vampire: the requiem - devotion directory

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    Edited by Blank Frank

    Welcome to the Devotion Directory! Inside arecompiled the devotions made in the Devotion Game

    and the ongoing Chain of Devotions thread as wellas others compiled for other people and projects.This is not a finished project but an ongoing one;more devotions will be added over time as they aresubmitted. If you want to have yours added just sendit in a PM and Ill do so happily. You can discussdevotions in this thread here.

    Theyre divided into four categories: I. Social, II.Physical, III. Divinatory and IV. Combat. Socialincludes social interactions as well as any devotionsthat attack or affect others non-physically. Physicaldevotions include things like new shapechangingforms and altering a kindred's body in some way.Divinatory devotions focus on perception anddeception; hiding, finding, and changinginformation. Combat devotions focus on physicalcombat and increasing defense. The devotions arelisted alphabetically. While I recommend readingeach excellent devotion with leisure they're alsoorganized in a mini index with a very brief description of each to whet the appetite.

    Please bear in mind th at while theyve all beenformatted to be ready for play you should consult

    your ST beforehand to see if they find the devotionas printed acceptable or if it needs tweaking.Remember the Golden Rule: If you want to change aparameter or one of these inspires you to create anew one, go for it!Well, enjoy!

    Dedicated to all the fine people who helped fillthis Article to the brim with devotiony goodness:

    pascale, krowe, Luxifer, Kungfu_Rodent, naggoth,lead0 and Brandon.

    Aegis Toreador childer and thralls become asunassailable as their sire.Call the blood Calls anyone fed upon.

    Center of the Labyrinth An Architect devotion.Make an enemy get hopelessly lost.

    Desecrate Creates a latent form of Dread in an areto ward off intruders.Distant Command Sends a Dominate commandat a distance.

    Faceless King/Queen Allows the vampire to useMajesty to ennoble others.

    Familiar A subtle link between master andservant.

    Fascination So compelling its impossible to lookaway.

    Flash of Anger Scare someone so fast they donteven realize it.

    Faux Faade Mimic a face, but not the body.The Holy Spirit Uses religious zeal to whiponlookers into a religious frenzy.

    Hypochondria Creates an all to real illusion of disease, even in kindred.Infernis Nocturnus A Nightmare devotion thatcauses actual nightmares.La Dolce Vita Become rumor mongerextraordinaire.Mae Culpa Now youll never be (or have to admit

    you were) wrong!Mouthpiece Ventriloquism with blood boundpeople as the dummies.Objet Dart Makes art shine as brightly as aToreador.Paranoia A focused form of Dread that affectsspecific targets.Peerless Inquisitor Be both the good cop and thebad cop!Rapturous Touch Even a caress can cripple with

    ecstasy.Slave of Blood A temporary blood bond.Smothering Will Wracks an opponents body inpain.Sway the Masses Like name says, turn a crowd to

    your POV.Speech of the Deep Allows vampires to use thelanguage of chthonic monsters.The Look A look can say more than any threat.

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    Beast's Bluff Gamble on a fake higher BP. Beauty in the Blood Learn to steal beauty and youth as well as blood.Cross-Bearing Turns wounds into willpower.

    Form from the Deep Combines Nightmare and

    Protean to become a Cthonic monster.Grave Mantle Kindred are dead, but this devotionallows one to perfectly mimic corpsedom.Livia's Transubstantiation A heretic devotionthat turns vitae into willpower and vice versa.Melting away Make the Wiked Witch of the Westproud.Quicken the Flowing Blood Momentarily increaseBP per turn.Shell of a Man Leaves a perfect duplicate body asthe vampire turns to mist.Skin of the Dire Wolf Mingle shape changing andterror to frighten your foes.Spider Climb When you ve just gotta tap dance onthe wall.Stealing the Wolf's Heart Mimic a werewolfsregeneration at a terrible risk.True Possession A truly sinister power, controlsomeone from the inside. Uriel's Blessing Kiss the sun or get wickedsunburn with this blasphemous power.

    Vocal Projection Speak and be heard without amic.

    Alarm Make others flee from a place in panic. Eyes of the Beast Turn every animal into a spy. Forgetful Touch Control the memories in objectsand places.

    False Sympathy Helps a monster mimic humanityand fool Auspex.

    Familiar Form Allows a kindred in Animal Formto create an illusion of being a domestic animal.

    Familiar Pack Scatter Make a flock of clones tomask a retreat.

    Heart of the Castle Allows sleepingMorotrhopians to dream of their home.

    Hidden Faith Turns a vampire into a biblicalpariah.

    Know the Moon's Children Know werewolves onsight.

    Lambs Blood A trail of blood that hides you.Lingering Sight See the future of decay inherent inall things.Manipulation of Truth Sometimes a little self deception can go farther than any lie.Note to Self Set yourself a mental post it to avoidbeing made to forget.

    Quiet Terror Make the silence of the grave follow you.Reflections of the Shattered Mind Know apersons worst fear. Seeing the Creed Identify someones true religion. Senses of the Wild Flashlights in your face? Ha!Stray Thoughts Animalism enhanced withTelepathy to create silent control over any animal.

    Feeding the Fear Feast on fear and gain strength. Force of the Mind Mind over muscle to parryattacks.

    Hidden Strength A deadly flick of the wrists.Implacable Strength Turn into a dynamo of destruction, your own or anothers though?Impressive Strike Wow an opponent into loweringtheir guard.Intestinal Fortitude Turn a big belly into a bigdefense.

    Languid Rush Slow down super speed.Marble Corpse The ultimate defense.Moment's Notice Move without moving.Motionless Feint Trick an opponent into losingdefense.Shadow Silhouette Turn Celerity from aMasquerade breach into humdrum acrobatics.Stagnation of Motion Slow down an opponent.Spectral Fortitude Weaken the ghosts that assail

    you.

    Luxifer

    (Dominate , Majesty ) They say that a kings touch has miraculous powers.Through the art of this Devotion a Toreador is ableto transfer the mighty power of Sovereignty to his

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    subjects through the mystical connections of blood.This Devotion allows the art of Mesmerism to cast ahypnotic suggestion across the room that augmentsthe social perception of this relationship, such thatthe imposing nature of the Toreador resonatesthrough his servants by proxy. Anyone who has ablood tie, blood bond or similar mystical connect to

    the Toreador through the properties of Vitae mayfall under the influence of this power.Cost: 1 Vitae per subject (along with any costsassociated with activating Sovereignty)Dice Pool: Presence + Intimidation + Majestycontested by the targets Composure + BloodPotencyAction: Instant; resistance is reflexiveWhen this power is activated it allows any servantsof the Toreador bound to them by blood able to fallunder the aegis of that Kindreds Sovereignty if theyshould activate it within that scene (or one alreadyactive within that scene). As long as these servantsor familia remain within eyeshot of the Toreadorthey may gain the full benefits of the Sovereignty asthough they had performed it themselves.Attempting to attack them constitutes as an attackupon the Toreador herself, and the contestationmust be made against the Toreadors dice pool.Should the protected targets do anything that wouldnormally break the effects of Sovereignty, they

    simply fall out from under its influence, rather thandispel its effects all together.This power costs 21 experience points to learn.

    pascale

    (Majesty , Coil of Blood ) Cost: 1 willpower per scene.Dice Pool: Manipulation + Persuasion + Majesty vs subjects Composure + Blood PotencyAction: Contested; resistance is reflexiveThis devotion operates just like Summoning, exceptthat it allows the vampire to call any individualwhose blood she has tasted, additionally grantingthree bonus dice to any other uses of Majesty on thesubject for the rest of the scene. This may not be thecase, but the compulsion is that strong, as it is fromwithin, in the blood. If mortal, the subject is alsocompelled to feed the vampire.Alternatively, the kindred may disregard the +3bonus and call multiple individuals he has fed upon.

    This power is used most often when in dire need, yetwith no allies in proximity to call (the last victim willdo situation), or when needing to feed but incapableof hunting. Some also use it as a means to stalkcertain mortals they isolate, either for their personalamusement, or for overseeing/luring potentialghouls/childer. There is one Daeva Prince who

    insists on receiving a thimbleful of blood from allthose official recognized in her domain, that she maycall them a simple taste away...This power costs 18 experience points to learn.

    Kungfu_Rodent

    (Obfuscate , Gilded Cage ) Each Mason knows the value of keeping a locationsecure. What better way than to make sure that yourenemies cant even find the location? This ritualcombines the well known ritual of Red Light withan additional obfuscation of landmarks anddirections. Victims of the ritual, in addition to thedelaying effects of being caught by every red light,being stuck in traffic jams or detoured byconstruction, find it hard to locate addresses onbuildings. Street signs are obscured or missing andstreets that they would take to get to the locationbecome easy to miss.Of course, it is easy to obscure a location that is

    already obscure and more difficult to hide aprominent building downtown. Thus, how wellknown the building or location is confers bonuses orpenalties to the roll. Up to a -3 penalty if thelocation is well known in the city or a +3 bonus if the location is mostly unknown to the inhabitants of the town.Successes are applied as penalties to any attempt tolocate the location, such as an Intelligence + driveroll.Ways and Means: The ritualist must be at thelocation to be obscured and have a copy of a map of the city.This power costs 7 experience points to learn.

