meld with water), Partial Transformation

As an aquatic Gangrel, Tom spent five decades under the sea, often going days of weeks without surfacing. To Tom, the ocean, and indeed any body of water, feels like a living creature. Unfortunately, while the ocean depths are mysterious and enormous, they are not very well lit.

The discipline of Animalism allows the vampiric mind to communicate with creatures that do not have a true conciousness, and the discipline of Protean allows a vampire to blend his body with a sufficiently large body of water. What happens in one part of the water affects all the water that surrounds it, ripples which are felt by every living thing in said water, and Echoes of the Deep allows a vampire to merge just enough with the water to sense the information carried in each eb and flow. The vampire retains his physical form (whichever it may be at the time), but can sense his immediate aquatic surroundings with perfect clarity.

Cost: 1 Blood

Test Pool: Stamina + Survival + Protean. This power requires at least a hand or foot's worth of the vampire's body to be submerged in the body of water to activate, though if the water is sterile or poisoned enough to be devoid of life, then this power automatically fails.

Action: Instant

Success indicates the vampire can percieve the motion of water within a radius of twice his dots in Protean in yards. Within this radius, he knows where objects (or creatures) are, and what their motion is. This does not invoke Clash of Wills against an Obfuscated character moving within the radius, though such an Obfuscated character can still break his own Obfuscate by interacting too much with his environment (Storyteller discretion). Finally, the vampire has a chance to detect the presence of a vampire who has used Haven of Soil to merge with the water with a Wits + Survival test, and since the vampire is already partials merged with the same water himself, he does not suffer the -3 modifier to detect the subject. This power lasts for a scene, or until the vampire completely exits the water. This power has no effect when the vampire is merged with other substances.

This power costs 9 experience points to learn.

Emotive Infusion

Majesty 4, Auspex 2

The vampire has developed such an emotional connection to their artwork that they infuse can the creation with the emotion they felt as they were creating it, causing those who view the piece to experience what they felt during it's creation.

Cost: 1 Willpower

Pool: Manipulation + Crafts + Majesty vs. Composure + Blood Potency

Action: Contested; resistance is reflexive

The character pulls to activate the devotion upon completing the artistic work; successes on the activation may not exceed successes achieved in the work itself.

Failure to overcome the number of successes achieved by the viewer results in the viewer not feeling the embedded emotion of the piece.

If the character does garner more successes; however, the viewer will experience the embedded emotion first hand. The interpretations of the emotions are determined by the storyteller. For example, the artist may paint a portrait of a person they distrust, infusing the painting with that distrust.

If the viewer's successes do not exceed the artists the viewer will feel distrust while looking at the portrait. Whether or not the viewer interprets that distrust as being projected on the subject of the painting or something else entirely is at the discretion of the storyteller.

This power costs 24 experience points to learn.

Enlightenment

Auspex 2, Dominate 3, Malkovian specific

Some suggest that the insane might just truly understand truths of the universe that others dare not acknowledge. Of course, generally it is the insane who preach this. The Malkovians, as a bloodline of madmen,have no doubt of their own mad wisdom. With thispower, however, theory becomes reality. By "reading" the inherent (if unexpressed) madness of all minds, they can glean dark insights.

Cost: 1 Vitae

Wits + Subterfuge + Auspex vs.Composure + Blood Potency

Action: Contested

With this power, the character is able to delve deeply into a single individual's mind while at the same time reading his aura. Upon achieivng success, she may glean one piece of information from the subject's soul at random from the following list.

  1. Vice
  2. Severe Derangement
  3. Minor Derangement
  4. Humanity
  5. Virtue

This Devotion cost 15 experience points to learn.

Equal Amongst Predators

Protean 1, Obfuscate 2

While Gangrel have the power to prevent the fear of kindreds higher blood potency, this devotion allows them to make even the strongest Elder think twice before attacking the Kindred.

This devotion will only work on Kindred who the user has direct sight to. It can not be used through indirect means for example CCTV or video messaging.

Cost: 1 Vitae

Dice Pool: Intellegence + Empathy + Non Protean Pre-req vs. Resolve + BP

Action: Contested

Success: If the user manages to achieve more successes than the target he manages to replicate his Blood Potency when it comes to working out the characters Predators Taint. The kindred must be able to feel the targets Predators Taint to use this power, those hiding their taint through the use of Obfuscate will need to have it pierced with Auspex as per Clash of Wills otherwise they cannot be targeted.

This lasts for up to a scene or before at the vampires choosing.

This power is considered similar to Obfuscate power so those using Auspex (or another means to pierce) get a roll as per "clash of wills".

Failure: The power fails to take affect and the kindred are affected by Predators Taint as per normal

This power costs 9 experience points to learn.

Erode Equilibrium

Nightmare 3, Vigor 1

The ultimate measure of a man is not where he stands in moments of comfort and conveniences, but where he stands at times of challenge and controversy.
-- Dr. Martin Luther King Jr.

Even the strongest minds have doubts, although over time, they've learned to repress them. In the direst circumstances, when one's will is pressed the most, a sudden breach can disturb a calm that's been honed over a lifetime. The Vampire utilizing this Devotion can draw upon their Strength so that it rattles her opponent so extensively that self-doubt plagues the victim's mind and she no longer trusts her own abilities.

Cost: 2 Vitae

Test Pool: Manipulation + Intimidation + Nightmare vs. Composure + Blood Potency

Action: Instant and contested; resistance is reflexive.

Duration: One round per Strength the employer of Erode Equilibrium possesses.

Failure: This Devotion fails to activate.

Success: Each success, plus one, gained on activation removes one dot of Composure from the target in challenges of Surprise and Initiative. These are the only Composure related areas that Erode Equilibrium affects. This Devotion's effects do not stack with each other.

This power costs twelve experience points to learn.

Eruditious Eye

Auspex 1, Celerity 1, Eidetic Memory or Mind of the Devouring Wyrm

Having mastered the ability to discern pattern and symmetry at supernatural speeds, a properly trained vampire can convert that gift into the textual sphere, unraveling transcribed mysteries with alarming speed and clarity.

Developed as a sister Devotion to Eruditious Tongue, this power allows a vampire to decipher written dialects after even brief exposure to them by utilizing the innate speed and sensory acuity of the Kindred, in conjunction with the mental arrays and discipline gained from possessing the Tongue.

It is possible to learn the Eye without having learned the Tongue, but the tutelage is more difficult without the prior conditioning that the Tongue instills.

Cost: 1 Willpower Point (see below)

Die Pool: INT + Academics.

Action: Special

Once this devotion has been activated, the vampire enters a trance-like state, their eyes darting with superhuman rapidity over the target text. During this period, they may sit quietly, but cannot interact with others, or the process must begin again.

If the vampire is able to study the dialect uninterrupted for a full minute, they may interpret a barebones version of what they are reading (the extent of this is at ST discretion, as slang and local vernacular may be lost in this). However, if the vampire is able to maintain observation for five minutes or longer, their mind is able to successfully transpose the language in question, allowing the vampire to utilize the language as if it is their own.

Effectively, the vampire may buy the new language at regular cost without need of a teacher. The vampire has a number of days equal to his base Willpower at the time of the listening to buy the language permanently, or it is lost.

This ability does not allow the user to interpret specific languages developed through Devotions or Supernatural Merits. Furthermore, while the listener may be able to hear and understand what a casting ritualist is saying ("Eye of newt, wing of bat, show me where my prey is at"), he cannot automatically duplicate the ritual feat without possessing both the appropriate supernatural abilities to fuel such castings (Cruac, etc.), and an instructor to teach the details which this Devotion will not reveal (somatic involvement, needed materials, etc).

This power costs 9 experience points to learn if the character possesses Eruditious Tongue, or 12 points without it.

Eruditious Tongue

Auspex 1, Celerity 1, Eidetic Memory or Mind of the Devouring Worm

Within the Requiem, a great number of cultures flood the endless night, many with their own methods of expressions and speech. Combining quick thought with flawless recollection, the vampire can unravel these languages quickly, and potentially learn them with far greater ease.

Cost: 1 Willpower Point (see below)

Die Pool: Intelligence + Academics.

Action: Special

The vampire must be in earshot of someone speaking a desired language. Once this devotion has been activated, the vampire enters a trance-like state, as their mind cycles and recycles what it hears, developing patterns of flow and syntax as the target speaks. During this period, they may sit quietly, but cannot interact with others, or the process must begin again.

If the vampire is able to listen for a full minute, they may interpret a bare-bones version of what they are hearing (the extent of this is at ST discretion, as slang and local vernacular may be lost in this). However, if the vampire is able to maintain observation for five minutes or longer, their mind is able to successfully transpose the language in question, allowing the vampire to utilize the language as if it is their own.

Effectively, the vampire may buy the new language at regular cost without need of a teacher. The vampire has a number of days equal to his base Willpower at the time of the listening to buy the language permanently, or it is lost.

This ability does not allow the user to interpret specific languages developed through Devotions. Furthermore, while the listener may be able to hear and understand what a casting ritualist is saying ("Eye of newt, wing of bat, show me where my prey is at"), he cannot automatically duplicate the ritual feat without possessing both the appropriate supernatural abilities to fuel such castings (Cruac, etc.), and an instructor to teach the details which this Devotion will not reveal (somatic involvement, needed materials, etc).

This power costs 9 experience points to learn.

Eternal Vigilance

Protean 2, Resilience 3

Cost: 1 Vitae

Roll: Stamina + Survival + Resilience

Action: Instant

When this devotion is activated the type of material that the user is touching (which must be a substance he is able to meld with via haven of soil) forms a cocoon around him, resulting in a statue slightly larger than himself. While protected in this way the user gains the protection of Haven of soil but is still able to percieve his surroundings as normal as he attempts to remain awake. The user must still roll to stay awake during the day as per Pg. 264 MET Requiem, but gains a bonus on the rolls equal to the successes acheived on this power. Attacking the Statue results in the power ending in a manner similar to Haven of Soil with the substance shattering and the kindred emerging immediately.

This power costs 15 experience points.

Eureka

Auspex 3, Dominate 2

Science has always been fascinated with mental processes, using philosophy, education, and music to expand mental horizons and encourage brain activity above the natural level. Modern science agrees that there are patterns of neurons in the brain that fire in sequences, and that there appear to be pre-existing sites in the brain that respond to specific frequencies. Manipulating these frequencies and learning to control the patterns of these neural impulses through the passage of blood expended into the brain can increase mental functions - especially for a vampire, whose very nature is facilitated by the ingestion and utilization of blood.

Cost: 1 blood per scene

Activation: Intelligence + Academics + Auspex

Action: Instant

Eureka increases the character's Intelligence by 2 while the devotion is active. Eureka cannot be invoked more than once per scene. That is, you may not spend a second Vitae and double the benefits of the power.

Note: When used, Intelligence dots gained from Eureka are applied to discipline and abilities tests only once the original draw is made. In other words, this discipline does not make it any more likely that the vampire will affect her target, but it makes any successful use of such abilities somewhat more effective than normal.

This power costs 15 experience points to learn.

EVADE SIGHT

Celerity 2, Obfuscate 3

People who have developed skill in Superhuman Speed and the ability to cloud someone's mind with the Subtlety of Obfuscate have discovered a way to combine these two powers together, to create a disturbance so fast and noticeable enough that it draws everyone attention from the user, granting them the ability to use their Obfuscate powers to hide themselves with increased efficiency.

Cost: 1 Vitae

Test Pool: Wits + Athletics + Celerity - Highest Resolve

Action: Reflexive

The power creates some type of a disturbance in the immediate area that causes everyone to flinch or blink, giving the user in that split second a better chance to vanish without being detected. When this power is activated, every success grants its user a +1 bonus to all stealth draws for the round. In addition to normal draws, this bonus may be used for Discipline Powers using stealth that are being activated this round.

This power costs 12 experience points to learn.

Evil Eye

Zagovny 3, Nightmare 2

While some cultures hold that the Evil Eye (or oko proroka meaning "the eye of the prophet" in Polish) is an involuntary jinx cast unintentionally by people unlucky enough to be cursed with the power to bestow it by their gaze, others hold that, while perhaps not strictly voluntary, the power is called forth by the sin of envy. The Warlocks however have long harnessed the ability to bestow misfortune, which is more than likely the true origin of the myth.

Most Warlocks use their powers in secret to avoid unwanted attention, some prefer to let their victim know that they have been cursed, and that the calamity that will surely befall them is a direct result of their crossing the path of the Vedma. By evoking the "Evil Eye", the Warlock places upon the victim a sense of foreboding that cannot be lightly ignored. Bad things will happen to them, and they know it.

Cost: 1 Willpower

Test Pool: Presence + Intimidation + Zagovny versus subject's Blood Potency + composure.

Action: Contested; resistance is reflexive.

Duration: Special, see below.

Failure: The curse fails to take hold. The Willpower point spent to invoke the Evil Eye is wasted.

Success: The Warlock instils a feeling of foreboding and dread within the target. The Warlock must make it apparent to the subject that this feeling of despair is his doing by use of a phrase spoken aloud directed at the victim, the victim need not understand the phrase or hear it (the victim plugging his ears or being struck deaf will not prevent the power. The Vedma simply need make a public display). The subject is then under the Evil Eye. The duration of the Evil Eye depends on the Vedma's dice pool. The default duration for the Evil Eye lasts until the next sunset. Each –1 penalty the character voluntarily applies to her dice pool extends the curse by one more day, assuming he wins the contested action to invoke the curse.

Whilst under it's effects, the character's trust is shattered, the feeling of impending doom is an almost tangible weight that is levied upon his shoulders. He becomes paranoid, questioning everyone's sincerity and doubting that anyone tries to help him, even if someone saves his life. He suffers a –1 penalty on all Social draws. Note that, although the character is suspicious, he can still be taken in by con men and hustlers. He gets no special bonus to resist their attempts to sway him even though he suspects them of being as bad as everyone else.

The Warlock can end this power at any time.

Example: Siwa, a Vedma Dragon is being hunted by her local Sheriff. Apparently the Sanctified bastard has taken offence to her so called "vagrancy" and has decided to exercise his authority to lay down a little smack on Siwa to make himself feel better. He corners and confronts Siwa, who stands defiant. He sprouts his claws and prepares to launch his assault. Siwa remains calm, and in a steady tone says "Young man, if you spill my blood then your remaining nights will certainly be spent in torment. In the end you will beg my sisters for death." She makes the symbol of the Evil Eye with her hands. The Sheriff, terrified by her steady appearance in this situation feels the icy cold fingers of impending doom creep slowly up his spine. Siwa smiles, fiery vengeance clear in her eyes. The Sheriff, now convinced the hag has cursed him flees for his Bishop, hoping the priest can remove this stain from his soul.

This power costs 15 experience points to learn.

Expeditious Travel

Celerity 2, Resilience 3

Cost: 1 vitae and 1 willpower to commence, 1 vitae/hour

Action: Reflexive

Activation Draw: Wits + Athletics + Celerity

Note: The ST may require at his or her discretion to require the user to make a Dexterity + Athletics test if the character will be crossing treacherous terrain.

This devotion allows the user to be able to run at celerity speeds while obfuscated for extended periods of time. The character's speed in miles per hour is equal to his running speed with celerity activated. This power can only be sustained for a number of hours each night equal to the character's Resilience rating and the power has NO application in combat. Once he is ready to go, the user may go to a spot where no one can observe, and obfuscate themselves, before making the invocation draw for the Devotion. Presuming a success, he may then run at full celerity speed as long as he takes no other actions other than to avoid obstacles.

Once running, the character can do nothing else until he reaches his destination for the evening. After the initial 1 willpower and 1 vitae, it cost an additional 1 vitae per hour that the messenger runs. If he is ever tripped up or stopped for any reason, the devotion stops entirely.

He may restart from wherever he is, but it will cost another full willpower point and vitae as he regains his concentration.

Once he reaches his destination, it takes a full turn to recover from his ordeal before he may take any other actions. Full hunger penalties immediately apply.

Note that the power is often combined with Obfuscate 3 or Protean 4, as a human (Vampire) running alongside cars is an obvious masquerade breach.

Example: Vampire has a speed of 10. He has a Celerity of 2 and a Resilience of 2. He can run at a speed of 20 for 2 hours without worrying about fatigue.

This power costs 15 experience points.

Eye of the Tiger

Protean 1, Majesty 1

Action: Instant

Cost: 1 blood

Activation Roll: Presence + Persuasion + Protean (power activates without a hitch with succsesses pulled for the devotion user failure means the power fails to activate)

Duration: Scene or until Cancelled.

Cats are masters at unwavering, unphased, open gazes that pierce hearts and minds. The masters of this devotion tap into the unwavering gaze of the cat to add allure or intimdiation to their social dealings. Activation of this power costs 1 Blood, and lasts for the scene or until cancelled. While active, the power allows the master of the devotion to a bonus of 2 when making non power based persuasion, socialize,or intimidation rolls against a single opponent. This power may not be activated against the same opponent multiple times in the same scene, unless the previous activation was cancelled by the user.

This power costs 6 experience points to learn.

Eyes of Anubis

Auspex 2, Cruac 2

An important position within the Circle of the Crone is as a guardian of the haven and chantries, this power allows the user to maintain vigilance over part or all of an enclosed structure. The sorcerer gains an innate sense of where all beings are located within the structure, even those hidden by Obsfucate or other supernatural concealment. Costs a willpower point to activate and remains in effect for one scene or until the character leaves the structure.

Cost: 3 blood points + 1 Willpower per activation

Test Pool: Intelligence + Occult + Auspex - Size attribute of structure

Action: This can be used on anything up to a size 5 structure minus the rating on the location is used as a penalty to the activation draw. User of this devotion must have a ritualistic tie to the structure. They must perform a ritual in the structure for three consecutive evenings, spending a blood for each ritual which is smeared on the primary entryway of the building before they are able to activate this devotion for that structure.

The user can sense everyone in the building. He senses everything on this plane of existence. This power doesn't give the ability to sense ghosts or spirits. The sense is as per aura perception creature type only. Not even a normal visual is granted. The aura type must be known to get all info. ie if you havnn't seen a mages aura you don't know it is a mage only the colors. Obfuscate and other mystical stealth powers function normally.

Example: I use the will power, in my haven and a sense of two Vamps in the basement, one ghoul in the kitchen, and one mortal in the sitting room. This should be represented by the appropriate color.

To determine the sorcerer's ability to detect Obsfucated characters, compare the relative levels of the sorcerers Auspex and the intruder's Obsfuscate as per the rules for "Clash of wills" per MET book pg 159.

Clash of wills = Wits + Investigation + Auspex vs Resolve + Stealth + Obfuscate

This power costs 10 experience points to learn.

Eyes of Humanity

Coil of the Soul 1, Auspex 2

Eyes of Humanity was developed by Viktor Marquiste to find a way to help others deal with the degradation of morality natural to the Kindred condition. This ability allows Kindred to use the knowledge they have gained from Coil of the Soul to look for the subtle clues of communication that Kindred have lost since their Embrace. By scrutinizing how few of these are present in interactions with others, an estimate can be made on how far a Kindred has fallen to the Beast. Anyone possessing Coil of the Soul 1, is immune to this particular application, as they have trained themselves to exhibit these clues again. If this devotion is used on someone with Coil of the Soul 1, then that Kindred may appear as the Humanity that they wish (most commonly 7).

Eyes of Humanity is employed largely by Confessors, who find it extremely useful in gauging the degradation in the Dragons they tend to. By this method, a Confessor can accurately track another Dragon's decline to the Beast and help to determine a point where more serious measures need to be taken to prevent further degrade.

In order to employ this ability, the possessor of Eyes of Humanity must watch their intended target for a few minutes as the target interacts socially (much like Aura Perception). This ability cannot be used on someone standing alone or not socially interacting. Also, other methods of concealing Humanity may fool this merit at Storyteller discretion.

This devotion can be used only on Kindred, other supernaturals, mortals, and ghouls are unaffected by this devotion. An inconclusive reading is obtained if turned on creatures other than Kindred.

Draw Pool: Wits + Investigation + Auspex – Composure

Cost: 1 Vitae (the cost is per target per scene paid when the devotion is first activated, not for each draw.)

Action: Extended (each draw requires 5 minutes of observation)

Roleplay: Observing the target, either casually or with a scrutinizing gaze. Regardless, attention should be directed towards the target.

Failure: If no successes are achieved, no determination of Humanity can be made.

Success: If fewer than 5 successes are achieved before the application of the devotion ends, then only a general guess of Humanity can be made. The knowledge that the target is a monster, of average morality (usually 3-5 for Kindred), or a moral Kindred may be determined but not an exact Humanity level.

If 5 successes are achieved on the extended action, the exact Humanity level of the target is known.

Suggested Modifiers:

-2 The target is a complete stranger to the possessor of Eyes of Humanity. The possessor has known them for less than a day.
-1 to -3 The possessor of Eyes of Humanity is currently conversing with the target or is otherwise distracted during the observation period.
+2 The target is well-known to the possessor of Eyes of Humanity. The possessor has known them for over a month.
Variable The target Kindred has Awe active, which makes them appear more sociable and confuses this devotion. Subtract the successes on the activation of Awe from each draw.

This devotion costs 9 experience points to learn.

Eyes of the Dead

Cattiveria 2, Auspex 4

Tapping into the mystical connection between the Necromancer and the Creation the vampire can learn to extend his senses through the senses of his Zombie minions created using Cattivera.

Cost: 1 Vitae per scene

Test Pool: Intelligence + Occult + Cattiveria

Action: Instant

Once active the Necromancer can choose any Zombie he has created with the Cattiveria discipline and transfer his senses from his present surroundings to the subject of this devotion. The zombie must be within a range of the Vampires blood potency time 10 in miles to be the subject of the devotion. Anything beyond this distance and the connection between the vampire and his creation has become too weak.

While the power is active he can experience any sense that the Zombie still possesses, sight, taste, hearing and smell, all at once or any combination of the four. Touch is no longer relevant since the dead flesh of zombies no longer feels. The Necromancer perceives the surroundings as if he were actually standing in the same place that the zombie is.

This devotion allows for sensory connections only, it does not allow for control of the zombie, speech through its mouth, or other use that exceeds sensory experiences. Similarly it does not allow for anyone to affect the vampire through the zombie. The vampire does not suffer damage inflicted upon the zombie and powers cannot be used through the connection created by this devotion.

During this time he is sense dead in the sense or senses he chooses to share with the zombie. The Necromancer can choose to switch from one Zombie to another as many times as successes gained on the original activation roll, but each switch costs one additional vitae beyond the cost of the power spent.

An interesting side effect of this power noted by its creator is that the connection that the devotion creates can cause the Necromancer to suffer from the guilt of the actions taken by the zombie while he is sharing its senses. If the zombie commits an act that would normally cause the vampire to suffer from a degeneration roll, at storyteller discretion the vampire may have to make a draw as if he committed the sin himself.

This Power Cost 18 Experience Points to Learn.

Eyes of the Dragon's Blood

Auspex 2, Coils of the Dragon (Any) 2, Eyes of the Dragon (Devotion), Fontal Rituals (Merit)

Members of the Ordo Dracul have long used ley lines to fuel archaic rituals of the blood. However, until now, they have never had a way to discover whether or not those outside of the covenant have learned of their rituals as well. This devotion uses the power to perceive auras combined with the knowledge of the coils of the dragon to detect the use of fontal rituals within a subject. The specific coils do not matter, so long as the user has learned at least two. Learning one coil is a start down the path. By learning another, your mind and body adapt to different ways of thinking and feeling. This means that the body and mind would be more open to the idea of seeing the fontal blood.

Cost: 1 Vitae

Action: Instant

Draw: Wits + Occult + Auspex – Composure

Failure: The user fails to discern the use of fontal rituals in the subject.

Success: If the user gains even one success, they can discern whether or not blood that has been infused with the power of a fontal nest is within the subject's system. However, this power is limited by the number of rituals you know, just like Eyes of the Dragon, you can only identify rituals that you personally know. If the ritual in the system is one that you do not possess, you cannot tell if they have fontal rituals in their system.

The fontal blood appears to be a shimmering red in the veins of the Kindred. It is easily distinguished from all other "magic" by the use of this devotion.

Example: Lilly scrutinizes Devin's aura for the use of fontal rituals. She only knows Resonating Vitae. He has used Arcane Vitae and still has some in his system. Though she gains the needed success, she will not be able to gain the information. Now if Devin had used Resonating Vitae and still had it in his system, Lilly would be able to recognize that Resonating Vitae is in his system.

This power costs 15 experience points to learn.

Eyes of the Vessel

Auspex 2, Ralab 2

Cost: 1 Willpower, spent as the Asnam melds with his retainer

Pool: Wits + Occult + Auspex

Those Asnam who have become skilled in the powers of Auspex have developed a means by which they can remain aware of their surroundings while slumbering within the body of their retainer. The Asnam's dreams become extremely vivid, and consist of everything their host retainer senses. They remember these dreams adequately upon awakening, although they have a fuzzy, dream-like quality. While dreaming in this way, the Asnam may communicate with his vessel, but these directions take the form of impulses or ideas from deep within the retainer's unconscious, and the retainer is in no way compelled to act on them if doing so would be harmful or detrimental. For example, an Asnam slumbering within a middle-management retainer may experience being chewed out by that retainer's boss. The Asnam may attempt to direct his retainer to punch his boss in the face, an impulse the retainer thinks is his own. Such an impulse, however, can be ignored in the interest of keeping his job.

If the Asnam melds with his retainer during the night when he would otherwise be awake, his borrowed senses are much more vivid and realistic, and his directions to his retainer are explicit, heard by the retainer in his mind. The retainer is still not compelled to follow these commands in any way above and beyond his preexisting loyalty to his god.

This power costs 12 experience points to learn.

Familiar Mob

Obfuscate 5, Dominate 2

Description

This power is a combination of Cloak the gathering and Familiar Stranger and allows the vampire to extend his illusion of familiar stranger over a group of his companions so as to appear as a group of a specific generic type such as thugs, doctors, rockers, school children etc…

Cost: -

Test pool: Wits + Subterfuge + Obfuscate vs. Resolve + Blood Potency

Action: Contested; Resistance is reflexive

Draw results:

Failure: The group is seen as they truly appear.

Success: The vampire successfully creates the illusion that the group is of the appearance of the specified generic type.

This devotion costs 15 XP to learn.

Fast Draw

Celerity 1, Obfuscate 1

Cost: 1 Vitae

Dice Pool: Dexterity (original; cannot be manipulated by Blood

Augmentation) + Intimidation + Majesty vs. Composure + Blood Potency.

Action: Contested, resistance is reflexive.

Failure: Fast-Draw does not successfully activate.

Success: Successful activation of the devotion will see the character draw, shoot and holster (or draw and throw) a weapon, making an attack that will un-nerve or distract an opponent. The character might decide to shoot the targets hat off, to flick the end of his cigar away or some other similar display of great combat prowess.

The target will bear a negative modifier to all actions involving the character (to attack, use of a power etc) equal to the number of successes that were scored on activation.

The effects of this devotion end when the target is able to score a successful hit or otherwise beat the character (succeed in an intimidation, use of discipline etc), till the devotion user makes an attack or successful aggressive action (any attack will break the effects of this devotion, but it requires a successful use of power or non-attack action) or the scene ends.

To use this devotion the character must be in a position to draw and use a firearm or thrown weapon, if he is restrained or unable to access a weapon it will not work. Characters may resist this devotion in the same manner as outlined in the section on resisting Majesty.

This power costs 6 experience points to learn.

Fear Flicker

Nightmare 4, Obfuscate 3

Sometimes standing your ground and fighting your way out is not an option and one must find a way out of a bad situation at a moments notice. To help with this, by combining the different uses of Nightmare with Obfuscate we can make our enemies flinch in fear and turn ourselves invisible to their sight at the same time.

Cost: 1 Vitae

Test Pool: (Dread) Manipulation + Empathy + Nightmare vs Composure + Blood Potency

Action: Contested

Mechanics:

There must be 2 or more witnesses for this to be used.

If the activating Vampire has more successes than those he is wishing to use Cloak of Night on will reduce the penalty by one per success. Failure does not prevent the user from still activating Cloak of Night, but the standard penalties and Clash of Wills applies.

Roleplaying: Upon activation of this Devotion opposing Kindred has a sense of anxiety and fear and flinches way in fear.

This power costs 21 experience points.

Fear Given Form

Obfuscate 4, Auspex 3, Nightmare 2

Essentially, it reaches down into an individual's soul and projects their greatest fear. Unlike Dread, though, rather than a mere discomfort and unease, the feeling is concentrated on their deepest fear. They see and feel snakes crawling on their body, they hear the anguished cries of lovers being buried alive, they see the building burn around them.

Cost: 1 Vitae

Test Pool: Wits + Empathy + Obfuscate - Resolve + BP.

Action: Instant and contested; resistance is reflexive.

This power can only be used after Dread has been used successfully and is subject to the same rules. Physical contact or the individual incurring any external influence - a hard shove would do it - instantly drops the power.

With Level 3 Auspex, touch is needed and the user is unaware of the fear itself.

With Level 4 Auspex, range of sight is needed and the fear is known to the user.

Failure: Nothing happens.

Success: Fear Given Form gives a -1 penalty to mental and social challenges in ADDITION to the penalties of Dread, but can only be carried out after a successful use of Dread by the user. A Resolve + Composure test can be made to see through the illusion at any time, but each failure increases the subsequent difficulty by one. Willpower cannot be used to augment this test.

This Devotion costs 27 experience points to learn.

Fear of the Dark

Nightmare 2, Obtenebration 2

With this devotion a Khaibit calls upon her most natural resource, the shadows, to aide in her intimidation of her foes. Infused with the impending feeling of danger caused by the Nightmare discipline, the Khaibit is able to infuse the shadows around her with a feeling that causes mortals and supernatual beings alike to leave an area.

Cost: 1 Vitae

Test Pool: Presence + Intimidation + Obtenebration versus subject's Composure + Blood Potency

Action: Instant or Contested

Upon successful activation, the shadows in the Khaibit's line of sight become infused with effects akin to the power Dread (MET Requiem pg 182), however unlike Dread the feelings resonate from the shadows, not the user of this devotion, however this power only effects those that are within line of sight of the Khaibit. This feeling of fear causes mortals and supernatural beings to feel that something in their immediate area, although unexplainable, puts them in direct danger, causing them to leave the area. The affected character leaves the line of the sight of the Khaibit immediately in a controlled manner. An example is the feeling of walking through a dark parking lot alone at night with the feeling that something bad could happen.

One contested draw may be made reflexively to represent a crowd of perspective victims - probably mortals - based on the highest Composure among them. Player characters and important Non Player Characters should always test to resist this power individually.

Once a character has left the affected area, he may not reenter until the end of the scene or the power is dropped, whichever comes first. If the vampire does anything else drastic such as attacking someone, performing a dodge maneuver or activating another Discipline, the effects of this devotion cease. Also, if a character is attacked by any character from within the affected area, this effect ends for them.

Fear of the Dark cannot be used selectively on some people surrounding the user, and not on others. Its effects are all or nothing; nor can it be used more than once on any subject in a single scene. The vampire must be visible and within line of sight to affect others with Fear of the Dark. This devotion counts as part of the Disciplines Nightmare and Obtenbration. In the case of larger gatherings, the effects of this power lessen. If the number of people in the room exceeds the Khaibit's Obtenebration + Willpower, this devotion only effects an area 10 feet around the Khaibit due to the sense of security provided by large numbers.

This power costs 12 experience points to learn.

Fear of the Predator

Nightmare 1, Majesty 1, Protean 1

Predators have long rules the night, striking fear into the hearts of others. Yet as society has progressed and become more social many have forgotten that fear. In civilized society of today many of the young rationalize and ignore the fear of elder blood. Sometimes they need a reminder of just who is the predator.

Pool: N/A

Cost: 1 Blood

Action: Instant

Effects: For the briefest instance allow those around this vampire feel the "surge" of her predator's taint (MET: Requiem pages 237-239). This is a role playing effect, not a mechanical effect. No tests for frenzy or Rotschreck should be made due to this brief impulse. Even those normally immune to predators taint, such as mortals and those with aspect of the predator active, or those expecting to be around vampires feel this surge and compare their blood potency (0 for mortals). Those with lower blood potency feel a brief moment of fear knowing they are in the presence of a predator. Those with equal or higher blood potency feel the brief anger of knowing a weaker predator is in their presence.

This power costs 8 experience points to learn.

Fearful Presence

Dominate 2, Nightmare 3

The kindred who knows this power is given more than just respect by those around him. Targets of the power acquire an instinctual fear of the kindred, knowing in their being that physically challenging the kindred will only result in their destruction. This fear will drive them to flee the kindred should they ever be so fool hardy as to draw his physical ire.

Cost: 1 Vitae

Test Pool: Presence + Intimidation + Dominate vs. Composure + Blood Potency

Action: Contested, resistance is reflexive.

The kindred using Fearful Presence must meet their target's eyes to use the power. If the kindred using the power gets more successes than the target then the power goes into effect. The victim becomes terrified of attempting physical violence against the kindred, believing that it will lead to her destruction, and so will not attack the kindred.

Any successful attack initiated by the user of this power will cause the victim to check for fear frenzy. The number of successes needed by the target to resist the fear frenzy is equal to the successes gained on the activation draw of "Fearful Presence". Rules for fear frenzy can be found on page 256 of the Requiem MET book.

This power lasts for the remainder of the scene or until the victim successfully resists frenzy.

This Power costs 15 experience points to learn

Feeding the Soul

Insomnium 2, Auspex 4

For as far back as vampires can remember there have been rumors of a bloodline that can manipulate their dreams. Some claim that these "sandmen" can feed off of them while they are sleeping. Others have even gone so far as to claim that the Sandmen feed off of their emotions. They claim that the Sandmen have gone so far into dreams, that they are dreams, and are real in your dreams. Real enough to hurt you, and to feed from you, and cause you to forget who you really are. They are correct.

Alucinors prefer to feed off of those sleeping, because the blood tastes different to them. However the hassle of them leaving their beds became too much for some. So in the late hours of the evening, when other kindred were out feeding, the Alucinors devised a way to feed from the comfort and safety of their own bed. The idea was simply to cross over into the subjects dreams. A place where they felt more comfortable, and had more control. They link their mind using telepathy and Insomnium to achieve this. While in their dreams the Alucinors would change the dream slightly, and then feed off of the emotion felt from the change. To their surprise, when they began to drain, they actually began to drain the subject's life force, or their will. This pleased the Alucinors more then a simple meal of blood. For they had finally found a way to take what they could no longer gain from sleeping. They finally found a way to take will from someone else's peaceful night of rest.