    Blank Frank

    (Nightmare , Protean ) Cost: 1 BP, 1 WPDice Pool: Manipulation + Expression +Nightmare vs. Composure + BP

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    Action: Instant; contested and reflexiveThe user infuses the area with a latent form of Dread, by smearing the ground, walls, doors, or anyother permanent landmark with their vitae the userwards the area against intruders. The vitae may besmeared, drawn in arcane patterns, or painted intohorrifying frescos, disapearing from normal view once

    finished (or for extra fright: flickering lights,lightning strikes, and Auspex might momentarilyreveal the 'brushstrokes'). The vitae seeps in andactivates Dread once someone other than the userenters the room, it has as many successes as wererolled when using this devotion. It lasts for one sceneor until daybreak, an exceptional success allows it tofunction again on another night. Desecrate lastsuntil activated or clear, direct sunlight bathes thearea for a whole day.This power costs 12 experience points to learn.

    Naggoth

    (Majesty , Dominate ) Sometimes you dont want your thralls by your sidebut you need to change the last orders you gavethem and be certain of their obedience. Developedby a particularly tyrannical Daeva, this devotionallows that.Cost: 1 Vitae

    Action: Instant; contested and reflexiveDice Pool: Manipulation + Intimidation + Majestyvs Resolve + Blood PotencyThe user of this devotion can contact anyone subjectto a 2 drink or full vinculum to them from afar andgive them a command as per the rules for Mesmerize.A vinculum does not grant its usual benefit to theattempt at control. Benefits and penalties to theactivation are the same as per a summoning attempt(V:tR pg 132). Even if the attempt fails the targetwill have a general idea of what the user wanted of them but they aren't compelled to obey. Rumorspersist that elders in the cold sleep of torpor canreach out to their children or surviving ghouls...This power costs 15 experience points to learn.

    Luxifer

    (Dominate , Majesty ) The Toreador are the center of attention, they knowit and they damn well will make sure that everyone

    else knows it. This Devotion allows a Toreador toliterally command the attentions of those aroundthem. The Devotion itself is activated in a similarmanner to Awe, as it must attempt to affect all thepeople in the near vicinity and incurring the multipletarget penalties that they would if performing Awe.Cost: 1 Willpower

    Dice Pool: Presence + Empathy + MajestyAction: InstantOnce activated all affected targets cannot but helpstare at the Toreador. For a person to attempt tobreak contact, they must spend a point of willpowerand roll Composure + Blood Potency in contestagainst the successes of Fascination.This power costs 12 experience points to learn.

    - krowe

    (Majesty , Obfuscate ) Cost: Dice Pool: This power requires no roll to invoke.Action: ReflexiveBy combining two Disciplines that are otherwisepolar opposites the Vampire can manipulate theemotions of those around her without beingrecognized while doing so. The Vampire may utilizeany effect of Majesty and focus it on her positionrather than herself. For example, she may activate

    Awe as she enters a room and cause everyone tofocus on the doorway without really noticing her. Itis even possible to let a Majesty effect "rub-off" byusing it in close proximity to someone else. UsingMajesty in this way does not prematurely end theeffects of Cloak of Night though any conflictbetween the users Obfuscate and abilities that wouldpierce it grants a +2 modifier to such onlookers.This power costs 12 experience points to learn.

    Blank

    Frank(Dominate , Auspex ) Legends speak of vampires and their Renfields,mortals who serve as their familiars much like howcats or ravens would serve as a witches eyes and ears.While the truth behind ghouls is more complex,most kindred outside t he Circle of the Crone canttruly experience what their servants do without firstPossessing them. However some mystically inclined

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    Ventrue and Mekhet outside the Circle have deviseda clever way of more subtly possessing their thralls,allowing them free will to better serve them.Cost: 1 WillpowerDice Poll: Intelligence + Intimidation + Dominateversus Resolve (if unwilling)Action: Extended, Contested and resistance is

    reflexive if unwillingThis power is unlike Possession in that its not asinvasive on the ghoul, taxing their minds to a mucha lesser degree but also yielding less direct controland information to the vampire. Basically Marry theTwin Minds functions as a low intensity two wayform of Possession: the kindred become faintly awareof the condition and surroundings of his ghoul, andlikewise the ghoul feels a faint connection to herdomitor. Each gain a form of blood sympathy forthe other, should either be in danger, suffer damage,or be in the grip of strong emotion the otherinstantly feels it. They can also vaguely sense eachothers location and track each other with it shouldthe need arise. While this communication is in noway true Telepathy, the domitor can send the ghoulone word instructions or emotions and the ghoul cansend her domitor a live feed of her surroundings fora scene. Both actions cost one Willpower. Thedomitor himself can spend a Willpower to force thislive feed effect, though the ghoul may find out

    shes being listened in on (Wits + Investigation),and can attempt to resist the intrusion (Resolve +Composure versus the vampires Manipulation +Intimidation, blood bonds apply).While this power is much less invasive, cruel, andless likely to damage a mortal mind than Possession,it is by no means safe to e ither party. The kindredis trusting his ghoul with information on hisemotional state, disposition, and location, any of which can be used against him if the ghoul is soinclined or forced. Its for this reason that turning

    this power on a random mortal or enemy kine is very,very dangerous. Likewise the ghoul will never betruly alone, there will always be a little bit of theirmaster inside their mind whispering inaudibleentreaties. Even with a kind domitor its notunheard of for ghouls under the effects of this powerto develop Paranoia or some other derangement.Lastly this power acts as an insidious way of enforcing obedience without outright brainwashingby keeping tabs on the ghouls activities. The

    vampire gets a Wits + Investigation roll wheneverthe ghoul contemplates willingly acting against thedomitor or his interest, though doing so cold-bloodedly or dispassionately gives a2 penalty to theroll. This power can only be used on a number of mortals equal to the vampires Blood Potency dividedby two, rounded down.

    Optional benefits: Uses of Telepathy and Possessionon the ghoul get a bonus die.This power costs 27 experience points to learn.

    Blank Frank

    (Celerity , Nightmare ) Cost: 1 BPDice Pool: Manipulation + Intimidation +Nightmare vs. Composure + BPAction: Instant; contested and reflexiveIn a moment so fleeting that it comes and goes fasterthan the blink of an eye, the kindred shows a singletarget close enough to see her the depths of rage sheis capable of. If successful this power leaves no traceof its use save on the target, who suffers from a -2penalty on all actions for the rest of the scene out of a subconscious unease lingering from Flash of Anger.Because it doesn't require concentration to maintainlike Dread does the victim may still spend willpower,though activating Dread after using this devotion

    will add all the usual penalties on top of Flash of Anger's. A dramatic failure lets the onlookerperceive the attempted intimidation, albeitfleetingly. Exceptional success makes the -2 penaltylast until dawn. Quicken Sight may be used toperceive the use of Flash of Anger.This power costs 12 experience points to learn.

    Blank Frank

    (Obfuscate , Dominate /Majesty ) Familiar Stranger is a potent yet unpredictable toolthat Mekhet elders have been trying to make morereliable and controllable for some time now. Afterdecades of searching and experimenting the Mekhetelders of Marseille discoveredFaux Faade (knowncoloquially in english speaking countries as FakeFace).Cost: 1 WPDicepool: Manipulation + Subterfuge + Obfuscatevs Composure + Intelligence

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    Action: Reflexive; ContestedTo activate the kindred must make eye contact withthe first person to see her and say "I am LadyGodiva" or a variation thereof. With a success thekindred manages to project the desired face to anyand all onlookers for the rest of the scene. Penaltiesare applied for each viewer past the first as per uses

    of Awe in crowds (VtR pg. 129).This devotion is a delicate balance between thesubtle "You know me" aspect of Familiar Strangerand the forceful nature of Dominate. Faux Faade requires continuous concentration to maintain,making any other uses of Obfuscate impossible andadding a 2 die penalty for uses of Dominate and anyactions requiring the kindred's full attention. Theother drawback of this devotion is the amount of concentration required to maintain it makes itimpossible to alter the rest of the body's appearance,only the face can be altered. It's a miracle for mostkindred to avoid shifting their faade midconversation to mimic the person being talked to(the ST can ask for periodic Composure + Presencerolls to maintain the faade). This of course limitsthe range of people that can be successfully imitatedby body type, race, sex, and height. While clothesand makeup can close some of the gap, BritneySpear's head on a 210 lb linebacker is likely to turnheads for all the wrong reasons.

    This power costs 18 experience points to learn.

    Kungfu_Rodent

    (Majesty , Theban Sorcery ) Those vampires of the Lancea Sanctum thatperscribe to the Tollison creed have long beenknown to be more "fiery" in their retoric than theirmore traditional fellows in the LS. One reason forthis reputation is the ability discovered by Tollisonhimself.Cost: 1 vitae, 1 willpowerDice Pool: Manipulation + Empathy + Majesty vs targets Composure + BPAction: Instant; contested and reflexiveThe kindred can whip a congregation into a religiousfrenzy. The Sanctified uses Entrancement butinstead of the focus being on the user the focus is onGod and the kindred becomes God's mouthpiece tothose affected. Even those who do not profess tofollow the beliefs of the covenant have been known

    to be caught up in the frenzy and eventually changetheir alliances.The power becomes even more effective if thesetting is especially put together to take advantage of the power. In the setting of a "Revival" it is possibleto reaffirm the faith of a large number of Tollison LSmembers as well as whip them into a frenzy in

    anticipation of a confrontation with an enemy.This power costs 18 experience points to learn.

    Roll Results: Dramatic failure the user inverts the focus of thepower and becomes the object of derision by thecongregation. This may have lasting social effects.

    Failure The user fails to whip the congregationinto a frenzy.Success The congregation is whipped into areligious fervor and they regard the words of the useras the words of God.

    Exceptional Success The user not only is seen asthe mouthpiece of God but the congregationbecomes the holy army of God. For the remainder of the night, the words of the user will be obeyed, evenif doing so will cause harm to the subject.

    Blank Frank

    (Cachexy , Dominate )

    Cost: 1 WPDice Pool: Wits + Medicine + Obfuscate vs.Composure + BPAction: Instant; contested and reflexiveThe target of this devotion, be it mortal or kindred,feels the symptoms of a disease they once sufferedswell up and cloud their senses. Though kindrednever get sick the mere rumor of one exhibiting thesigns of a disease can lead to accusations of being acarrier and summary execution. More subtly, elderscan also use this devotion to chastise Morbusneonates who recklessly feed and spread disease, anobject reminder of the pain they are inflicting.The Morbus tricks the targets mind into thinkingthey are suffering a disease they have experienced orknow of. For mortals the body follows the mindslead and exhibits several symptoms, though closescrutiny will reveal no active illness. For kindred itsall in the mind, so it's vital the user chooses a diseasethe kindred suffered from more than passingly.Though not truly sick, the target feels nausea, pain,

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    and other symptoms appropriate to the disease forthe rest of the night (or one day per success on anexceptional success), imparting a -2 penalty or otherdisease specific effects much like Inflame causes.This power costs 18 experience points to learn.

    Blank Frank

    (Nightmare , Dominate ) This power was developed as a way to strike fear invictims long after even a chance encounter. Hauntsrelish in this devotions ability to weaken potentialprey and enemy alike, with little chance of discovering the culprit. While a scary face one nightis easily forgotten the sleepless nights under InfernisNocturnus are not so easily erased.Cost: 1 BP and 1 WPDice Pool: Manipulation + Empathy + Nightmare ComposureAction: Contested and Extended; resistance isreflexiveThe vampire looks the target in the eye for amoment and stirs the subjects subconscious fearsinto slowly rousing each night. The next time thetarget sleeps they will be assailed by nightmares for anumber of nights equal to the number of successesthe kindred gets on the activation roll. Each nightthe target rolls Composure + BP vs. the kindreds

    initial successes, if they succeed they resist thenightmares and get a good nights sleep. If thenightmares are resisted, the target gets a +1 to resistin the next nights roll.This devotion has no other direct effect other thaninducing nightmares; however the fatigue,sleeplessness, and strain resulting in the target fromthe nightmares becomes a source of penalties.Targets do not regain willpower from sleeping, and if they dont sleep at all start suffering from fatiguepenalties. (WoD Corebook pg. 179) The nightmaresthemselves are perfectly normal (in as much as anynightmare is normal) even though they aresupernaturally induced. Sometimes the kindredresponsible for the Nightmares appears as eitherparticipant or spectator. One person per WillpowerDot the vampire possesses may be subjected toInfernis Nocturnus concurrently.This power costs 15 experience points to learn.

    Luxifer

    (Dominate , Majesty ) Rumors often have a life of their own, and aToreador with this Devotion can ensure that aparticular rumor spreads quickly throughout a givencrowd. Turning the powers of Revelation outwards,

    the Toreador can augment it with the commandingpotency of Dominate to prevent it from being mixedup with false information.Cost: 1 WillpowerDice Pool: Manipulation + Socialize + Dominatecontested by the persons Resolve + Blood Potency;resistance is reflexive.Action: InstantThe Toreador encodes a piece of information as shewould with Dominate, however the powers of Revelations kick in and coerce the subject to spreadit as a piece of gossip with a number of people. Theperson must tell 1 person per successes, who eachmust then tell 1 person per success 2, who mustthen tell 1 person per success 4 etc until the effectloses potency.This power costs 12 experience points to learn.

    Luxifer

    (Dominate , Majesty )

    Despite their mastery of social graces, the Toreadorare not immune to making mistakes. However, thisDevotion allows the Toreador to pretend suchincidents never happened. This power can only beused immediately after the Toreador has made asocial faux pas, such as mouthing off to one of higherstatus than them, or an unsightly display of temper.If this power is not used within the same scene of this affair it loses its potency. The Devotion itself isactivated in a similar manner to Awe, as it mustattempt to affect all the people in the near vicinityand incurring the multiple target penalties that theywould if performing Awe.Cost: 1 WillpowerDice Pool: Manipulation + Subterfuge + Dominatecontested by the highest Wits + Auspex of thewitnessing crowd; resistance is reflexive.Action: InstantThough this power utilizes the arts of the ForgetfulMind it does not actually erase the event from thepersons memory. Instead it twists perceptions of

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    those events to seem as though the Toreador hadinstead made a witty repartee or insightful comment.This power costs 12 experience points to learn.

    Luxifer

    (Celerity , Dominate )

    This Devotion can in fact be used to throw his voiceto a place within sight. Allowing them to eitherspeak into the ear or out of the mouth of someonewith whom he has a blood link to. This includesblood ties, Vinculums or similar mystical links of blood. This thrown voice will have the same volumeas spoken by the Toreador, so a whisper will soundlike a whisper from the selected location. The cannyToreador are quick to realize that this will allowthose who are bound by Vinculum to them to be ableto use the powers of Dominate from a distance. TheToreador can whisper the command under hisbreath and it will resound loudly in the ear of thethrall. Many Toreador use this Devotion simply as away of conveying messages to others in such a waythat the message is mostly inviolate from mundanemethods of detection.Cost: 1 WillpowerDice Pool: Intelligence + Subterfuge + Dominatecontested by the subjects Resolve + Blood Potency;resistance is reflexive if unwilling.

    Action: InstantIf the target is listening to the words, they can beprojected right into the ear of the target such thatthe target is the only person to hear. Though thevoice wont travel, truly quiet environments or theuse of Heightened Senses may permit others to hear.The target speaks with the tone and voice of theToreador. She is not merely speaking a messagerelayed by the Toreador, she is saying the words asthe Toreador herself is saying them.This power costs 18 experience points to learn.

    Luxifer

    (Majesty , Vigor ) Toreadors are patrons of the arts, that much iscertain. By this simple trick a Toreador can transferthe engaging power of Majesty and place it into asimple object. Like the powers of Revelation, thisDevotion solicits all who observe the object todiscuss it and talk about it with rapt attention. To

    empower the object, the Toreador must physicallytouch it.Cost: 1 WillpowerDice Pool: Manipulation + Expression + MajestyAction: InstantFor the duration of a number of nights equal to theKindreds Blood Potency, the object imbued with

    this power will remain stuck in the persons mind. Itbecomes one of the first items of conversation theybring up in any social situation. Typically this solicitspositive discussion rather than negative and theDevotion is frequently employed to show case theToreadors latest piece. This power costs 9 experience points to learn.

    Blank Frank

    (Nightmare , Obfuscate ) Cost: 1 VitaeDice Pool: Presence + Empathy + Nightmare number of persons to be affectedAction: InstantThis power focuses the power of Dread on a fewspecified characters as opposed to everyone present.The vampire chooses who will become the target of Dread beforehand, any successes rolled activatingthis power becomes the maximum number of dicethat can be used when activating Dread the

    following turn.This devotion costs 12 experience points to learn.