Cost: 1 Vitae

Roll: Manipulation + Empathy + Insomnium vs. Subjects Blood Potency + Resolve

Action: Instant

Failure: If no successes are acquired the blood is lost and the Alucinor gains no willpower.

Success: If their is a success, the user takes 1 willpower, causing the victum to lose 1 willpower.

Mechanics: With Insomnium 2, the Alucinor is able to feed off of a subject without them being able to wake up. When this is added to the Alucinor projecting themselves using telepathy, Auspex 4, into their dreams, they are then able to then attempt to take willpower. Though the Alucinor is using telepathy, they have no idea where the subject is. The subject must be within the mile range of the Alucinors dots in Insomnium.

They take willpower by manipulating a persons dreams, and then feeding from the actual emotion caused by the change. Because of this the Alucinor must be concentrated on the subject alone, they can not gain any information about the subject's thoughts, except for what the dream is telling them. Also because of them being in the subject's dream, at the point of them taking willpower, the subject experiences a change in their dream. They can make a wits + academic roll when they wake up to try and remember where the dream was changed at. (For the change please note past Alucinor powers) It costs 1 blood, to get in the dreams and manifest, and to manipulate the dream to be able to feed from the emotion. This power may not be used on the same person more than once a week, and can not stack with Insomnium level 2, 3, or 5. This power may only be used once per night.

Suggested Modifiers:

+1 Blood tie
+1 Holding an Item of Importance or touching the subject

This power costs 18 experience points to learn

Feign Death

Protean 2, Obfuscate 3, Celerity 2

If damaged the user of this devotion can opt to activate this power for a Willpower and a Blood. upon which he draws Stealth + Obfuscate + Wits resisted by a Normal Clash of Wills Challange In order to appear to Fall to Ash to the viwer/ attacher... they however earth meld with a nearby surface and actually use obfuscate to accomplish the rest of the devotion ( leaving the ash or object)... they also have the ability through the use of this devotion to leave behind an object if they wish this ability cannot be used to launch an attack but It can be used to leave behind a Note or a bit of ash to convince others that he did actually die...Also after activating this power the user must leave the scene and cannot use it to launch counter attacks or suprize strikes... they can only flee...

Further limitations, the user must be near something he or she can earth meld with as defined by the earth meld power of Protean...

This power costs 20 experience points to learn.

Fenrirs Talons

Protean 3, Resilience 1

A devotion created by the Brothers of the Fenrir,unmistakable in their appearance, Fenrirs Talons is a symbol of the savage ferocity of the late rulers of Scandinavia.

Physical prowess was greatly respected amongst the Norse kings, including undead tribesmen. Displays of the slivery Fenrirs Talons was a symbol of instant respect. The primary use of Fenrirs talons was to fight the heavy armoured armies of Christianity.Most powers have died out with the undead who wielded them though a few still remain in the world in thre hands of these ancient warriors.

Cost: 1 Vitae

System: Fenrirs Talons Provides a +2 modifier to combat rolls to reprisent there size and potency. For these claws the damage is lethal.

Armour Piercing 3 All 'hard' armour. which includes powers that grant armour.

This power costs 18 experience points to learn.

Ferrum Ea Tenebrae – Blade of Shadow

Obteneration 2, Vigor 2

Leviticus developed this power in response to realising the threats that ghosts, spirits and darker entities from the depths of twilight and beyond can pose. Fighting to uphold the duty of the bloodline's heritage he develops his weapons to strike at those entities what would threaten the balance of twilight and the material. This power allows the crafting of existing shadows to form weapons and augment existing ones to strike at the Khaibits' enemies.

Cost: 1 Vitae

Dice Pool: Wits + Intimidation + Obtenebration

Action: Instant

Duration: Remainder of Scene

Roll Results

Failure: This power fails.

Success: The user crafts a weapon from the shadows. The weapon has a damage rating equal to successes rolled (therefore number of successes rolled can determine what kind of weapon is crafted), deals lethal damage and is tangible only to the user. The weapon can only deal damage to entities with a corpus pool and the weapon exists only in twilight; it cannot harm material targets besides those with corpus pools however the user need not be in twilight themselves to wield it.

The power may also be used to augment an existing weapon; in which case the number of successes rolled is applied to rolls to damage targets with a corpus pool, and may strike targets in twilight.

The intensity of the darkness used by the crafter can lead to a keener or weaker weapon; this power functions more easily in darker areas, modifiers may be set by the ST at the time of activation of this power in relation to the presence of darkness or ambient light.

This power costs 12 experience points to learn.

Fists as Anvils

Protean 3, Vigor 1

Sometimes its not enough to hit someone hard, you have to hit them harder. This devotion allows for someone skilled with shapechanging powers to make an alternative use of their Vigour. For a few moments the characters skin flushes with blood and then takes on a dull, greyish tone, especially around the eyes and fingers (leading to the name).

Cost: 1 vitae.

Dice Pool: this power involves no roll to invoke.

Action: Instant.

When this devotion is activated the user's skin flushes as the power of his Vigour discipline fills his skin, allowing him to deal lethal damage with his hands, feet and head. Each successful unarmed combat attack may convert an amount of damage dealt from bashing to lethal equal to the characters dots in Vigour. The effect of this power lasts for a number of turns equal to the characters dots in Protean.

This power costs 11 experience points to learn.

Fists of Stone

Vigor 2, Resilience 1

Sometimes you want to take a vamp alive, and they don't want to come. It's a fact of life for a scourge that it'll happen sooner rather than later.

Bare fists ain't much help, and the claws that most Gangrel are famous for don't really help with that "live" part too much. That's something the creator of this devotion learned a long time ago.

Sometimes when fighting kindred you need a punch that packs a little more "punch". That's something else the creator of this devotion learned a long time ago.

By calling on the strength inherent in his blood, and a little bit of the iron hard fortitude that normally defends him from his enemy's attacks he has learned to dish out blows that shatter bones with his bare hands.

Cost: 1 Vitae

Action: Reflexive

Activation: Strength + Athletics + Vigor

Duration: 1 Scene

The vampire expends 1 vitae and makes a Strength + Athletics pull (active Vigor applies) success indicates that this power becomes active and his hands are charged with the supernatural strength of Vigor and the iron toughness of Resilience.

For the remainder of the scene the vampire may deal lethal damage with normal brawling attacks as his blows shatter bones and rupture flesh with ease.

This power also grants a +2 bonus to non-combat draws involving strength of grip or breaking things with bare hands. In general of an action is contested by another PC, such as grappling, it is considered a combat draw.

While this devotion is active the rigidity of the hands causes the character to receive a -2 penalty to all dexterity related draws that have to do with fine manipulation, and the character may be unable to even attempt certain actions at the storyteller's discretion if they are deemed to rely to heavily upon deft fingers and a light touch (such as picking a lock).

This power costs 12 experience points to learn.

Flesh of the Demon Born

Protean 3, Vigor 3, Membership in Rakshasas Bloodline

Cost: 1 Vitae

Test Pool: Strength + Survival + Protean

Action: Instant

Duration: see below

To invoke this devotion, the Rakshasa must concentrate for a round in order to bring his 'demon nature' further to the surface. His skin sprouts razor sharp bone ridges and spines as the very bones of his body twist and push through his flesh. These spines cause vicious wounds in hand to hand combat; as well as making anyone who lays a hand on a True Born Demon pay a horrible price.

Success: Flesh of the Demon Born requires an instant action and 1 Blood Point to activate and lasts for a number of rounds equal to the user's dots in Vigor. When the devotion is active, any unarmed attacks made by the Rakshasa have the option to inflict lethal damage instead of bashing.

Also for the purposes of grappling (initiatiing a grapple as well as overpowering manuevers), the Rakshasa gains a bonus equal to the successes achieved upon activating this devotion.

In addition, this devotion may be activated if the Rakshasa is making use of physical armor, but it will render said armor ineffective.

When active, this devotion causes the Rakshasa to experience a -2 trait penalty on all social pulls except Intimidation due to the closeness of his Demon soul to the surface. The pulls governed by this penalty would be anything that would fall under the Nosferatu Clan Flaw. When in this form, the user may not benefit from any brawl-based Fighting Styles (like Boxing or Kung-Fu).

This power costs 18 experience points to learn.

Flicker

Celerity 3, Obfuscate 3, pure Mekhet clan

Approval Requirement: Low Approval (special, see below)

All Kindred know that the Mekhet are fast, and can vanish in the blink of an eye. Shadows who have mastered this Devotion take that birthright a step farther, combining those two native abilities into something far more useful. Alternately vanishing, moving at extreme speed, and re-appearing somewhere else, the user appears to rapidly blink in and out of existence, confusing foes and making the Mekhet an elusive target to hit.

Cost: 1 Vitae

Test Pool: None, this power requires no test to activate

Action: Reflexive

When using an action to dodge, the Mekhet can spend one Vitae to augment that dodge, applying her Obfuscate dots as a further penalty to opponents' attack draws for the turn, even with firearms attacks. The vampire must have Celerity activated in the same turn in order to use Flicker.

This power costs 18 experience points to learn. It cannot be learned by a vampire that is part of a bloodline, and is lost if the vampire ever joins a bloodline. Flicker has been reserved by the Master Storyteller for integration into the chronicle via a plotline, and can only be learned through the workings of said plotline or learned in-game from a player character. It is based on the contributions of Peter Smalley.

Flourish

Majesty 2, Dominate 2

Garcilaso de Castillejo was a master of the arena. Like any good bullfighter, he was skilled at misdirection, distracting his target before striking. The power from this devotion stems from the icon of the Toreador medium, the red cape. With a similar prop to help them, the Toreador can use his force of personality to steal away the attention of the target (or "bull") for the crucial moment of his strike. If he can avoid being gored, the resultant affection of the crowd is assured.

Cost: 1 willpower

Test Pool: Presence + Intimidation + Majesty versus Composure + Blood Potency

Action: Contested

As part of a full dodge action (including Brawling Dodge or Weaponry Dodge) the Toreador must make a "flourish" of some kind. The Toreador must successfully dodge for this power to become active (the effect of the flourish is lost of the Toreador is struck). If the contested roll is successful, the victim of the power is distracted by the Toreador's display and is denied his defence for the next round. This power can only be used once per combatant, per scene.

This power is only available to Toreador and cannot be taught by PCs.

This power costs 12 experience points to learn.

Flow Within

Celerity 3, Protean 3

Through countless daysleeps and relentless pursuit of the truths of the Vampiric Condition, Kindred can change the very nature of their Requiem. Some Kindred tend to be in constant motion making enemies along the way. This power was developed in an effort to shake off any enemies that may spy upon the resting place of the user of this Devotion. Flow Within amplifies the usefulness of Haven of Soil by allowing its user to move within the soil once submerged within the ground.

Cost: 1 Willpower (See Below)

Dice Pool: Stamina + Survival + Protean

Action: Reflexive

This devotion may only be used after successfully activating Haven of Soil. Once activated, it allows the user to move through soil a number of steps equal to his Size each round. Flow Within's effects expire at the end of the scene although its effects may be extended by spending a willpower and making a successful Stamina + Survival + Protean test.

When traveling underground, the user must make a Humanity test in order to distinguish distance and direction. In game terms, the player announces where he will be going using this devotion. The player must then make a reflexive Humanity test in order to orient himself correctly. The character may change his destination at will but each time he does so he must make another Humanity test to become oriented on the new destination. Should the character become disoriented, he moves off in a random direction until he rights himself. By concentrating for one minute the Humanity test for orientation may be attempted again but each time the test is failed the character is -1 to Humanity tests for purposes of orientation for the remainder of the scene. Also, the Direction Sense merit adds a +1 modifier to Humanity Tests for purposes of becoming oriented.

If the character using this devotion is able to meld into rock, this devotion allows him to move through natural rock as well as soil. This devotion may not be used to move through any substance other than soil and natural rock.

The concentration required to use this devotion is such that it is impossible to activate other disciplines or aggressively engage in combat (the user may defend as normal). Also, while under the influence of this devotion, it is impossible for the user to engage in a combat through means of surprise attacks. Once this devotion is used, avoiding combat becomes the user's top priority.

This power costs 18 experience points to learn.

Focused Fury

Vigor 2, Celerity 2

The ability to move faster than the eye can see and lift enormous weights like they were paper are useful attributes indeed. Certainly, any vampire with so much power is more than a match for any mortal. Sometimes, however, a kindred must kill without demonstrating her supernatural speed or strength, perhaps to throw off mortal hunters or simply as a way to show her extreme displeasure with an individual. By focusing the supernatural powers of speed and strength, this devotion causes the vampire to strike with truly superhuman power. Focused Fury allows a character to deliver blows with bone-shattering force, without displaying obvious supernatural speed or strength. Few things can stand against such might.

Cost: 1 Vitae per scene

Test Pool: Strength + Athletics + Celerity

Action: Reflexive

The effects of this devotion last for a scene. During that time, any bashing damage the character inflicts with his bare hands is converted to lethal damage.

Unlike many powers, this devotion can be used in conjunction with fighting style merits like Kung-Fu and Boxing. However, it does not allow the use of other supernatural powers with fighting style merits. In other words, activating this devotion does not allow one to use claws with kung-fu, for example.

This power costs 12 experience points to learn.

Fog of War

Protean 5, Celerity 2, Instantaneous Transformation

Through the power of the discipline of protean, raised to the level of reflex, the Gangrel becomes capable of using his power to transfrom in order to avoid the attacks of even the most skilled opponent.Due to the importance of the heart to the damned, this power fails to function against strikes directed at the heart. This power grants no addition to defense against staking attempts.

Cost: 1 wp per scene, 1 Vitae per round activated.

Test Pool: None

Action: Reflexive

This devotion allows a Kindred to transform parts of his body into mist quickly, just as a weapon is about to strike or a blow land. When this power is activated, the character's dots in Protean are added to his defense for the remainder of the turn (and in all ways act as dots in celerity for the purpose of defense). Anyone attacking the character will find that the area immediately around where they strike partially transforms to mist, making it more difficult (but hardly impossible) to injure them and then becomes solid again once the strike has passed. For this power to work, celerity must be active in the turn (1 blood for celerity, 1 for the devotion). This devotion provides no protection against attacks which would not be blunted by not fully striking the body. In specific, damage from open flames or sunlight is not avoided. This power may not be used in conjunction with other powers which grant a bonus to defense other than celerity. This power grants no addition to defense against staking attempts

This power costs 21 XP to learn.

Forceful Presence

Majesty 5, Vigor 1

Some times in the animal kingdom creatures puff them self's up to look bigger, more dangerous or sometimes more attractive. With this power you can get a similar effect.

Cost: 1 WP + 1 Vitae (spent after extended test is completed)

Roll: Strength + Athletics + Majesty

Action: Extended (all pulls at -5)

This is an extended test that needs 5 successes, each roll represents 15min of exercise. If you ever pull a 1 while testing you need to start again

The fact that you need to push your self more than any one should is represented by the -5 penalty to each test.

For the rest of the night you will give of a Forceful presence and look bigger and tougher. This lets you use Strength instead of Presence in Soverenty tests.

However this power dose make others look at you with contempt and distain. This is shown but the fact all the tests you make with manipulation are at a -2.

This power costs 18 experience points to learn.

Foretelling

Auspex 2, Cruac 2

By casting an augury of some kind, this power gives the user insight into the future.

Cost: 1 blood

Dice Pool: Wits + Occult + Cruac

Action: Instant

Foretelling gives the user insight into the future. Some manner of augury device is required (such as tarot cards, Ogham sticks, runes, pendulum, animal innards, etc). By examining the results of the augury, the user can gain a bonus to solving future enigmas and mysteries.

Failure: The power fails and nothing happens.

Success: The vampire gains a vision into future events. She has a +2 bonus to all Enigma challenges (using Investigation or Occult) for a single scene. As with all Auspex powers, at Storyteller discretion an actual vision may also be obtained. While the augury may not make sense at the time of casting, future events may cause the augury results to "click", hence the bonus. At Storyteller discretion, the foretelling may be used in a single future scene rather than the current scene. Multiple uses of this power in the same scene do not stack.

This power costs 10 experience points to learn

Forge

Dominate 2, Web 3

Once a Lynx becomes accustomed to the networks around him he is able to attune his mind to such a frequency that he can integrate or remove himself from said networks. Dominate is the power of affecting others minds. Using this power, with briefest of eye contact the Lynx attune another's mind to the necessary frequencies to enter or be removed from those networks as well.

Cost: 1 Willpower per scene

Dice Pool: Wits + Persuasion + Web versus Resolve + Blood Potency

Action: Instant and contested; resistance is reflexive.

Roll Results:

Failure: The character fails to insert another into a network or delete their presence from a netork.

Success: The vampire successfully alters another's place in the desired network. The Lynx's dots in Web either become a bonus to dice polls for interactions w/ the network in question or a penalty to the actions of other nodes to interact with the target through the network. A bonus represents the target interacting the expectations of familiarity of other nodes within the network; while a penalty represents the target shutting parts of herself off from a network she belongs to.

This power functions exactly like the Web 3 power, Insert/Delete, except where noted below. See page 210-211 of Vampire: The Requiem: The Invictus for more details on how this power is used.

  • Forge can be used on other individuals.
  • When used to insert another into a network, instead a full bonus equal to the user's dots in Web it only gives a bonus equal to half the user's dots in Web, rounded up
  • When used to insert another into a network, the bonus can not be applied to supernatual challenges.

This devotion costs 15 xp to learn.

Form of Legend

Protean 4 Animalism 1

With this power the user takes on one of the legendary forms associated with the gods and heroes of the Celtic world. It is essentially a modification of Shape of the Beast which allows non-predatory forms to be assumed.

Cost: 1 blood

Dice Pool: as Shape of the Beast

Action: Instant

With form of legend, the vampire can assume the shape of one of the creatures strongly associated with the ancient gods of Ireland and Wales. It operates in all ways like Shape of the Beast with the following exceptions. The animal form assumed must be white except for the ears, which are red (White animals with red markings are a sign of the Celtic otherworld). Because these forms require a shift away from the Kindred's normal predatory nature, while the user is shifted into any of these forms he is +2 on any tests to resist frenzy, but at a -2 on tests to resist Rotschreck or any fear based power. The first purchase gives one additional form and additional forms of this power cost 4 exp each Possible forms are as follows:

Horse: As a horse, the Vampire's hooves can inflict bashing damage. Acting Speed is 12. Running Speed is tripled. Claws of the Wild are not possible.

Stag: As a stag, the Vampire's horns can inflict lethal damage. He gets a +2 on initiative pools, acting speed is 8. Running speed is doubled, and two bonus dice are added to any Wits + Composure rolls to be aware of events that happen in the stag's environment. Claws of the Wild are not possible. (Note: the female form, Hind, lacks antlers and is therefore limited to bashing damage.)

Salmon: As a salmon, the Vampire's strength becomes 1, but he can swim at a speed of 18 (plus five more per dot of Vigor activated); 3 dice are added to all perception based rolls when underwater, and defense increases by two.

This power costs 9 experience points to learn. Additional forms cost 4 xp to learn.

Form of the Demon

Nightmare 3, Protean 4, Rakshasa Bloodline

The Rakshasa are known by Kindred as the Demons. The Rakshasa that have mastered this devotion live up to that moniker. The kindred has gotten so in touch with his inner rage, that he is able to change his body to mirror the form of the demon that they believe that they truly are. When this power is activated, the Rakshasa grows larger and takes on the features of a demon. Horns grow out of their head, and their faces slope into that of an evil looking beast. The Kindred's hands twist into wicked claws. Needless to say, there is no way to hide this form for breaking the Masquerade. The Rakshasa use this form exclusively for combat, for there is always the chance that the beast will take over.

Pull: Manipulation + Empathy + Nightmare

Cost: 1 vitae + 1 WP

Duration: number of rounds equal to the characters stamina + resilience.

Action: Instant

Upon activation of the power, the kindred's body shifts to the demon form, but the kindred must make a frenzy test as they are partially letting their beast take over. The kindred takes on the form of a true demon, there body shifting and twisting to become a creature straight out of nightmares. The kindred grows in size, moving to become size 6. While activated the kindred gives off an aura of fear, causing everyone within 5 feet of them to be at a -2 on any action that does not directly involve moving away from the Demon.

The bonuses granted from this form do not stack with other bonuses given through shape changing. This form can only be used from the kindreded's base form. The Kindred can activate Feral Claws while in this form through the normal means of doing so.

People affected by the aura of fear get a reflexive Composure + Blood Potency pull to see if they are affected by the power, their pulled compared to the original pull by the Rakshasa.

While in the form of the demon, the kindred is at a -3 to resist falling into frenzy, as they have essentially give themselves partially over to their beast in order to take this form. In addition, in order to drop out of the form before the allowed time, the kindred must make a resolve + composure roll, as if resisting frenzy, as the beast does not want to give back the body once it has control of it.

This power costs 24 experience points to learn.

Four Hands

Celerity 1, Resilience 1

Sometimes, you just gotta get it done faster...

Cost: 1 Vitae

Dice Pool: None

Action: Instant

This devotion allows a vampire to perform Craft or Expression tasks in Celerity during non-combat situations for a number of minutes equal to twice her dots in Celerity. The vampire must still spend a Vitae to activate Celerity. If unable or unwilling to spend 2 Vitae in one round, the vampire can 'power up' by activating the devotion one round then activating Celerity the next.

This power costs 5 experience points to learn.

Friend of the Dead

Obfuscate 4, Nightmare 1

The Egyptians believed Nephthys was the embodiment of death. A kindred with this devotion active appears to be the idealized picture of death: sunken eyes, rotting skin, and the smells of death. All these things create a tangible aura of death about the pc. Adds to intimidation.

Action: Instant

Duration: Lesser of a Scene or 1 Hour

Cost: 1 Vitae

Test Pool: Presence + Intimidation + Obfuscate

Success: The transformation described above occurs. The number of successes achieved are applied as a bonus to the character's intimidation pool for Social challanges only. This bonus does not add to supernatural powers or challenges

Failure: The blood is spent and nothing happens. The character is aware that it failed and can not retry for the scene.

Role playing: This power is to be heavily role played. The Players should have a vivid description of what their Characters look like while using this power. Players should also remember that if it is used to often then the IC effect is lost.

This power costs 15 experience points to learn.

Fright

Nightmare 1, Majesty 1

Fear is the most primitive and one of the most powerful of emotions. Fear is a weapon when in the correct hands. For some fear is a fine scapel; for others a blunt hammer. The most insidious of them know how to do both. Harnessing this primordial fear, the practitioner can stop a victim in their tracks and remove even their ability to speak. They feel as if their (even unbeating) hearts leap into their throats as paralysis overtakes their vocal cords and even a scream of terror is too much to force through their tightened lips.

Cost: 1 Vitae

Test Pool: Presence + Intimidation + Nightmare vs Composure + Blood Potency

Action: Instant

Roleplaying Requirements: The user of this devotion must make an overtly threatening gesture towards the target, be it physical or social.

Results:

Failure: The user fails to gain more successes than the target, nothing happens.

Success: The user gains more successes than the target. For a number of minutes (out of combat) or rounds (within combat) equal to the successes achieved upon activation, target is unable to speak. They feel as if their throats have closed up and find it impossible to utter anything beyond an almost mute gasp.

Even the most terrified individual can muster enough internal strength to slightly overcome this power. The target may spend a Willpower to surpress the effects of this devotion for one minute, and can therefore speak normally (though they should roleplay the feelings of fear).

Even the most terrified of individuals knows how to defend themselves. As a result, if the target of this power is targetted by any damage causing effect from an outside source (mundane or supernatural), their sense of self-preservation overtakes this devotion. They are able to make inarticulate sounds, such as screams and the like, though they remain unable to form coherent speech.

If the target leaves the presence of the devotion user, the effects of the power end immediately.

This devotion costs 6 xp to learn.

Frightful Authority

Nightmare 2, Dominate 1

This power enforces a Rakshasa's divine authority on a tangible level. By creating a feeling of fear towards a person's superiors, the Rakshasa can hinder or even stop someone from performing an action contrary to his own wishes.

Cost: 1 Vitae

Dice Pool: Manipulation + Intimidation + Nightmare vs. Composure + Blood Potency

Action: Instant and Contested. Resistance is reflexive.

Failure: The character fails to exert his authority and cannot use the power again this scene.

Success: The Rakshasa imposes a penalty on all actions contrary to his wishes on the victim equal to a Status that the Rakshasa has minus that same status that the victim has. The victim has to share the same status trait with the Rakshasa for this to affect him/her. The Rakshasa simply cannot impose a penalty on a Mekhet equal to his Nosferatu status. The status in question that the user attempts to use against the victim is specified when the devotion is activated, and if the victim has more status than the user, the user takes the penalty. The Rakasha must make his disatisfaction known to the target of this devotion, either through understandable language, telepathy, or clear body movement; the target is not expected to read the Rakasha's mind, and this power confers no unusual ability to understand the Rakasha (or his wishes) beyond what already exists.

These penalties do not apply to degeneration/morality draws or any draws for Frenzy/Rötschreck.

For example, Robby Rakshasa wants to stop Donnie Daeva from attacking the Prince's harpy. Robby has City Status Chicago 4, and Donnie has City Status Chicago 2. If the roll succeeds Donnie's actions in this attack would receive a penalty of -2.

This devotion costs 9 experience points.

GEOMANTIC SURVEY

Auspex 2, Gilded Cage 1

This devotion combines the power of Aura Perception to detect and interpret the energy of auras with Gilded Cage's innate sensitivity to the tides of energy within a city. With it, the Architect can see many of the basic energies that course through the city, and detect their general "flavor". It cannot, however, be used to see ley lines.

Geomantic forces refers to those metaphysical energies which normally flow through or across the surface of the earth, independent of a single living source. Different cultures have had different visions of exactly what these are and how they work, and WW refers to "geomancy" frequently without ever pinning down a precise definition. The Chinese, for example, refer to the "chi" as a type of universal energy whose flow can be hindered or facilitated by proper architectural design; the science of Feng Shui is their version of "geomantic design". Chinese and western Hermetic tradition share the belief that certain types of geomantic energy are stronger when aligned with specific cardinal directions, colors, and materials. This power neither favors nor excludes any one culture's viewpoint, but recognize all such sciences as variations on a single theme.

Note: Ley lines as presented in the WW material are beyond the scope of this devotion, hence cannot be identified or interpreted with this power.

Geomantic forces (literally "earth energies") in of themselves have no emotions, but may reflect the emotional energies of surrounding populations. STs in our game frequently describe this effect, noting that a shrine has "an aura of faith" or a murder site "the aura of death". This power allows an Architect to both see and make sense of such forces, gaining information about the site in question that can be used to guide his projects.

For example, using this devotion an Architect can survey the site of an intended building project, detecting those local energies which might affect his design. He may also at a later date use the same devotion to see how his work has affected those energies, to refine it further. While this devotion can provide an excellent sense of the type of energy flowing through a site, it does not necessarily provide detailed information on the source of that energy. As with Aura Perception, the Architect must RP intense concentration in order to gain meaning from the whirlpools and eddies of energy that surround him.

Cost: 1 Blood per scene

Dice Pool: Int + Occult + Aus

Action: Instant

Studying his environment, the Architect can see geomantic forces active in the immediate area. These may include the flow of chi around local obstacles, strong emotional currents established by nearby populations, and perhaps traces of powerful supernatural presences in the immediate vicinity. Ley lines cannot be seen or interpreted with this power. Geomantic Survey can only provide vague impressions at best; other powers are required to gain more specific information.

All information appears in the form of colored auras, that are subject to interpretation as per Aura Perception. As with AP, seeing them is easy; it is the interpretation of them that takes effort. This devotion does *not* provide any emotive connection to events or people (as Spirit's Touch does) or specific details of a past event. One is seeing the metaphysical "footprints" left behind by such things, not the events or creatures themselves.

These geomantic forces may reflect particularly powerful emotional events that have taken place at a site, such as murder, diablerie, demonic rituals, etc. GS will *not* provide more than a general impressions of these events, but it can help locate the place where other more specific powers (such as Spirit's Touch) can be applied to learn more. The devotion may be able to detect the presence of extremely powerful or emotive creatures, but only in a broad sense, ie, "some powerful demonic thing that reeks of death is located here"; it cannot be used to gather precise information about who they are or what they want.

Draw Results

Failure: The local currents are so complex or confusing that the Architect cannot make sense of them.

Success: On successful activation the Architect gains enough of a general sense of the local energies both understand them and to design his buildings appropriately. Additional successes may be used to seek more information upon one facet of the landscape.

MODIFIERS:

Because Gilded Cage is a component of this devotion, the modifiers for that discipline apply.

+2 Power is used in downtown area of major city
+1 Power is used in downtown area of minor city
+1 Power is used at the site of a recent crime or catastrophe
-- Power is used in a moderately sized urban environment
-2 Power is used in a small or semi-wooded urban area
-3 Power is used on the outskirts of civilization
-5 Power is used in a wilderness area (without human population or infrastructure)

TEACHING: due to the nature of the power, teaching it requires at least one party have and use Telepathy,

ST OPTION: Any time a Storyteller wishes to disseminate a plot hook, reveal information about a scene or character, or just put information into play to clarify or complicate story, he or she may use this devotion as a vehicle to deliver an appropriate vision. Storytellers are encouraged to use it as a dramatic device as much or as little as they like.

Examples:

While unusually powerful or emotive supernatural creatures might affect local energies, run-of-the-mill ones do not. Hence, a demon oozing death-energy at that location might taint the local currents strongly enough to be noticed, or a location frequented by ghosts might have an eerie cast, but the casual passage of werewolves, mages, or ghosts through an area would not normally leave a trace bright enough to be detected. As noted above, precise details of spells, disciplines, and other supernatural powers cannot be analyzed with this devotion.

This power costs 9 experience points.

Ghede's Twilight Guardian

Cruac 3, Animalism 1+

Baron Ghede is probably the most loved and most recognized lwa inVoodun. He is the guardian of the dead and the master of creation and conclusion of life. He is Death. He controls the souls of those who have met death as a result of magic and he is the power behind the magic that controls dead. He is neither good nor evil, but the Baron's permission must be sought before practicing black magic. He's also considered the last resort against magic that causes deaths, because even if a spell brings a person to the point of death, they will not die if the Baron refuses to 'open the door'. This Devotion will seek permission from Ghede to swing 'open the door' and let a minor creature live again.

Cost: 1 Vitae

Roll: Manipulation + Persuation + Cruac

Action: Extended

One Hour plus (20 successes; each roll represents one minute of effort)

Failure: The Devotion Ends. Blood is spent.

Success: The successes are added to the total. If the total reaches 20+ successes, a minor death spirit is ripped from the twilight and put into the dead animal giving it animated life. The animal's soul is displaced into a soul jar, which is one of the compounds of the devotion. The character can only create max zombies up to his dots in Animalism. When the max number of roaming zombies is reached, a zombie would have to be destroyed before another can be created.

Roleplaying: The rite has to be done where Ghede's door is weak. At a murder site or one can be created (Humanity check if needed). Or one can collect items from many different murder sites and then construct an alter at the ritual site. Then the character cuts themselves and uses the blood to mark a cross glyph to Ghede on their forehead. As she does so, she intones a blessing in the name of Ghede. The bloodstained glyph glows brightly and continues to glow for the duration of the rite's castings. Besides that, each rite can continue differently but the following items are common to all.

Devotion Items:

Clay Jar (Soul Jar)
Basic Animal (Size 4 or less)
Example: Cat, Dog, Bat, Raven (Core Book, Page 323)
Offering to Ghede: coffee, rum, cigarettes, bread.

Zombie Creation Rules

Antagonist, page: 26

All Zombies created in this fashion have the Vulnerability Weakness (Soul Jar) without receiving a creation bonus. If the Soul Jar is broken then the zombie is destroyed instantly.

This power costs 15 experience points to learn.

Ghost Form

Protean 5, Resilience 3

Having learned to master the body of spirit form this power focuses the resiliance of mind and body to hold form, allowing a wraithlike likeness of themself so that they may communicate in relative safety from physical assault

Cost: 1 blood + 1 willpower for the night or until discontinued

Test pool: none

Action: instant(sustained)

Simular to body of spirit form the pc in this form is unable to touch or be touched, damage and movement being adjusted the same as that form. while not truly a ghost the pc is able to move through confined spaces much as body of spirit. The pc looks like a ghost. This form does not allow for any attacks of a physical nature on the part of the user and only physical attacks mentioned in mist form with the same limits will work on a pc within this form. No disciplines can be used in this form and all speech is done at a whisper.

This power costs 24 experience points to learn

Gimmie 40

Protean 2, Resilience 2, Trowza Snake's 187 Murder Posse Bloodline

Similar to the Carthian devotion "Vitae Bloat," Gimmie 40 allows a Kindred to store a greater amount of alcohol in their system, and the increased supernatural metabolism provided by the Protean discipline allows them to make better use of it. Without a doubt, this devotion is responsible for apocryphal tales surrounding members of the bloodline getting "crunk" (crazy drunk) enough to hit the "magic crunk" and become the life of the party.

Cost: 1 Willpower Point and 1 Vitae Point

Die Pool: Stamina + Socialize + Protean

Action: Instant

Once this devotion has been activated, it lasts until sunrise, or until all the alcohol in the vampire's system has been purged, whichever comes first. A character employing this devotion is able to gain a bonus to their social rolls equal to their Humanity score or +3, whichever is higher, ignoring the customary +3 limit if their Humanity score exceeds it. This social bonus comes from the consumption of alcohol, as per page 243 of the World of Darkness MET book. Notably, a character employing this devotion still suffers the cumulative –1 penalty to Dexterity, Wits, and Intelligence based pools that accrues with each drink in excess of the character's Stamina in an hour. It should be noted that, as per the drug rules on page 234 of the World of Darkness MET book, these bonus dice cannot apply to the use of supernatural powers. A character employing this devotion needs only spend the single point of vitae required to activate the discipline to metabolize alcohol for the rest of the night, and automatically becomes a "nice drunk."

This power costs 14 experience points to learn

Glossi Barbaros ("Barbarian's Tongue")

Auspex 4, Obfuscate 1

While their patrons were primarily Greek, the Oracle at Delphi's reputation for accuracy quickly spread to other ancient peoples, who sent representatives in droves. The priests and scribes were able to learn some of their visitors' languages, but it just wasn't enough, so the Pater Theopropos sought another solution. This Devotion is the result of that effort. By focusing the power of his blood and will, the user "skims" the mind of someone engaged in linguistic communication, "borrowing" the subject's own comprehension of the language being spoken and making it appear that the user can speak it as well.