    Libra

    (Majesty , Nightmare ) Cost: 1 VitaeDice Pool: Presence + Intimidation + Majesty vsComposure + Blood PotencyAction: Contested; resistance is reflexiveWhen you want to get the truth out of someone now,and you're under orders not to leave a mark on theirbody, bring in a Nosferatu armed with this Devotion.The Revelation power of Majesty, combined with theair of Dread surrounding your Hound, virtuallyguarantees that your victim will be unable to keepfrom telling you everything you want to know ... andthen some.There are alternatives to this. One Hound couldhave Nightmare, the other the Majesty, in a sort of "good vampire / bad vampire" interrogation; but this

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    Devotion cuts through that, and saves oneredundant Hound for other, more interesting, duties.This power costs 12 experience points to learn.

    Luxifer

    (Majesty ,Vigor )

    With a simple touch, the Toreador can inflict thetarget with overwhelming pleasure. When active itcauses a soul-wracking pleasure to shunt throughevery pore of their body and many people frequentlyorgasm from its sensation.Cost: 1 VitaeDice Pool: Manipulation + Empathy + Majestycontested by the targets Stamina + Blood Potency Action: Reflexive; resistance is reflexiveFor this power requires the Toreador to touch thetarget. The touch can be light, but it must be skin toskin contact, such as a kiss or soft caress. Once thistouch has been achieved the Kindred may activatethis power reflexively. Once active the target isoverwhelmed and they suffer a number of penaltiesto all their actions equal to the successes of thepower. This power does not work upon Kindred astheir senses are dead and unresponsive, however theToreador may spend a point of Willpower tomystically impose the sensations onto Kindred withwhom he has a blood tie or Vinculum with.

    This power costs 15 experience points to learn.

    Luxifer

    (Dominate , Majesty ) Using near mastery of Dominate and Majesty grantsthe Toreador powers over the hearts and mind of their intended target. Combined the Toreadorreaches out with the force of her personality andimprints it upon the victim creating a mystical bondof blood between the two.Cost: 1 Vitae and 1 WillpowerDice Pool: Presence + Socialize + Dominatecontested by the targets Resolve + Blood Potency;resistance is reflexive.Action: Extended; constested (target number = thevictims Willpower dots; each roll represents fiveminutes of engaged conversation)When performed it allows the Kindred totemporarily manifest the effects of Vinculum overtheir selected target. For the duration of the scene,

    the target is affected as though under the fullVinculum towards the Kindred. This temporaryVinculum is affected by the same rules as a normalVinculum for the purposes of the Majesty andDominate disciplines. As such, this means that usesof Dominate do not require eye contact with thetarget, only the ability to hear and any associated

    bonuses with being under a Vinculum. Imposing thisfull Vinculum cannot replace or supplant existingreal Vinculums and it cannot affect targets who arealready under a full Vinculum. The effects last forone hour per point of Blood Potency andautomatically ends at sunrise.This power costs 24 experience points to learn.

    Naggoth

    ( Auspex , Dominate ) Ventrue labor under the misconception that theirclan does not produce able warriors. While this is notentirely the case of course, some Lords favor thisdevotion to chastise overconfident opponents. Thedevotion allows the formidable will of the vampire toactually batter a victims physically. Dominateprovides the punch and Auspex provides the vehicle.Cost: 1 willpower on mortals. 1 willpower and 1vitae on supernaturalsDice pool: Manipulation + Medicine + Dominate

    Resolve + BPAction: Instant, reflexive resistanceThe vampires will causes the body of the victim tospasm, inflicting damage as it twists and contorts dueto the misfiring of the brains commands. If someonewas to be killed with this devotion their brain wouldshow no damage and there would not necessarily beanything to explain the violent fit that killed theperson. The spasms are painful and can tearligaments or even fracture bones. As such deaths canbe a reason for questions and investigation, thisdevotion is neither common or regularly used as itcan skirt the edge of the masquerade. It is not akinetic attack of any sort and it grants no ability tomanipulate the environment. As with dominate eyecontact is required.This power costs 24 experience points to learn.

    Roll Results: Dramatic failure The attempt goes horribly awryand the user is subject to a massive headache taking

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    1 bashing damage and suffering a -2 to all actions forthe rest of the scene.

    Failure Nothing occurs.Success the victim takes 1 bashing damage persuccess as their body jerks and twist painfully. Thevictim must also make a Dexterity + Athletics rollto remain on their feet, successes must be equal to

    damage inflicted. Exceptional Success The contractions are soviolent that the victim will suffer a 3 to their nextaction as well as the vicious amount of damage.

    Luxifer

    (Dominate , Majesty ) Though the powers of Revelation draw peoplesconversational skills towards the Kindred, theToreador can use the powers of Mesmerism to turnits power outwards upon an audience. The revelatorycharisma and mesmeric powers imbue the Toreadorwith potent persuasive abilities. Essentially, thewords that are heard feel like the truth to theaudience. If such words blatantly contradict a trulyheld belief or conviction, that individual feels thatthough the Toreador has erred in their ideas, theirspeech raises some valid points or highlightsalternative points of view intelligently. For thosewho are neutral, they become far more inclined to be

    sympathetic to the content of the speech. For thosewho are already sympathetic, they feel fired up andempowered by the speech.Cost: 1 WillpowerDice Pool: Manipulation + Persuasion + Dominatecontested by the highest Resolve + Blood Potency inthe audience; resistance is reflexive.Action: InstantWhen active, the Toreadors words are weightedwith veracity. If the crowd is swayed by the powerthen all those who hear his words are filled with asense of correctness about his speech. They arewrapped and have a desire to sit quietly and listen,and what they hear becomes sooth in their mind.There is a 1 modifier for every person targeted afterthe third person.This power costs 12 experience points to learn.

    Blank Frank

    (Animalism , Protean , Nightmare )

    Cost: -Dice Pool: Manipulation + Occult + AnimalismAction: InstantOther requisite: Having seen a creature from thedeepThe user of this discipline can attempt tocommunicate or discern the intentions of the alien

    creatures they might encounter in the World of Darkness. Such communication is chancy, especiallysince many of these creatures have no eyes orcompletely alien psychologies. In such cases speechmay substitute for direct eye contact, but suffers a -1penalty. This communication is a chancy business, asthe intellects and motivations of these creatures areunknown. As of yet there are no known powers thatcan command these beasts, the best one can hope foris to coax, or have enough Nightmare and martialability to back up threats and commands.

    Blank Frank

    (Nightmare , Protean ) Terrorizing humans and even monsters with a look isharder than it looks, especially when doing so willbreach the masquerade. An enterprising lady in theInvictus came up with this imposing devotion to getaround that and make herself seem much moreintimidating to boot.

    Cost: 1 BPDice Poll: This power requires no roll to invokeAction: ReflexiveAny uses of Monstrous Countenance for theremainder of the scene do not require any overtgesture by the kindred; she may frighten anyonlooker by merely turning to look at them (no morethan passing eye contact is required).This power costs 5 experience points to learn.

    Blank Frank

    (Obfuscate , Protean )Carthian's are seldom on the high end of the bloodpotency spectrum, which has at times made unlifemore difficult for them in a number of ways. Beast's

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    Bluff was developed by a coterie of Gangrel andMekhet who wanted to up the ante and make elderswho otherwise sneered in disdain take notice.Cost: -Dice Pool: This power requires no roll to invoke.Action: ReflexiveBy combining Protean with Obfuscate the vampire

    fools onlookers into thinking she has a muchstronger beast than she actually does. This poweract's differently from Protean , it adds the user'sdots in Protean to Blood Potency when experiencingPredators Taint. The vampire chooses weather to usethis power instead of Protea n when meeting avampire for the first time. If the kindred runs afoul of a vampire with a BP greater than her own (afterbeeing modified with Beast's Bluff) she check's forRotschrek. Hence the gamble of Beast's Bluff, thevampire risks running into another kindred who cancall their bluff with a higher BP. This power can onlybe used if Mask of Tranquility is dropped.This power costs 7 experience points to learn.

    Example: Laura is a Carthian from out of town, she'swarned to expect the Invictus Sheriff to show up andintimidate her to find out where the Carthian rally willbe held. When he show's up they both experiencePredator's Taint (VtR, pg 168), the Sheriff has BP 2,and Laura has a BP 1; however with Beast's Bluff she

    adds her dot's in Protean () to her BP for a total of BP 3. The sheriff is taken aback by Laura's seemingly powerful Beast, he checks for Rotschrek while Laurachecks for Frenzy. If the Sheriff had had a BP of 4 theirsituation would have been reversed.

    (Majes ty , Vigor ) Mortals can be beautiful, beguiling creatures. Vividin ways no dead body can ever hope to fully emulate.Daeva want that. Daeva aesthetes in the OrdoDracul have developed this unnerving power toforcibly take that spark, never mind emulate it.Rumors speak of Daeva who only use this power onvirgins to gain even more beauty (or indeed that thepower itself only works on virgins).Cost: 1 BPDice Pool: Presence + Manipulation + Majesty targets Composure + StaminaAction: Extended

    The kindred must be feeding on a human to use thispower. Once the vampire start to drain the human of blood he starts to take something else, not the soul,life force, or even youth, but a combination of thethree. The kiss changes in tenor from pleasurable todraining, the kine feel energy leaving and a heavyweariness settle over them. The kindred on the other

    and begins to feel alive,stealing something intrinsicthat separates human from kindred. The vampireexhibits none of the telltale signs of vampirism,seeming to be fully alive. Each turn before ingestingvitae the kindred roll the dice pool, for each successon the activation roll the kindred can steal one pointof Presence after draining a point of vitae. The targettemporarily loses a dot of Presence and becomessickly looking, old, or sometimes even taking on thedeath like appearance of the kindred. He is left soweak that he cant expend any Willpower for the restof the scene. This power can only be used on onehuman at a time and is instantly terminated if thetarget is killed, resulting in a number of lethaldamage to the vampire per dot of Presence gained.The power lasts for a scene or all night with anexceptional success; at the end of which the vampirefeels like hes dying for a second time , vomiting up apoint of vitae for every dot of Presence gained as thatwhich was stolen returns to the human. The kinefeels reenergized and wants nothing more than to

    flee. Optional: If used on a virgin the kindredbecomes especially alluring, gaining a +1 to allSocialize rolls, or can alter their appearance to lookas young as their victim.This power costs 15 experience points to learn.

    krowe

    (Resilience , Theban Sorcery ) Cost: 1 VitaeDice Pool: This power requires no roll to invoke.Action: InstantFor the rest of the scene the Vampire increases herResolve by an amount equal to her current WoundPenalty. This also increases her Willpower andprovides an equal number of temporary Willpowerpoints (which are spent AFTER all of her naturalWillpower points are expended and disappear at theend of the Scene if not used).This power costs 18 experience points to learn.

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    - Blank Frank

    (Protean , Nightmare ) Cost: 1 WP and 1 BPDice Pool: This power requires no roll to activateAction: InstantOther requisite: Having seen a creature from the

    deep.The vampire becomes a creature out of an H.G.Wells or Lovecraft tale, anyone seeing them mustroll for Composure to stay in the same area as per theNightmare p ower, and even if successful they losea point of willpower from merely gazing at the alienhorror. Characters thus changed gain +2 toStrength, +1 to Dexterity, +2 to Stamina, and goesup a size category. This form is also capable of extended forays in high pressure deep seaenvironments, and thus has an armor rating of 2against bashing damage. It can range from tentaclehorror, to glowing angel of a thousand teeth.These abominations are meant for the deep but maycome to the surface, though few can functioneffectively on land. At ST discretion they may face a-1 or -2 penalty to action performed entirely out of water. Majesty and Dominate can not be used whilein this form.This power costs 16 experience points to learn.

    - krowe

    (Prote an , Getsumei ) All Vampires can benefit from the Blush of Health tomore readily appear alive when dealing with mortalsbut few have found the need to more easily blend inwith the dead.Cost: 1 VitaeDice Pool: This power requires no roll to invoke.Action: ReflexiveFor the rest of the scene the Vampire appears in allways to be a corpse. He suffers no Wound Penaltieswhile in this corpse-state (great for dealing withthose pesky autopsies) but cannot use Vitae to healor benefit from the Blush of Health while this abilityis in effect. Furthermore, the nearness of the body totrue death limits physical ability and sensations,imposing a -3 modifier on all such dice pools.Finally, if it is possible in your Chronicle for a non-Nosferatu to have acquired the Discipline of Getsumei or if a similar corpse-based necromantic

    Discipline exists that you are allowing access to thisDevotion, the Vampire suffers from the NosferatuClan Weakness while this power is in effect.This power costs 15 experience points to learn.

    Blank Frank

    (Cruac , Theban Sorcery ) Cost: Dice Pool: Manipulation + Occult + Cruac OR Intelligence + Academics + Theban SorceryAction: Extended; 1 turn per BP/WP convertedThe apostates in the Livian Heresy claim thisdevotion was 'divinely' handed down by Livia herself during their nights of struggle, holding it as proof of Livia's sanctity and a means to better fight their foes.Livia's Transubstantiation allows the sorcerer totransubstantiate two points of vitae into one point of willpower, or alternately two points of willpower intoa point of vitae. At least one success is required;each success represents either a point of willpower orvitae that can be gained from transubstantiation.Manipulation is rolled to transubstantiate vitae towillpower, and Intelligence is rolled to transformwillpower into vitae. This is an extended action andrequires a number of turns to complete equal to theamount of vitae or willpower that has to be spent tocreate the desired willpower or vitae. A curiosity of

    this power is that high blood potency vampires cantransubstantiate vitae into willpower very quicklybecause they can spend more vitae per turn.This power costs 14 experience points to learn.

    Blank Frank

    (Protean (water), Celerity ) Cost: 1 BPDice Pool: This power requires no roll to invoke.Action: InstantThere are times when there's nowhere to run, whenchanging into a beast or growing claws wont helpfight or evade pursuers, those times you just want tomelt away, which is exactly what this devotion does.Kindred using this devotion seem to melt beforeone's eyes and become nothing more than a puddleof water. This devotion functions exactly likeEarthmeld (water) except no contact with water isnecessary. The user can become a puddle, sink intomud, or flow down a street like normal water would.

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    Once the user's body comes to rest (be it in a pool oreven wet earth he can rise out of Earthmeld nonethe worse for wear. Some kindred have even beenknown to use this devotion to literally "drip" intocaves or other inaccessible areas.However the blessing of this power is also it's curse,unless the user takes care to "melt" into a leak proof

    container she'll come to in any of a hundred places(many unpleasant) running water can go to. Foreach hour spent Melted the user moves 1 mile (giveor take) away from the starting point, left entirely toST discretion unless the user has previously mappedout the route.This power costs 12 experience points to learn.

    krowe

    (Coil of Blood (Blood Seeps Slowly), Celerity ) Cost: 1 WillpowerDice Pool: This power requires no roll to invoke.Action InstantThe Dragon hones his control over his Vitae,focusing his preternatural speed on it rather than hisbody. For the rest of the scene the Vampire mayspend 1 more Vitae per turn than his Blood Potencyusually allows.This power costs 9 experience points to learn.

    krowe(Protean , Resilience ) Many Vampires explore the Protean Discipline as ameans to free themselves from the form they wereborn with. Some of them have gone so far as todevelop ways of taking their alternate forms withoutleaving anyone the wiser.Cost: 5 Vitae (see below)Dice Pool: Action: Extended

    With this Devotion, a Vampire may spend 5 Vitaeand, as an Instant action in the round that the last of that cost is paid, assume any alternate form at theirdisposal, be it animal or gaseous, while leaving abarely pliable replica of themselves behind.Obviously, an animal form would be moreconspicuous as it exits the fleshy shell but it ISpossible.The shell itself is made up of a layer of flesh(generally no more than .25" thick) and is rigid

    enough to hold its shape indefinitely if undisturbed.If handled roughly it will tear and even bleed a little,decomposing as natural flesh over time. If theVampire shifts back into human form withoutreentering the shell, they suffer 3 Lethal Damage asthe physical matter left behind now needs to bereplaced and the shell itself immediately crumbles to

    dust. This is not a power whose use it acceptedlightly given the massive opportunity for Masqueradebreach.This power costs 18 experience points to learn.

    krowe

    (Protean , Nightmare ) Cost: 1 VitaeDice Pool: None; Presence + Intimidation +Protean vs Composure + Blood PotencyAction: Instant; resistance reflexiveMany Vampires excel at Protean and learn to takethe shapes of animals, typically wolves or bats. Butsome enjoy more monstrous forms and mingleNightmare in the middle of their changing to createa terrible beast form that is as frightful to behold asany use of Monstrous Countenance. With thisDevotion a Vampire can choose to assume a morehorrible version of any animal form he has at hisdisposal, granting the same effect as Monstrous

    Countenance for as long as he retains that shape.This power costs 21 experience points to learn.