Cost: 1 Blood if the subject is actively attempting to communicate with the user.
1 Blood and 1 Willpower if the subject is unaware of or resistant to the attempt.

Pool: Wits + Socialize + Auspex

If the subject is unaware/resistant, the draw takes a penalty of the subject's Resolve.

If more than one other person is involved in the conversation, the user must choose which participant will be the subject, and the draw takes an additional penalty based on how many will be affected: -1 for a small group (2-5), -2 for a large group (6-10), -3 for a roomful (11-20), -4 for a crowd 20+, and -5 for a mob, auditorium, etc.

Action: Instant

Duration: Usually one scene/conversation, but Storytellers may extend this to facilitate role-play between consenting players.

On a failure, the power does not activate. If the subject was unaware of the attempt, he may make a draw of Intelligence + Composure to detect that someone tried to "skim" his mind.

On a success, the user taps into the subject's understanding of the unfamiliar language and mentally translates it into a comprehensible one; the user's own speech appears to be in the subject's language.

The power allows for inclusion of nonverbal components such as gestures, facial expressions, and the like, if they are part of the "language" being used.

Only one language may be comprehended per use of this Devotion. If the user wishes to comprehend more than one language at a time, he must pay the cost and make the draw to activate the power separately for each, up to a maximum of his dots in Intelligence.

Those with active Auspex (or a compelling reason to disbelieve the effect) may make a Clash of Wills test (Wits + Investigation + Auspex) against the user's Successes in activating the Devotion. Those that understood the language being "spoken" prior to piercing the effect may continue to understand the user's empowered communication afterward, though they perceive that the user is not actually speaking the subject's language. Those that did not understand the language being "spoken" prior to piercing the effect, but do understand the language the user is actually speaking, may begin comprehending that half of the conversation.

This Devotion is only useful instance-by-instance. Because the user is not actually independently comprehending the language being "spoken," he does not retain any knowledge of it after the effect fades. Use of this power, therefore, does not justify the independent XP purchase of any language.

This power costs 15 experience points to learn.

Go Away

Majesty 4, Nightmare 1

Cost: 1 vitae

Pool: Manipulation + Intimidation + Majesty vs. Composure + BP

Action: Instant

Upon successful activation of the power, the Target develops a subtle desire to go somewhere else (minimum of outside conversation distance). It's not that they don't want to be where they are, but more like they have a stronger desire to be someplace else. The Target will leave the scene and will remain gone for a minimum of 10 minutes per success. This is a completely self motivated desire, it is very difficult to determine that a power was used upon them.

This power costs 15 experience points to learn.

Great Throw

Celerity 1, Vigor 1

There are many times in combat where death or injury is not the aim, instead merely getting your opponent away is desired. It is these times when knowing the secret of a great throw can be very handy indeed!

Cost: 1 Vitae for the scene.

Dice Pool: Strength + Brawl + Vigour.

Action: Instant.

To use this devotion the character must be in a grapple with the target, his vigour must be active and he must not be overpowered. After a successful Strength + Brawl + Vigour check the target is thrown a number of meters equal to the successes in a direction of the characters choice. Any effects other than being thrown (including loss of actions or damage) are entirely at the STs discretion, in general to land safely or on ones feet requires a success in a Dexterity + Athletics roll, an ST may allow a bonus equal to activated Celerity or ask for more than one success depending on the circumstances involved. This power should not be used in such a way as to deliver Aggravated damage nor to circumvent the 'one-shot-kill' ruling, instead it should be used to make for more cinematic combat.

This power costs 6 XP to learn.

Grendel's Talons

Protean 3, Vigor 2

A Gangrel's claws are their standby weapon. Nothing more is necessary. Claws which rend and tear. Sometimes though, utter devastation is called for. Grendel's claws grow much like the Claws of the Wild, but they become more like massive talons. They sprout not from the tips of fingers, but from the fingers themselves, thickening the fingers.

Cost: 2 Vitae (Can be burned in 2 rounds)

Action: Instant

Duration: 1 Scene

The vampire expends 2 vitae and the talons extend from the ends of their fingers. These talons do not also extend from the feet as Claws of the Wild can. The talons give +3 bonus traits to all brawl attacks made with the hands only (with the exception of grapples) as well as doing lethal damage. They cannot be disarmed like a melee weapon, and are not usable with any fighting-styles. The talons become difficult to hide, and if used openly will cause a breach of the Masquerade. The user of these talons becomes unable to grip weapons or firearms, as well as a –4 penalty to all dexterity related draws. Driving a car could even be difficult with these talons activated, for example.

This power costs 15 experience points to learn.

Guard the Sacred Soil

Animalism 3, Protean 2, pure Gangrel clan

Approval Requirement: Low Approval (special, see below)

This power allows the Gangrel to find a greater measure of security for her day sleep. While interred in the earth, she can call upon nearby animals to protect the area.

Cost: 1 Vitae to mark territory

Test Pool: Manipulation + Survival + Animalism

Action: Instant

The borders of the area where the Gangrel intends to sleep (no larger than a small forest clearing) must be marked with her blood. A test is performed for this power, followed immediately by the use of Call of the Wild to summon creatures to guard the area. For each success achieved with Guard the Sacred Soil, the animals provide the vampire with one temporary level of the Haven Security Merit, to a maximum of five levels. This is in addition to their normal abilities to defend the area on their master's behalf.

The animals will not behave unnaturally in a way that would draw attention to the area, unless they perceive a threat. The protected area is no more obvious for their presence than without it. Guard the Sacred Soil's effects end when the Gangrel wakes for the night.

This power costs 12 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Guard the Sacred Soil has been reserved by the Master Storyteller for integration into the chronicle via a plotline, and can only be learned through the workings of said plotline or learned in-game from a player character. It is based on the contributions of Rik Sowden.

Guarded Vault

Auspex 4, Obfuscate 1

Members of the Mekhet clan have learned that the most destructive weapon in a Kindred's arsenal isn't a Gangrel's claws, but instead the subtle power of Telepathy. Where a Gangrel might do damage to you that takes several nights to heal, a person using Telepathy can ruin your life by stealing information from your mind.

With the understanding of Telepathy, a Kindred can learn to be alert for attempts to break into their mind and work to prevent them from stealing knowledge.

Cost: 1 Vitae

Dice: None

Action: Instant to activate; Reflexive to resist

With this power, the wielder guards their mind against mental intrusion and gains awareness of attempts to invade their mind. By spending one point of Vitae and taking an instant action, the wielder focuses part of their attention on sensing mental intrusion. This lasts for an hour or scene if longer.

The user of this devotion may activate the power at any time, but must do so before the Telepathy occurs; if entering into a pre-arranged or expected Telepathy situation, the devotion may be activated reflexively.

Whenever someone attempts to steal the wielder's thoughts or knowledge, the wielder can reflexively spend a Willpower trait per the Telepathy rules (Met VtR p165) to eject the telepathy before the person gains any information.

This power costs 15 experience points to learn.

Guardian of the Barque

Obtenebration 3, Vigor 2

In their roles as spirit hunters, ghost-warriors and guardians of the unknown, many Khaibit are called upon to force the unknown back through the boundaries which mark the edges of the known world. No matter if the kindred is humane or closer to the beast, they call upon the various tried and proven mundane methods of exorcism and abjuration to force their spiritual foes to flee the mortal realm for a time.

Some Khaibit find that their own resolve and talents are not enough to defeat the spiritual foes however, and call upon their supernatural talents, channeling their potent energies into the rotes of protection in a terrifying but potent supernatural display.

When this power is activated, the kindred's eyes seem to be wreathed in swirling shadow, and the kindred themselves seems to bleed darkness from unseen wounds across their body as the battle of wills continues.

Cost: 1 vitae per exorcism or abjuration attempt.

Test Pool: Wits + Occult + Obtenebration

Action: Reflexive.

System: When conducting an exorcism or abjuration of an entity in twilight that is affected by the exorcism or abjuration rules, the kindred gains a bonus equal to their Obtenebration rating to the Resolve + Composure roll.

This power costs 15 experience points to learn.

Guardian's Sacrifice

Resilience 3, Matana 3

The discipline of Matana is referred to by the bloodline as a gift from God. It builds an empathetic connection between the Griffin and his charge, to the point that the Griffin may grant his disciplines to the one he has sworn to protect. No one in the line has explored the depths and possibilities this discipline has to offer till now. Griffin's with this power have taken the connection to another level; the accepting of another's wounds.

COST: 1 temporary Willpower

TEST POOL: Composure+Matana+Medicine - Stamina+BP

ACTION: Instant

With the expenditure of a temporary willpower, the Griffin may transfer wounds from his charge to himself, be it bashing, lethal or aggrivated. The number of wounds that may be absorbed are dependant upon the Humanity of the Griffin. Therefore a Griffin with a Humanity of 7 could take upon themselves up to 7 wounds from their Charge, or spread out the number of wounds that may be taken (Should three charges be harmed, the Griffin could take 3 from the first, 2 from the second and 2 from the third, thus capping the damage taken per evening.)

This power cannot halt the effects of staking.

To enact the devotion, the Griffin must make physical contact with his charge, it cannot be done from afar.

This power costs 18 experience points to learn.

Guardian's Strike

Majesty 1, Celerity 2, Vigor 2

Nothing draws an enemy's attention like a devastating blow. Words won't do it- Kindred attackers are too focused. Tricks and traps won't do it- Kindred attackers are too resilient. Nothing tells a group of hostiles "I'm the main event" quite like a pure, powerful blow. This power combines Awe to draw the enemy's attention, Celerity to move with the speed and flash that the eye can't ignore, and Vigor to make the blow decisive.

Cost: 1 Vitae

Test Pool: This power requires no draw to activate.

Action: Reflexive

Duration: 1 Round

For the round when Guardian Strike is active, this Devotion adds a bonus to the user's Brawl or Weaponry skill equal to his or her Majesty. This bonus can cause the skill to exceed the normal limits from Blood Potency. Thus, a vampire with Majesty 4 and Weaponry 2 would have Weaponry 6 while this Devotion is active. This Devotion does not affect damage caps. This blow draws the attention of all nearby enemies and motivates them to attack the user.

This power costs 15 experience points to learn.

Hades' Blade

Auspex 2, Protean 3, Vigor 1, Seker's Claws Devotion

Cost: 1 Vitae

Test Pool: Strength + Survival + Protean

Action: Instant

Duration: 1 scene

Description: This devotion, created as an extension of Seker's Claws, allows the Anubi to strike at ghosts with a melee weapon instead of his claws-- any physical object inhabited by the ghost is also affected. While the power is active, the Anubi's aura is extended to encompass the weapon; if the weapon is broken while under this power, the Anubi takes Lethal damage equal to the equipment bonus of the weapon.

The power may be terminated before the duration expires, either by will or by physically releasing the weapon. If this is done, it requires new vitae expenditure to activate it again that scene.

This power costs 15 experience points to learn.

Halls of Terror

Institutionalize 3 + Nightmare 2

Cost: 1 Willpower

Pool: Manipulation + Empathy + Institutionalize versus Subject's Composure + Blood Potency (The Nosferatu clan weakness does not apply to this draw.)

Action: Contested

Roleplaying: same as Dread

While making a house creepy is well within the powers of Institutionalize, A Morotrophian can go even farther, making any single room so deeply uncomfortable that the chill of dread actually affects all those who must remain within it.

With the insidious and subtle use of the powers of the blood a general sense of unease about the outside world, the rising panic of doom and the paranoia of what might lurk around the next corner can make the safest of any room bring fear.

The user can select a number of individuals they can affect pro-actively, selectively choosing a number of people equal to your total Willpower. The user can not affect more people then there total willpower. Players can leave the room and there is nothing stopping them. Once a player leaves the room they affects end on them.

Also if the user or any one unaffected takes violent or dramatic actions the effects ends on the target.

Failure: The most Success is pulled for the subject. The subject feels no ill effects. They must make a new pull if they leave and re-enter the room.

Success: The atmosphere of dread lingers in the room as long as the Morotrophain is in the room.

Those who lose the draw suffer a -2 penalty on all actions in the room out of an inexplicable rising panic.

This power cost 15 xp to learn

Haoma

Auspex 3, Dominate 4, Celerity 1, Agoniste Bloodline

Through the careful understanding of Kindred psychology and physiology, an Agoniste can exert some control over the duration of torpor a kindred can experience.

"This power is a potent tool in the Agoniste arsenal, but it is not without concerns. One need only sneak up on a powerful Kindred to understand how intertwined the Beast and Potency are. Fluctuating the Blood Potency of Kindred to rouse them from torpor similarly causes fluctuations in the Beast. Once in a great while, the Beast will simply test it bonds before being bedded back down normally. With increased use, this becomes a serious issue for sensible Kindred to cope with.

The target must be in torpor before this power is used, else it will not work. This power does not work on a staked kindred. (as removing the stake brings them out of torpor).

If the target has fallen into the sleep of ages, because their age or blood potency requires them to, this power will not affect them, Soma is the power that is used for the sleep of ages. The kindred must have fallen into torpor either through vitae loss, or damage.

The Agoniste works the Haoma in a ritual, annointing the body with a special alchemical mixture and chant. The entire ritual takes an hour to complete and cannot be interupted once it has begun, or it must be started over.

Cost: 1 vitae + 1 Willpower

Dice Pool: Manipulation + Medicine + Dominate - (Blood potency + Stamina) of Target.

Action: Instant

A success on the use of this power rouses the target from torpor. If the target has little or no vitae they may enter into a hunger frenzy as per met requiem rules. If the target sustained damage this devotion does not heal that damage. If that damage was enough to place the target into torpor, the target must spend a willpower point and heal enough damage to allow them to remain active.

Alchemical potion: This potion is a requirement, and must be made before the attempt to awaken the torpored kindred is made. Occult 3, Medicine 2, and Resources 3 are required to make this potion and it takes 1 full night to prepare it. In addition the potion must have as it's last ingredient a small piece of the target to activate it's power. This could be a few hairs, an earlobe, a finger tip, etc. The Agoniste can not create and store potions in advance, it must be made and applied in one night.

Mechanically, the first use of this power on another Kindred triggers a Frenzy roll upon waking. If the user is subjected to this potion a second time within 12 months, however, another Frenzy roll is made with a cumulative negative modifier equal to the number of times in the last 12 months the Kindred has been given one of these potions. Further, after the first potion in a 12 month period, subsequent applications of this potion (successful or not) cause a 2 card draw for Humanity Loss and Derangement (as applicable), as the Beast attempts to drive a wedge between itself and the mortal side of the Kindred."

Failure If the devotion does not work at the time of the casting, the potion has spoiled, and a new one must be made to attempt again.

This power costs 24 experience points to learn.

Hardened Resolve

Nightmare 1, Resilience 3, Regal Bearing

Cost: 1 vitae

Test Pool: None. This power requires no test to activate.

Action: Reflexive

Clan Ventrue is acclaimed for being in command of their feelings, their herd, and their domain. At times during the course of rule one is confronted with the banes of fire, attacks or other threats. It is imperative that the Lord be able to stand against whatever conflict should come without loosing his nerve.

When the Lord is exposed to a provocation of Fear Frenzy he may activate this devotion. In doing so, the number of successes needed to resist the frenzy is lessened by an amount equal to her Nightmare rating, to a minimum requirement of two successes. This devotion has no bearing on Hunger or Anger frenzies. However, this devotion has no baring on other diciplines such as Nightmare.

This power costs 6 experience points to learn.

Harpy's Tongue

Auspex 1, Celerity 1

With this power, the Kindred is able to combine her Heightened Senses and superhuman reaction time to speak, and understand words spoken, at incomprehensibly fast speeds in detail that neither Discipline alone would allow. She can understand speech and patterns like morse-code broadcast at computer speeds. When paired with another user of this discipline, they can carry on an entire conversation in the space of a few seconds, which to bystanders will sound like nothing more than perhaps a hum, a cough, or a clearing of the throat.

Cost: 1 Vitae

Test Pool: Wits+Composure+Auspex

Action: Reflexive

When used in conjunction with another character, who is also using this devotion to communicate, no roll is required.

Any time the character wishes to discern other communication that is to fast for normal understanding, such as morse-code being broadcast over the radio at 20x normal speed (Like in the movie Phenomenon), or a 'subliminal' audio message played on phone or TV, the player may add +5 to a Wits + Composure test pool while this Devotion is active. (Especially fast-transmissions or short broadcasts might impose a penalty of -1 to -3 on the draw, at the Storyteller's discretion, for a net +2 to +4 bonus.).

If a speaker using this devotion is recorded, the playback can potentially be slowed down, and enhanced to reveal the normal communication, at storyteller discretion. Also, if a character is using telepathy on a user of this devotion, they will understand the intent of the message conveyed, although not the actual words used.

"Due to the nature of the compressed sound, it is not possible to use the discipline in a noisy environment, such as a ship's engine room, or in combat."

Harpy's Tongue lasts for the duration of a scene.

This power costs six experience points to learn.

Haunting Abode

Nightmare 2, Crúac 2

The teachings of the Crone allow for the protection of an area through the warding of blood. By combining this technique with the power of the Nosferatu Clan, the user can cloak his haven in a palpable fear. Each barrier marked gives off an aura of Dread, making anyone who comes close uneasy and afraid.

Cost: 2+ Vitae (See Below)

Test Pool: Manipulation + Empathy + Nightmare vs. Composure + Blood Potency (The Nosferatu Clan weakness does not apply to this power)

Action: Contested: Resistance is reflexive

Invoking this devotion costs 1 blood. The user must mark each boundary with blood as the Blood Barrier ritual. The boundary in question must be a solid, fixed surface such as a door, wall, floor, or ceiling. For each boundary marked, the user must pay one extra Vitae. Anyone coming within five feet of the marked boundary activates the Dread effect of this devotion and must make a reflexive Composure + Blood Potency roll. To overcome the feeling of dread the person must accumulate successes equal to or greater then that scored when the devotion was activated. If they fail, they take a -2 penalty to all actions while within five feet of the marked boundary.

This power lasts 1 hour after sunset of the next day.

This power costs 12 XP to learn. If at any point the character's Crúac is dropped below 2 (Due to optional loss of Crúac rule) they lose this Devotion.

Haunting Whispers

Nightmare 4, Obfuscate 2

Cost: 1 Willpower

Action Type: Instant

Draw: Manipulation + Empathy + Nightmare(on activation) vs Composure + Blood Potency(When triggered)

Through what he has learned in his travels to Stockholm(National Pure Blood Plot Kit) and his own research into the powers of the blood Sascha has developed a way subtlety alter his Mask of Tranquility to include nightmarish whispers and images that are just outside of the range of regular hearing and sight.

The Vampire Spends the willpower and makes the activation roll noting successes. While this power is active the user suffers a -2 to all social challenges they initiate that do not include Nightmare. This is caused by the uneasiness surrounding the vampire, for while normal hearing and vision cannot see or hear these images anyone talking with him or around him will get the impression that there is always something just on the edge of their vision or hearing. Furthermore this devotion cannot be kept active while the character is hidden using either Cloak of Night or Cloak the Gathering, and activating this power while thus concealed will break the concealment.

If the user is targeted by anyone using an Auspex based power, then the user of Auspex must make a Composure + Blood Potency draw vs. the activation roll of Haunting Whispers, the Auspex user is considered the defender in this draw. If they fail then for the remainder of the scene each use of auspex powers suffer -1 to draw pools. Furthermore, the whispers are quite disturbing resulting in a mild temporary derangement, chosen by the ST, that lasts for the remainder of the current scene or an hour. As with Shatter the Mind, if the character already has a mild derangement the ST may instead upgrade it to severe for the rest of the scene.

This power costs 18 experience points to learn.

Haven's Familiarity: Stone

Protean 4, Resiliance 3, Partial Transformation, Meld with Stone

Cost: 1 Blood and 1 Willpower

Duration: Scene

Action: Instant

Test: Strength+ Protean+ Survival

After spending decades trapped within a surface, it can begin to have it's effect on you. You not only become part of it for a time, it becomes a part of you. Your body becomes more familiar to it's touch and being a part of it. These types of things can be both disturbing and discomforting when first discovered and even afdterwards as these forms become more of your entire being. To say the least, any use of this power is easily a breach of the masquerade.

Failure: The blood is wasted and transformation does not take place.

Success:

Stone - Your entire body becomes that of stone. It takes on the quality of whichever stone meld you possess or your choice if you have both (Not both at once). This increase in density provides you with the strength of stone, ancreasing your Strength by your level of protean for the scene while reducing your initiative by the same factor. This form is an obvious masquerade breech for the entire time it is active, not just the transformation.

You appearance is altered so much that you are at a -3 to any test based on your appearance. Also, because your body is stone, claws in this form can only do lethal damage as they do not have the tearing capability of true supernatural claws. This power cannot be used in conjunction with Instantaneous Transformation or vigor under any circumstances.

This power costs 25 experience points to learn.

Haven's Familiarity: Water

Protean 5, Resiliance 1, Alternate Meld Form: Water

Cost: 1 Blood

Duration Scene

Action: Instant

Test: None

After spending decades trapped within a surface, it can begin to have it's effect on you. You not only become part of it for a time, it becomes a part of you. Your body becomes more familiar to it's touch and being a part of it. These types of things can be both disturbing and discomforting when first discovered and even afdterwards as these forms become more of your entire being. To say the least, any use of this power is easily a breach of the masquerade.

Your entire body turns into water and becomes a puddle. You are also granted the same resistances to damages as per mist form.

This form does limit your ability to move over solis surfaces. Moving uphill on an incline more than 45 degress becomes almost impossible. Cracks can be moved over or into at discretion of user, holes larger than 1 foor accross become a problem and cannot be traversed, only entered or avoided. Within sources of liquid you may move at your normal speed in any direction, Narrator may impose a penalty for partuicularly thick liquids.

This power may not be used in conjuntion with Instantaneous Transformation.If you enter frenzy while in this form, you are immediately ejected.

This power costs 18 experience points to learn.

Heart of Stone

Protean 2, Resilience 3

Cost: 1 Blood + 1 Willpower

Roll: Stamina + Survival + Protean

Duration: 1 Scene/Hour

The user of this devotion takes hold of a small piece of stone of a type with which he may normally meld as per Protean 2: Meld With Earth. Through the power of this devotion, the stone is internalized and forms a protective shell around the heart, rendering the target harder to immobilize with a stake. During the duration of this devotion, the target is considered to have one extra level of armor against staking. In addition, an additional success is required for the staking to be effective. Damage inflicted is unaffected by this devotion.

The power is not without drawbacks, however. For the duration of this power, the user is at a -2 penalty for any challenges involving Empathy and they are also considered to be one humanity less than their current total for purposes of interactions with Mortals.

At the end of Heart of Stone's duration, the stone used for this power is violently ejected by the vampire's body, causing one (1) level of lethal damage when this occurs.

This power costs 21 experience points to learn

Herald's Sigil

Auspex 5, Obfuscate 1, Mekhet Status 1

This Devotion only works within Twilight and enables the user to create, destroy, carry or deposit specific psychic impressions (Sigils). These Sigils (only readable through use of Spirits Touch within the Twilight) contain a clear message of the creator's choice. For example the Herald's Sigil could contain a detailed visual of a letter or map, perhaps a scene from the users memory, or a direct vocal message. These Sigils cannot be edited after creation, they cannot be used as a weapon in any way and the creator cannot hide their own psychic fingerprint on it. Appearance : The Sigil's natural state cloaked in Twilight by obfuscate, primarily to remain hidden from ghosts and spirits, but also to Kindred in Twilight Projection who are not specifically searching for it. For those Twilight Projected Kindred who know specifically where and what to look for, Sigils appear as an unremarkable ball of darkness about the size of a small marble.

Test Pool : Intelligence, Auspex and Occult

Activation : It costs the user 1 Temp WP if they want to create a permanent impression. There is no cost to create a temporary Sigil. The creator can determine how many readings can be taken prior to the temporary Sigil dissolving, up to the number of successes achieved on the activation draw). Note that any Mekhet with this devotion can destroy a Sigil that they are holding in the Twilight, without any cost, whether the Sigil was permanent or temporary.

Note that a 'permanent' sigil degrades each year it is in existence. Degradation causes small holes or gaps in the information of the sigil. The presiding ST determines what information is missing. There have been examples of centuries old sigils discovered which comprise of only a few cryptic words or fragments, their meaning nearly completely lost.

This Devotion costs 18 experience points to learn.

Hermes' Flight

Celerity 2, Obfuscate 3 or Resilience 3, Quicken Sight

Before the Internet, before airplanes, before trains and the advent of a national postal service, there was still a need for communication over distances. The Dragons of the newly formed USA were widespread, and carrying messages and artifacts such distances by horseback was incredibly dangerous, both because of the danger of the sun rising before one could find shelter, and because you were conspicuous across the roads. Tommy saw this problem, and was convinced that the inherent gifts of the Mekhet could be molded to conquer it. He spent years working on the devotion, with experiments often resulting in road-burn that would make any biker pale. Finally, his long nights of running through the woods, tripping over roots, exhausting himself and having to crawl to a cow pasture for sustenance, all paid off. He had discovered the secret of the messenger, and of flight.

Cost: 1 vitae and 1 willpower to commence, 1 vitae/hour

Action: Reflexive

Activation Draw: Wits + Athletics + Celerity

Note: The ST may require at his or her discretion to require the user to make a Dexterity + Athletics test if the character will be crossing treacherous terrain.

This devotion allows the user to be able to run at celerity speeds while obfuscated for extended periods of time. The character's speed in miles per hour is equal to his running speed with celerity activated. This power can only be sustained for a number of hours each night equal to the higher of the character's Resilience or Celerity rating and the power has NO application in combat. Once he is ready to go, the user may go to a spot where no one can observe, and obfuscate themselves, before making the invocation draw for the Devotion. Presuming a success, he may then run at full celerity speed as long as he takes no other actions other than to avoid obstacles.

Once running, the character can do nothing else until he reaches his destination for the evening. After the initial 1 willpower and 1 vitae, it cost an additional 1 vitae per hour that the messenger runs. If he is ever tripped up or stopped for any reason, the devotion stops entirely.

He may restart from wherever he is, but it will cost another full willpower point and vitae as he regains his concentration.

Once he reaches his destination, it takes a full turn to recover from his ordeal before he may take any other actions. Full hunger penalties immediately apply.

Note that the power is often combined with Obfuscate 3 or Protean 4, as a human (Vampire) running alongside cars is an obvious masquerade breach.

Example: Vampire has a speed of 10. He has a Celerity of 2 and a Resilience of 2. He can run at a speed of 20 for 2 hours without worrying about fatigue.

This power costs 15 experience points to learn.

Hidden Shame

Protean 4, Obfuscate 1

Cost: 1 Vitae per scene

Dice Pool: Wits + Stealth + Obfuscate

Action: Instant

Each success allows the user to hide one physical feature.

This devotion allows the user to hide one or more physical features of their choice. Among the shEydim, this is generally their wings. It is rumoured that this is also how the line's progenitor hides her horns.

The feature to be hidden must be something unexpected (such as a sixth finger, large mole, bald patch or tattoo), and not a 'normal' or 'usual' part of the human form (ie hand, eye, or some other part that is expected to be present).

Also, this devotion cannot be used to hide the physical deformity that is the Nosferatu's clan disadvantage.

This devotion costs 15 experience points to learn.

Hide of the Lion

Protean 3, Crúac 3

Every Sentinel faces times when they must place themselves into harm's way in order to protect another, Hide of the Lion was developed from those circumstances. The Devotion thickens the flesh of the user and fortifies it through the power of Crúac, making the Sentinel more difficult to hit. The flesh of the user is visibly altered from this power, developing a coat of fur atop a heavy hide.

Cost: 1 Vitae per armor level, per scene

Test Pool: Manipulation + Survival + Crúac

Action: Instant

Successful use of Hide of the Lion grants the user 1/1 level of armor for every two Dots of their natural Blood Potency. All Vitae must be spent at the time of activation and the Separ cannot choose to take a lower level of armor (and thus a reduced Vitae cost).

Should the user of Hide of the Lion activate another Devotion or power that grants Armor, or activates this Devotion while wearing physical armor, only the highest Armor rating applies, but any and all penalties and costs apply as well.

This Devotion costs 18 experience points to learn.

Hit the Ground Running

Celerity 1, Vigor 1

This devotion allows the user to fall short distances without harm, _and_ to either land on his feet, quite literally hitting the ground running), or to be back on his feet almost instantly.

Cost: 1 Vitae

Test Pool: Dexterity + Athletics + Celerity

Action: Reflexive

Duration: 1 turn

This devotion allows the user to mitigate 1 level of falling damage, and get to his feet as a Reflexive action.

However it's important to note that this power only works for falls at speeds below terminal velocity. Should the user hit terminal velocity, they at simply traveling too fast for this power to function.

Failure: Land in a heap, as if had failed an Athletics check for jumping.

Success: Land using the usual mechanics for falling damage (see MET page 245), but mitigate 1 level of that damage. It is suggested from a stylistic point of view that if this results in zero damage being taken, then the user lands perfectly on his feet. If damage is sustained, then the user rolls to his feet almost instantly after landing.

This devotion costs 6 experience points to learn.

Hostile Takeover

Dominate 2, Gilded Cage 3, Occult Specialty: Geomancy

Cost: 1 WP + 1 Vitae

Sometimes the most potent weapon a vampire can wield is the mortal world and its vast array of resources. The more business minded members of the Architects of the Monolith understand this fact and have devised a way to tap into geomantic energies to influence the minds of mortals in positions of power and control within the city.

The Architect must have line of sight to a building or structure associated with the area of influence to be affected when the devotion is activated (i.e. a TV station for Media, a construction site for Construction, or a bank for Financial). The ST can make a judgment call as to the appropriate building or structure for the influence area that will be affected.

When activated, the caster makes a Intelligence + Persuasion + Gilded Cage draw and temporarily gains a number of dots in the "Allies" merit n the area of mortal influence associated with the structure equal to the succeses achieved on the draw. This temporary gain cannot exceed 2 total succeses and lasts for only one action (i.e. the vampire can ask only a single favor). These dots can be added to an ally that the vampire already posseses, but the ally cannot exceed 5 dots. The ally may request a favor in return but cannot exceed the magnitude of the original favor, as per the "Allies" rules in MET: WOD.

This influence action only works within a city the vampire has a haven in, since he must be familiar with the geomantic energies of that city, and can only be utilized once per week. The character's sheet must clearly indicate which cities the vampire has a haven in (i.e. Haven Location (Houston Downtown Office Building): 2). Additionally, the vampire must be within the borders of the city in order to use the power to affect that city.

Example:

Cameron Hightower has just witnessed a grievous breach of the masquerade in his city. In order to cover all evidence of this public display of kindred power, he knows he must tie up any loose ends with the media immediately. Standing near the local TV station, Cameron dials his phone to reach the station's switchboard and is connected to the station manager automatically. He makes a Intelligence + Persuasion + Gilded Cage draw and achieves 2 successes. It can be assumed he has the equivalent of "Allies 2: Media" for this single action.

This power costs 15 experience points to learn.

How Much is this going to Suck?

Auspex 1, Vigor 1, Resilience 1, Celerity 1

Some times you walk into a situation where there is a guy who wants to kick your ass, and you just need to know how much the fight is going to suck for you.

Action = Instant

Dicepool = Stamina + Brawl + Auspex Minus Stamina + BP

Cost = 1 Blood

Success: The user can determine what levels of Celerity or Vigor or Resilience the target has compared to his own, one power discovered per activation. If the target has more levels than the user, he only knows that the target has at least his level.

This power has a duration of one scene, or until the user is struck in combat (to determine Vigor or Celerity) or strikes someone in combat (to determine Resilience or Celerity).

Clearly the target must have one of Vigor, Celerity or Resilience active for the user of this devotion to be able to determine what level they have.

This power costs 12 experience points to learn.

Iago's Whisper

Perfidy 2, Dominate 2

Shakespeare's Iago called jealousy "the green monster which doth mock the meat it feeds from." With this Devotion, a Kallisti can unleash that monster upon a single victim. By further manipulating the emotions that Indiscretion twists into its purging release, Iago's Whisper twists the subtle resentments and uncertainties that exist in even the closest relationships (especially among Kindred). Rather than spilling these feelings out in a torrent, the target holds them inside where they fester and corrode, slowly poisoning their minds toward a friend or loved one. Similar in some ways to the more infamous Animus (Perfidy level 5), this Devotion is a more focused halfway point to that ruinous effect.

Cost: 1 Willpower point.

Draw Pool: Manipulation + Subterfuge + Perfidy vs. Composure + Blood Potency

Action: Contested, resistance is reflexive.

Suggested Modifiers: +1: target is already under the effect of Awe; +2: subject recently did something hurtful to the target; +3: target is already under the effect of Entrancement; +3: target's Vice is Envy or Pride; -1: subject recently did something helpful for target; -3: target is under Viniculum to the subject.

To activate this power, the Kallisti must engage the target in casual conversation with few distractions around (i.e., not during combat or any other tense situation) and mention something about a specific person of the target's acquaintance. It should be something which casts a bit of suspicion upon the subject, but technically all that is needed to start the effect is the use of the subject's name. If the Kallisti scores more successes than the target, a seed is planted which worms its way into the target's mind: a nagging doubt about the loyalty/truthfulness/competence of the subject, depending on the relationship and whatever quality the target most values in the subject. If the target scores a single success or more on their resistance roll (regardless of whether they succeed or not), they remember that it was the Kallisti who first planted the suspicion in their minds; if they fail their draw completely, then they remember the idea being entirely theirs.

In mechanical terms, the target gains the Suspicion Derangement regarding the subject (and only the subject), which lasts a week for every success scored by the Kallisti. If the target already has the Suspicion derangement, then the focus narrows to the subject and all others become temporarily exempt from the target's paranoia. The reality, however, goes much deeper. The target begins to question their every interaction with the subject, re-interpreting every comment and action the subject has ever made in the light of her newfound mistrust. There are no set actions that must be taken, and the Kallisti has no means of enforcing a course of action except through continued interaction with the target, but the target's suspicion of the subject should color their every interaction. Most Kallisti use this Devotion repeatedly upon a target until their desired goal has been achieved; attempts to prolong a lapsed Suspicion against the same subject are at a +3 bonus while any attempt to switch the Suspicion onto a new subject incurs a -3 penalty. Once used successfully, no other use of this power is possible on the same target until the effect has worn off or been cancelled (i.e., no one can be the victim of more than one Suspicion at a time).

Attempts to Aura Percept the target only reveal that the character is emotionally disturbed, as if under the effect of any normal derangement; no sign of Dominate taints the target's aura. Characters with Telepathy or some other memory percieving ability, however, may attempt to discover the cause of the new Suspicion, but the process takes time and effort. After successfully initiating mental contact, the Telepathic character engages in an extended draw using their Intelligence + Empathy minus the Kallisti's Wits. The number of successes needed to root out the cause of the Suspicion (and, thus, alleviate it) is equal to the Kallisti's Manipulation + Perfidy scores at the time the power was used. Each draw equals 10 minutes of uninterrupted interaction; any interruptions or 1's drawn mean that the attempt has failed and must be started over again.

Once the effect wears off or is disarmed, the target may shake off her Suspicion, but doesn't necessarily return her to her original view of the subject. Depending on the specifics of the character and the situation, certain people might never completely trust the subject again, having discovered some legitimate concerns during their reflections, while others will shake off the doubts as if they never existed and slide right back into their old relationship (assuming nothing was said or done in their Suspicion to disrupt the relationship).

This power costs 12 experience points to learn.

Iced Out Bitchkilla

Celerity 2, Resilience 1, Trowza Snake's 187 Murder Posse Bloodline

Drawing upon the culture of the hood and the streets, and defying conventional wisdom, a character that employs this devotion is able to fire guns with deadly accuracy by turning them sideways. Employing the Celerity native to the bloodline makes the bullets fired by members of the bloodline accurate and deadly. Employing Resilience allows members of the bloodline to avoid fouling their aim when ejected shell casings inevitably hit them in the face.

Cost: 1 Vitae Point

Die Pool: Dexterity + Firearms + Celerity

Action: Reflexive

Calling upon this devotion allows a vampire to reduce penalties to any attack made with a firearm that could benefit from the Quick Draw merit, provided that said firearm is turned sideways before it is fired. "Penalties" include a target's Celerity, Armor, Concealment, Prone Bonus, Defense (if within Melee range), Range, the –2 penalty for firing a second weapon via the Gunslinger merit, or the –2 penalty for using a weapon in the offhand, etc. – anything that could penalize the attack draw, in other words. Once the total penalties to the attack are calculated, this devotion reduces those penalties by the Celerity rating of the vampire employing it. It should be noted that, although a target's Armor value can be removed as a penalty, a target enjoying the benefits of "bulletproof" Armor (namely, the downgrading of lethal damage to bashing) will continue to downgrade the damage, since the target's armor being bulletproof does not apply penalties to the draw pool of the character employing this devotion. Any time a vampire employing this devotion draws a "1" on their attack draw with a firearm that could benefit from the Quick Draw merit, they suffer 1 point of bashing damage resulting from their being hit in the face with a shell casing. Also, this would count as "being burned," requiring a rotschreck test with a -3 modifier, with 1 success required to fight off the frenzy.

This power costs 10 experience points to learn

If these Walls Could Talk

Gilded Cage 3, Auspex 3

The Architect, making physical contact within a building, can interact with the spirit/soul/essence (however they describe it) of the building itself. The degree of the interaction is limited essentially to a metaphorical form of communication between the Architect and the building – the Architect cannot command the building to do anything physically, but can request information, which the building can impart, assuming it knows the information or can comprehend the question itself.

Draw: Intelligence + Socialize + Gilded Cage

The Architect can request information from the building, the answers to which are imparted in a series of images, as per visions from a Spirit's Touch (MET page 162-163 for Spirit's Touch). Each question requires an individual roll, as outlined above.

*Failure*

Contacting the building for the question is unsuccessful. The Architect may make further attempts to coax information from the building, at a cumulative -2 to their roll for each attempt. If reduced to a chance draw, the Architect may make no further attempts.

Even if the Architect succeeds in a second or subsequent attempt to contact the building, future attempts on the same night (e.g. for a different question) suffer a -2 penalty.

*Success*

The Architect successfully contacts the building and may ask a simple question. Questions must be clearly stated, and must take into account the fact that the consciousness of a building obviously has very different interpretations of the world than a human or Kindred. STs should use their best judgement when determining how the building understands such questions and how it may respond. A building may only report what it observes, and so cannot be asked questions regarding the thoughts, motivations or reasons for various actions.

Some issues to consider might be;

A building is unlikely to be able to identify individuals or objects by name, so the question should involve a description (through thought or words).

A building is unlikely to have a deep understanding of time, and will therefore provide generalised responses unless given greater detail.

If the Architect is requesting information about a different room in the building (e.g. "who is in the bedroom") than their current location, a -2 modifier is appropriate.

If the Architect requests the building provide the location of an object or person hidden by obfuscate, a Clash of Wills draw is required to see the target. If they do not succeed in this draw the building may still show them the room the target is in, but not the exact location.

This power costs 18 experience points to learn.

Ignorance is Bliss

Nightmare 2, Obfuscate 1

People tend to steer away from what they do not know, understand or fear. They continue on with their existence happily not knowing what is going on. The Nosferatu are kings at invoking these feelings or thoughts in others. They are also masters of hiding themselves and things they find important. By the combination of Obfuscate and Nightmares, this can be achieved forcing others to ignore or misunderstand documents they are looking at.

Cost: 1 Vitae

Test Pool: Manipulation + Intimidation + Nightmare.

Action: Instant

This devotion can be used on any document written, scribbled, or typed by the user. After successful activation, the users Obfuscate and Nightmares are infused into the document to befuddle the minds of anyone outside those who posses this devotion from understanding what is on the page. To others, it looks like gibberish, random scrabbling or just marks on the page.

Those without this devotion see the writing as intelligible cryptography where there must be something hidden behind it all, or a sense that reading the document would drive them mad. In any instance, it is rendered unreadable by those without this power.

This Devotion does not effect electronic writings, like email or blog posts. But if the document is scanned or faxed, and the Devotion user is present at the time, the gibberish is transcribed onto the the electronic version of it. It just reads in wrong. If the user is not present, the document can be scanned and faxed normally.

The is no rhyme or reason to the garbled writing, so trying to understand it as a language is impossible through the above means. It just allows to read the current document at hand.

As with all powers of Obfuscate, Auspex can be used to attempt a Clash of Wills test to see through the befuddlement. Success for the user of Auspex allows the user to read the document normally.

This power costs 9 experience points to learn.

Illumination of the Judicious Dragon

Auspex 2, The Coil of Blood 1

Cost: 1 Willpower (per scene)

Test Pool: Wits + Occult + Coils (Specialty Coils applies)

Action: Instant

Upon activating this power you gain the ability to burn blood to increase your Wits and Int dice pools. For each Blood spent in this manner you gain a +2 to mundane dice pools (non-discipline) draws based off of Intelligence or Wits for the remainder of the scene. You many not spend more Blood than you have Ranks in Coils. You may not gain more than +5 to your mundane dice pools from this ability.

This power costs 9 experience points to learn.

Impact

Vigour 1, Resilience 1

You can wield blunt weapons with such force that they inflict massive trauma to your victims.

Cost: 1 blood per scene.

Dice pool: Strength + Weaponry + Vigour

Action: Reflexive.

All your weaponry attacks which would normally inflict bashing damage inflicts lethal damage instead.

This effect is applied before any other modifiers.

This power costs 6 experience points to learn.

Impossible Fortification

Nightmare 2, Dominate 3, Iron Facade

A grand subterfuge, it involves relying on the fusion of the Kindred's perception of his true invulnerability, and the malleability of a mind in fear, causing self-doubt and shattering what confidence remains in their own abilities against such an implacable foe.

Action: Reflexive

Pool: Manipulation + Intimidation + Nightmare - Subject's Composure

Cost: 1 Blood

Failure: Nothing Happens.

Success: The vampire, relying on the visible effect of his Iron Facade devotion, forces a fallacious realization into the mind of his attacker, causing him to lose all faith in the combat tactic he is employing against the devotion user. This devotion requires the user to appear invulnerable to at least one physical attack, shrugging off some kind of successful strike through the use of Iron Facade, and can only be used if the target fails to pierce the user's Iron Facade. Any further attacks using the same skill from the targeted opponent suffer a penalty to that skill equal to the Devotion User's levels of Resilience. These penalties can be avoided if the attacker switches to a different combat tactic.

This power costs 12 experience points to learn.

Imprint Figment

Dominate 3, Obfuscate 1

Reality is not known, it is percieved. Memories are records of past perceptions. To a vampire with Forgetful Mind, the ability to arbitrarily rearrange such records is limited only by the vampire's time and creativity. The most basic power of Obfuscate allows a vampire to cloud the current perceptions of others. By combining these powers, a vampire with Imprint Figment may embed a hallucination in the consciousness of another. This power requires eye contact.

Cost: 1 Willpower

Test Pool: Wits + Expression + Dominate - Resolve (-unlikelihood modifier)

Action: Instant and Resisted

Failure: The attempt fails, and the vampire knows it

Success: For each success, the Vampire may describe one sight, sound, smell, touch, taste, or action of the Figment he imprints upon the subject. This Imprint lasts for the scene.

The mental fog of the Obfuscate, combined with the trance from the Dominate, leaves the subject with no memory of the use of this power itself, though any conversation before or after is unaffected by this power.

The Figments of this power can be subtle or truly dramatic, but are sensory in nature, and as such cannot remove anything present the scene, merely add things only visible, audible, smellable, etc to the subject herself. A rival could be wearing the ring you gave to your mortal wife 100 years ago (assuming these details reflect your characters true life, or at least a memory added by a previous use of The Forgetful Mind), but the subject cannot be forced to ignore the 800 pound gorilla that is in the room. This power can only be used in situations where the vampire could use Forgetful Mind on the subject (not during a gunfight, for instance).

Figments are not actively controlled by the vampire, and as such cannot improvise, or respond to the subject unless such responses are specifically described during activation of this power. For example, a one success Imprint of: "When you enter the church, you will see a priest with a bloody knife" is a static illusion. Attempting to talk with the priest will be unsuccessful, and touching him will end the illusion. If instead, we have a two success Imprint: "When you enter the church, you will see a priest with a bloody knife, who runs away when he sees you," the illusion is more believable.

The hallucinations cannot directly harm a subject or interact with the environment, and can be overcome if they obviously violate basic reality. The concept of "impossible" is relative to different individuals, and in this way, mortals are actually more resistant to this power, as they find the supernatural much harder to accept. Imprinting a Figment of a fire breathing dragon attacking might work on the local Bishop of the Sanctified, but on an ordinary mailman the vampire will suffer a severe penalty to the test pool, if it works at all (Storyteller discretion). As a rule of thumb, simply unlikely occurrences like a basketball shot from 30 meters away might incur a -1 or -2, while nearly impossible events like a man falling 4 stories and taking off running might incur a -5 (if the subject is a human unaware of the supernatural). If a subject witnesses someone walk through a Figmentary wall, or an illusory hunter fires a flaming arrow through the subject (who is, of course, unaffected), the mind snaps back to reality, and the Figment vanishes. Likewise, a Figmentary rock cannot smash through the window of a building, it simply ceases to be.

This power costs 12 XP to learn

In Cranium Veritas

Dominate 3, Gustus 1

Challenge: Intelligence + Empathy + Dominate

Action: Instant

Duration: One turn

Cost: 1 Vitae

This devotion combined the memory-riffling power of Forgetful Mind with the culinary art of Gustus.

This devotion allows the Gourmand to learn specific pieces of information from a subject by consuming the subject's brain. With every mouthful of grey matter, the Gourmand may spend a point of Vitae, and makes his activation test. The number of successes indicates how many specific pieces of information the Gourmand absorbs from the subject.

The knowledge gained is limited to that which the target knew. The specificity of the question must be exact. Broad subjects such as "What was your master plan" are too vague. "What's your bank account number", "Who were you working for", and "What was your favorite color" are all suitable examples of specific questions. For the purposes of this devotion, the target is considered to have perfect recall. After all, the Gourmand is going straight to the source.

This power can only be used on sentient beings. The target of the power must be restrained, incapacitated, dead, or otherwise unable to prevent something as invasive as brain-eating. In the case of a deceased target, this power must be used within 24 hours of the moment of death.

The average brain is slightly over 45 ounces. Therefore the average human being has roughly five mouthfuls worth of brain.

Skills, Merits, Disciplines, Devotions, and other mechanical traits cannot be gained through the use of this devotion.

This power costs 10 experience points to learn.

In The Mouth of Madness

Dominate 2, Auspex 4,Malkovian Bloodline

Instant action to use, reflexive to resist.

Cost: 1 WP (temporary)

Pool: Intelligence + Socialize + Auspex vs Resolve + BP

By combining the powers of Mesmerism and Telepathy the vampire is able to fidget through the hallways of their victim's brain, calling up old insecurities, unearthing old guilt and previous failures that accent the doubt in their actions. causing her mind to shatter. The victim then suffers a penalty, equal to the successes of the challenge for the duration of the scene.

Failure: Nothing happens.

Success: The target suffers a penalty that equals the successes of the contested challenge. The penalty is then applied towards all offensive actions taken by the target of the devotion for the remainder of the scene. IE: the penalty does not take effect on their Resolve, Stamina, or Composure defense challenges. The caster must also be within line of sight for the activation but may remove herself while the effects remain. The target still maintains her full defense and the ability to take reflexive actions that require no effort of will such as burning blood for Celerity with no penalty to the stats affected by that action, such as Defense.

This devotion costs 18 XP.

Indulgence

Majesty 1, Perfidy 1

With Indulgence, a Kallisti learns to unleash the dark passions within a group of kindred and kine. While under the affect of Indulgence, individuals in the kindreds presence are compelled to act in accordance with his or her Vice for the rest of the scene. The actions the characters take are baser, more immoral, then he or she would normally consider.

Test Pool: Manipulation + Socialize + Perfidy

Activation Cost: 1 Vitae

Action: Instant, Resisted (Special)

Failure: No effect.

Success: Those within the presence of the Devotion user indulges his or her Vice for the scene. Those who do regain a Willpower point as normal, despite being compelled to do so.

It should be noted that this power does not force a person to perform inhumane acts, but rather encourages the character to indulge in their Vice, if possible.

Resistance to this Devotion is done using the mechanics for resisting other Majesty powers (MET: Requiem, 175-176), by spending a point of willpower and rolling Composure + Blood Potency. Additionally anyone with a Morality (or other Morality system) of 8 or greater receives a +2 to resist.

This Devotion costs 6 Experience Points.

Innocuous Messenger

Animalism 2, Dominate 2

Control is power and control is maintained in many ways. The kindred cannot be everywhere at once, but his minions can. Innocuous as animals are they too speak with the voice and power of the master, delivering orders and threats to maintain control over his people and his lands.

Cost: 1 vitae

Test Pool: Intelligence + Animal Ken + Dominate - Resolve

Action: Instant

This power allows the character to lace a message to another target into the animal's vocals. The character speaks the message as he would have the target hear it. All inflection, tone, or attempts to mask the identity of the voice are conveyed. Thus the target could be a dog that hears the word "stay" or a kindred that hears a whispered death threat.

The maximum message length is one (1) minute. This is to be approximated as 100 words for players, not characters, using email or similar to simulate the use of this devotion.

The character's own sense of the target's identity triggers the effect. The first time the animal "speaks" within ear shot of the target, that target hears the message as recorded by the character. The normal sound of the animal is dim by comparison. No one else hears this message.

The animal will carry the message for one week per success or until it speaks it, whichever comes first.

The message is not understood by the animal, unless that creature is possessed of the intelligence to do so. It is not stored in any means that could be tapped into via telepathy or uses of animalism.

This devotion would cost 9 xp.

Interdiction

Obtenebration 3, Celerity 2

Cost: 1 Vitae

Pool: Wits + Obtenebration

Action: Reflexive

With this devotion, the Khaibit calls on the ability to travel through shadows in a limited fashion, relying on speed rather than going a great distance to reach his goal. Characters invoking this devotion blur into a slivering of shadow, emanating almost instantly from another shadow between their target and his attacker."

This devotion] allows for a character to place themselves in harm's way in order to protect another individual or, potentially, item. This power can (and indeed must) be activated outside of the character's normal Initiative, in response to another's attack. The protected individual must be within the character's line of sight and the user must be normally able to move within arm's reach of the individual; any walls, barriers, or other such obstructions prevent the use of this Devotion. With the expenditure of 1 Vitae, the character interposes himself between the attacker and the intended victim, the attack is then resolved as normal with the character as the target. The Devotion cannot be used if the character has already taken an action in the turn and can only be activated once per round. Use of this Devotion counts as the character's action.

This Devotion costs 12 XP to learn.

Intervene

Auspex 1, Celerity 1, Resilience 3, Quicken Sight

Action: Reflexive (but can be activated anytime within the Initiative sequence).

Draw: Resolve + Dexterity + Auspex

For this power to work, the bodyguard must have Quicken Sight active, be able to see the attack and his "charge" (possibly requiring a Wits + Composure + Danger Sense draw), be within 5 feet of his charge, and the attack must originate from a weapon (thrown or wielded) or be natural (brawl, claws, fangs, etc…). The user expends the Willpower point and makes the draw. If successful, the user must immediately take the necessary steps to interpose himself between the attack (to the limit of his simple acting speed) and his charge. If the user can physically get to that point, then the attack resolution now affects the user rather than the charge with the same draws. The user gets no normal defense for this attack, though any armor or shield worn/wielded will function as per normal. The user can only act with reflexive actions for the rest of the turn and if this movement takes place after the user already utilized an instant action, then the user's initiative drops to the number the movement took plac on and he can only take reflexive actions for the following turn, including reactivating this devotion.

If the user is not able to take the requisite steps to interpose himself between the attack and his "charge" (i.e. he's tied up or unable to break through the window between himself and his charge or is already engaged in a grapple) then the "charge" gains no benefit from the protection of the user, the willpower point is still expended and the movement (if possible) still happens.

This devotion cannot be activated to take an aggressive action (except for challenges regarding breaking down barriers between the user and his "charge")

This devotion can not be used to break an already established grapple or pin (i.e. one that was made in a previous turn), but may be used on the same turn that a grapple is initiated against the charge, provided the activation criteria is met.

This power costs 15 experience points to learn.

Invisible friend

Auspex 4, Obfuscate 3

The young girl walked down the street. She chatted to her imaginary friend as she moved through some of the most dangerous areas of her city coming home after dark from her friends house. She passes by an alley and suddenly a clawed hand pulls her into the darkness. The molestor intent on his prey. The little girl looks up at him and says 'let me go or mister Jangles will get mad.' The pervert feels an iron grip crush his shoulder as the vampire Jangles comes out of the shadows the fight is over before it even begins the little girl exits the alley skipping down the street with a broad smile on her face. 'I love you Mister Jangles.'

Activation cost: 1 willpower/scene. You do not have to activate normal Telepathy for this power to be utilized.

Action type: Instant

Test pool: Wits+Occult+Auspex

Target: Willing targets only

Use of this devotion allows the user to add one person per success (in line of sight) into the user's telepathic network at the time this devotion is activated. Each member of the network must stay within visual contact of at least one other person in the network at all times in order to remain a part of the network. If a member of the network leaves line of sight of all other members, they fall from the network. If the person with the devotion leaves line of sight of all other networked members of the chain, the entire connection is broken regardless of everyone else's positioning.

This devotion does not allow telepathic communication. It only grants the network members the ability to pierce friendly obfuscate.

Additionally, people connected to the network do not count towards the negative modifier for viewers when a network member activates any level of obfuscate. All members of in the network, once brought in, can automatically see through the obfuscate of all other members of the network. Members of the network cannot pick and choose which levels of obfuscate the other members of the network can see all obfuscate is automatically pierced.

While in the network, a character's resolve is considered to be 2 lower to resist telepathy due to the mental openness required to maintain network contact. Anyone may exit the network at any time as a reflexive action. Reentering the network is only possible through the user's reactivation of the devotion, thus reinstalling every member as per initial activation.

All members are immediately aware of the other individuals in the network, and can identify them.

This power lasts for a scene.

This power costs 21 experience points.

Iron Glare

Majesty 1, Vigor 1, Daeva Clan Status 2

Approval Requirement: Low Approval

Not all Daeva are social virtuosos. Some rely more on brute force than on beauty. Even these physically-oriented Daeva expect to get their way in social situations, and some rely upon this power to do so.

Cost: 1 Vitae

Test Pool: Strength + Intimidation + Majesty

Action: Instant

The Daeva makes a public display of strength such as crushing a brick in her hand, bending a piece of rebar, or breaking a solid oak table with her fist. For the rest of the evening, the audience remains daunted by the Daeva's might.

This Devotion has all the effects and limitations of Awe, but calls upon brawn and intimidation to enact rather than charm. Use the systems in Mind's Eye Theatre: The Requiem (page 176-177) for enacting this power, but employing the test pool described above.

This power costs 6 experience points to learn. The Iron Glare is based on the contributions of Rowan J. Draper.

Iron Guard

Vigor 2, Resilience 3

Many fighters through the years have found them selves unable to defend them self's when an enemy pulls a weapon. Well now with this devotion you will be able to defend as well from a fist as a sword.

Cost: 1 blood per scene

Test pool: Resilience + Strength + Brawl

When this power is activated you need to spend 1 round focusing your blood to harden your skin in your arms so they can defend against melee weapon as well as fists. If you are successful on the draw your boxing merit defence will work against melee weapons as well as brawling attacks. This however doesn't work on attacks that deal aggravated damage.

It cost 15xp to learn this power.

Iron Mind

Obfuscate 2, Resilience 1, Auspex 2

Resolve + Subterfuge + Resilience

Instant action: 1 vitae

Duration: 1 day

Subtract Resilience to all Auspex rolls against the caster. If a willpower is spent on the activation of this roll in addition to the vitae cost, those who attempt to use Auspex against the user must spend a willpower to breach the mental defenses of the user.

This power costs 15 experience points.

Iron Palm

Vigor 1, Resilience 2

For quite some time now, the Ordo Dracul creator of this devotion has been researching a method that uses ancient martial arts techniques to parallel Impaling. This research was the basis for his promotion to a Journeymen of the Dying Light, and the successful creation of this Devotion will be a major part of his Thesis to become a Master of the Dying Light.

Many of these techniques included various ways to toughen the hands for the purposes of striking an opponent. After months of practice, these techniques yielded the custom Devotion that the creator has named after Iron Palm technique Kung Fu.

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Cost: 1 Vitae

Test Pool: Resolve + Athletics + Resilience

Action: Reflexive

Draw Results:

Success: The user expends 1 vitae and makes a Resolve + Athletics pull (active Resilience applies). Wuccess indicates that this power becomes active and his hands are charged with the supernatural strength of Vigor and the iron toughness of Resilience.

For the remainder of the scene the vampire may deal lethal damage with normal brawling attacks as his blows shatter bones and rupture flesh with ease.

This power also grants a +2 bonus to non-combat draws involving strength of grip or breaking things with bare hands. In general of an action is contested by another PC, such as grappling, it is considered a combat draw.

While this devotion is active the rigidity of the hands causes the character to receive a -2 penalty to all dexterity related draws that have to do with fine manipulation, and the character may be unable to even attempt certain actions at the storyteller's discretion if they are deemed to rely too heavily upon deft fingers and a light touch (such as picking a lock).

This power costs 9 experience points.

Ironclad Command

Animalism 5, Dominate 2, Ventrue Clan Status 4

Approval Requirement: Low Approval

Clan Ventrue has long been the clan of authority. When a Ventrue speaks, others listen. Unfortunately some subjects go against the Lord's orders because of morality conflicts or a strong sense of self-preservation. By tapping the animalistic portions of the subject's brain when implanting a command, the vampire can set a lingering time bomb designed to remind the subject that disobedience has consequences.

Cost: 1 Vitae

Test Pool: None. This power requires no test to activate.

Action: Reflexive

The Ventrue may enact this power by expending a point of Vitae along with the activation of Mesmerism. If the Mesmerism is successfully implanted but the compulsion is later thrown off with a Resolve test, the subject must immediately check to resist Rötschreck. The fear frenzy requires a number of successes to withstand equal to the number of successes obtained for implanting the Mesmerism. Whether or not the subject resists the frenzy, she suffers from terrible head pain for the rest of the scene, inflicting a -1 penalty on all tests she performs therein.

This power costs 21 experience points to learn. It is based on the contributions of Jeremiah Spaulding.

JACK OF TEARS

Cruac 2, Animalism 1. Must have at least one Mandragora sanctioned on sheet

Lacrima in Italian literally means "tears", and while it is difficult to master the pseudo-minds of the strange and alien mandragora, one can learn to leash them through the "tears" that lurk within. Blood calls to blood, even if that blood is a plant's sap. This devotion allows the Acolyte the strange benefit of being able to bend mandragora, at least partially, to his will, exerting his supernatural influence over the half-dead plants.

Cost: 1+ Vitae (see below)

Dice Pool: Resolve+Occult+Animalism

Action: N/A

By spending 1 Vitae in addition to the activation cost of the power (which may result in the vitae needing to be spent over multiple turns), an Acolyte may use "Jack of Tears" to allow him to affect a mandragora with an Animalism power, as if it were a normal animal. Of course, mandragora are still held under the same constraints as usual, and this Devotion does not grant them any additional abilities. They still move exceedingly slowly, and are no threat to any prey who is not immobilized or badly injured.

Similarly, certain Animalism powers, such as "Call to the Wild" (Animalism 3) are not very useful, as the mandragora are unable to move from the spot to which they are rooted.

A vampire using "Subsume the Lesser Soul" (Animalism 4) to ride a mandragora is limited to the plant ghoul's exceedingly slow speed of movement (for moving vines, stalks, or tree limbs), and its immobility.

"Lashing the Beast" (Animalism 5) has no affect on mandragora, as the plant-ghouls are not vampires.

Rolls to use Animalism powers on mandragora are made at a +/-0 penalty, and may only be used on mandragora created by the vampire utilizing the power.

This Devotion may not be used in conjunction with other Animalism Devotions.

This power costs 9 experience points.

John Jacob Astor's Equivocation

Obfuscate 1, Majesty 1

This Devotion makes the user a mystery. Unlike the power of Revelation, which pulls secrets from its target, this power blurs the line between truth and lie. While this power is active, the user is an enigma. Those powers of the blood which would reveal the unvarnished truth are a bit less certain. Powers which compel the target to speak the truth are less easily invoked.

While this seems a potent advantage, there are risks to being known for keeping a secret. When innocence can not be proven with a simple use of a power, guilt are more easily assigned.

Action: Instant

Cost: 1 Willpower

Dice Pool: Manipulation + Subterfuge + Majesty

Mechanics: By drawing upon the concealing powers of Obfuscate and enhancing the subtle effects of Majesty the user of this Devotion can blur the line between truth and lie.

The successes on activating this Devotion act as a small degree of protection from attempts to discern factual information. Any targeted power, or effect, that would reveal truthful information about the target must meet, or exceed the success gained on activation. If the power fails to meet, or exceed, this threshold, than it still takes effect, but the user of this Devotion gets to choose what information, if any, the other character learns.

This power lasts for a scene, or an hour. Supernatural compulsions or conjurations (such as Liar's Plague and Veridical Tongue) are not affected by this devotion.

This potent ability does have drawbacks. The user suffers a penalty equal to the successes on this power's activation to all Social tests made to convince someone of their sincerity. This power makes the user seem deceptive and mysterious. Even truthful and innocuous phrases will draw suspicion as the other party tries to decipher the "true" meaning behind the words.

This power costs 6 experience points to learn.

John Jacob Astor's Insidious Smile

Celerity 1, Majesty 1

The power of Majesty is well known for its ability to sway the emotions of other. When combined with Celerity's ability to make sudden movements, this Devotion turns simple body language into a potent tool. In the social arena, those who would trade wit are left speechless. In an academic setting, anyone who would dispute your research is left baffled by train of logic used. In a fight, it becomes impossible to tell the difference between a feint and a strike before it is too late.

Action: Special, Instant and Reflexive.

Cost: 1 Vitae + 1 Willpower, and None

Dice Pool: Presence + Persuasion + Majesty

Mechanics: On activating this Devotion the user gains the ability to initiate a non-supernatural social tests against a single target as a Reflexive action which can take place outside of the normal turn order. The user may do this a number of times equal to the successes on the activation roll. Once active, this Devotion lasts for the duration of the scene, or one hour. The power of this Devotion enhances the mundane Social test and allows it to apply a modifier to the target's next draw. The modifier is equal to the successes drawn on the social test. This modifier persists until the target makes a draw. One the target finishes his draw the modifier is removed. Multiple applications of this power do not stack. This power is a function of Majesty in its activation, but not in the successive tests.

This power costs 10 xp to learn.

Juggernaut's Gait

Majesty 5, Vigor 3, pure Daeva clan

Approval Requirement: Low Approval (special, see below)

The Daeva's force of arms and force of personality are each a thing of legend, but the sight of a Succubus who has mastered both is a terrifying thing to behold. The potent strength of the Succubus is only made more frightening by the powerful influence that Majesty can invoke.

Cost: 1 Vitae in addition to the costs of activating Sovereignty and Vigor

Test Pool: None. This power requires no draw to activate.

Action: Reflexive

When both Sovereignty and Vigor have been activated, the Daeva can invoke this power to ensure that others stay out of her way for the rest of the time both Disciplines remain active. Anyone wishing to approach the Daeva to within a number of paces equal to her dots of Vigor, or wishing to stand in the way of the Daeva to block her path must first draw to resist her Sovereignty. Failure to resist Sovereignty means that the affected character cannot approach the Daeva so closely, or must move out of her path.

Juggernaut's Gait cannot be overcome with the expenditure of a Willpower point and success on a Composure + Blood Potency draw. As a function of Sovereignty, the power is overwhelming and must be countered by a determined foe as described here. Those attacked by the Daeva are no longer affected by Juggernaut's Gait, but such acts of aggression do not mitigate the effects of this Devotion for the attacked person's allies as they do for Sovereignty. The aggressed target's allies can assist the target despite being affected by Sovereignty, provided that they aid the target in a way that does not harm or treat with disrespect the Sovereignty user.

This power costs 24 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Juggernaut's Gait has been reserved by the Master Storyteller for integration into the chronicle via a plotline, and can only be learned through the workings of said plotline or learned in-game from a player character. It is based on the contributions of William Matthew Klutz.

Just Another Pretty Face

Obfuscate 2, Majesty 1

Excess is the bailiwick of the Kindred condition and no such quality embodies this quite as artfully as the physical appearance of most vampires. Through some quirk of the blood's change, natural genetics or artificial enhancements, Kindred are known to be some of the most elegant and attractive beings in existence. One Mekhet, resolve that she not be recalled solely for her appearance alone, crafted this devotion that she might more easily be 'just another pretty face'.

Cost: 1 Vitae

Dicepool: Wits + Subterfuge + Obfuscate

Action: Instant

The following modifiers should be considered when making the draw:

-3 The Character possesses the Sexualized and Striking Looks merits (at any level)
-2 The Character possesses four dots in the Striking Looks Merit
-1 The Character possesses two dots of the Striking Looks Merit
+1 The Character is dressed in such a manner that his attire blends with his surroundings already.
+2 The Character is overtly familiar with the social environment he or she is in (represented by possessing a merit of some type relevant to the setting in question)

When confronted with a social situation in which the Kindred wishes to pass more easily unnoticed, she may activate this devotion to assist her in counter-acting the remarkable attractiveness of the Kindred condition. For each success achieved on the activation of this devotion, the Kindred imposes a -1 penalty on all attempts to recall her simply on physical appearance alone. Should the Kindred activate any supernatural ability which would immediately call attention to her in an overt way (such as Nightmare or Majesty), this benefit ends.

This effect may be overcome by onlookers who possess the Auspex Discipline (or Similar) in a standard Clash of Wills test.

This devotion costs 9 Experience points to learn.

Khepri's Grace ( God Represented by the Scarab)

Nightmare 2, Obfuscate 3, Celerity 2

The Ancient Egyptians believed that the Scarab was formed from dead matter - being born from nothing. It is Nephthys' belief that since she is the goddess of death, and since scarabs come from dead matter, they were put here for her. She feels that the scarabs are hers to command.

Since Nephthys' rebirth to this earth, through the embrace, she has become even closer to her powers over the world. She has become walking dead matter, and with this power will learn how to create scarabs out of her own dead matter. She will pass this on to her children, of blood or not.

Action: Reflexive - On Use of Vanish

Costs: 2 blood

Test Pool: (Wits + Subterfuge + Obfuscate) VS (Highest viewing Composure + Blood Potency )

The character appears to turn into a swarm of Scarabs. In reality the scarabs are a deception created by a clever application of Obfuscate and Nightmare as a diversion to allow the kindred chance to leave. The Nightmare effect spooks the witness into not paying close attention, the Obfuscate further decieves the witness' perceptions, and the Celerity allows a quick escape. The blood expended to generate this effect swells up through the Kindred's pores and becomes Scarabs, obstructing the Vampire from view, and aiding in the normal use of obfuscate.

Successes: This power reduces the penalties to the Vanish activation based on multiple witnesses. Each success on the user's activation roll for Khepri's Grace reduces the penalties to their Vanish roll by 1.

Those viewing the character with Heightened Senses active then get the normal Clash of Wills test against the Vanish successes. Storytellers must be vigilant to only allow characters with active Heightened Senses to get the Clash test- not every character with Auxpex on their sheet.

This effect lasts the number of rounds equal to its success and serves as a distraction to allow the user to escape. After the duration the scarabs disintegrate into fine ash. The player must leave the scene once this power is activated.

Failure: The blood is spent and the change does not happen. The character does realize that it failed and may attempt to use the ability again on their next Vanish attempt.

This power costs 20 xp to learn.

Know the Shadow Stained Soul

Auspex 2, Obtenebration 1

The origins of the Khaibit are shrouded in mysticism and legend, however one of the few "Truths" known by the learned members of the line is that by some means their blood allows them to touch and in so doing channel the Darkness outside our world. Such powers however do not come without a price. Every Khaibit (and perhaps other vampires who have by some means mastered Obtenebration) bears upon their soul a stain showing their attunement to the otherworld.