    Blank Frank

    (Protean , Vigor )Cost: 1 VitaeDice Pool: This power requires no roll to invoke.Action: InstantThe vampire gains the ability to partially melds hishands and feet with the material that the wall or roof is made of for the rest of the scene. The melding canfunction through light clothes like gloves and shoeswith thick ones imposing penalties. The walls androofs the kindred depends on what materials he cannormally meld with, if he can't meld with wood hecouldn't use this power to scale a wooden wall (Icecounts as water, if someone should want to scale aglacier). Functionally, this power grants anautomatic success when scaling walls. Howeverparticularly showy stunts like walking on a wall or

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    the roof require the vampire to roll Strength +Athletics.This power costs 12 experience points to learn.

    krowe

    (Resilience , Animalism )

    Kindred have amongst the best regenerativecapabilities of any supernatural creature but thereare some who strive for even more. For them there isthis Devotion and a dangerous prey...Cost: 2 Vitae*Dice Pool: Action: InstantWhen activated the Vampire gains the regenerativecapabilities of a Werewolf for the rest of the scene,healing a single Bashing Wound every turn and aLethal Wound in 15 minutes. Spending Vitae maystill heal 2 Bashing Wounds or 1 Lethal as usual inaddition to this. A Vampire with at least 1 Vitaeworth of Werewolf blood in his system may activatethis Devotion for 1 Vitae rather than 2.As a prerequisite to learning this Devotion, theVampire must feed on the heart's blood of a fallenWerewolf, an act which surely earns him the enmityof any future Werewolves he may encounter.This power costs 30 experience points to learn.

    pascale(Protean , Dominate ) The dangers of leaving one's body behind wereplainly obvious to Invictus Gangrel of high standing,and not to their liking. They discovered a way tocomplete the possession. In mist form, their wholebody is made will, ghostly apparitions whichoverwhelm their victims mentally and physically.Cost : 1 vitae, 1 willpower.Dice Pool : Intelligence + Intimidation + Dominatevs Resolve + BPAction : Contested.The vampire must be in mist form, and mustsurround a target. There is no "discreet" way of doingthis other than doing it in a secluded area, as victimswill panic and scream as they fight back. Theexpenditure of vitae transforms the mist into a mistof blood. This facilitates the physical union of thevampire in the body, as it enters any available orifice.The True Possession is different of Possession, in

    that the possession is rapid and unstable, and leavesthe victim some willpower. The physical presence of the vampire in all parts of the victim's bloodstreamallows him to overwhelm what's left.

    Roll Results Dramatic Failure The vampire becomes a prisoner

    inside the targets body, vaguely able to perceivewhat he does but unable to leave. The vampire mayattempt to escape with a Resolve + Stamina roll,maximum of one per hour. Tales tell of foolishvampires who were trapped only to free themselvestoo close to dawn to find safety.

    Failure If the victim acquires more successes, itresists the vampire's attempts.Success If the vampire acquires more successes, ittakes possession of the victim for a number of hoursequal to its successes. Subtract its successes from thevictim's willpower. The result is the number of timesper hour that a victim can attempt to reestablishcontrol.

    Exceptional Success As per Success, but thevampire may re-enter the same target at a later nightwithout spending a Willpower point.This power costs 30 experience points to learn.

    Blank Frank

    (Theban Sorcery , Coil of Banes ) Cost: 3 WPDice Pool: Humanity, Extended (no WP can bespent to augment this roll)Action: ExtendedCreated by an angel worshiping cult of Sanctifiedexpatriates in the Ordo Dracul, this devotioncombines the dark miracle of Theban Sorcery withthe Coil of Bane's transcendental properties to freethe caster from the dread force of Uriel's gaze for aday. Using this power is no easy task though; thekindred in question must bring their conviction tobear in a prayer to Uriel, hoping that they are foundworthy of this miracle. If the weight of sin is toogreat then the sun's rays sting as always and anydamage taken from sunlight can't be healed for aweek, a mark showing their hubris to all in the formof sunburns and blisters. Needless to say if the Lancefound out about this blasphemy against the divinecurse the retribution would be swift and terrible.This power does not confer immunity to Rotschrek

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    or other light/fire induced frenzy. The beast is, if anything, unsettled by the quasi-divine experience.This power costs 20 experience points to learn.

    Luxifer

    (Majesty , Vigor )[/b]

    With the strength of Vigor behind him, theToreador can literally throw his voice. It enhancesthe conversational aspects of Revelation and turns itoutwards such that it makes him sound as though hewere speaking through a megaphone.Cost: 1 VitaeDice Pool: Presence + Expression + MajestyAction: InstantWhen used to project the voice in volume, theToreadors voice will carry clearly and concisely toall places within sight of the Toreador. This power isnot conveyed over electronic media. When used toproject the voice to a specific location, the voice canappear anywhere within sight.This power costs 9 experience points to learn.

    Brandon

    (Nightmare , Majesty ) This devotion, rumored to be the creation of aNosferatu who used it to earn millions in stolenproperty. Its one of the quickest ways to clear anentire area of witnesses, security, or any other peoplewhose presence might be an... inconvenience.Cost: 1 willpowerDice Pool: Manipulation + Expression +Nightmare versus highest Composure + BPAction: Instant; resistance reflexivePlaying on the most realistic and disturbing fearsfloating in the minds of its victims, Alarm causes abrief hallucination of some shocking, frightfulsituation; one so immediately threatening that thosecaught in its radius flee from their location in acomplete panic. Anything from a fire to gunshotsshattering the living room window can be imagined,but at the heart of it all is the driving desire to flee.The power must be used sparingly, as themismatched stories of multiple victims can lead to

    unanswerable questions. Several kindred have foundthat this devotion is an excellent distraction orobstacle to throw in the way of an enemy givingchase.This power costs 24 experience points to learn.

    Roll Results:

    Dramatic Failure Victims within the desiredradius become violently opposed to leaving theircurrent locations, convinced that to do so wouldmean certain death.

    Failure The victims in the desired area areunaffected, though the feeling that they may haveseen something unusual or smelled the slightest whiff of smoke may cross their minds.Success An area up to the size of an average 1story house (Roughly 1000 sq feet) is affected.Victims flee from their location, not stopping until atleast roughly 1 city block away; victims will require asuccessful willpower roll to return to the scene anysooner than a number of minutes equal to thenumber of successes scored, and should only considerthis if someone or something of infinite importancehas been left behind in the evacuation. Theactivating player may choose to affect any size areaup to and including the maximum allowed by hersuccesses.

    Exceptional Success Victims all suffer the same

    hallucination, lending consistency to their frightfulaccounts in addition to the large area effected.

    lead0

    (Animalism , Cruac ) The Crone has eyes everywhere, for none can escapethe gaze of her savage servants. This power allows avampire to see through the eyes of not just one, butany animal they choose.Cost: Two BPDice Pool: Manipulation + Animal Ken +Animalism targets ComposureAction: InstantThis power allows the kindred to see through theeyes of a particular kind of animal (dog, rat, cat) forthe reminder of the scene and subtly manipulatethem. They can inherently feel where the types arelocated and can switch between which animal they'ride'. For example the vampire may choose to ride arat and if it isnt observing anything of interest

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    switch to another one nearby. When the ritual iscomplete the vampire can see every one of that typeof animal as if lit up in infrared up to 10 feet persuccess. While this power is in effect the vampire isonly faintly aware of her immediate surroundings,and goes almost catatonic (they suffer -4 to allperception rolls for their immediate vicinity). The

    limit of this power is that it trades the finesse of Subsume the Lesser Spirit for a wider range of animals to possess. Controlling the animal beingridden is almost impossible, Animalism will notfunction and Animalism has a 4 penalty.Kindred with Auspex may also perceive avampires aura around the animal. If the animal iskilled when being ridden the user is shocked back totheir body and all their health boxes are filled withbashing damage.

    Modifiers: +2 if the vampire poses that animal as a Proteanshape+1 if the action is in tune with the animals nature-2 if it is against the nature of the animal-4 if the request is blatantly suicidalThis power costs 18 experience points to learn.

    Blank Frank

    (Auspex , Dominate ) Cost: Dice Pool: Wits + Persuasion + Dominate Composure OR DurabilityAction: Extended (1-100+ successes depending onthe strength of the memory to be implanted orremoved)The kindred who use this power can erase thememories in an object, wipe clean the psychicimpressions of an entire room, or manipulate thememories of either with equal ease. This powerfunctions like The Forgetful Mind but targets thepsychic impressions left in objects or locations thatcan be read with The Spirits Touch. For Spiritstouch to pierce the veil of deception requires anextended action where the viewer must score moresuccesses than those gained implanting or removingthe memory. As a rule of thumb, wiping the psychicimpressions from a location takes 1 success for squarefoot.This power costs 18 experience points to learn.

    Blank Frank

    (Majesty , Obfuscate ) Cost: 1 BPDice Pool: Manipulation + Empathy + Majesty vs.Composure + BP

    Action: Instant; contested and reflexiveInsincerity is the bread and butter of kindred society,while truth is that nasty little beast that always wantsto spoil the fun. False Sympathy allows the vampireto perfectly mimic any emotional response she wantsto onlookers as well as passively expressing all theappropriate social cues to onlookers. So much so thatshe can even fool masters of Auspex into seeming tofeel their insincere emotions. This power has twoeffects: First each success on the activation rollbecomes a penalty to any use of Aura Perception andAuspex in general to determine their true thoughtsand emotions, projecting whatever emotion/colorthey want to seen; the second is to alleviate theeffects of a low humanity on human interactions,each success raises the vampires humanity cap onsocial dice pools by 1 to a maximum of 8. (In case of the vampire already has a high humanity successescan be used as bonus die to uses of Empathy andManipulate).This power costs 12 experience points to learn.