Cost: 1 Vitae

Dice Pool: Wits + Occult + Auspex

Action: Instant

By more strongly attuning himself to the Darkness the Khaibit who learns this power learns to perceive the traces of the Abyss upon others. Skinriding spirits are perceived as black blights engulfing the aura of their host, whereas other users of Obtenebration are seen to have shadowed "tethers" linking them to the shadow realms. Due to the Khaibits enhanced link to his natural abilities, he becomes able to perceive into the Spirit and Twilight Realms without being in total darkness.

Like Night Sight, utilization of this power causes the Khaibits eyes to become completely black, but as this devotion more strongly attunes the user to the Spirit Realm, his aura becomes completely black during its use as well. If percieved all relevant information can still be identified such as mood, intent of deception etc, however, the minds percieves each color of the aura as a different shade of black, very similar to the way a Khaibit sees the world when using Night Sight. This power once activated lasts until voluntarily ended or a scene or hour.

In the case that a spirit or ghost is using a power analogous to obfuscate to hide its presence, the standard clash of wills rules apply.

This power costs 12 experience to learn.

La Guirlande Epineuse

Celerity 1, Vigor 2, Knight of the Thorned Wreath

Knights of the Thorned Wreath still speak in hushed whispers of La Guirlande Epineuse, the personal fighting style of their founder Artus Le Jumel. Though the line has lost its founder, Le Jumel's teachings live on in this Devotion, a power that allows the coupling of great skill and great strength when employing a sword.

Cost: 1 Vitae per turn (Vigor must be activated separately)

Action: Reflexive

Knight with La Guirlande Epineuse and active Vigor employ calculated strikes that target and overpower the weakest points of their opponents defenses. La Guirlande Epineuse allows combatants to apply the bonus from Vigor to their attack draw before checking for a successful strike, rather than after. This means that users of this Devotion can strike more frequently in combat.

A certain degree of concentration and forethought is required to employ La Guirlande Epineuse. The knight must engage in ceremonial activates to get into the right frame of mind to make use of the power. La Guirlande Epineuse requires that a challenge be proposed and both parties agree, as in a formal combat. This might mean a simple sparring match, but may just as easily apply to a deadly Monomacy. La Guirlande Epineuse is limited to attacks made with a sword.

This power costs 6 experience points to learn. It may only be learned through the workings of a particular plotline.

Last Option

Vigor 3, Resilience 3

Ryan has spent the better part of his neonate life running from combats. After getting shot in the back many times he learned that sometimes the safest action is standing your ground and relying on good old fashioned resilience to get you through. While attempting to begin to learn the power 22 Solid Wren discovered that he could call forth the power of his body and will to become more resilient than normal, bulging with unnatural strength relying less on dancing around incoming attacks and more on taking them and moving on while shrugging them off .

Cost = 1 WP Per scene

Dice Pool = Stamina + Survival + Vigor.

Action = Instant

When activated, Last option substitutes the lower of the characters BASE stamina or Resilience for his defense for the scene and simply accepts that he will eventually get hit, relying on his undead flesh to stand up to the damage and the vigor of his body to push back against incoming forces.

Replace base defense (the number drawn from the lower of wits & dex) with the lower of your resilience rating or BASE stamina. Furthermore retain your base defense vs. Firearms attacks but lose it against attacks that just require a touch (touch of the morrigan or spoiling).Vigor must be active to activate this discipline (as it is implied in your flavor text: "bulging with unnatural strength").

The user takes a -2 to all Dex based challenges for as long as this power is active. This Power may be cancelled at any time as a reflexive action.

This power Costs 18 Experience points to learn

Les Grandes Chevaux

Auspex 4, Cruac 3

Through advanced application of both blood magic and the powers of the Kindred mind, the Kindred is able to weave the magical energies of Cruac together to create a telepathic network through which she can view multiple subjects of the Cruac ritual Cheval simultaneously. This is an extremely demanding process and not one to be undertaken by the weak-minded.

Cost: 1 Willpower

Test Pool: Intelligence + Occult + Auspex

Action: Extended

Duration: Scene

NB: STs have the option to disallow the use of this power for OOC practical considerations, if they do not feel there can be effective oversight of its use.

The character must have first cast Cheval on any subject she wishes to include in the network to be constructed. Once the ritual is cast, then the character must declare how many subjects are to be included in the network. For each subject that is included in the network, one success must be achieved. Once the network has been created, the caster can view each subject within the network simultaneously. In order to pick out something important from the different sensory streams, the caster must make an Intelligence + Wits draw. After which, the caster can opt to "zero-in" on one particular subject within the network with an Intelligence + Occult draw and can resume the grander view with another check. The caster can remove any subject from the network as an instant action and can still ride that subject's senses through Cheval as normal. These, however, must be "scrolled-through" as normal, though. Anyone who casts this devotion is limited to a maximum number of targets equal to the Intelligence + Wits of the caster. For example, a character with an Intelligence of two and a wits of four can have, at most, six targets within the network created by the devotion. Due to the amount of sensory input that the caster is receiving and the concentration that is required to process this information, that the caster is considered helpless and his defense is reduced to zero while receiving input for the duration of the power or until it is turned off by the caster.

Additionally, if the caster attempts to perceive targets through both sight and hearing, then he selects one sense, sight or hearing, to be the primary sense for the devotion. There is a -1 penalty to draws for each opposing sensory stream over the caster's Resolve. For example, a character casts this ritual on six targets and decides to receive visual input from three of them and auditory input from the remaining three. The caster, with a Resolve of two, would receive a -1 penalty to any draws made while receiving sensory input from this devotion.

This power costs 21 experience points to learn.

Let me scratch your brain

Auspex 4, Protean 3

Cost: 1 Willpower + 1 vitae

Test Pool: Intelligence + Brawl + Auspex vs. resolve + BP

Action: Instant

Requirement: claws inserted into victims head

Draw Results

Failure: Failure results in no link being established.

Success: Success allows a character to pull one piece of information from the subject's head per success. The piece of information should be a short statement of fact, answered by the target. In addition the target of this devotion cannot "kick" the initiator of this devotion out of his head until the claws are removed, however the devotion ends as soon as the contact between the claws and the subject's brain is broken.

The initiator of this devotion takes 1 lethal damage per piece of information removed from the victim. The victim can spend a temporary willpower to make this damage aggravated instead of lethal.

Example of this devotion in play

Round one

Sebastian is investigating an attack upon the Prince. His chief suspect is Michael, a very devious kindred that has a checkered past. Sebastian decides to use his newfound powers to get to the truth of the situation. Michael agrees to be questioned, and the session begins.

Sebastian makes a Strength + Brawl roll penalized by Michael's defense. One success is achieved and Sebastian's claws sink into Michael's head. Michael takes one aggrivated damage (ensuring that Sebastian could not use this power on someone in torpor).

Round two

Sebastian activates his devotion spending one blood and one willpower (Intelligence + brawl + auspex vs resolve + BP), and gets one success. He pulls one piece of information from the target by asking the player the question "did michael go to the prince's haven last night"? The answer to this question is yes.

The opposing player now has the option to spend a willpower to make the one lethal Sebastian is going to take into one agg. The question was not all that damaging so the player opts to not spend the willpower. I mark one lethal on Sebastian's sheet.

On Michael's turn, he can decide to break the connection if he wants to. So far this piece of information has not implicated Michael in any way so he decides not to break the hold.

Round three

Sebastian already has his claws in michael's head so he spends another blood and willpower to pull more information. He rolls (Intelligence + Brawl + Auspex vs. resolve + BP) two success's were rolled. He asks the following two questions.

  1. Did you attack the prince?
  2. Did anyone assist you in your attack

Michael answers these questions both with yes.

Now Michael decides to spend the willpower point and Sebastian takes two aggravated damage.

On Michael's turn he decides to break the hold. He rolls strength + Brawl minus sebastian's strength. Michael fails and the hold is left intact.

Round four

Sebastian already has his claws in michael's head so he spends another blood and willpower to pull more information. He rolls (Intelligence + Brawl + Auspex vs. resolve + BP) one success was rolled. He asks the following question.

  1. What is the name of the person that helped you?

Michael replies to the question with the name John.

Michael again decides to spend the willpower point and Sebastian takes one more agg.

Michael again tries to break the hold. He rolls strength + Brawl minus sebastian's strength. He succeeds and the devotion ends.

This power costs 21 experience points to learn.

Light as a feather

Auspex 1, Obfuscate 1

Activation pool: Wits + Stealth + Obfuscate

Cost: 1 Willpower

Duration: 1 Turn

Reflexive; Special: Contested

Mechanic: This devotion allows a kindred to jump down or up unto a surface (through mundane means) with little sound. With this devotion, a kindred makes a controlled jump without having others hear them. This devotion is activated reflexively once the kindred lands. Once actived, successes gain are a penalty to to thoses around to hear on a Wit + Comp roll.

A kindred can only use this devotion for a controlled jump or fall. If the user of this power is thrown, they cannot use this power.

This devotion manipulates the sound of him landing. If the subject lands on a fragile surface (glass, ice, etc.), the surface may still makes a sound from breaking.

This power costs 6 experience points to learn.

Lightning Reflexes

Celerity 2, Resilience 1, Quicken Sight

There are times when the Hand and Eye need to work as one, in order to ensure the survival of the whole. With this devotion of Lightening Reflexes, the supernatural perception speed of Quicken Sight and the speed of the body become one. Normally distance and speed blind the senses of people and kindred. With the power of Quicken Sight a kindred is able to see things that the normal eye can not, but wasn't able to do much if that item was coming at them. With Lightening Reflexes, that former inability to act is lifted.

Cost: 1 Vitae

Action: Reflexive

Pull: Dexterity + Wits + Celerity

While the Quicken Sight Devotion is active a Kindred is able to invoke the power of Lightening Reflexes and remains active as long as his supernaturally enhanced vision does. While active, a Kindred's body is able to move at preternatural enhanced speeds reflexively with the blinding fast movements of his eyes. Ranged attacked slow down and become obvious enough to a Kindred's perception that he is able to move out of the way of the attack. A Kindred with Lightening Reflexes is able to take the number of successes from his pull and use it as his base defense verses ranged attacks that normally negate defense.

This power costs 15 experience points to learn.

Lion among Wolves

Majesty 5, Vigor 1, Daeva Clan Status 4

Approval Requirement: Low Approval

Just as there can be only one Prince of a city, so too the elders of the Daeva have found that in a given situation, there can be only one true sovereign. The user of this Devotion commands respect and submission even from other Kindred who are using Sovereignty. The user may speak to those using Sovereignty as she would any other lesser Kindred. He need only refrain from physical attacks and uses of Disciplines that could harm or affect the other Sovereign vampire negatively; all other jibes, slurs, condescension or outright insults may be applied freely, and those subjected to them must role-play the appropriate submission due a superior despite their own Sovereignty.

Cost: 1 Vitae

Test Pool: Presence + Intimidation + Majesty

Action: Contested and reflexive; resistance is reflexive

If the vampire with this Devotion has Sovereignty active when coming into the presence of another vampire with active Sovereignty, she may spend one Vitae to enact Lion among Wolves. Both Kindred draw Presence + Intimidation + Majesty. If the user of this power gains more successes or an equal number of successes to her opponent, the two characters interact socially as if the Lion among Wolves user had Sovereignty active and the other vampire did not. This lasts until the remainder of the scene or until the two vampires are no longer in one another's presence.

Lion among Wolves has no affect on combat or hostile interactions that would require an aggressor to test to resist Sovereignty. It cannot be overcome with the expenditure of a Willpower point and success on a Composure + Blood Potency draw. As a function of Sovereignty, the power is overwhelming and must be countered by a determined foe, as described here. Lion among Wolves has no affect on other Kindred who possess this same Devotion.

This power costs 18 experience points to learn. It is based on the contributions of Peter Smalley.

Lover's Embrace

Perfidy 3 Majesty 3

With this power, a Kallisti can twist an emotional connection into a potent but imprecise experience of love. The Lover's Embrace is a blunt instrument, useful for its purpose – and certainly powerful – but it is seldom the favorite tool in the Kallisti repertoire. By affecting a mortal, ghoul, or vampire with this fearsome power, the Ravager plants a bomb of awesome love into her subject's mind. When an appropriate loved one or cohort draws near, the bomb goes off.

Cost: 1 Willpower

Dice Pool: Presence + Empathy + Perfidy versus subject's Resolve + Blood Potency

Action: Instant; resistence is reflexive.

Failure: The Kallisti fails to light the fuse, but she may try again. Willpower spent to activate the power is wasted.

Success: The Kallisti insinuates a seed of love in the subject's mind that takes root in the emotions the subject associates with a lover, coworker, coterie-mate or other associate. The Kallisti may assign this fear to any specific associate of the subject's that she knows ("Matt or "Mr. Sowards," for example) or she may assign it to a general relationship of the subject's (e.g., "your boss" or "your son").

If the subject sees the flagged associate before the next sunset, she reacts as though that associate had invoked the Entrancement power of Majesty (see p. 130 of Vampire: the Requiem).

This power costs 18 XP to learn.

Magician's Exit

Obfuscate 3, Dominate 2, Auspex 1

By channelling the mind altering powers of Dominate and the increased awareness of Auspex through the changes of perception possible with Obfuscate, the Kindred creates a supernatural 'flash bomb', temporarily blinding his enemies.

Rather than the user fading from view as with Cloak of Night, onlooker's minds are confronted with a mass of overwhelming white noise, stunning them in a way similar to the 'overwhelmed' flaw of Heightened Senses.

Draw Pool: Wits + Subterfuge + Dominate vs Composure + BP

Mechanics

Successes gained by the user are equal to the number of rounds the individual onlooker is stunned and unable to see or hear clearly, imposing the 'overwhelmed while using heightened senses' penalty and allowing the user to then hide in Obfuscate or flee the scene more easily.

Characters who are blinded by this power may defend themselves as normal if attacked and are then free to act without penalties.

The limits of this power should be gauged based on the Obfuscate penalty table – if a person would constitute a penalty to the user being able to enter Obfuscate, they will be affected by the power.

This power costs 18 experience points to learn.

Maman Brijit's Wrath

Vigor 1, Cruac or Theban Sorcery 5

Named after the destructive and firey temper of the loa mistress of black magic, this devotion allows a sorcerous Deux Mains to wreck continuous magical effects such as wards, enchanted items or magical items, and already active rituals by destroying and eating the very magical weave that makes up the rituals. The invoker turns the destructive forces of their supernatural strength instead towards the very fiber of magic. A legacy from the devotions' birth through the ritual Feeding the Crone requires the Deux Mains to effectively eat the magic in order to diffuse it safely. This can have minor odd effects on the vampire, but is usually harmless and fades within a week.

Cost: 1 Willpower per item/effect

Test Pool: This power involves no draws to invoke

Action: Instant

This devotion allows the invoker, after spending a willpower point, to treat an active magical effect as an opponent. The effect creator's successes in making the item or effect are treated as it's health levels. The creator's power level in their sorcery are the effect's defense. Attacking a magical effect requires line of sight, and you must either see the magical effect or know it's certain it's there in order to attack it. The attack relies on the vampires' own supernatural prowess. Thus, no weapons or firearms may be used, natural attacks only. The act of eating power is terribly addictive to vampires, such as kindred blood and eating souls. A vampire with this devotion, being able to eat magic, must wrestle with the same desires directed towards this new substance. Every time a vampire invokes this devotion, they test for Magic Addiction (using the rules for Blood Addiction, substituting Magic).

For example, Raven casts Feeding the Crone and gets six successes. Later, she is seen by Marcus, a Deux Mains of the Lance who decides that he doesn't like her using that ritual in public and invokes this devotion. He attacks the effect, using his Strength 3+Brawl 4-5 (Raven's Cruac rating) for Defense, for a final attack pool of 2. Miraculously, he draws a 9, for a total draw of 11- one success. Raven's effect loses an effective health level. At this point, Raven may make a perception draw to sense something wrong with her ritual, but nothing happens until Marcus finally gets his sixth success. In this case, Feeding the Crone fades off. And yes, active Vigor applies as normal to attacks made with this power, since it relies on the vampire's supernatural strength to tear apart the magics in the first place. Only a caster who has an effect directly on themselves gets to make a perception check to notice the attack; effects that are considered independent (such as magical items, or standing effects like Blood Witness or Barrier of Blood) do not alert the creator of their imminent demise.

While a magical item or a ward themselves do not get perception checks, a vampire making biting and tearing motions towards a wall, barrier, or object is bound to be looked at funny. The horror of a young Acolyte when they realize the individual is actually wrestling with and eating the magic should be quite profound.

Without any form of magic sight, a perceptive individual sees the Deux Mains begin making biting, tearing, ripping, or even licking motions towards a target, object, or location. With Arcane Sight (or the Luminarian power, or Mage Sights, or etc), the watcher sees the Deux Mains making biting, tearing, ripping, or licking motions towards a target, object, or location that displays magical properties. Once the Deux Mains scores a success (does a level of damage to the effect) the strands of magic that make up the effect (in whatever form the user veiws the flow of magic) stream towards the Devotion Invoker, to be snapped up and eaten. The strands fizzle and defuse throughout the vampire, fading out of existence, or manifesting as the small oddities mentioned in the main write-up (examples are small pitch black horns, your aura looking like it's surrounded by sparklers, eyes that turn odd colors, an alternate timber or resonance to your voice, your skin feeling ice cold or burning hot- weird and socially abnormal, but mechanically harmless effects usually related to the intent of the eaten spell).

A target who makes their perception check feels/knows the following. A caster in the presence of a Duex Mains invoking this Devotion who makes their perception check knows that it's the Deux Mains, and knows that they're -eating- the magic. They can faintly feel the ripping, tearing, biting sensation as their magic comes under assualt. A caster who doesn't make his perception check knows something is wrong with his spell, as he can still faintly feel the assault on his magic. However, he doesn't know it's being eaten, or exactly who's doing it. The freak making wacky motions in the corner is a pretty good common sense guess though. A caster outside the presence of the Deux Mains who makes their perception check feels the same thing, someone is eating their spell, though they cannot see who. An astute caster who made his perception check who comes into contact with the Devotion Invoker within a week (before the odd minor effects fade) should have the oddities pointed out to them, as they'll recognize the remnants of their own former magic (since they made their original perception check).

This power costs 18 experience points to learn.

Mark of the Patron

Dominate 1, Nightmare 1, Invictus Status 1

The Mark of the Patron allows Invictus to enter into agreements with important Mortals enforced by the powers of the blood to cement an Invictus powerbase. The Mark of the Patron was created by Lord Robert Romanov and specifically intended to be a tool used to increase the power of his own Dynastic House: Trillium.

Mortals, typically in high positions of authority, enter into these agreements with an Invictus Patron. The Mortal is provided a tangible service in exchange; often an investment of Capital, sometimes the Invictus Patron is called upon to make a specific problem "go away". In exchange, the Patron gains "a favor to be named later". The power of this faustian deal comes from a combination of Dominate and Nightmare, as the Patron appears to the Mortal as being a both forceful and frightening backer, someone whom they want on their side and are afraid to cross.

The Mark of the Patron requires that the Kindred invoking it sit down with the Mortal in question and come to an arrangement. To initially forge a Mark of the Patron requires eye contact, at least 5 minutes of conversation with the Mortal, and the Mortal has to agree to it in the first place, asking for a favor in return for one down the road. The Mortal cannot be Dominated or supernaturally forced to participate, but can be intimidated or otherwise coerced. This Devotion costs 8xp to learn, and costs a single Blood Point to activate.

Game Mechanics: Each Mark of the Patron a Kindred possesses may be "called in" for one temporary point in; Contacts or Allies, representing the favor being returned to the Patron. Regardless of the influence of the Mortal involved, each Mark only counts for 1 point, though if a Patron is able to get a specific Mortal to sign multiple Marks he could potentially call in a larger debt. If a Banker owed two Marks, for example, the patron could call upon Allies 2: Banking. No more than 3 points of Marks can be called in on a single person for a single favor, and of course the Mortal can't provide more assistance than they themselves possess.

Cultivating Marks of the Patron takes time, and a Patron may only accumulate a maximum of one Mark per month, and may only expend them at a rate equal to his Presence score each month. Marks of the Patron are typically only employed in one's own city due to the time and effort needed to establish them, as well as the fact that out-of-town Marks are harder to call in. They can potentially be established in cities other than one's own if the Patron is prone to travel. Local ST's have final say on approval, of course. An Invictus may only have a number of Marks of the Patron equal to 3 + his current Invictus Status.

ST's are encouraged to require Patrons to perform a substantial task beyond mere investment capital in exchange for a Mark of the Patron, and in doing so get the player involved in side plots. Both ST and Player are encouraged to keep careful track of the specific Mortal NPC and his occupation, as a Mark can only be called in if appropriate (for example, having a Signatory Banker wouldn't allow one to call in Contacts: Police unless he had some specific association with them.

If a Patron feels that he is holding onto a Mark that is not worth his while to cash in, he can cancel it at any time, freeing the Mortal from their obligation.

This power costs 6 experience points.

Marksman's Bane

Celerity 3, Resilience 1, Quicken Sight

Being able to move quickly enough to get out of the way might be enough for most kindred, but for some the social repercussions of how they face conflict is as important as (or moreso than) merely surviving it. With sufficient exercise and experience with Celerity, the fortitude to control her speed as well as catch things without hurting herself, and the ability to visually track fast-moving objects, a kindred can hone her supernatural speed into precise movements, affording her a better chance of catching incoming projectiles and keeping her dignity, albeit at an increased risk to herself.

Cost: 1 Vitae

Test Pool: Dexterity + Celerity

Action: Reflexive

For the remainder of the scene, the user may elect to gain a bonus equal to her Celerity to attempt to catch projectiles. If a character declares that she is attempting to catch incoming projectiles at any point during her turn, she is unable to do anything else that turn, and forfeits any "fair escape" opportunities her Celerity would have afforded her. Additionally, as per the rules for catching projectiles, the character attempting to catch forfeits her defense versus incoming objects.

This power does not apply to trying to catch punches or melee weapons being wielded (swung) at the character. Instead, it lets the user to add her dots in Celerity to her Athletics to attempt to catch incoming projectiles; if she obtains successes equal to or more than those of the attacker, then she is considered to have caught the airborne object without taking damage. If the attacker gets more successes, however, full damage is applied. If the user of this power is attempting to catch a projectile aimed at another individual, the person firing the projectile determines, before the pull is made for the catch, whether any damage resulting from a failed catch attempt is to be applied to the one attempting to catch, or whether the projectile continues on to the intended target in the event of a failed catch attempt.

The user of this power must have the Quicken Sight devotion to gain the benefits of this power, and of course, using this power to catch extremely fast-moving objects is an obvious breach of the masquerade.

This power costs 12 experience points to learn.

Mask Object

Dominate 2, Obfuscate 5

This power allows the user to change the appearance of an object to that of another object of similar size.

Cost: None

Test Pool: Intelligence + Stealth + Obfuscate

Action: Instant

Duration: Scene

People with Auspex may attempt to use Clash of Wills to see through the disguise.

Once invoked, Mask Object lasts for a scene or until ended prematurely.

Once the character does anything to reveal the true nature of the item, Mask Object immediately ends.

This power can be used to simulate inanimate items or those with simple mechanisms?" Eg. A gun could have a trigger, but couldn't fire (because there is nothing to simulate the bullet). A mobile phone would have a 'generic' display, but could not make or receive calls etc.

If someone successfully detects [the true nature of] the item, he can point it out to others. A Wits + Composure draw is made for each such person, and successes achieved must exceed those acquired in the Intelligency + Stealth + Obfuscate draw made for the Discipline user. If an onlooker's successes aren't high enough, he still doesn't recognize the item, even when it's pointed out.

The prop used must be at least roughly similar to the intended illusion — he can not conjure a fake badge out of thin air, for example, nor would it allow the vampire to hold up a small stuffed animal and claim it was a police badge. Likewise, a vampire could pass off a replica or toy gun as the real thing, but not a banana or a stick.

This power costs 21 experience points.

Mask of Fear

Nightmare 3, Obfuscate 2, Nosferatu Clan Status 4

Approval Requirement: Low Approval

Kindred are, at their core, competing predators. Sometimes being the top predator means being the biggest and the baddest, but more often it just means appearing that way; the perception of power is more important than the power itself. Members of Clan Nosferatu have taken this adage to heart, employing this power to cow other vampires around them.

Cost: 1 Vitae

Test Pool: Manipulation + Intimidation + Nightmare

Action: Instant

When activated, this power lasts for the remainder of the scene, and supersedes Mask of Tranquility. Instead of hiding the Beast, it brings the Beast to the surface and infuses it with Nightmare to make it seem even more intimidating.

Other vampires are not subject to the usual relationship of Blood Potency when meeting a Nosferatu under the effect of this Devotion. When a Predator's Taint test is appropriate, other Kindred react as if the devotion user had a Blood Potency equal to the sum of her Blood Potency and the number of success achieved in activating this power. For example, a Nosferatu with Blood Potency 4 and three successes from activating this Devotion would be perceived by other vampires' Beasts as having Blood Potency 7.

This does not alter the user's own reaction to the Predator's Taint; her Blood Potency is still considered to be its normal level when determining whether the Nosferatu should check for frenzy or Rötschreck. It could be possible for both Kindred to enter Rötschreck.

Observes with Auspex active automatically attempt a Clash of Wills test when affected by Mask of the Beast. Success indicates that the Devotion has no effect on them.

This power costs 15 experience points to learn. It is based on the contributions of Justin Gaskins.

Mask of the Mundane

Obfuscate 2, Cruac 1

The Kindred has mastered the ability to conceal his magical capabilities and the affect magic is having upon his person.

Cost: 1 Vitae

Test Pool: Wits + Stealth + Obfuscate

Action: Instant Action

Draw Results: The power can be activated as an Instant Action at any point and is considered �always on� until sunrise or until the character enters torpor. A character with this power does not appear to have any magical abilities, qualities, or effects upon himself or any item he is personally carrying upon himself unless the observer defeats the power in a standard Clash of Wills (see MET: Requiem). This will, for example, cause his aura to not reveal magic use, Arcane Sight to not reveal any facts about them or their equipment, and Mage Sights to overlook his magical capabilities.

Mask of the Mundane costs 9 xp to learn.

Mask of the Sublime

Obfuscate 2, Protean 1

Both Protean and Obfuscate provide methods by which a Kindred may hide the true strength of their blood. Obfuscate hides it, while Protean channels the ferocity of the blood to make other's treat it as _at least_ equal. But sometimes, a more subtle misdirection is called for. Mask of the Sublime causes all Kindred who encounter the user to _feel_ equal to their potency and power. An elder may use Obfuscate's Mask of Tranquility to hide his strength, but he may be required to drop it to prove his nature and enter a new Elysium. This power allows the Predator's Taint to be revealed, but only so much as the user is viewed as equal.

After all, it can be frequently useful to deceive everyone that they are dealing with someone on an equal footing.

There is rumored to be another version of this power which requires a knowledge of the Devotion "Perfect Stranger" and allows the Kindred to maker their Blood appear as either as powerful or as weak as they wish.

Cost: 1 Vitae

Test Pool: Intelligence + Stealth + Obfuscate

Action: Instant

The Kindred spends a Vitae and makes the draw, if successful all the Kindred that encounter him for that scene will feel his Predator's Taint and Blood Potency equal to their own. A BP 1 will feel no weaker and a BP 9 will feel no stronger. This allows the Kindred to avoid would-be Diablerists while still making Elders deal with him as an equal. It can also be useful to keep from upstaging Princes and making them worry about the Elder in their midst. Once activated it remains on for one scene.

This may be activated while Mask of Tranquility is either "on" or "off". It may be seen through by a standard Clash of Wills if an Auspex user attempting to pierce Mask of Tranquility. If the Auspex user is successful, in piercing Mask of Tranquility, the ST should allow them to make a Wits +Investigate roll to determine if they notice the further subterfuge, if so they may make an additional Clash of Wills test to see through the Mask of the Sublime.

If Mask of the Sublime is activated with Mask of Tranquility is NOT "on" then any attempt to pierce it with Auspex is treated as a normal Clash of Wills challenge.

Developed more out of curiosity about the interaction of these two powers than a need, It is sometimes considered too subtle to be effective.

This Devotion costs 9 experience points to learn.

Mask the Touch of Scholars

Obfuscate 3, Auspex 3

Having learned to read the emotional tags of objects is of a great advantage to an occult scholar dealing with artifacts of the past. The problem is handling such objects to long or while having an emotional moment (like fighting over it with another scholar) can overwrite the imprint that is already there. But a scholar that is an adept at masking himself can over come this issue. The kindred can learn to obfuscate himself in a way that he will not leave an impression on the object no mater how long he handles it or how intense an emotion he has while doing so. By spending 1 blood the kindred leaves no traces that can be picked up by Spirits Touch or any other power that reads objects for impressions. This leaves the original signature on the object so that it can be reread by anyone later. This protection lasts for one scene in game or one day in downtime.

The impresstions left by the turama of death are still to great to be masked. Should someone under this effect die or kill someone while handling an object the emtions have the normal chance of leaving an impression on the oject in question.

This power costs 18 experience points.

Master of Beasts

Animalism 2, Dominate 2, pure Ventrue clan

Approval Requirement: Low Approval (special, see below)

The Lords of Clan Ventrue have long shown their mastery over both man and beast. They have cunning thralls under their command and vicious beasts to guard their homes. A Ventrue's domain is a fearsome place for an outsider to be. Ventrue who use this power rely more on animals than humans to guard their homes by combining their animal minions' ferocity with near-human intelligence.

Cost: 1 Willpower per draw

Test Pool: Wits + Animal Ken + Animalism versus animal's Resolve

Action: Contested and Extended (6-15+ successes; each draw represents one week of mental manipulation); resistance is reflexive.

This power lends some of the vampire's own intellect to a beast. Master of Beasts does not have any mechanical effects until five successes in excess of the animal's Willpower dots are accumulated. (For example, if the animal has Willpower 4, Master of Beasts begins to take effect once 9 successes are achieved). Once this benchmark has been reached, all future attempts by the character to use any Animalism power (including further uses of this power) on the animal receive a +1 bonus, and all attempts by others to use Animalism on the subject suffer a -1 penalty. For ever additional five successes that are accumulated, the bonus and penalty each increase by one, to a maximum of +5 and -5. If the animal is also her ghoul, the vampire may double successes achieved when drawing for this power.

Once the bonus reaches +3, the animal takes on a measure of human intelligence. It can reason, giving it the ability to carry out more complex orders, provide more detailed reports, describe more applicable context to its observations, etc. The animal's Intelligence Attribute is not actually increased by this change, as the ability to reason is borrowed from the vampire.

An animal so affected will lose this benefit if isolated from its master for an extended period. After a number of weeks equal to twice the Master of Beasts-granted bonus have passed without contact, the bonus drops by one point. For example an animal affected by Master of Beasts has accumulated a +2 bonus for its master's use of Animalism upon it. If it is kept away from its master for four weeks, the bonus drops to +1. Two more weeks would end the effect of this power completely.

This power costs 12 experience points to learn. It cannot be learned if the vampire is part of a bloodline, and is lost if the vampire ever joins a bloodline. Master of Beasts has been reserved by the Master Storyteller for integration into the chronicle via a plotline, and can only be learned through the workings of said plotline or learned in-game from a player character. It is based on the contributions of Justin Gaskins.

Meld with Blood

Protean 2, Taurobolium 1

This devotion allows the character to meld with blood.

Cost: 1 Vitae

Action: Instant

Test: Stamina + Occult + Protean

System: Functionally, this devotion is just another substance that can be used as part of meld with soil (Protean 2), being most similar to the ability to meld with water. As with melding with water, the pool of blood must be enough for the vampire to fully submerge in. However, the blood can be diluted up to 50% with other liquids and the vampire will still be able to meld with it. Also the blood does not have to be all from the same source, for instance the vampire could meld with the runoff from a slaughterhouse as long as there was enough blood to fully submerge in. The pool of blood must be freestanding, it cannot be fully contained on all sides, or in a living being.

This power costs 9 experience points.

Mental Scars

Nightmare 4, Obfuscate 4, Presence 3

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents." H.P. Lovecraft "The Call of Cthulhu"

Some say the Nosferatu is one of the most unfortunate of the vampire clans. Not only do they suffer the vampiric curse, but unlike the other clans they are also cursed with being horrifying parodies of their former self.

Because of this many members of the Nosferatu are forced to hide from mortal world. Many other Kindred tend to act hostile to Nosferatu, and consider them to be walking breaches of the Masquerade. While this seems unfair and harsh it is also necessary, if one human was to see a Nosferatu indulging in there more "monster" like urges, then that could bring the whole wrath of humanity down on all Kindred of the world.

To keep that from happing and for the well being of the clan as a whole, this devotion was created. While it may not help fix large-scale breaches in the Masquerade, it can help fix the small ones before they spin out of control and become major ones.

The Nosferatu uses the powers of the blood to overwhelm a mortals mind with supernatural power. Mundane humans normally don't believe the supernatural is truly real. This Devotion fills the mortals mind with supernatural power to the point that the human mind cannot handle it; the human mind snaps and creates a repressed memory.

Cost: 1 Willpower

Test pool: Presence + Intimidation + Nightmare – targets composure

Action: Instant

Failure: If the user fails his roll, then the human will remember everything.

First the vampire spends his willpower trait and makes his roll. For every success gained in the roll the target is stunned for one hour. If the target is attacked while they are stunned they still get their full defense and will flee from their attacker . When the subject awakens they have no memories of the scene in which the power was used.

The victim of this devotion can only be a mundane human who has no supernatural natural template added to them (ghouls, wolf-blooded, psychics, hedge wizards, ect.).

They will look around their surroundings and will seek reasonable, rational ideas on what might have happened and why they have no memories before waking up.

Should the target seek therapy to try and find out what the repressed memories are, they will be in for a nasty little shock. The raw supernatural horror of what happened will come flooding back in to the targets mind, the target will find it overwhelming and suffer the same effects of the power "Shatter mind" but still be unable to recall the memories.

Should a vampire using proper levels Auspex or Dominate, want to try and recover the memories, then they have to gain a number of successes that exceeds the total used in the activation of this power. Even if the Auspex user gains access to the forgotten memories, after they break off the link the memories become repressed again and the Auspex/Dominate user must gain the same number of successes all over again.

This power cost 24 experience points

Mind Speak

Auspex 4,Resilience 3

Cost: 1 Vitae

Test Pool: Stamina + Occult + Auspex

Action: Full Round

This ability Combines the Mental Contact of Telepathy, and the Endurance of Resilience to a remarkable effect. The User is able to Converse, Even Yell Mentally. This ability cannot be targeted, instead It is concentrated around the user and all within Line of Sight of the user hear his speech as though he were speaking, yelling etc. Further the user is unable to "process" messages sent via telepathy while this power is active I.e. He can be read, but not understand telepathic messages

This power does not allow for the following:

Use of Dominate
Use of other Disciplines
The ability to Communicate while in Alternate "Forms" which deny communication, such as Ghost Body, and Body of Spirit...
Selective Targeting- IE everyone within range hears what is "Said"
Mental Probing of the Targets

In short any aggressive use of this ability should be denied on site by the ST, this power is simply for communication and style.

In fact the user of this ability cannot establish any mental contact while using this ability, and is unable to detect if his own mind is being probed, in short the user has thrown open the doors of their mind in favor of communication, thus are too open to defend from intrusion.

It should also be noted that if a target wishes to remove this mental contact, and stop hearing the voice, they may spend 1 Willpower to eject the user, as per telepathy.

Role playing:

When activated, the voice of the Character using this power seems to come from all around or perhaps from inside the "Targets" minds. I expect this power to "Look" powerful… while having inherent weaknesses, this should provide a excellent bit of RP, as it draws Eyes and has the "Flash" that Lau's Pride vice demands in his self created abilities… with this power Lau will "transcend verbal communication"

This power costs 20xp to learn

Minions of My Soul

Zagovny 1, Vigor 2

This devotion is based off of a power attributed to Baba Yaga in Slavic folklore. The easiest example of this to find is in the story of Baba Yaga and Vasilissa the Brave. In this story, Baba Yaga calls forth 3 pairs of disembodied hands to do tasks for her. She calls these helpers the friends of her soul. The hands in her stories are a bit more violent than the ones from this power. Since Carlos is a Vedma, and observed this power in use by its original developer and they both, as Vedma, have heavy ties in the Slavic Witch folklore, I imagine him rediscovering and honing this skill with little issue.

Cost: 1 Vitae

Test Pool: Manipulation + Occult + Zagovny

Duration: Scene, May be dismissed early

Action: Instant

Upon activation of this power, a pair of disembodied hands appear from midair. These hands appear to be exact copies of the user's own hands. Use of this power is very obviously supernatural in nature, and tends to upset mortals.

The hands will hold objects, move them around, open doors, and other simple tasks the user could accomplish himself. These hands may lift, hold, and move objects with a strength equal to the Vigor of the user. No more than one set of hands may be in existence at a time and must remain within normal arm length of each other.

The hands will respond to the wielders silent will and provided an extra set of hands allowing the person to do two things at once. The hands have no skills of any kind, and function at a Dexterity of 1.

Due to the distractions of combat, the user cannot reflexively control the hands while combat is going on around them. Any attempt to use the hands in combat/rounds requires an instant action. If the wielder stops consentrating on them during combat they will drop or let go of whatever they were holding and simply float in place.

If the wielder attempts to order the hands to punch, stab, grapple, restrain, slap, shoot, harm in any way, or even touch a person against that person's will, the hands will simply disappear for the remainder of the scene.

The hands have no defense and any damage done to them will cause them to dissipate. The hand will dissipate should the user fall into torpor or be staked.

The hands have an effective range equal to the character's unmodified base movement and moves at the character's unmodified base movement speed.

Example: Morgan desires a book off of the book shelf across the room. He is far too lazy to actually stand up. He spends 1 Vitae and calls forth the hands. They float across the room and grab the book for him. The other vampires in the room are both creeped out by the hands, and impressed by Morgan's adherence to his Slavic idiom.

This devotion costs 9 experience points to learn.

Mirror Step

Celerity 3, Auspex 1

Mirror Step functions by using the supernatural perceptions of Auspex to predict the location and direction of someone and then capitalizing on the supernatural speed of celerity to blend with and intercept their movements. This power is primarily based on raw supernatural speed and the perceptions of Auspex merely enable the user to utilize their speed in an entirely new way. Bystanders will see the user of Mirror Step moving at the same speeds as the target of the power - if the target blurs into a blur of supernatural speed, then so does the user of Mirror Step, but if the target remains subtle with the use of celerity, then the user of Mirror Step will likewise avoid obvious breaches of the Masquerade.

Cost: 1 Vitae

Action Type: Reflexive

Pull: Activation pull of Dex + Larceny + Celerity. One success is required to active this devotion.

Effect: You may only activate Mirror Step in a round in which you have already activated celerity. When you activate this power you must designate a target that is within sight and for the remainder of the round you may subtract your celerity rating from any penalty imposed on you by the target's celerity. Activating Mirror Step causes your celerity to be ineffective for the purposes of defense i.e., attack or actions against you are not penalized by your celerity for the round in which Mirror Step is active. If you have already used your celerity for defense in a round you may not activate Mirror Step that round. As an additional note Mirror Step doesn't allow you to increase your movement in any fashion, so if a target moves out of range to attack you have to take actions normally to close again. Also should the user's celerity be higher than the target's celerity any "extra" points of celerity are also lost for the purposes of defense.

This power costs 12 experience points.

Modality Synesthesia

Auspex 1, Resilience 1

Cost: 1 Vitae

Duration: Scene

Type: Reflexive

Activation Draw: None

Test Pool: Wits + Investigation + Auspex.

Heightened senses improves the normal senses of a Kindred to supernatural levels, allowing them to process a level of detail and input beyond even the sharpest mortal senses. This devotion takes these senses a step further, allowing a Kindred to reroute one sense through the part of the brain for another. In essence, they can "see" smell, "hear" tactile input, etc. This rerouting of the senses allows a Kindred to counteract the effects of blindness but also to observe nuances and details they may otherwise miss.

The primary mechanical benefit of this devotion is to avoid blindness penalties. Heighten Senses allows darkness induced blindness to be avoided, but by rerouting another sense to the sight portion of the brain other forms of blindness can be completely mitigated (ex. If Joebob is blinded by a dagger to the eyes and reroutes touch to sight, he can "see" without blindness penalty based on air currents)

The secondary benefit is based on the +2 bonus that Heightened Senses grants a Kindred when used. In addition to that bonus, the use of this devotion can grant a circumstance modifier (+/- 5) to a non-combat action based on creativity of use at the ST's discretion.

Drawback:

When under the effects of this devotion, the Kindred is suceptible to sensory overload per Heightened senses. If a rerouted sense is overloaded in this manner, both the source sense and destonation sense are overwhelmed. Example: Joebob routes his hearing to sight, allowing him to see soundwaves bouncing around a dark tunnel. When MarySue sets off a firecracker, JoeBob becomes both blind and deaf.

This does not ADD any new senses (see electomagnetic waves, ESP, etc), only reroutes existing senses.

This is not selective nor is it multiple reroutes at once, you cannot reroute hearing to your left eye and sight to the touch receptors of your left hand. You can reroute "sight" to "touch" OR "hearing" to "sight". Only one sense at a time is rerouted, and it is all or nothing.

Finally, this power can be used to overcome natural sensory penalties like darkness, deafness from a loud noise, etc. It does not affect penalties imposed by supernatural powers like Touch of Deprivation which specifically target senses.

Monitor Condition

Majesty 4, Auspex 2

In kindred society, paranoia ranks high in the motivation for many actions. Few vampires actually make real friends, and even fewer of those can say they trust one another. For those that become friends, comrades, and trusted companions, coteries form. This banding together for mutual benefits creates an increased survivability among those that cannot trust their neighbors. For this reason, some kindred have developed ways to keep track of their friends.

Cost: 1 Vitae

Test Pool: Manipulation + Empathy + Majesty

Action: Instant

Draw Results

Failure: The kindred is unable to determine the location or status of any of the target kindred.

Success: The kindred is able to determine the status of a number of willing subjects equal to the number of success rolled.

The subject of this power must be a willing subject for the devotion to work. If the subject is unwilling, then the power simply fails as though no successes were netted. The user of this power must have met the subject and know his name. The kindred using Status knows, in general, where their target is and how to get to them, no matter where they are as though the kindred were under the effects of Summon. Also, the subject of this power knows that the power has been activated and by whom, as per Summon. The kindred using Status also gains knowledge of the subject's health (total number of health levels and current levels of damage and type of damage), and what mental state (which if any derangements are currently affecting them) they are in. The use of this power is instantaneous, the user has knowledge of the subject(s) at the moment of activation, afterward the user loses contact.

If the subject is dead, incapacitated, or unconcious, then this power fails as though no successes were netted.

Example:

John the Daeva with three Mehket friends has been told by these friends that they are going out for a night on the town. After five hours they have not returned, and the Prince is asking John where they are. John doesn't want to be rude and Summon them to him, and is a little worried about them himself, since none of them are answering their phones. John activates the power and gets 2 successes. He finds out that two of his friends are still downtown, one is in torpor and the other is wounded with 4 lethal. John can't seem to get a fix on his third friend, but heads downtown anyway with a few court members to back him up.

This devotion costs 18 experience points.

Motivation

Nightmare 3, Dominate 1

Cost: 1 Vitae per Use

Draw Pool: (None to activate. Devotion augments the Intelligence + Intimidation + Dominate vs. Composure + BP draw for Dominate • [Command])

Action: Instant

As Dominate 1 and Nightmare 3 effectively use the same system for relaying information (eye contact) this devotion allows the Dominate user to put a little more emphasis into his or her Command. The user spends a single point of vitae and then commands the target, using fear as a motivation for the command. The activation draw for Command is made as normal with no augmentation. If the Dominate user gains any successes over the target, an additional success is added to the final net successes.

Note: When this is used on a character, the character completes the action based on a fear response. The effect is more emotionally charged, thus using this may lead the victim to suspect something strange has happened to him or her because of the intense fear he or she felt. Mechanically, the victim gains a +2 on a draw to realize that he was manipulated (or Dominated if the victim is familiar with the Discipline.)

Example: Chuckles the clown attempts to push Dr. Colburn out of a room the good doctor is trying to enter. Dr. Colburn makes eye contact with Chuckles and spends a point of vitae to activate this devotion along with the Command to "Move." Dr. Colburn has a base pool of 12 and draws an 8 for 3 successes. Chuckles has a base pool of 5 and draws a 6 for 1 success. The net successes gained are 2 in favor of Dr. Colburn, but since he activated the devotion, the duration of the Command is treated as 4 successes – for 4 turns, Chuckles must "Move."

This power costs 12 experience points to learn

Musashi's Technique

Celerity 2, Auspex 4, Quicken Sight, Two Weapon Fighting 5, Weaponry 5

Cost: 1 vitae

Action: Reflexive

Duration: 1 turn

Dice Pool: Wits + Empathy + Auspex

Miyamoto Musashi was a legendary Japanese swordsman and teacher. His unorthodox "Niten Ichi" (Two Heavens as One) technique used both swords of the daishio (katana and wakasashi) in the fighting style. Only a handful of the approximately 200 accepted Japanese swordsmanship schools use both weapons in their style. Musashi himself is quoted as saying, "This is the truth: when you sacrifice your life, you must make fullest use of your weaponry. It is false not to do so, and to die with a weapon yet undrawn."

Niten Ichi is immensely complex and difficult. It is based upon the displacement of the opponent's weapon. Circular movements in the form of gliding pivots and spins do this. These are performed either standing or moving through the ring created by the opponents. Thus the swordsman delivers circular cuts while zigzagging. He is then able to defend and attack all eight directions at once.

While mastery of this technique is attainable by elite mortals, the vampiric disciplines of Celerity and Auspex elevates the execution to a new level, however intense weaponry training is necessary to master the skills necessary to even understand the technique. Auspex and Empathy are used to "read" the opponents while in combat and Quickened Sight is to take in all nuances of a situation at a glance.

The user must have Quickened Sight active in order to engage this devotion. The user spends the vitae for activation and makes a pull. If successful, the user may use the benefits of the devotion on his next weaponry draw. The devotion can only be used when wielding a katana and wakasashi. Users without the ambidexterity merit have the normal penalty to their combat pool. Weapons used with this devotions can have a maximum weapon size of 2, regardless of what they are called.

Success: The user has successfully evaluated the situation and may add successes from the Wits + Auspex + Empathy draw to their next Weaponry draw involving fighting ONLY with a katana and wakasashi. These successes are part of the +- 15 modifier limit per the latest addendum.

Failure: The user fails to evaluate the situation successfully. The blood is spent. The user may try to activate the devotion on the following turn.

This power costs 18 experience points.

Necrotic Sonar

Auspex 1, Cattiveria 1

Necromancers of the Sangiovanni family have always had the means to find and extract the corpses they need to create their unholy minions, but in times of hardship and in a pinch, this devotion has helped many a necromancer find his minions or locate the bodies he needs to raise a few undead bodyguards.

This permutation of the blood allows the necromancer to "ping" the bodies of the dead and undead with a sort of supernatural sonar, by concentrating on the resonance of the dead and undead bodies that are close by.

Cost: 1 Vitae

Roll: Wits + Investigation + Cattiveria

Action: Instant

Range: 50 feet per success on activation roll

Roll results:

Failure: The Sonar of the necromancer seems to flicker and blink blocking his ability to locate the dead and undead bodies in his immediate area.

Success: The supernatural sonar of the necromancer flickers on and successfully "Pings" any dead or undead bodies with in 50 feet for each success rolled on the activation roll. This power will locate any dead or undead bodies that are buried up to 10 feet below the ground, unless protected by haven of soil, and locate any dead or undead bodies located on the surface of the ground that are not protected by obfuscate. Obfuscated corpses or undead zombies will flicker and jam this supernatural location sense, causing a clash of wills roll. Vampires are not effected by this devotion.

This power costs 6 experience points to learn.

Nemain's Cry

Majesty 3, Protean 1

The vampire learns to focus his emotional control and shapeshifting powers into a vocal push. Through this focus he can project his emotional power through his changed vocal cords and cause his enemies to be stunned. Nemain was renowned for her ability to cause chaos throughout the battlefield.

Cost: 1 Vitae

Dice Pool: Manipulation + Intimidation + Majesty versus victims Composure + Blood Potency

Action: Contested, resistance is reflexive.

The vampire stares at her enemy and lets out a fearsome battle cry. This power may only affect a single target and eye contact is not required. Note that characters who are completely deaf cannot be affected by Nemain's Cry. Nemain's Cry is considered to be a loud noise, and any creatures who have supernaturally enhanced hearing active nearby must make a resolve roll. Failure disorients the character, making him effectively unaware of his surroundings until the end of the following turn (See pg 119 of Vampire the Requiem for further detail.)

Note that this power does not work through a mechanical devise like a megaphone or a telephone. This power cannot be amplified by any mechanical means, like screaming over a microphone. A vampire in Body of Spirit (Mistform) may not use this power as they lack vocal ability.

Roll Results

Failure: The subject's successes exceed or tie those rolled for the vampire. The subject's feels the power intended by the scream, but is otherwise unaffected.

Success: Successes rolled for the vampire exceed those rolled for the subject. The victim is stunned for one turn. If the victim is attacked his full defense applies against the attack, but he may take no other actions while he is under the effect of Nemain's Cry.

Once Nemain's Cry is used successfully on a victim, Nemain's Cry cannot be used against him again in that scene by any vampire.

This power costs 10 experience points.

Nero's Soliloquy

Nightmare 2, Perfidy 2

Be it the fast-paced thudding tempo of a nightclub or the diplomatic chaos of a vampiric court, social situations hinge on etiquette and precise wording. A single slip of the tongue or misspoken title can result in an embarrassment that can cause men to weep or Kindred to flee in fear. One clever Kallisti took this careful balance and sharpened his own forked tongue by blending the creeping dread of nightmare with the precise cut of the indiscretion to craft a power so subtly insidious it could draw a faux pas from even the most learned of elders.

Cost: 1 Vitae

Dice pool: Manipulation + Intimidation + Perfidy vs. Composure + Blood Potency

Action: Instant and Contested; Resistance is Reflexive

By achieving more successes than the target on the activation draw, the Kallisti turns the very words of his victim into weapons to be used against them. The individual finds that they are unable to stop themselves from saying precisely the wrong thing in their given social situation. In terms of role-play, the individual is forced to make a social-faux-pas for each success achieved on the activation, mechanically, a number of social draws equal to the user's successes are placed at a -2.

The first faux pas should be exhibited within the first two or three sentences of conversation after the use of this devotion. Any subsequent faux pas granted by additional successes should occur within two or three sentences or minutes of the first. Subsequent slip-ups may cause a character to excuse itself in order to maintain face.

Modifiers:

-2 Target is of a Humanity of 8 or above
-1 Target is not naturally graceful in social settings (Manipulation of 2 or below)
+1 Target is under the effects of Perfidy
+2 Target has experienced a traumatic social defeat within the last month (loss of status, position, etc)

The Kallisti must be participating in an active conversation (of at least 2 minutes in length prior to use) with the target to use this power

This devotion costs 12 experience points to learn.

Network of the Mind

Web 2, Auspex 4

Cost: 1 WP per night; 1 Blood per person added

Dice: Intelligence + Socialize + Auspex - subjects resolve

Action: Instant

Through the power of Link, a member of the Lynx bloodline learns to how to construct or enhance his own networks of blood creating truly supernatural networks. The Kindred then combines this knowledge with their understanding of the mind and the connection that can be made between the thoughts of two people. Applying this combined knowledge to the network allows him to connect multiple people.

This power only works on someone who the Lynx has a connection with ether through the prior use of level 2 web power (Link), blood sympathy or blood bond.

The wielder works as the server of the network. Messages are sent to him/her and automatically then distributed to the others. Thus the subjects must remain in sight of the wielder to communicate with the network. Private messages may be sent between the server and the subjects, but may not be sent from one subject to another.

When a subject leave the line of sight of the wielder the link does not automatically disconnected but instead subject finds in impossible to send or retrieve messages due to much interference. Upon re-entering line of sight the interference clears and they can once more communicate.

The wielder may add a number of people equal to their resolve. Every person over their resolve adds a -1 on ALL challenges the wielder makes. This represents the confusion the wielder experiences. The blood cost may be spent over multiple rounds.

At time anyone may drop out of the network or the wielder may choose to disconnect them.

Failure: The connection fail and the subject may not be added for a scene or hour.

Success: The subjects of the power may communicate with each other telepathically. Thoughts, memories and current sense may be shared but only if the subject chose to do so willingly. People in the Network may no pry into another member of the networks memories or thoughts without their consent.

This power costs 18 experience points.

Nomad's Tongue

Auspex 4, Animalism 1

Due to the extensive travels of the nomadic vampires they have developed a way to communicate with people of different backgrounds. Through the use of this power, a vampire can communicate with people from everywhere. This helps vampires survive socially in areas foreign to them. By pushing the ability to communicate with animals over to more safisticated minds.

Cost: N/A or 1 Willpower

Test Pool: Intelligence + Empathy + Animalism

Action: Instant

With a successful activation draw, the character can communicate with a number of people equal to the success pulled. You must be able to see the target and the communication is restricted to verbal communication. Once active this devotion lasts for one scene. It requires a willpower to be spent if any supernaturals are affected by this power.

Example: Three men are talking one in French, one in German, and one in Spanish. You make a draw and get 2 successes. You can communicate with only two of the speakers in the conversation. If all three were Speaking French you still only understand 2 of the men. After the scene you retain no knowledge of the language you were communicating in. Only the information is retained.

This power cost 15 XP to learn.

Nothing But Lies

Veridical Tongue, Perfidy 2

With this power, a character is able to sift through the tide of kindred lies, rendering one subject unable to speak nothing but lies, and damn them with them.

Truths 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 have to speak in lies and they cannot tell the truth, even by omission. The subject must be in the Discipline's user's presence when this power is invoked.

Cost: 1 Vitae

Dice Pool: Presence + Empathy + Perfidy versus subject's Resolve + Blood Potency

Action: Instant; Resistance is reflexive.

Failure: This powerful fails to affect the target; nothing happens.

Success: For the duration of a scene, the target is forced to speak nothing but lies.

This devotion costs 9 XP to learn.

Nothing To See Here

Institutionalize 3, Nightmare 2, Auspex 2

Cost: 1 Blood and 1 Willpower Point

Pull: Resolve + Intimidation + Institutionalize vs Resolve + Blood Potency

Action: Instant to establish a ward. Contested when an intrusion attempt is made. Make the intruder's roll during the attempt and compare the result to the successes achieved for the vampire when the power was used. Resistance is reflexive.

Duration: 1 Week

Special: Use of this devotion counts against the users maximum number of active uses of Off Limits at a time. User can not have a combined number of Off Limits and/or Nothing to See Here locations that exceed his level of Institutionalize. If the user attempts to exceed that number, the oldest active use of either is automatically lost, regardless of the success of the new activation. Multiple applications to ward the same area do not stack. This devotion is the defender in all tests.

Ghosts/Spirits contest this devotion using their Power+Resistance pull.

This devotion extends the normal ability of the Off Limits power of Institutionalize to affect Twilight Projected kindred, ghosts, spirits that are manifested or in twilight, and all projected senses, including through werewolf gifts, mage rotes, and kindred magic such as Cruac, Thebian Sorcery, Guilded Cage, and Disciplines.

Roll Results

Failure: The ward does not take, although a successive attempt may be made if another Vitae and Willpower point are spent. Failure also arises if the same or more successes are rolled for an intruder and he passes. Once an intruder is in, he may re-enter that area as he desires as long as the same application of Nothing to See Here is in place.

Success: The ward takes effect when the power is used. It also applies when the most successes are rolled for the vampire and an intruder is denied access. He will not try to enter again for a week. At that time, another contested action is required to pass.

Nothing To See Here persists on an area for one week before it must be renewed with another Vitae expendature, Willpower point, and an activation roll. Would-be intruders must perform contested actions to pass with each new application of the power, even if they had overcome in a previous week. Repeated applications of the power on the same area do not have cumulative effect. A ward can be dispelled at will, before its normal termination, and a new application requires a new use of the power. If some members of a group are able to enter a warded area and others are not, those who failed their contested rolls refuse to pass, even while their companions proceed. If dissenters are forced to enter, they do everything in their power to resist, even throwing punches, but they stop short of attacking with weapons that do lethal damage. An unconscious person can be carried into a warded area and is not subject to the power once inside.

Suggested Modifiers

Modifiers apply to the roll made for the Morotrophian.

Modifier Situation
+1 The ward is in an area controlled or owned by the character.
The ward is over an area that would sensibly be restricted by legal or social mores.
–1 The entrance to the area is larger than 10 square feet.
–1 The area has more than one entrance.
–2 The area is only marginally separated from surrounding areas (such as by tape or a velvet rope).
–2 The entrance to the area is larger than 20 square feet.
–3 The area is public or semi-public and has no obvious reason to be restricted.

This Devotion costs 21 xp to learn

Nuts for the Winter

Cruac 2, Protean 2, plus materials to be melded into.

Travelers and Nomads occasionally need to stash items for future use. This devotion is made for the traveling Acolyte so that they can horde items for times they are needed. Storing them in any of the materials that they can meld into.

Pull: Manipulation + Survival + Curac

Failure; The item cannot be melded or retrieved.

Success; Devotion works as described.

Time required; It takes 4 rounds to either stash an item or remove it.

Mechanics. For the most part this devotion functions exactly like haven of the soil, except that instead of sleeping in the material the Acolyte stores a single item within the material per use. The Acolyte smears a trait of blood over the item and then slowly pushes the item into the material. The item slides fully inside of the material taking the blood with it. If Used on a container with multiple items inside of it, the Devotion Fails. (Example; if used on backpack full of bottles it fails but if used on a bottle with fluid or a pistol clip it will work.) The item is held in stasis inside of the material and cannot be effected by outside stimulus. If the material the item is stored in is damaged enough that it would cause someone melded into the area to be ejected the item is ejected per haven of soil. To remove the item the Acolyte needs only to smear another trait of blood on to the area and reach inside pulling it out.

This devotion does not give the Acolyte any help in remembering where he cached something, Arcane Sight or any other power or devotion that will show magic will show the item as a glowing mass of blood magic inside of the material. This devotion will only work on inanimate objects, it will not function against living or undead flesh, and will not work on energy sources, so while an acolyte can meld a lit tourch, the fire would go out. The maximum size limit is equal to the acolytes mass and Size catagory. Thus a size 4 acolyte who only weighs 120lbs can only meld an object up to size 4 and weighing a maximum of 120lbs. And as per Haven of the Soil the material must be large enough to completely contain the object to be melded.

Costs 1 blood to meld the object into the material this vitae is the vitae used to activate the power and 1 blood to remove it again the vitae used to activate the power. The blood must remain fixed and over the area the item is melded into, thus the acolyte can not meld an item into running water. Water must be stagnant for this devotion to work on it.

This power costs 12 experience points.

Oathbreaker's Brand

Dominate 3, Protean 3, Auspex 3, True Covenant Status (Invictus) 3

Developed as a refinement to the Unconquered's views on Oaths, this devotion is known to only a few Kindred within the halls of the First Estate. Guarded carefully to be used as a wise judgment upon an Invictus Kindred who has broken one of the arcane oaths, the Oath breaker's Brand combines a newly refined combination of power with an Old World concept for justice and punishment.

Cost: One Willpower

Dice Pool: Presence + Intimidation + Dominate - Resolve

Action: Instant

Effect:

This power can only be used on a Kindred who has broken an Invictus Oath, which means that the targeted Invictus must have broken an oath willingly and knowingly. The oath breaker must be in the line of sight of the user of this devotion when activated, however the user need not have witnessed or been present when the oath was broken. This requires either the player to acknowledge the broken oath, or storyteller indication of the same.

A given Kindred can only be the target of one use of this devotion at a time, and even then, only once per offense in their unlives. The only time a Kindred can come under a second use of this devotion is if they break a second oath, in a completely separate instance.

This power, sworn by an Unconquered Kindred upon a kindred who has broken one of the Invictus Oaths, has two main actions. In order to activate this devotion, however, requires a ritualistic and formal recitation of the crimes committed by the targetted Kindred. Such recitation often takes place before the domain's Court or a gathering of the First Estate, however it can be recited just to the target, if needs be. There is no doubt in the target's mind as to whom has, somehow, inflicted this brand upon them.

The target of this power gains a blood red brand over his or her heart in the shape of the Invictus Covenant Sigil. Each success gained on the activation draw causes a level of Lethal damage to the target of Oathbreaker's Brand that cannot be soaked by Resilience. Secondly, this damage cannot be healed for a number of weeks equal to the user's Dominate rating, and will bleed slowly for the entire duration, quickly seeping through clothing and adornments so that those not of the Invictus are drawn to it.

Secondly, this damage cannot be healed by normal means. The targeted kindred must succeed on a reflexive Resolve + Stamina challenge, with a penalty equal to the number of successes gained in the activation of this devotion, in order to heal a level of the damage inflicted by the devotion. While active, the brand will slowly bleed one trait of vitae a night out, in order to become visibly seeping through clothing.

The blood loss from the brand is gradual, equaling one trait of vitae over the course of the night. This trait is lost at the beginning of the night, and the seepage occurs throughout the evening; unless the brand is fully healed that evening.

The brand itself will fade away either on the evening that the Kindred heals the last level of damage of the Brand, or in weeks equal to the number of successes gained in the activation.

This devotion costs 18 experience points to learn.

Occluded Sanctum

Cruac 3, Obfuscate 1

Occluded Sanctum allows a Crone to impart blood with her powers of Obfuscate to hide a location.

Blood must be daubed on all surfaces of the room (1 blood point per square metre - although blood other than the ritualists can be used, if other blood is utilised, it must be ritually prepared and combined with the users blood - most likely in a vat or caldron).

Dice Pool: Manipulation + Occult + Obfuscate

Cost: 1 blood / pt haven size

Defense: Auspex vs sucesses drawn in ritual

Description: Each success drawn gives +1 day duration. To locate room auspex vs no of successes in casting. Anyone who's blood contributed is immediately aware of intruders (someone who did not contribute blood).

This devotion costs 12 xp to learn

Olé

Majesty 1, Celerity 2

The Toreador have created several specific Devotions to assist them in maintaining supremacy in their chosen idiom, that of the arena. This power allows a Vampire to successfully perform one of the most important parts of a bull fight, avoiding the bull. With the assistance of this devotion the Toreador may move away from the bull, allowing it distance to charge, without lowering his guard and making himself vulnerable to the horns.

Cost: 1 vitae

Test Pool: This power involves no draw to invoke.

Action: Reflexive

Similar to a charge action, where the Kindred makes a full move and a melee or brawl attack, this Devotion allows the Toreador to make a full move and perform a dodge action in the same round. This devotion cannot be used in conjunction with any action which requires you to give up your defense for the round.

This power costs 9 experience points to learn.

Olhos Da Sombra

Auspex 3, Obfuscate 2

This peculiar power radically amplifies the powers of Aura Perception, opening the character's eyes to things hidden... things that might be best left unseen. Utilizing an intimate knowledge of Obfuscation and how it conceals the truth, the character accepts potentially debilitating drawbacks in order to see beyond the veil...

Duration: One session/chapter

Cost: 1 Willpower + 1 Vitae

Action: Five minutes

Invocation Roll: Special (see below)

Mechanics:

The initial invocation of Olhos Da Sombra requires five minutes of concentration, the expenditure of 1 Vitae and 1 Willpower trait, and success on a draw of Intelligence + Occult + Auspex. Once the Devotion is invoked, the character's eye color sinks into blackness, as the pupils widen to an immense size.

While Olhos Da Sombra is invoked, the character suffers from a -2 penalty to the pool of all tests in brightly lit areas. Wearing sunglasses or other dark eye protection can eliminate this penalty, but doing so also negates all the benefits of Olhos Da Sombra listed below. If the character is exposed to any amount of sunlight, Olhos Da Sombra is immediately dispelled and must be re-invoked.

While this Devotion is in effect, the character can perceive ghosts in the Twilight or manifested in the "real world", although this perception does not function in brightly lit areas. In addition, certain types of spirits may be visible, at the discretion of the Storyteller. Such spirits are usually of the sort thematically linked to vampires and the shadows, such as spirits of death, hunger, darkness, emptiness/"void", secrets, etc.

Manifested ghosts and spirits are distinctive and obvious to the character, since the creature's Twilight aspect is still visible through Olhos Da Sombra. In addition, if the spirit or ghost possesses a host, the character is usually able to notice such a possession merely by looking at the possessed individual. If the possession is very subtle and hidden, the Devotion may allow the player the chance to use a Clash of Wills to notice the possession, even when such a test might not normally be allowed (this is at the discretion of the Storyteller).

Strangely, those of low Humanity look very similar to a person being possessed… The character may make a test of Wits + Auspex – Target's Humanity. For the purposes of this test alone, the target's Humanity should be considered one lower for each time the target has committed Diablerie (this cannot reduce the "adjusted" Humanity below zero). If successful, the character sees a black shadow "riding" the target, as if possessing him. This looks very different from normal possession, and perceiving degrees of severity of the shadow is incredibly difficult. Because of this, the player of the target declares his character's Humanity in one of two ways: "Four or higher" or "below four". No further details are given. As with the perception of ghosts, this power of perception does not function in brightly lit areas.

This Devotion costs 15 experience points.

One Turn Deserves Another

Majesty 3, Perdify 2

Manipulation of the emotions is the strongest ability within the arsenal of the Kindred, especially the Deava. The Kallisti are loathe to be manipulated when not of their own control. It is one thing to play the game better, it is another to use your toys in order to make up for a lack of skill and ability. The art of Majesty is to be used like a scalpel not a great sword. This devotion was developed as a defense against uses of Revelation and Entrancement as masters of the game.

Cost: 1 Vitae

Action: Reflexive

Dice Pool: Manipulation + Subterfuge + Perdify (Special, see below)

When the powers of Revelation and Entrancement are used on the Kallisti he is able to make a reflexive roll to activate this power.

Failure: The Kallisti failed to achieve the necessary success, the Kallisti is affect per normal rules of Entrancement and Revelation.

Success: The Kallisti draws more successes achieved to on the activation draws of Revelation or Entrancement. The Kallisti's ability of social destruction and manipulation reaches out and completely neutralizes those powers.

This power costs 15 experience points.

Paging Mister Hyde

Vigor 2, Protean 4

It's rumored that McCluggen's Boys have learned to make use of the beast even as they deny it's power over them. How else do you master something than to dominate it?

It is said that they grab hold of it, drawing it to the surface and give it a home in their muscles. Certainly this power would lend credence to that claim. All of this is not without a price, however, as the beast comes willingly enough, but rages against the attempts to place it once more within it's bonds.

By calling upon his mastery of protean and innate supernatural strength, the vampire may take a hulking, bestial form that is particularly suited to taking full advantage of his superhuman strength.

When the kindred takes this form he grows six to eight inches taller, and his mass nearly doubles. Huge, knotty muscles ripple across his form as he splits out of his clothing. In addition his hands and arms lengthen, and a slight webbing appears between his fingers. His eyes become beady, and ears develop sharp points as his body becomes considerably more hirstute. All in all he gains several slightly bat-like features.

Cost: 1 Vitae

Action: Extended

Duration: 1 scene

Mechanics:

This power requires a Strength + Protean pull (active Vigor applies) and three successes must be accumulated to invoke the power. The vampire expends 1 vitae to force his body into the unnatural shape. During this time the character can do nothing but wait as the transformation take place. Instant Transformation cannot be used in conjunction with this power.

After the power is invoked he takes on the bestial form described above. His size increases by 1, and gains a +2 bonus to all physical tests.

In addition to the primary effects, kindred that take this form are terrifying to behold, they gain a +2 bonus to mundane intimidate tests (this does not add to discipline activation pools) and even kindred are likely to be unsettled by them. The changes to their hands also makes using anything but their own natural weapons unwieldy, they receive a -3 penalty to weaponry draws.

This power lasts for one scene, or until the user ends it, however, immediately as this devotion is ended the user must test for anger frenzy as the beast bucks against the bonds placed upon it. The difficulty to resist frenzy is equal to the number of successes scored to activate this power (minimum of three). Leashing the beast may not be used to end this frenzy prematurely.

Claws of the Wild may be used in conjunction with this power. Use of this power does not raise the base damage cap beyond the kindred's natural strength score. The effects of this power do no stack with other devotions, rituals, or external supernatural means that augment strength.

This power costs 15 experience points.