    Blank Frank

    (Obfuscate , Protean ) Cost: Dice Pool: Wits + Subterfuge + Obfuscate vs Composure + BPAction: Instant; contested and reflexiveWhen the kindred assumes an animal shape they runthe risk of seeming sorely out of place. How oftendoes one find a wolf in the inner city? Or a batperched on a nearby bush? With supreme effort thekindred can attempt to assume the shape of theanimal that onlookers most expect to see. Be it apigeon, a cat, or mangy dog. The system used is thesame for Familiar Stranger, but on a success theonlooker will see an appropriate animal, possiblyeven a trusted pet. This power lasts until the vampirereturns to human form.This power costs 18 experience points to learn.

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    pascale

    (Obfuscate , Animalism ) May need Familiar Form as prerequisite (STdiscretion).This ability was developed by a Nosferatu with aknack for getting out of trouble, but it has since

    made its way into the hands of many trouble makers.Escaping can be hard when many are after you.Using Obfuscate to cloud the minds of pursuers isrisky. Better to distract them long enough to makean escape.Cost: 1 VitaeDice pool: Wits + Subterfuge + Obfuscate versussubject's Resolve + Blood PotencyAction: Contested; resistance is reflexive.By applying the perception bending abilities of Obfuscate's Familiar Stranger, and applying it to aretinue of animals the vampire has called to him withCall of the Wild, the vampire can create multipleillusions of himself. These "Obfuscated" animals actlike themselves unless specifically ordered so by thevampire--so if a cowed rat goes into a corner andunder a table when confronted by a human...-oid,the pursuers will see the illusion of the characteracting like a rat, running all over the room andsomehow managing to elude their grasp.Should a double be grabbed (say above the real

    height of the animal), the illusion dissipates for allwho saw the event. The same applies to "impossible"events--such as the pursued character disappearingthrough a mouse hole--when they are witnessed.Other pursuers are still under the influence. Notethat knowing you are faced with an illusionarydiscipline is not enough (it can be activated before

    your eyes). Figuring out which one is an illusion iswhat dispels it.Since this ability is most often used right before theenemy's eyes, each success adds one "uncertainty" tothe equation. The enemy may have known were thecharacter was standing, but with one success, he isn'tsure if it is the one on the right or the one of the left.With two, the three on the left, where the characterwas, seem suspicious. With three...This power costs 27 experience points to learn.

    Each dot in Obfuscate allows the character to create1 duplicate.Modifiers:

    +2 if the animals are your ghouls+2 if you have protean affinity with these animals+1If you have tasted their blood-1 if it is a mixed species animal pack-1 per extra illusion past Obfuscate rating.

    Blank Frank

    (Institutionalize , Protean ) This devotion was made by a truly paranoidMorothropian in control of a psychiatric hospital. Hehad grown so ancient that mortal blood no longersated his appetite, so he extended his services to amentally ill gangrel, offering him blood and therapyfor vitae. Little did the young gangrel know that hisstay would be permanent as the crazed abbot grew tocare for him obsessively. He almost escaped onceusing Haven of Soil to fool the abbot into thinkinghe'd left his cell, but the abbot caught him and madehim teach it to him. Eventually the abbot developedthis devotion to foil any more escape attempts and tobetter control his desmens.Cost: 1 BP + 1 WPDice Pool: This power requires no roll to invoke.Action: InstantAbbots using Heart of the Castle are almost literallyomniscient; they gain awareness of what goes on intheir institutions during the day and experience

    events much like in a lucid dream. By using Havenof Soil to meld with the building itself they literallyspread their consciousness to the entirety of thebuilding and leave their body safe from harm. OneBP is spent before and in addition to the one used toactivate Haven of Soil (So a total of 2 are spent).The abbot may use Panopticon and Lord of theManor during the day and even at night (at -2penalty) if he feels like hiding.This power costs 21 experience points to learn.

    Blank Frank

    Despite the Lancea Sanctum's overt presence andpower in much of the world, there were andcontinue to be places where being affiliated with theSpear is a quick way to final death. To avoidrecognition and persecution the sorcerer becomesakin to a biblical Pariah, beneath the notice of bothfriends and enemies.(Theban Sorcery , Obfuscate )

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    Cost: 1 WPDice Pool: This power requires no roll to invoke.Action: ReflexiveKindred who know the sorcerer and know he's in theSanctified still remember him, but it mightmomentarily 'slip their mind', leading to a lack of recognition in social events and even forgetting their

    face and name entirely for the duration. Dots inobfuscate actually count as penalties towardsidentifying him as a Sanctified by eitheracquaintances in the LS or enemies, theyre alsosubtracted from relevant social rolls as well, likethose using LS covenant status. It can be turned onand off, though it's by no means a substitute forproper secrecy.This power costs 10 experience points to learn.

    krowe(Animalism , Auspex ) Cost: Dice Pool: This power requires no roll to invoke.Action: ReflexiveKindred don't always have a hard time recognizingeach other and some have spread this sense further.With this Devotion, Vampires identify Werewolveson sight, roughly judging their Primal Urge inrelationship to the Vampire's Blood Potency.

    Though they may not understand their fullsignificance, Vampires studying a Werewolf withAura Perception can see the silvery brands thatdenote Renown.This power costs 15 experience points to learn.

    Blank Frank

    (Obfuscate , Theban Sorcery ) The Lancea Sanctum is seldom popular in any givendomain, and it has more than once been thepersecuted rather than the persecutor. This power isrumored to have been miraculously developed by a

    young Sanctified during a particularly violent attackof church grounds. The legend goes that she waswounded trying to fight off Acolytes and smeared hervitae across the door of the church's innersanctum/panic room while fleeing inward. Normallya death warrant, her vitae masked the door into thesanctum, saving her and those inside from finaldeath.

    Cost: 1 BPDice Pool: This power requires no roll to invoke.Action: InstantThis power has the effect of making any use of Touch of Shadow last until dawn (or until sunlighttouches the vitae covered object) and without theneed for the kindred to be in contact or near to the

    hidden object. The vampire must first conceal theobject with Obfuscate and then she may invokethis power by daubing the vitae on the object toconceal it. Standard rules for Obfuscate vs. Auspexapply. The kindred doesn't need to make any specialdesign, though some Sanctified favor drawing spears(as a form of irony) or other personally significantsymbols. Some masters of Obfuscate and ThebanSorcery are rumored to know a variant devotion orritual that allows for entire buildings to be hidden bygetting many sanctified to cover it in this powercooperatively.This power costs 7 experience points to learn.

    Blank Frank

    (Auspex , Resilience ) Cost: 1 BPDice Pool: Wits + Investigation + Auspex -subjects Stamina or objects DurabilityAction: Instant; (Though there's only one roll two

    full turns must be spent examining the person orobject in question)While Quicken Sight freezes a moment LingeringSight makes years flow by like mist. It allows the userto see a brief glimpse of the future in how an objectwill decay. Each success ages an object's appearanceby a decade and a person's by a year. A wall mightshow its weakest spot, a building might reveal a fire,or a the next branch to break from a tree andhealthy, vibrant mortals become crippled, frailshadows of themselves. An Exceptional Success caneven provide a glimpse into the likeliest cause of death for the subject: showing the fatal flaw in abuilding or a mortal being gunned down. Whilethese visions are not prophecies per se this powerdoes have an uncanny knack for predicting how(though not when) an object or person is likely toeventually break down or die. More than one savvyElder has played up this devotion as actual Oracularabilities on their part. This ability has no effect onkindred, ghouls, or other unaging objects/persons. A

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    Failure will give a misleading impression and aDramatic Failure renders the viewer unable to seeanything but the possible future ruined selves of everyone around him.This power costs 12 experience points to learn.

    Nopp

    (Dominate , Auspex ) The Vampire can manipulate her own memories, asshe can with others using the Dominate powerForgetful Mind. This way, what the Vampire knowsto be true is altered, allowing her to escapeinterrogation through supernatural compulsion.Cost: -Dice Pool: Wits + Persuasion + DominateAction: Extended (1-100 successes, based on thecomplexity of the memories. Each roll represents fiveminutes of mental manipulation)The Vampire must be relatively calm to perform thisdevotion. The Vampire is aware of what memoriesare real and what are false until the requiredaccumulated successes are achieved. It is alsopossible to undo memory manipulation by others ononeself in this fashion, in the same way that theForgetful Mind operates on others.This Devotion costs 18 XP to learn.