Paint the Soul

Auspex 3, Majesty 2

With this power the Kindred is able to combine his powers of Revelation and the The Spirit's Touch to portray more than just a subject's appearance with some piece of art (be it painting, sculpture, or some other accurate rendition of the subject's form). This devotion allows a Kindred to imbue a reflection of the spirit of an animate creature into an artistic medium so that the subject's Virtue and Vice, Morality level (Humanity for a vampire, Wisdom for a Mage, Harmony for a werewolf, and so on), supernatural type (vampire, mage, werewolf, zombie, and so on) supernatural power (Blood Potency, Primal Urge, Gnosis, and so on), number of derangements, and any marks upon his/her soul may be seen by those examining the piece of art with Aura Perception. When looked at with that power (or other, similar powers, at ST discretion), the object seems to have an aura of its own. When examined with Spirit's Touch, even more information can be gleaned. The Kindred's skill as an artist determines how much subtlety can be placed into the painting, and thus how much information can be conveyed; a master artist almost seems to paint the whole history of the subject's life into the canvas, so much so that images painted by such an artist are almost "too real" when looked at with mortal eyes, and seem unnatural.

Cost: 1 vitae

Dice Pool: Intelligence + Crafts + Auspex - subject's Composure

Action: Extended (5-15+ successes; one draw equals 10 minutes of work during play, or one hour during downtime); the target may relent to the use of this power

Roll Results

Failure: The kindred makes no headway in his project.

Success: The kindred makes headway in his project.

Paint the Soul does not have any mechanical effect until 5 or more successes are achieved in the extended roll - during this initial period the Kindred is just laying down the background for the piece of art, and preparing it to accept the aura of the subject. Once this benchmark has been reached, the Kindred can begin to add in bits of information about the subject to the object. For every 5 successes beyond the preparatory period (so at the 10th success, then the 15th, and so on) the Kindred can add one piece of information from the following list into the object:

  • Virtue
  • Vice
  • Morality (or Humanity, Wisdom, Harmony, and so on)
  • Supernatural type (Kindred, Awakened, Uratha, zombie and so on)
  • Supernatural power (BP/PU/Gnosis, and so on; can distinguish "low power" [1-2], "medium power" [3-5], "high power" [6-8] and "utterly inhuman" [9-10])
  • Derangements (relative number/severity; "none" [0], "few" [1-2], "several" [3-4], "many" [5+] - severe derangements count as two)
  • Any additional markings that could be seen with Aura Perception (Diablerie veins on a kindred, soul theft veins [or soulless-ness] on a Mage, and so on); 5 successes per marking.

Once a piece of information is added into the object, the information is instantly known by the craftsman. In addition, the information can be retrieved by examining the object with Aura Perception, The Spirit's Touch, or similar powers (at ST discretion). Just like perceiving a being's aura, at least two full rounds must be spent looking at the item with Aura Perception in order to glean any information from it (one piece of information can be gleaned per success; do not subtract the subject's Composure from this roll). A simple success with The Spirit's Touch allows for all of the information stored in the object to be retrieved.

In addition to determining the amount of information stored inside of the piece of art, the number of accumulated successes also determines the quality of the art (per pg. 64, MET). A Kindred can only make a number of extended draws in the activation of this power equal to his/her adjusted bonus. So, a kindred whose adjusted bonus is +6 would get 6 extended draws in which to accumulate successes; after that the piece of art is as done as it will ever be. Equipment modifiers and relevant specialties add to the activation roll for this power (so a Crafts specialty in painting would add to the roll if the object being created was a painting). One vitae does not need to be spent per extended roll; only the first roll for a given object requires the expenditure of a vitae.

When mortals view a piece of art that has been crafted with the use of this power, they innately sense something unnatural about it. Whether the feeling is reassuring, unnerving, or terrifying depends on the subject of the art; mortal observers frequently describe feeling as though the eyes of the subject are following them, or as though it seems so real that it's about to come to life. This has no mechanical effect, but may shape the role-play that surrounds such objects.

Suggested Modifiers

+2 The subject of the piece of art contributes some piece of him/her/itself to the project (1 point of vitae/essence/mana, or enough blood to constitute 1 lethal wound), mixing it into the paint used or smearing it onto the tools used to make the object in question
+2 The power is turned on a vampire with whom the user has a blood tie
-1 or more subtract the subject's Obfuscate dots from the user's roll if the subject has Mask of Tranquility active

This power costs 15 experience points to learn.

Paladin's Bond

Auspex 2, Majesty 4

Cost: 1 permenant WP

A Paladin's Bond can only be initiated and created by a sworn Paladin between that Paladin and their ward, and the ward must also agree to have the bond created. The bond will allow the Paladin to know where their ward is in relation to the Paladin's location at all times, as well as their ward's physical status (if they are injured, how badly, etc.) The further the ward is from the Paladin the less detail the bond conveys. For example – while in the same building a Paladin could point to where their ward is and say "about so many feet". Where as if the ward were a in another state, the bond would convey that the ward was in that direction and some distance away. The longer a pair have had a bond the more detail they may be able to glean from the bond.

The bond is created through a small ceremony. In this ceremony a Paladin reaffirms their devotion to their ward and cuts their palm. The ward also cuts their palm and then the two palms are put against one another so that the blood mingles. A third (officiator/observer) wraps their hands with two rosaries, one belonging to the Paladin and one belonging to the Ward. The Paladin must spend a permanent will power point to make the bond. Once the bond is made nothing short of death can break it. A bond cannot be moved from one ward to another, and a Paladin may only have one bond at a time – however if a ward they are bonded to dies, a Paladin may make another bond after 1 months time. They do not regain the spent willpower and must spend another for the next bond. More than one Paladin may bond to the same ward.

This power costs 18 experience points.

Papa's Manifestation

Auspex 5, Obfuscate 1

Mekhet love knowledge. Egregoroi put their brethren to shame in this regard. So it is not unusual to have two or more Egregoroi sitting around hypothesizing on new abilities, straining to twist the disciplines they've mastered into new directions. Often, this results in a long list of failures, but occasionally there is success.

The story of Papa Legba's Messenger is a tale of one of these successes. Born of two Egregoroi cousins, Alim and Alex, who were as different as Kindred could be, both straining to do more with their ability to project into the Twilight. When it became clear that there may be a way to press through the veil and present themselves to those on the physical plane, Alim, the quiet scholar, paused. "I believe this may be how it could be accomplished, but it's not the sort of thing that we can just..." With this, Alex, ever the defiant one, smiled and cut him off. "Right. Dangerous, more research, we'll talk about it after..." and with that, pushed and strained with all of his might against the veil and broke an image of himself through.

Born of the Mekhet's ability to project any appearance he desires upon himself, and an exertion of will to pierce the veil between physical and Twilight worlds, the Kindred creates an image of themselves, capable of speaking, but not interacting with the physical world.

The agreement in how to perform this ability was the last time these two Kindred agreed, resulting in two different names for it. Alex, ever the occultist, insists that it be called "Papa Legba's Messenger" or "Papa's Messenger" for short. Alim, the pragmatic scholar, instead calls it, un-originally, "Projected Manifestation". Family members have taken to referring to is as "PM" to prevent ressurecting the argument.

This power is not compatible with Stroll with the Baron, presumably because they call upon different Loa for assistance.

Activation: Resolve + Occult + Auspex

Cost: 1 WP Point/Instant

Duration: Scene

Failure: Nothing happens, but the Mekhet cannot retry for a scene (hour).

Success: The manifestation occurs, appearing as a representation of how the mekhet's subconcious views itself (a particularly self-conscious Mekhet may appear differently, with certain parts emphasized relating to their self-consciousness). It lasts a scene (or 1 hour), and during that time it may walk around and speak normally. It doesn't leave footprints or disrupt the ground, and it cannot perform any physical action. The manifestation may be terminated early as a reflexive action.

While manifested, the Mekhet seems in the Twilight to be acting out whatever actions he's taking in the manifestation. Further, he is capable of being targetted by Line of Sight abilities even if the effecting character does not possess Auspex.

Flavor Note: When a PC gains this ability, his vampiric body undergoes a permanent shift, as a larger portion of his consciousness travels with his senses. The result is a slightly more tangible seeming entity within the Twilight, which ceases to appear naked and takes on the Kindred's current appearance (usually wearing his current outfit). Further, while (and after) manifesting in an evening, a black Aura seems to flicker around the Kindred. Initially, this is the result of "pushing" a portion of himself through the Twilight, and continues as a result of the residue left behind after the manifestation. It around the Mekhet, but clearly separate from his own Aura, and cannot be confused with the markings of Diablerie. It is fairly obvious to anyone in "conversation distance" and can be spotted by those with heightened senses at a distance, making it a breach of the masquerade if seen in public.

Note on Functionality: With Papa's Manifestation, Auspex is used to reach out across the veil between the real and the Twilight, where it combines with this redirection of senses possible with Obfuscate to reach out to the most primal portions of the targets mind, where it still sees the across the veil. It is the same portion of the mind that permits children and animals to sense ghosts which enables this power.

Clarifications:

The manifesting PC is still only his senses and consciousness while projecting, and therefore cannot effect the real world, and cannot use any other ability not normally permitted while using Twilight Project.

Manifested PCs waive their opportunity to remain unseen while projected.

It is *impossible* to obscure one's features in any way while manifesting.

Eye contact is achievable with projected and manifested Kindred.

While projecting, Kindred leave enough of an emotional trace behind to be read via Spirit's Touch, but their Beast remains solidly within their body, and therefore abilities that sense the presence of the Beast automatically fail (example: Scent of the Beast, Predator's Taint).

This power costs 15 experience to learn.

Paranoia

Coil of the Beast 1, Auspex 1, Mind of the Unblinking Serpent

Aspect: Instant

Cost: 1 willpower, 1 blood

Duration: 1 round

Pool: Intelligence + Investigation + Auspex vs. Resolve + Power Stat

Effect: When activated the user of this Devotion knows if any creature possessing a Beast (Vampires) is watching him. If that creature has some kind of method to mask their Beast (such as Obfuscate 2) then they get a contested draw to avoid detection. If their Beast is missing or completely suppressed (Coil of the Beast 3 active) then this power cannot detect them.

This knowledge comes from an introspective study of one's own Beast, and it's calmed state (as per Coil of the Beast). It is not looking outward to detect watchers, but inward to detect the fact that someone out there is studying you. This power does not reveal who you are being watched by, or even how you are being watched, but just the fact that you are under observation.

Commentary: After the battle that killed Mira, Aimnestos realized that he needs a way to detect if someone is scrying on him but is not actually present. Mind of the Unblinking Serpent will detect if someone is watching from Obfuscate, but it cannot detect the distance scrying powers used by the Crones to track Mira. If Mira had knows she was being scryed upon then she could have changed tactics accordingly and gotten away. Aimnestos does not intend to die to the same trap she did. This Devotion is part of the derangement Fixation kicking in and will put all other power development on hold in order to create it.

This power costs 9 experience points to learn.

Parece que el Diablo (It Looks like the Devil)

Nightmare 2, Resilience 2

The terror created by Nightmare is extended throughout the Kindred. Anyone staring into their eyes is unnerved by the sight, making it harder for them to strike her.

Cost: 1 Willpower

Test Pool: Presence + Intimidation + Nightmare versus Composure + Blood Potency

Action: Contested; resistance is reflexive

To use this devotion, the vampire must be within a few paces of the victim and stare them down. This necessitates eye contact, similar to the requirement for Dominate powers. For each success gained, the victim receives a -1 penalty on any offensive physical actions that she takes against the vampire for the duration of the scene.

This power works only on other Kindred. It cannot be used on the same target by the same vampire more than once per scene.

This power costs 12 experience points to learn.

Partial Meld

Protean 2, Resilience 2

With this power any vampire who is capable of melding may choose to stop the process part way though, allowing her to store items, for what ever reason, in any material with which she is capable of melding. A weapon could be stored in a convenient location for later retrieval, or an object could be hidden so that no one could find it. Technically this power could be used to fully meld into a material but as Protean already allows for that it would be somewhat redundant.

Cost: 1 Vitae

Dice Pool: Stamina + Survival + Protean

Action: Instant

Success on the activation roll indicates that the character is capable of halting the melding process. On a failed roll the character still melds as per Protean 2 Haven of Soil. Once the melding begins, the character halts it, allowing her to select what she unmelds and what she doesn't. This power does not allow the character to meld into one side of say a wooden door and unmeld out the other side; it only allows her to leave behind an object that was in the area already melded. For example a Gangrel could meld into a tree with say a cell phone in her pocket and later unmeld without the phone. Any item stored in this manner may be retrieved later by another use of this power or though significant disturbance of the area of such a degree as to cause an earth melded Gangrel to resurface.

Drawbacks: only a number of objects equal to BP may be melded at any one time and the size of anyone of those object may be no greater that the user's dots in Protean. in order to free up available uses of the power one of the objects must be removed from the earth and if such happens the Gangrel is immediately aware that she has another available use of Partial Meld though she is necessarily aware of the item now unmelded. Apart from the obvious that she retrieved the item or had it retrieved.

This power costs 12 exp to learn.

Partial Unity

Domus 2, Protean 2

Spend: 1 Vitae

Pool: Presence + Occult + Domus

Sometimes a Malocusian doesn't have time for the lengthy ritual to fully meld with his haven. This power allows the Malocusian to instantly meld with one part of his haven, as her Haven of Soil, and emerge anywhere else within his haven that he desires. Such melding and emerging are subject to the limitations of Haven of Soil (for instance, to meld with or emerge from a tree, one would need to purchase that extra ability under Protean 2). Furthermore, while melded with this power, the Malocusian may attempt to meld all the way into his haven, utilizing The Spider's Cocoon, taking the usual time and spending the usual cost.

This power costs 12 experience points.

PAX LEX

Dominate 3, Majesty 3, Invictus Status 1

Sometimes, the tradition of Elysium takes on an almost mystical significance of its own, such is the power that the Damned invest in this notion. Sworn to defend the stability of their Domains, some dedicated Knights of the Silver Dragons have even managed to ensure such significance, by mystically enforcing an air of civility over Elysia itself.

Cost : 1 Temporary WP

Duration : 1 hour per success so long as the individual who activated the power remains in Elysium.

Test Pool : Composure + Expression + Majesty (Targeting an Elysium)

Action : The user publicly clarifies the area as Elysium, and formally orders all Damned to respect this ancient tradition.

Contested : When a character goes to perform any sort of overtly violent act against another Vampire. Contested with Resolve + BP

Note: The user does not create an Elysium with this power, they are mystically enforcing an existing Elysium. If a building or area is not Elysium, it is not effected by this power.

Effect :

If the Pax Lex draw is successful, then for the duration of the power any sort of overtly violent action by a vampire (and/or ghoul) committed against another vampire (and/or ghoul) within that Elysium requires the would-be assailant to pass a resistance check. If they succeed, they may continue unaffected. If they fail the contest, the assailant must spend a temporary Willpower point for each and every turn of attack. This does not count toward the normal limit of one Willpower point per turn.

This even applies to characters in frenzy. They might destroy the surrounding area or wreak their vengeance on nearby mortals, but without spending Willpower, they will not focus their fury on another vampire. Mortals and other supernatural creatures are immune to these effects, and vampires may likewise attack them freely, and it should be noted that ghouls are still affected due to the fact of the curse flowing in their veins. Vampires may always defend themselves and Elysium normally, though if they desire to destroy a vampiric enemy they must still pay the cost normally.

Should the Silver Dragon leave the boundary of that Elysium, or be Torpored / Killed the power immediately fades.

Examples :

A gathering is held on Elysium.
A Silver Dragon Knight makes an announcement and employs the Pax Lex power.
2 successes = 2 hour duration effect (and a temp WP spent).
An hour later Steptoe the Nos decides to attack Peter Lovegood, an obnoxious visiting Daeva.
Steptoe must first make a resistance test, needing to exceed the Pax Lex successes.

  • If Steptoe succeeds the resistance test, he may attack Peter Lovegood as per normal, ignoring the effects of Pax Lex ... and Steptoe will remain immune to this particular instance of Pax Lex.
  • If Steptoe fails the resistance test he is effected as normal by Pax Lex, which is to say that it would require a significant force of will to attack Peter Lovegood. Steptoe may change his mind, deciding not to attack at all, or he may attack and expend a point of willpower for that attack turn, and each further turn he commits any violent action against a kindred (as per writeup). Steptoe would be unable to again resist this particular instance of Pax Lex.

This power costs 18 experience points to learn.

Perceive the Web

Auspex 2, Fontal Rituals Merit, Occult 3, Geomancy Spec, Any Coil of the Coils of the Dragon at 1

Cost: 1 wp and 1 vitae

Duration : 1 scene.

The dragon can perceive the intricate web of Ley Lines and nests. This power activates on the expeniture of the traits, at which point the dragon can see these phenomena, glowing in a way, superimposed in his field of view. This slight distraction affords him a -1 penalty on all other actions.

This power costs 9 experience points to learn. This devotion is taught by a transplant of an eye from the Teacher to the Student.

Phantom Sprint

Celerity 3, Obfuscate 4

Kindred possessing this devotion have unlocked the secret of using celerity and obfuscate at the same time. This devotion allows the user to move at celerity speed, while using obfuscate to make viewers think the kindred is farther behind her motions than she actually is. After a few steps, the obfuscate image attempts to 'catch-up' to the user, creating a blurred effect. While all present see the blurred effect, only the target is affected mechanically by this devotion.

Cost: 1 vitae

Action: Instant

Dice Pool: Wits + Athletics + Obfuscate vs. Wits + Investigation

This power must be activated just prior to combat beginning, which costs 1 vitae. When the round that combat is initiated begins, the user must activate celerity or else the power is wasted. When the requirements are met, the user rolls Wits + Athletics + Obfuscate – the defender's Wits + Composure. If successful, the defender must make a surprise check with a -1 penalty per success from the roll. If the roll fails, the defender acts normally (making a surprise roll only if it was warranted prior to the attack). For the remainder of the scene, the blurred appearance remains, without any specific mechanical effects.

While this power can be activated in combat, its mechanics only apply if a surprise is warranted, as per standard surprise rules.

This power is susceptible to Clash of Wills.

This devotion costs 21 experience points.

Pillar's Accord

Protean 2, Resilience 2

Unyielding, the ground breaks those who fall upon it. Those who know it, however, may come to an accord with it. For them the ground becomes soft, pliant under the kindred's own unyielding flesh and the force of a sudden impact. One might even call it welcoming.

Cost: 1 vitae

Dice Pool: No draw is necessary to activate this devotion

Action: Instant

Once activated, for the remainder of the scene any damage resulting from a gross impact (e.g. falling, being thrown into a wall, being hit by large object such as a truck or bank vault door, etc.) is reduced by the character's level of Resilience. For the purpose of falls, the character may fall a number of feet equal to their Resilience x 10 yards without taking damage. Any distance beyond that is calculated for damage as normal (a.k.a. 1 point for every 3 yards up to 10 lethal at terminal velocity). This has no affect upon normal weapons (e.g. swords, bullets, arrows, etc.). Worn and carried objects or persons are similarly protected so long as the character is hit first as the character absorbs the shock of impact.

This devotion costs twelve (12) experience points to learn.

Pimp Slap

Strength 2, Vigor 2, Resilience 2

Cost: 1 Vitae

Duration: Scene

Mechanic: In order to active Smite the Flesh Vigor or Resilience must be active. An amount of damage from the user's unarmed combat attacks is upgraded to lethal equal to the lesser of the user's resilience or vigor dots. Damage done by the user greater than the lesser of his or her Resilience or Vigor remains unconverted and therefore is bashing damage.

This devotion cannot be used in conjunction with any of the Fighting Styles.

This devotions costs 12 xp to learn.

Poignant Consanguinity

Coil of Blood 2, Coil of Beast 2

This devotion is only learnable from a PC.

Through the power of one's will, the vampire has learned to feed his Beast - not on blood, but on the strong emotions of others. While no blood is actually physically acquired (in other words, the victim loses no Vitae), the Beast nevertheless slakes its thirst on anguished sorrow, desire, anger or fear.

Cost: 1 Willpower

Die Pool: Manipulation + Intimidation versus Composure + BP

Action: Requires one full turn of concentration to activate

Failure: The character draws no successes. His spent Willpower is wasted.

Success: The character draws one or more successes. He regains points of Vitae equal to his successes against an individual who is feeling an extreme emotion - specifically: anguished sorrow, desire, anger or fear - up to the normal limit allowed by his Blood Potency. Further, a healthy desire is not enough - it must either be an unhealthy desire or an emotion that in some way is dangerous or harmful to the person feeling it. The vampire must spend one turn staring into the eyes of his intended victim in order to activate this ability.

Use of this power causes one point of bashing damage to the target per success as the vampire very obviously drains part of the target's spirit away. A sheet of iridescent power ripples between the two, and observant individuals in the area may well notice this effect.

Note that the use of this power does not mitigate the need for Humanity draws under appropriate circumstances; emotionally hurting someone to feed is as grave a sin as physically attacking a vessel for sustenance, or forcing complicity through the arts of the blood.

This power only works on sentient creatures; animals are unaffected, as they cannot feel the depth of emotion necessary for the user to feed.The user cannot target himself with this power.

It is further important to note that in all ways Poignant Consanguinuity 'feels' like a coil - it invokes Chrysalis, it responds within the body as a Coil would, and is identifiable by Eyes of the Beast. In-character, it is arguable that this power is a failed Coil.

This power costs 12 experience points to learn.

Pokryvat

Protean 1, Matana 1, Majesty 3

Members of the Griffin Bloodline are bound by oaths of blood to protect their charges. With the development of the ability to Pokryvat, or "Provoke", Griffins will now be able to better protect those they seek to guard even though it is at a cost to their own safety!

By using this Devotion, a Griffin can use their skills in Protean, manipulated by their acquired-Majesty skills, to make their Beast "stand out" and seem like the biggest threat in the immediate area - attracting the Beasts of others who have them, and forcing them to focus on the user of Pokryvat!

Cost: 1 Willpower

Action: Reflexive (both tests)

Test Pool: Presence + Empathy + Majesty vs. Composure + Blood Potency (for each target)

After the Griffin spends 1 Willpower, a Humanity check must be made as part of the Reflexive activation of this power. The Humanity check gets a +1, +2, or +3 to its draw based on the level of Viniculum to the "protected" target (1 stage bound = +1 etc). If the Humanity check succeeds, the devotion draw is made immediately. If the Humanity check fails, the WP is still spent, and the Griffin may take actions normally that round.

When activated, Pokryvat will divert a number of attackers (equal to the Griffin's Resolve) from any targets the Griffin character has ties to via the Matana Discipline (ie, someone the Griffin has tasted the blood of) and force those characters to target the Griffin instead! If the Griffin character is attacked by the maximum-allowed-mob, diverted attackers will be distracted for one round (confusion) then will return fully to their senses. If there is a distance between the Griffin and the protected character, attackers will try to reach the Griffin to attack (unless they're using ranged weapons, in which case they can fire from a distance). Attacking characters remain fully aware of their actions, and may choose to not attack at all rather than attack the Griffin PC if they so choose.

This Devotion only works if the Griffin has line of sight to the target he/she wishes to protect. This Devotion only applies to physical attacks. This Devotion lasts until combat rounds end. This Devotion may only be used once per scene, and cannot be used in conjunction with any Majesty power. This Devotion only works on targets who have or can detect a Beast (ie, supernaturals only - vampires, ghouls, werewolves, etc).

This power costs 15 experience points.

Polite Discourse

Majesty 5, Courtoisie 3

The Spina are known for their extreme adherence to polite behavior and their intolerance to the discourteous. This powerful Devotion was designed by Alejandro to enforce a civil tone when in his presence. By using the powerful effects of Majesty and Courtoisie, a Spina can enforce their intolerance of impolite behavior on the area around them. Those affected will act with respect to station, using proper titles, and other polite behavior.

Cost: 1 Willpower

Test Pool: Manipulation + Socialize + Majesty versus Composure + Blood Potency

Action: Instant to Activate; Contested and Reflexive (See below for details)

When Polite Discourse is activated, the user rolls the test pool to activate. If successful, the user records the number of successes gained upon activation. When active everyone withing a number of Steps equal to your dots of Blood Potency +3 (minimum of 5 Steps) must remain polite and civil. Once active, this devotion lasts for one full scene or until ended by the user. In order to break the devotion, the affected must gain more successes than the user on a Composure + Blood Potency Roll. Once someone has successfully resisted this devotion, they are immune to it's effects for the rest of the scene.

Unlike Sovreignty, this devotion does not force others to respect you or to not be violent. However, it does require them to be polite in doing so. For example, someone may insult you, but do so in a polite way or may challenge someone to a duel rather than attack them outright. Ultimately the definition of Polite is up to storyteller discretion. However, when in doubt, the standards of Society (kindred and kine) should be considered.

This Devotion costs 24 Experience Points

Potent Flows the Blood

Resilience 2, Crochan 1

All Kindred of fairly potent blood have the ability to awaken from torpor those of thinner blood. The Bron's near legendary capabilities in healing are extended by this power, allowing the Fisher King to expand this capability to possibly awaken all but the most potent. Combining the increased healing that comes with the most basic power of Crochan with the Ventrue's powerful stamina allows the Bron to accomplish this task, making him/her a potential ally to all Kindred.

Cost: 2 Vitae

Test Pool: Intelligence + Occult + Crochan

Action: Instant

Duration: 1 Scene

Draw Results:

Failure: The Bron fails to increase his/her "virtual Blood Potency" and may try again in subsequent turns.

Success: For each success on the activation roll the Bron increases his/her effective Blood Potency for the purpose, and only the purpose, of waking someone from torpor. Other traits derived from Blood Potency, such as the character's maximum Vitae, ability to spend more blood per round, feeding restrictions, and Attribute maximums, are unaffected. This power cannot increase the character's "virtual Blood Potency" above 10. Further any possible Vinculum incurred by imbibing the character's vitae can be resisted at the Bron's original Blood Potency.

For example Barry the Bron has a Blood Potency of 5 and activates Potent Flows the Blood garnering 3 successes. His "virtual Blood Potency" is an 8, allowing him to awaken anyone in torpor of Blood Potency 6 or lower. He gains no other benefits for this power, and a Blood Potency 6 character could resist the Vinculum caused by imbibing the blood of Barry.

Suggested Modifiers

Modifier Situation
+2 The Bron pours her own Vitae into a chalice or cauldron and drinks the Blood while activating the power.
–1 The Bron has used this power since the previous sunset (cumulative).
–2 The Bron has used this power within the past hour (cumulative).

This power costs 9 Experience to learn.

Practice What You Preach

Dominate 2, Obfuscate 2

By applying the concept of Mesmerism and adding a dash of Obfuscate, the user of this devotion can turn someone's words against them, entrapping the target in his own statement and forcing him to follow through.

This power can be activated during conversation (but never in combat) after the target has made some statement or affirmation. The statement can range from, "I should go get a Twinkie," to replying in the affirmative to the question, "Will you uphold the Laws of the city within this domain?" This power then forces the target to act on that statement as if he had been mesmerized by the user of the power. The wording is key on the usage of this power, as, "I will not break the laws of this domain," will trigger once and be over, whereas a statement of, "I will not break the laws of this domain at this gathering," will prevent the subject from performing the act until all the conditions are met.

Cost: 1 Willpower

Test Pool: Intelligence + Subterfuge + Dominate versus Resolve + Blood Potency

Action: Contested; resistance is reflexive

Failure: The target is not effected.

Success: The target is compelled to fulfill his own words, as if those words were a Mesmerize command given by the user of the devotion. This compulsion is restricted by the limits of the Mesermize power (i.e., it cannot compel self-destruction or impossible actions, conflicts with previously implanted directives are resolved by comparing successes, etc.). The following further restrictions apply to the compulsion:

  • This devotion cannot compel the target to bring another character to the point of death/destruction. Even if the target's own stated action is, "I am going to kill him," the compulsion is broken prior to the final killing blow.
  • This devotion cannot compel a statement that was itself compelled by outside intervention (e.g., another use of Dominate, a suggestion via Majesty, etc.).
  • This devotion is limited in its ability to compel the target to directly harm himself or to violate his moral code. If, during the course of carrying out the implanted suggestion, the victim realizes he puts himself in danger or acts completely contrary to his normal moral code, a Resolve draw may be made to shake off the compulsion. This is a contested draw. Successes drawn must exceed the number of successes obtained for the dominating character when the individual was first mesmerized. These draws are not cumulative.

Modifiers

+2 the user has a Blood Tie to the subject.
-5 the user is trying to compel adherence to a "yes/no" reply to a question asked.

This power costs 12 experience points to learn.

Predatory Whispers

Protean 1, Animalism 1

Cost: -

Test Pool: Manipulation + Animal Ken + Animalism

Action: Instant

The bearer of this devotion may be able to speak to other kindred via Feral Whispers regardless of which individual has taken a different form via Shape of the Beast.

This Devotion costs 6 xp to learn.

Predatory Stillness

Nightmare 2, Obfuscate 2

There is a moment of terror a victim feels just before death as their screams and pleas for help go unanswered. Sometimes, the victim's screams are not met with sound, but a terrifying quiet as even their own voice fails them. The Kindred, as terrible creatures of legend, are capable of capturing that moment with this terrible devotion.

Cost: 1 Blood; 1 WP

Test Pool: Manipulation + Stealth + Obfuscate

Activation: Instant

The devotion creates a zone of utter and absolute silence around the character. This zone has a radius of 20 feet in large spaces or it simply fills the room, hallway or enclosure the character is in (unless it is larger than 40 by 40 feet or so). No sound occurs inside this zone, though sounds riginating outside the area or effect may be heard by anyone in it.

Anytime a character that has activated Predatory Stillness starts a round unseen to another pc (such as being behind another pc) and attacks that pc as his action a contested challenge is initiated. The attacker pulls Manipulation + Stealth + Obfuscate vs. the defender's Wits + Composure + Auspex. Initiative is pulled as normal if the defender has equal or more successes than the attacker. The attacker gets a standard surprise action if the attacker has more successes than the defender.

The zone created by this devotion remains in effect, following the vampire wherever she goes for the duration of the scene, an hour, or until the pc wills it to stop, whichever comes first.

This power costs 12 experience points to learn.

Primo Colpo

Auspex 2, Majesty 3

A duel can take many forms: the clash of Sumo wrestlers, the swift rapier strikes of European nobility, or the thunder of sixguns in a remote Western town. The blows, however, are not the match, but rather the adjudication of the match. The contest is really decided earlier, as the combatants size each other up, trying to figure out what their chances are, and whether they will back down or put their life on the line for their honor.

Aura Perception allows a combatant to perceive the auras of those around him, and thereby get a hint of when a fight will start, allowing them to act a little more quickly. Revelation forces its target to reveal something about themselves they would rather keep hidden. Entrancement makes its target unusually receptive and communicative. Primo Colpo combines them all, forcing a target to reveal to the user when and how he will act, very likely granting the user the first shot, or 'Primo Colpo.'

Cost: 1 Willpower

Test Pool: Manipulation + Empathy + Majesty

Action: Instant

The user scrutinizes the aura of the subject while preparing for a duel, before making the activation roll. This power may only be used while not in rounds in preparation for single combat. Its effect ends if a third party physically interferes with the duel. If the power is successfully activated, the user gains a bonus to his initiative equal to twice the achieved successes for the entire duel. This effect replaces and precludes the usual initiative bonus from Aura Perception. If he fails, the user is not able to force a target to reveal his 'tells,' and also may not gain the Aura Perception bonus to initiative for that duel.

This power costs 15 experience points.

Prison of Fear

Nightmare 3, Vigor 2

By channeling their supernatural strength through their mastery of fear the user of this devotion is able to imprison the unfortunate victim in their own fears and paranoia without even having direct social interaction with the victim. Fortunately for the victim, the indirect and imprecise application of the vampires supernatural force means that the power if far less crippling then normal applications of Nightmare.

The user of this power must be able to see their target in order to affect them, though the target need not be able to see them. Once affected the power remains in affect even if the target leaves their sight.

Cost: 1 Vitae.

Test Pool: Presence+Empathy+Nightmare vs. Composure + Blood Potency (The power wielder's draw is not subject to the Nosferatu Clan weakness)

Action: Contested; Resistance is Reflexive

Roleplaying: The target should feel free to roleplay being confronted with their fears while they are affected by this power.

Draw Results

Failure: Successes drawn for the subject exceed or tie those drawn for the vampire. There is no effect.

Success: The most successes are drawn for the user of the power and the target is disabled by their own fears. While so affected they may not take actions other then to defend themselves or to flee the scene. Options for defending themselves include Dodging, going prone, fleeing the area, and using powers on yourself that enhance personal defense such as Celerity, powers that grant Armor, powers that hide you from attacks (Obfuscate 3), or powers that make people unwilling to attack you (Majesty 5). They may still and receive their Defense as normal on attack on targeting them.

This limitation affects the target for the remainder of the scene. If the user does not overly draw attention to themself the target will generally not directly associate their fears and concerns with the user of Prison of Fear.

Prison of Fear counts as part of the Nightmare discipline for purposes of interaction with other powers.

Prison of Fear costs 15 experience points.

Protean Disguise

Auspex 1, Protean 3, Resilience 3

Cost: 1 vitae

Action: Reflexive

Test Pool: Wits+Subterfuge+Protean. 1 roll per turn for modifications, with successes needed listed above.

With this power, a vampire can take the minor modifications or other minor things to her body.

Eye colors, facial features, or other minor modifications can be made simply with an amount of successes equal to the size of the object changed. Tattoos, scars, and other modifications require varying amounts of successes according to their quality and difficulty.

Successes required are equal to the size of the affected limb. Therefore, changing eye color only requires 1 success, or a tiny (size 1) tattoo requires 1 success. a size 3 tattoo covering someone's entire upper body should require 3 successes to complete.

A person with this devotion may alternately try to change her appearance to that of another specific person. A picture or other representation will add equipment bonuses to the transmogrification roll, while pure memory (with a successful roll) will give no modification to the roll. A failed roll on the memory roll will give a penalty of 3 to the activation roll. Auspex will help with this, but is not required for the use.

The user's protean dots are added as an equipment bonus to disguise rolls. In all cases, this power lasts until the following sunrise, at which time the user must repay the cost or their appearance will revert back to her normal appearance.

While someone can attempt to make themselves more attractive, the striking looks merit cannot be directly applied as a temporary use of this power. One can, however, use this power as a justification for buying the merit at normal cost.

It is important to note that all changes are entirely physical and do not, like obfuscate 4, give any mental pushing towards another identity beyond the physical changes.

Also, this power does NOT have the power to give bonuses as partial transformation does. Growing webs between fingers and toes to enhance swimming ability, increasing the size and bestial nature of ears to enhance listening ability, increasing leg length to increase running speed and similar are things that do not work. The cosmetic effect happens, but the change is not significant enough to measurably increase the ability.

Apparent, but not actual, gender can be changed.

Changes can be made permanent the same way (willpower point or dot expenditures) as they normally can with tattoos, scars, etc. Storytellers should similar values when characters with this power wish to make changes permanent.

Modifiers: normal +2 for blood ties.

This power costs 21 experience points.

Raiment of Anubis

Auspex 5, Majesty 1

Approval Requirement: Low Approval

The Anubi do not have a unique discipline to help them through the hard nights of the Danse Macabre, but they do have a few devotions that make their dealings with ghosts easier. These devotions are never taught outside the bloodline, due to the paranoia the Anubi have about their continued existence.

Cost: 1 Vitae

Test Pool: Presence + Expression + Majesty

Action: Instant

This power allows the Anubi to push the power of Awe across the Gauntlet to affect ghosts. While using this power, the Anubi may not use Awe in its normal manner. At Storyteller discretion, this power may also affect death-aspected spirits (see Werewolf: The Forsaken).

This power costs 15 experience points to learn.

Rally Cry From The Shadows

Auspex 2, Obsfucate 5, Mekhet Clan

Cost: 1 Willpower, 1 Vitae

Activation: Instant

Test Pool: Intelligence + Occult + Auspex

Each success, when activating, allows one addition target (Mekhet Targets only) to be effected by Rally Cry From The Shadows. Each Mekhet/Bloodline of Mekhet effected gains a bonus to rolls involving Auspex and Obsfucate equal to the Mekhet Clan status held by the activator.. The given bonus lasts for the duration of the scene, and the devotion may only be invoked once per scene. (Cannot be Stacked with another user. The highest overrides the other. The user cannot benefit, for they inspire the other mekhet, not themselves.)

Example: Xavier Ryan Ellison, a 'Respected' (Status 4) Mekhet uses the power at a large clan gathering before a Brood assault. He gains 4 success, 1 mekhet plus 4 additional targets at the meeting gain +4 to one of their Auspex and Obsfucate rolls.

During the scene, the user cannot gain willpower by any means except fufilling his Virtue.

This power costs 21 experience points to learn.

Raven's Tongue

Animalism 1 and Protean 1, Parent Clan Gangrel

Activation Cost: One Blood Trait

Activation Roll: Wits + Animalism or Protean + Animal Ken

By combining Animalism - Feral Whispers (the basis of communication with animals) and Protean - Aspect of the Predator (the basis on how a Gangrel projects his Beast and lets it communicate with the Beast of other Kindred) the practitioner of this Devotion can communicate with others who know it in a new language that utilizes speech and the Beast to mask what is being said to other Kindred. Those who do not have this Devotion cannot understand what is being said between two Gangrel using it if they do not have it. When it is used, it will sound something like a gutteral, savage Native American language (since my PC is creating it, it would sound somewhat Native American) though even while listening to it or a recording of it, single words is impossible to remember or identify because half of the meaning is conveyed through the Beast and understood by the Beast- it would sound like snarling and growling with half-formed words to the untrained ear.

Only a Kindred reading the mind of a practitioner might reveal the meaning of what is being said on a normal Telepathy Roll after Telepathy is already established (requires second roll) in order to understand the Beast part of the speach because they have to 'contact' the target's Beast directly to 'read' it (the automatic resistance to this would be the targets Resolve + Blood Potency + amount of successes on activation of Raven's Tongue) with a failure resulting in the Telepath having to resist a Frenzy as if meeting the target unexpectedly as described in the Predator's Taint section of the rules without the benefit of their own protections such as Protean 1 or Obfuscate 2.

The basis of it is that it is to be untranslatable by even the best linguists if they don't have the power and only able to be learned by Gangrel. In short, no other Clans can learn it and if you don't have it you can't translate it by any normal means

This power costs 5 experience points to learn.

Recover the Fragment

Auspex 4, Dominate 3

Approval Requirement: Low Approval

Cost: 1 Willpower

Test Pool: Intelligence + Persuasion + Auspex – subject's Resolve

Action: Instant to initiate, but requires one or more hours to complete

Recover the Fragment allows the user to search a subject's mind for a memory that has been lost to torpor. However, this power has several limitations. First, the subject must be willing to undergo this process. Second, a single defined item can be attempted with each invocation of this devotion. ("Do I remember who betrayed me in Milan in 1436?" is an acceptable example of this, "What happened to me in 1942?" is not. The answer must be something that can be given in a simple sentence.) Third, the more recent the lost memory is, the easier it is to recover, as can be seen below.

Number of successes (Period that can be reached / Time required)

1 (Within 100 years / 1 hour)
2 (Within 250 years / 2 hours)
3 (Within 500 years / 4 hours)
4 (Within 1000 years / 6 hours)
5 (Within 2000 years / 8 hours)

Lastly, this power is unable to recall any pre-Longinian data, if an ancient from that period should be found. (Camarilla Note: It requires the same approval level to recover data from a time period as it would to play a character from that age.)

Suggested Modifiers: -1 for each period of torpor (beyond the first) that the subject has undergone.

This power costs 24 experience points to learn.

Regal Bearing

Dominate 1, Resilience 1, Ventrue Clan Status 2

Approval Requirement: Low Approval

The clan of kings exemplifies self-control. Mastery of beasts, kine, and Kindred only comes after mastery of the self. Regal Bearing allows the Lord to maintain a measure of control in the face of social adversity and rise above the tide.

Cost: 1 Vitae

Test Pool: None. This power requires no test to activate.

Action: Reflexive

When the vampire is exposed to a provocation that might invoke an anger frenzy, she may activate Regal Bearing to help maintain her composure. The number of successes needed to resist the frenzy is lessened by an amount equal to her Dominate rating, to a minimum requirement of two successes. Regal Bearing has no effect on fear or hunger frenzies.

This power costs 6 experience points to learn. Regal Bearing is based on the contributions of William (B.J.) Altman.

Regal Fortitude

Majesty 3, Resilience 1

By steeling himself emotionally, the user is able to throw off the effects of emotional control and compulsion by kindred of greater potency. His steeled heart withstands their effects for a greater duration with the same amount of effort as a kindred without this inner strength.

Cost: 1 Vitae

Activation: Composure + Stamina + Majesty

Action: Reflexive

Duration: 1 Scene

Success: Each success the user achieves on the activation roll adds 1 to the user's Blood Potency for purposes of determining the duration of resisting Majesty. This bonus only applies after Majesty has been successfully resisted in the normal manner.

This activation roll bonus cannot exceed the user's dots in Resilience. This bonus only applies in comparisons of Blood Potency . This bonus does not apply to the normal rolls to resist or ignore Majesty effects."

Example: Darren Valens, Blood Potency 4, Resilience 2 with Regal Fortitude is entranced by Joe the Crone who is Blood-Potency 5. Darren activates Regal Fortitude and gets 2 successes. Darren then attempts to ignore Joe's Entrancement by spending a Willpower and making a Composure + Blood Potency roll. Darren gets a single success allowing him to ignore the effects of Joe the Crone's entrancement. Blood Potencies are compared and because of Regal Fortitude Darren's Blood Potency counts as 6 for this comparison and thus he is able to ignore Joe's Entrancement for a full scene rather than for a single turn.

This power costs 12 experience points to learn.

Rei Da Estrada

Auspex 1, Celerity 1, Drive 2

The World of Darkness is almost completely unlike a modern "action" movie. Its residents seldom find themselves racing through rain-slicked city streets, or barreling down alleys to avoid menacing black Porsches full of evil men. Even fewer vampires truly learn their way around high-speed driving; most of them have "people" for that sort of thing. It took a dilettante playboy who grew up on some of the most dangerous roads in Europe to perfect the art of vampiric driving. Eduardo de Lagos, from Lisbon, Portugal, found a way to amplify his senses and reaction time to an inhuman degree, in one very specific place: behind the wheel.

Eduardo de Lagos claims that he learned this Devotion from a Dutch rival on Germany's famous Autobahn highway, but general consensus is that Eduardo devised the Devotion himself, and is trying to avoid blame for the multiple traffic accidents he caused during the inception of the Devotion. The name alone is a give-away, since there are few Portuguese vampires as well-known as Eduardo for twisting the powers of the blood to new ends, and even fewer with a lust for fast cars.

A vampire using Rei Da Estrada amplifies his senses and his reflexes to improve his driving and piloting abilities beyond normal human limits. The Devotion is useless outside a vehicle, making this power of interest only to those truly obsessed with speed.

Cost: 1 Blood

Test Pool: none, the Devotion requires no Test to invoke

Action: Instant

Duration: One scene

Role-playing: The character pauses a moment, glancing quickly over the console of the vehicle. She runs her hands over the dials, switches, and knobs, and then grips the wheel or control stick tightly and takes a deep, focusing breath. It's on.

Mechanics:

Once invoked, the character may add a bonus to any Drive Tests equal to the average of her Auspex and Celerity, rounded down (IE: Auspex plus Celerity, divided by 2, rounded down). For instance, Natasha has Auspex 2, Celerity 5. After invoking Rei Da Estrada, she can add a +3 to Drive rolls for the scene.

This power costs 6 Experience Points.

Reloading Trick

Celerity 2, Auspex 1

"There was a blur of his hands as he let his hands perform his reloading trick that he had learned long ago. His hands passed over the well worn pistols like a lovers caress empty brass flying away from his hands and new bullets sliding into the gun with firm clicks of metal on metal. His enemies pinned down by his fire wondered if he was ever going to run out of bullets and mumbled about hollywood guns."

Activation cost: 1 blood

Action type: Reflexive

Test pool: Firearms+Dexterity+Celerity

If the draw is successful the user reloads the equivalent amount of ammunition that can be reloaded into a weapon in an instant action as a reflexive action. Losing neither an action nor defense for the round for the reload. This may not be used over multiple rounds to reload a weapon that requires more than one action to reload. E.g. Crossbows cannot be used in conjunction with this devotion.

This power costs 12 experience points.

Remnants of Life

Auspex 5, Obfuscate 1

This devotion is based on a comprehensive study of the art of Twilight Projection and an research into how the mind perceives and represents both objects and sounds. Through it the user of this devotion is capable of carrying a Twilight version of his clothing with him when he projects and allowing others to hear his speech at the level of a whisper from the real world even if they are uninitiated into the mysteries of Twilight.

Cost: 1 Willpower

Activation: Auspex + Intelligence + Subterfuge

Action: Reflexive (Done on a turn before activating Twilight Projection)

The user of this devotion must activate it prior to entering Twilight.

Once activated, this devotion remains 'on' while the user is in Twilight Projection. The user of this devotion has the option of speaking into the real plane from Twilight as though he were actually in the room, but only making his voice as soft as whisper for an ordinary person standing in the real world. The user may still choose to speak normally so that they will only be heard by those in twilight or that are able to perceive him in Twilight. This ability to project their voice does not grant any additional ability to use Disciplines not normally useable during Twilight Projection.

Further, this devotion allows the user to project the image of clothing while in the Twilight Projected form, covering his naked 'spirit body' with an image of the same materials that he was wearing on his real body before he projected. These user must choose whether to use this option before enter Twilight Projection. Once selected, clothes are either present or missing for the entire duration of the next activation of Twilight Projection.

He need not make any expenditures, and both these effects continue for the duration of his Twilight journey.

This power costs 15 experience points to learn.

Rend the Mind

Auspex 4, Dominate 1

This fearsome ability allows the elder to turn the very strength of his fractured mind against those around him, inflicting physical harm with only the power of his will. This is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder's will to overpower those of a weaker resolve. Victims of this power show little outward signs of attack, save for nose-bleeds and ear-bleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. Any one that can observe some one being attacked by this power with Auspex would note that the victim's aura swirls with violent psychosis and erupts away from the attacker in writhing appendages.

Action type: Instant

Cost: 1 willpower

Roll: Intelligence + Socialize + Auspex - the higher of the subjects Composure or Resolve.

Range: This power can affect anyone within the kindred's direct line of sight, up to a maximum distance of 100 feet. Note that someone who is perceived but to whom line of effect is blocked, such as someone viewed on the other side of a door via a security camera may not be affected by this power.

Duration: 1 round.

Failure: No successes gained. The power fails and may not be used on the same target for the rest of the scene.

Success: The user gets one success or more on activation. The target is forced to spend vitae up to the number of successes achieved on the activation of this power. The user may not exceed the amount of blood they can normally spend per the Blood Potency rules in a single round.

The target chooses what the vitae is spent on (e.g. they may choose to activate Vigor, or spend to heal, but they are required to spend the blood in some manner).

The beast of the target reacts badly to being forced to spend vitae in this manner. The effect is quite messy, the targeted kindred starts to slowly bleed from his ears, nose, and mouth. The most interesting effect is the bright crimson the attacked kindred's eyes turn as blood is forced into them. While this will not impair the kindred's vision, smell, hearing, or ability to speak it often makes him/her look as if something very bad has just happened. No additional blood traits are lost by the kindred while bleeding as this is an affect of the blood that is already being spent. This is obviously a clear breach of the Masquerade if used in the presence of non-vampires.

The victim may make a Wits + Occult draw. If he gains at least one success the target will gain a hint that the caster has had some unnatural influence over them, but will not fully understand what power has been used.

+2 Power is turned on a vampire with whom the user has a blood tie
+1 For each derangement the caster possesses
-2 Power is used during combat
-1 For each successful use of the power during a scene

This power costs 15 experience points.

Resilient Haven

Protean 2, Resilience 2

Cost: 1 Willpower

Duration: Special

Action: Reflexive (when using Haven Of Soil)

Dice Pool: None

Duration Description:

This power will last for exactly 12 hours. At that time, if the person wishes to maintain their Haven Of Soil with these bonuses intact they must spend another point of Willpower.

Description:

This power combines the powers of Haven of Soil (or its alternate melds) with the hardiness of Resilience to bolster the durability of the area into which you have melded. This has two effects.

First, the area of the object you are melded into gains a number of additional durability points equal to half of your resilience (rounded up). So Resilience 1 and 2 = +1 bonus. 3 and 4=+2 bonus, 5 and 6 =+3 bonus. This protection extends to an area roughly the size of the body of the character.

In addition, the Resilience bonus (and resilience bonus only) is treated as Supernaturally Hardened for the purposes of Aggravated damage.

This power costs 12 experience points.

Resist the Bloods Calling

Resilience 2, Blood of Beasts

Cost: 1 Vitae

Duration: Number of turns equaling the players resilience

Type: Instant

When a Kindred has tasted the blood of another Kindred, the blood calls to her from then on. With this devotion a Kindred can steel herself against its call. By willing the kindred's own vitae into her mouth and throat she can more easily resist the temptation.

Mechanic: By spending 1 vitae the kindred adds her resilience score to the Resolve + Composure pull to resist the temptation.

This power costs 12 experience points to learn.

Retracted Claws

Obfuscate 1, Protean 3

This power hides Claws of the Wild until they are used to attack.

Cost: 1 blood

Duration: until used to attack

Dice Pool: Wits + Larceny + Obfuscate

Action: Instant

Until you attack with Claws of the Wild, they are hidden, and fingertips appear to be normal. Usable only after Claws of the Wild are activated.

This is an Obfuscate power, and thus could be pierced by Auspex.

This power costs 12 experience points to learn.

Reversal of Time's Touch

Chronolaius 2, Resilience 1

Cost: 1 WP

Test: Survival + Stamina + Chronolaius

Action: Special

By spending 15 minutes touching an object, the user may "heal" the object of structure damage. For each success gained in the roll, the user may "heal" 1 structure damage the object has received, effectively reverting the object to a "younger" state. The user must maintain deep concentration on the object and devote his entire attention to repairing the damage time has wrought upon the object. As such, the user forgoes any defense against an incoming attack.

This devotion can also repair damage done to an object by more mundane methods, such as punches or claws.

Certain objects, for no explainable reason, are resistant to this devotion. The storyteller is free to rule that any use of this devotion is only temporary. In addition, the storyteller may require more successes to restore objects that are extremely old. Writing that is designed to be a part of the object, like a message, is not altered or erased; writing that is defacing to the original object, such as grafitti on a wall or smudges on a letter, are considered not part of the object and may be removed. As always, the final call on such things belongs to the presiding ST.

Finally, if a substantial portion of the original object has been separated from the remains in hand, the use of this devotion may only restore the portion available, or it may tap into the mystic qualities of time and restore more, subject to the presiding ST in forwarding the story.

This power costs 9 experience points to learn.

Revert

Dominate 4, Resilence 1, Mind of the Unblinking Serpent

Through a deep understanding of the Kindred psyche and the Vampiric Curse's desire for stasis, those who possess this power are able to accelerate mental healing and thus break free of supernatural influences more swiftly. The power does nothing to prevent supernatural influences from taking place initially, but it does make it possible to gradually undo their influence. The power is limited to undoing powers that the user is capable of generating.

This power only works on the user.

Cost: None

Test Pool: Composure + Resolve + Dominate

Action: Reflexive and Extended (the time per draw varies as below), target number of successes equals the number of successes achieved by the original power to be Reverted.

Draw Results

Failure: The user makes no progress in undoing the power.

Success: The user makes progress in undoing the power.

For all-or-nothing powers affecting the user (such as Mesmerism or Entrancement) the user becomes unaffected by that application of the power once they accumulate a number of success on Revert equal to the original activation of the targetted power.

For powers with grades of success (such as Conditioning or Forgetful Mind) the number of successes on the targetted power's activation are reduced by the number of successes on the roll for Revert. When this number reaches 0, the targetted power is removed.

For targetted effects with no activation roll, the effect is undone as if it was an all-or-nothing power with three successes.

Revert is rolled individually for each power affecting the kindred. A roll is made once per 10 minutes, if the power lasts for one scene, or once per hour, if the power lasts longer than a scene. Simple concentration to be free of the effect is required; this concentration does not in any way inhibit the user's actions.

Revert has no effect on powers that affect an area, or which continuously emanate from an individual (such as Dread, Sovereignty, and most Obfuscate powers).

Revert is limited to undoing affects that the user can generate. If the user of Revert has a lower level of the power than the targetted effect itself, then the user may attempt to use Revert with a penalty of -1 success for each dot the targetted power has above the user's own abilities.

A Kindred with Revert may choose to delay the undoing of an effect for up to 24 hours with a success on Revert's normal roll of Resolve + Composure + Dominate.

No supernatural force or persuasion may alter how a kindred chooses to use Revert.

The Kindred with Revert does not have to be consciously aware of the effect for it to be undone. They do have to be aware of an effect in order to delay its removal.

This power costs 17 experience points to learn.

Roll Over

Animalism 2, Resilience 2, Gangrel Clan Status 2

Approval Requirement: Low Approval

Some Kindred utilize their animalistic nature to a greater degree than others. With this power, the vampire learns to exploit her connection with the Beast to manipulate the Beast within other Kindred.

Cost: 1 Willpower

Test Pool: Manipulation + Intimidation + Animalism versus Composure + Blood Potency

Action: Contested; resistance is reflexive

To use Roll Over, the vampire must be within a few paces of the victim and stare them down. This necessitates eye contact, similar to the requirement for Dominate powers. For each success gained, the victim receives a -1 penalty on any offensive physical actions that she takes against the vampire for the duration of the scene.

This power works only on other Kindred. It cannot be used on the same target by the same vampire more than once per scene.

This power costs 12 experience points to learn. It is based on the contributions of Glen Davis.

Rose Tinted Glasses

Auspex 2, Cruac 2

Cost: 1 Blood per hour activated

Dice Pool: Wits + Occult + Cruac

Action: Instant Action

Upon spending the activation cost this devotion is activated for a hour. Blood in the vicinity that is not in a living (or undead) body glows with the resonance of emotion that the owner felt when it was spilled to the user, which will drawing attention to it even under items such as a couch cushion, or under a chair. If the resonant emotion was strong enough during the time of being spilt (such as 'fearing for my life', or 'desire to destroy a individual) the emotion may also be viewed in the blood, as the colors are still strong enough to be read, at storyteller discression. The aura of the spilled blood, if it was used for 'magical' means may be perceived as if Arcane Sight was active, to grant knowledge of the type of ritual "Benificial, harmful, warding", as well as the 'flavor' of the ritual in question "Theban, Cruac, 'Non Vampiric'" and the like, thus eliminating the need to have both devotions up at once.

This Devotion Costs 12 experience points.

Sand in your Eyes

Vigor 3, Protean 2, Bruja Bloodline

To say that Bruja fight dirty is an understatement. A Bruja and their gang will do anything and everything to not only win a fight but beat the tar out of their opponant at the same time. It is with that in mind that this devotion was created.

By combining the natural ability to meld with the earth and their overwhelming strength the Bruja that employs this devotion can kick "sand" in his opponants eyes whether he is on a beach or not.

First used by a Bruja who would kick sand into the face of his opponant so his buddys would jump them while they was momentarily blinded by the sand. The Bruja decided to take this concept further and use the powers of the blood so that he could kick asphalt or concrete aswell as any substance he may be standing on.

Cost: 1 Vitae

Action: Instant

Activation: Strength + Brawl + Vigor – Opponants defense + 4 (called shot to eyes)

Mechanics:

The Bruja spends a blood and makes his pull of Strength + Brawl + Vigor – targets defense + 4 (this is due to targeting the eyes). When the Bruja does this he kicks the ground and tears a chunk out of it causing it to fly at his opponants face. If the Bruja's draw is successful the target is blinded for a number of rounds equal to the number of successes the Bruja achieved on the attack.

A blinded opponant has all the negatives described in the Minds Eye Theatre book (p.227).

The target of this attack can take a Instant action on their turn to whipe the debris from their eyes by making a Dexterity + Survival draw, the number of successes achieved negates rounds of blindness on a one for one basis.

If a target has the devotion Quicken Sight active at the time of attack they can make a Perception check to see the attack coming and negate the effects by using a full dodge action.

This power causes great divits in the ground where the Bruja sends flakes of gravel or concrete flying at his target. This would be considered a masquarade breach for anyone to see it being used and the remnants of the power could also be percieved as such, or just faulty masonry.

This power costs 15 experience points to learn.

Sanguine Inquiry

Auspex 3, Blood Seeps Slowly

This Devotion was developed over years of study by various groups within the Ordo Dracul. The purpose was to gain more access into the mysteries locked in vampiric vitae. With the innate instability of vitae that is removed from a kindred, a means to gain information was necessary. With it's development true insight beyond the norm was at the fingertips of those trained in the deeper secrets of the vampiric condition. Based on the ability of kindred to discern properties of vitae from the simple practice of tasting it (MET:Requiem, p. 229) in conjunction with other Devotions that have been developed by the Ordo Dracul in relation to vitae (Ordo Dracul, p. 200); this particular skill has been developed to gain further insight into the psuedo-scientific practices of vampiric hematology and genealogy. Through this art information can be gleaned even after vampiric vitae normal "reverts" to non-supernatural vitae based on the principles of used in Auspex and sympathetic ressonance. ["Blood that came from a vampire always retains a mystical connection that ritualists can exploit." (MET: Requiem, p. 218)]

Cost: 1 Vitae, in additon a willpower per activation is necessary to investigate vitae that has been exposed to air for longer than 24 hours.

Dice Pool: Intelligence + Occult + Auspex

Action: Instant

Roleplaying: Light trance state. The character is dimly aware of surroundings, but he cannot move, speak about anything other than the readings being recieved, or use other Disciplines without breaking the trance.

Draw Results

Failure: Failure indicates that no readings are able to be adequately percieved.

Success: Success yields a degree of understanding of the innate signature of the vitae's make-up, and allows for the user to discern several properties and facts about the blood and it's source, see the chart below. Generally speaking, one solid fact or property is recalled per success, though this can be adjusted aas the Narrator desires. Also note that specific information is learned based on collected comparative tracking, while clans and bloodlines have unique "signatures" the knowledge of these signatures does not grant one knowledge of the clan or bloodline. Only through comparison and matching signatures to clans/bloodlines can one create a library of classifications.

Success Chart for "Sanguine Inquiry":

1 Success = Clan (or non-vampiric origin)

2 Successes = Forensic Comparison (Identity of vitae sample's subject), Presence of Foreign Substances (Drugs, Diseases, etc.)

3 Successes = Forensic Comparison (Identity of vitae sample's bloodline or lack thereof), Approximate Blood Potency of Vitae Sample (Weaker, Equal, Stronger)

4 Successes = Source of Bloodline Activation (Sire Avus, Non-Sire Avus, Self Avus/Founder)

5 Successes = Forensic Comparison (Identity of Avus Relationship between tested Subjects - who avused whom, if individuals were avused by the same or different individuals, etc.)

NOTE: If the blood being sampled is of the same clan as the user of this devotion, then the user gains one additional success so long as at least one success was gained via test pool and draw.

Modifiers:

+2 Power is used to investigate vitae from a vampire with whom the user has a blood tie (see MET:Requiem p. 228)
+1 The character has drawn a psychic impression from the vampire before
+1 The character has investigated the vitae successfully before
-- Target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for less than 5 minutes
-3 Target vitae being investigated amid a fight or other stressful circumstance.
-1 Target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for a scene/hour
-1 Target vitae sample is less than a full point
-2 Target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for 24 hours
-3 Target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for 1 week
-3 Target vitae sample is less than 1/2 of a full point
-5 Target vitae sample is less than 1/4 of a full point

NOTES:

  • The use of a power on target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for 1 month increases the number of successes needed above by one for each piece of information.
  • The use of a power on target vitae investigated after being removed from a kindred and not stored or perserved via supernatural means for 1 year increases the number of successes needed above by two for each piece of information.
  • Storyteller descretion is necessary for testing (or penalities proscribed therein) for any sample less than 1/8 of a full point.

This Devotion costs 9 experience to learn

Sanguine Stamina

Spoiling 3, Resilience 1

Cost: 2 Vitae

Dice Pool: Stamina + Athletics + Resistance verses subjects Stamina + Blood Potency.

Action: Instant and Contested; resistance is reflexive. (An instant action is required to make the Solution; its effects are resisted with a contested action.)

With a successful activation roll, the character infuses the power of his own Resistance into a liquid medium. For each success on the activation roll, another "bonus dot" of Stamina can be suspended in to the brew, to a maximum of 3 bonus dots (Not Exceeding the Resilience of the Creator). The effects last for the remainder of the scene that the potion is ingested. A given subject can only be effected by one volume of Sanguine Stamina at one time.

The potion has one obvious side effect, in that any damage taken in the "bonus" Health levels is still there when the extra health levels disappear at the end of the scene and could push the damage into upgrading to the next level or into torpor. The less well known side effect is seen when the Subjects are Mortals or Ghouls in that the supernatural health effects their minds with a feeling of invulnerability, making them less disposed of the own well being. As such they are at -2 to all Willpower challenges to not put themselves in danger.

This power costs 15 experience points to learn.

Scared of the Dark

Obtenebration 3, Nightmare 2

Sometimes manipulation of Shadows is simply not intimidating enough. In those times, Khaibit need to make them Scared of the Dark. Use of Obtenebration is now rendered far more frightening. A twitch of Shadow in the corner may bring to the veiwer's mind long forgotten childhood fears of the Dark and the things found in it.

Cost: 1 Vitae

Test Pool: Wits+Empathy+Obtenebration (optionally reflexively contested by Composure+BP, see below)

Action: Instant

Mechanically, this power will summon or control darkness as the second or third powers of Obtenebration. However, this darkness can then be placed either on the power's user or on something other than the power's user in the area (3 steps per willpower dot of the user of the power, the same area as Dread). The area of the effect will be based on the location of the Darkness with this effect.

If targeting the shadows on the user, then the user recieves a bonus to all Intimidation rolls equal to their level in Obtenbration, and a -2 to all non-Intimidation socially based rolls.

If targeted on the area of shadow around the user, then everyone present in the area other then the user must make a contested Composure + Blood Potency draw against the activation draw of the power. One contested draw can be made reflexively to represent a crowd of prospective victims- probably mortals- based on the higest Composure among them. Player's characters and important Narrarator characters always test individually.

Like Nightmare 2 this use of the power can not choose to exclude allies and must affect all others in it's area of effect. Those who fail to resist the power are unnerved by the shadows around them and recieve a penalty to their Intimidation rolls equal to the power's user's Obtenebration dots.

This power costs 15 experience points to learn.

Scarper

Celerity 3, Obfuscate 3, Mekhet Clan Status 4

Approval Requirement: Low Approval

Kindred are typically familiar with the power of Obfuscate, such that a disappearing Mekhet is assumed to still be present despite being invisible. Scarper uses speed and finesse to create the illusion that the user has quickly left the area, whether she has or not.

Cost: 1 Vitae

Test Pool: None. This power requires no test to activate.

Action: Instant

This power is activated in conjunction with Cloak of Night or Cloak the Gathering. Mortal witnesses automatically reconstruct the scene in their memory to justify the vampire's disappearance, even if the successes for activating Cloak of Night or Cloak the Gathering do not exceed their Willpower dots. This power also causes supernatural creatures to rationalize a disappearance under Cloak of Night or Cloak the Gathering if successes in activating those powers exceed their Willpower dots. A successful test of Clash of Wills negates this effect.

Scarper costs 18 experience points to learn. It is based on the contributions of Jon Argles.

Schatten-Krieger (Shadow Warrior)

Obtenebration 5, Protean 4

Cost: 1 Vitae and 1 Willpower

Action: Reflexive

Duration: 1 round per success

Dice Pool: Stamina + Survival + Obtenebration

The Khaibit are fierce warriors, strong and filled with the power of darkness. That darkness moves at their command, even sheltering them from the attacks of others - defending them against harm. Whenever this power is activated, the Khaibit calls upon the depths of darkness to infuse him and make of him its weapon against the Khaibit's enemies. Their very skin changes and hardens, turning black as pitch and becoming infused with the power of shadow. Their form shifts into an avatar of darkness, a true Shadow Warrior appropriate to the Goddess the individual Khaibit worships. For most, this mimicks either the Set's God-Form (a jackal head and regal bearing), or the form of a dark angel drowned in shadow; the form will always have glowing white eyes like stars in darkness. In this form the Khaibit's skin is covered with thick, shadowy armor which protects him from incoming blows.

If the discipline activation is successful, the user may add his Obtenebration dots as Armor against any incoming Melee and Brawl attacks. The avatar form lasts for a number of turns egual to the successes garnered on the activation roll. Also note that if the Khaibit is torpored this power ends. This power cannot be stacked with other types of armor.

This power costs 27 experience points.

Scramble

Auspex 3, Obfuscate 2, Mekhet Clan Status 2

Approval Requirement: Low Approval

The Mekhet's mastery of both Auspex and Obfuscate has allowed the clan to develop several useful combinations of the two. Just as the Ventrue can alter a person's memory, so too can this power be used to alter the latent psychic impressions left on a person's body in order to confuse or deceive those who use Spirits Touch upon that person.

Cost: 1 Willpower

Test Pool: Intelligence + Subterfuge + Obfuscate

Action: Extended (10-100+ successes, based on the detail and complexity of the change; each draw requires one minute within the affected area)

The Mekhet can use her knowledge of Spirits Touch to subtly alter, enhance, cover, or erase certain elements of the psychic resonance attached to a person. She must first employ Spirits Touch to analyze the psychic impressions. Thereafter she may use Scramble to change or remove the impressions she was able to perceive. The Storyteller assigns a degree of difficulty and number of successes needed to successfully alter a psychic imprint. More comprehensive alterations, up to and including complete reconstruction of every psychic on the target person, are possible albeit substantially more difficult.

Truly effective use of Scramble requires substantial finesse and patience as well as the ability to carefully and thoroughly think things through ahead of time. It's fairly simple to strip out a recent, powerful event, but doing so leaves an obvious gap for those who later look with Spirits Touch. A wise Mekhet will prefer to subtly alter the latent impressions or replace them with plausible impressions for later Auspex users to find.

Scramble only works on people; the psychic impressions left on other objects cannot be affected.

This power costs 15 experience points to learn. It is based on the contributions of Dennis Moore.

Seeing is Believing

Cruac 2, Majesty 1

Often members of the Circle of the Crone will take on retainers and develop a chorus to assist them in rituals and taking care of menial tasks that are deemed unworthy of an acolyte's time. These are varied and often times unrelated but one thing that is always necessary is devotion. In this modern day sometimes devotion comes only with being able to see what is spoken about. This devotion was designed to help to convince a jaded and questioning mortal populace to believe.

Roll: Presence+occult+Majesty

Spend 1 blood.

Success: The effect happens as follows for the scene.

This devotion is general purpose devotion in that it varies slightly from kindred to kindred but the effects are the same. It causes the kindred skin to softly glow. Small balls of light also drift out of the kindred's body and orbit the kindred. The kindred may also levitate slightly off the ground and display what might be described as a visible aura. Obvious religious symbols and the like around the kindred would seem to glow with another worldly hue.

These effects are chosen by the kindred on activation of the devotion and can be any number of the listed.

These effects have no tangible effect on anyone. The kindred cannot move while levitated and the lights do little to illuminate the kindred's line of sight. The devotions sole purpose is to impress the easily impressed and those who want to believe. Even those who are not easily impressed with signs of the supernatural would be hard pressed to explain it away as anything else other than a sign. Of what, is up to the kindred.

The ability to levitate is strictly up and down. Thee kindred levitates about a foot off the ground. This action does not circumvent falling or any defensive maneuver such as avoiding damage. The kindred is unable to move from the spot he levitates from. Any wish to move from the spot is a wish for the levitation to end. It should be clearly expressed to those who are also learning this devotion that it is not to be associate with flying, or used as a precursor to learning how to fly. The devotions sole purpose is to motivative the followers of said crone to worship her and influence those she needs to.

Bonus: +2 to persuasion and Intimidation check when combined with disciplines used on mortals and mortal+'s while the devotion is activaited.

This power may not be used in conjunction with other disciplines when used on super natural creatures pr in conjunction with other discipline powers.

This devotion costs 9 experience points.

Seer's Sight

Auspex 2, Cruac 2, Cheval Ritual

Cost: 1 Blood trait

Test Pool: Wits + Occult+ Cruac

Action: Instant

Effects:

This devotion is much like Aura Perception in many ways. The only real difference is what the power shows the user. Aura Perception shows the user the general Aura of the person that is being viewed, and the Seer's Sight shows the Portents that are swirling within that Aura. These Portents are little bits of information about the person being viewed, now they may be from past, present, or future. These Portents are completely up to the Storytellers digression, as is the information granted by this devotion. A successful test will gra