    Nopp(Dominate , Auspex ) This Devotion allows a Vampire to implant a specificmemory into her subconcious, which comes to thefore of her mind when a certain trigger is fulfilled.Thus, if a character memory is altered (such asthrough use of Dominate) or faded (such as by theFog of Eternity), this memory can be restored withperfect clarity.Cost: -Dice Pool: Intelligence + Composure + DominateAction: ReflexiveThis implanted memory remains until it is forgottenand the trigger is fulfilled. A trigger must be in someway related to the memory stored. For example, if aVampire stored the memory that a woman whowears rose smelling perfume was a hunter, and thatfact was forgotten, the smell of roses could bring thememory back to the fore of the mind. This memorystored usually can't be more than a basic fact. An

    exceptional success means more complex memoriesare restored. If the Vampire meets her triggerwithout having lost the memory, then nothinghappens and the memory remains implanted. TheVampire can have up to as many memories stored asshe has dots in Intelligence.This Devotion costs 10 XP to learn.

    Blank Frank

    (Nightmare , Obfuscate ) The haunts who use this devotion invoke a veryspecific form of Dread, preternatural silence. Thevampire smothers all sounds within earshot and evendeadens sounds from outside, creating a trulydeafening silence.Cost: 1 BPDice Pool: Manipulation + Empathy + Nightmarevs highest Composure + BPAction: Contested; resistance reflexiveOnce activated this power creates a zone of silencethat follows haunt wherever she goes, radiatingoutwards 5 yards per willpower dot the vampirepossesses. All sound is blanked out inside the radiusof the devotion; even those outside its area of effectcan't hear sound originating from inside its radius.The exception to this is the vampire using thisdevotion may, by spending 1 WP, speak at normal

    volume to anyone inside or outside the radius of Quiet Terror or otherwise generate sound. For thisreason Quiet Terror is considered the counterpointto Awe; though rather than inspire awe it inspiresthe kind of silent fear the appearance of a villainmight. Still, anything to shut up those Daeva.Those under the effect of Quiet Terror might notimmediately notice it unless they're in a very noisyarea (Intelligence + Investigation), nor do theyimmediately notice the vampire or fear her oncespotted (though they can subconsciously tell theyhave something to do with it). Successes gainedactivating this power are subtracted to all perceptionrolls involving sound, including the kindred usingthis devotion.This power costs 12 experience points to learn.

    Successes - Sound silenced 1 - Footfalls / Light ambient sound2 - Conversation across the room / Light work3 - Nearby conversation / Stereo

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    4 - Immediate Conversation / Car horn5 - Construction crew / Rock Concert

    krowe

    (Auspex , Nightmare ) A Vampire of some power is capable of triggering a

    moment of utmost personal fear in a victim throughsheer force of will. But sometimes forcing such anexperience isn't as rewarding as just knowing whatthat utmost personal fear is. By taking her intimateknowledge of terror and focusing on it with hertelepathic strength, the Vampire can easily bait thesubconscious mind into revealing its deepest, mostdreaded fears.Cost: None for a mortal; 1 WP for a supernaturalsubject unless the supernatural subject is willing.Dice Pool: Intelligence + Socialize + Auspex -ResolveAction: InstantAs with Telepathy Success provides the user withthe desired information, in this case the subject'smost avid fear, the thing that she would experienceshould Shatter the Mind be unleashed upon her atthat very moment. Exceptional Success providesadditional detail about that fear or additional fears.A Dramatic Failure subjects the user to the effects of Shatter the Mind with the intended target's

    Successes being the length of time the mildDerangement lasts. Do to the precise nature of theinformation saught and the familiarity of theVampire with it, the target of this power does not getan Intelligence + Composure roll to detect anyforeign presence in their mind.This power costs 24 experience points to learn.

    krowe

    (Aus pex , Theban Sorcery ) This simple Devotion was developed my a SanctifiedMehket to identify a person's faith and determinehow strongly they followed it. It was rumored that hedid so to help him avoid the repercussions of a curselaid upon him that caused serious detriment shouldhe harm members of a particular religion.Cost: Dice Pool: This power requires no roll to invoke.Action: ReflexiveA Vampire who has learned this Devotion does

    nothing special to access it. Instead, whenever usingAura Perception (Auspex ) the user can gatherinformation about the subject's beliefs and faith. Shecan either identify what faith the subject adheres toas well as how strong that devotion is or determinehow the subject regards a particular faith that maynot be their own. Either effect is done with the same

    -2 modifier as reading the subject's nature.This power costs 9 experience points to learn.

    lead0

    (Resilience , Auspex ) Cost: 1 vitaeDice Pool: This power requires no roll to invoke.Action: InstantThe kindred gains the benefits of Heightened Senseswithout risking sensory overload from suddenchanges in the environment like a flashlight to theface or a fog horn to the ear. This sensory resilienceeven extends to heightening two or more senses atonce. This power lasts for one scene.This power costs 6 experience points to learn.

    Blank Frank

    (Auspex , Animalism to )Cost: -

    Dice Pool: This power requires no roll to invoke.Action: N/AThe kindred who master this power cancommunicate with beasts without the need for eyecontact or speech. Their telepathy is augmented tofunction not only on sentient minds but also anyanimal they come across, allowing contact even withblind animals. With effort this power can beexpanded to encompass Animalism and ;Obedience no longer requires eye contact to initiateor verbal cues to control the animal, and Call of theWild can be used without making a sound. Whenthe kindred chooses to use Telepathy tocommunicate with an animal they roll Telepathynormally but replace Socialize with Animal Ken.When the kindred chooses to use Obedience or Callof the Wild telepathically they roll each powernormally but replace Presence with Intelligence.Some kindred with this power still prefer to useAnimalism the old fashioned way to avoid thefinicky unpredictability of Telepathy when precision

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    whose violence is limited only by their blood supply.A terrifying few are no longer so limited.Cost: 2 BPDice Pool: Stamina + Athletics + VigorAction: InstantThe kindred invoking Implacable Strength teachtheir body to hold it's unnatural strength far longer

    than it normally could. They focus their will andanger into a smoldering furnace rather than a ragingfire and manage to draw out the duration of Vigor.For each success activating Implacable strengthVigor lasts another scene/hour. An exceptionalsuccess leaves it active all night. The furnace mayonly be lit once a night, and Vigor can't be activatedconcurrently with it.Would be dynamos of destruction beware: It's easierto light the furnace than to douse it, once stokedinto fiery activity the Beast must be calmed down.The user must make an extended Resolve +Composure roll with a target of five successes to 'cooloff' the beast and avoid frenzy (an ST may require anextra success for each scene of extended vigor pastthe first). Failing a roll results in an undirectedfrenzy. The other cost of Herculean strength makesthe kindred like a bull in a china shop for the rest of the night. All non combat physical actions suffer aone die penalty out of clumsiness, even afterImplacable Strength expires one has to readjust to

    their former limits. Dramatic failure's at Dexterityactions might even damage or break an item at STdiscretion.This power costs 15 experience points to learn.

    krowe

    (Vigor , Majesty ) Cost: 1 VitaeDice Pool: Dexterity + AthleticsAction: InstantSometimes a little lull in combat, just a smalldistraction, is enough to turn the tide. With thisDevotion, a Vampire spends 1 Vitae and makes avisually complex close-combat attack (twirling,spinning, flipping, switching hands or other suchHollywood-esque maneuvers). The attack itself is ata -2 modifier for the flourish but if it results insuccess (whether the target ultimately takes damageor not, the attack just has to conceivably makecontact... yes, this could be arbitrary) the Vampire

    may immediately use Awe.There are no extra penalties to Awe beyond thenumber of people effected but as the targets are,presumably, in combat they will be shocked out of Majesty's effect in short order (as soon as they areattacked or when their Initiative is up, maybe losingtheir action as they reorient themselves). Until then,

    their Defense is halved (at least) and they arefocused on the Vampire.This power costs 6 experience points to learn.

    Naggoth

    (Resilience , Gustus ) The greedy damned of the Macerellius are alwaysseeking the next sensation for their palate andsometimes this takes them to places that aredangerous even for one of the kindred. Thisdevotion allows one of the gluttons to have someprotection when seeking dangerous new sensationsCost: 3 vitaeDice Pool: Strength + Survival + GustusAction: Extended; Instant once Vitae spentWhen activated the power allows the glutton tobolster the fat of their frame with their vitae.Dramatic Failure: The devotion fails to have itsintended effect and the user actually weakens hisflesh. For the rest of the night damage taken is

    doubled. Failure: No effect develops.Success: Each success allow the vampire to gain atemporary point of armor against bashing or lethaldamage. In addition the vampires corpulent formtakes only half damage from conventional firearms.The effect lasts for one scene. During the effect thevampires fat hardens and sits heavily upon theirbones imposing a -2 speed penalty to all physicalactions including combat and movement.

    Exceptional Success: Aside from the staggeringamount of armor gained the kindred takes nodamage from conventional firearms during thisscene. The speed penalty remainsThis power costs 21 experience points to learn.

    Blank Frank

    (Resilience , Celerity ) Among the Invictus patience is more than a virtue,its a philosophy; patrons strive to teach their

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    protgs that everything comes to he who waits. Thisdevotion is an odd marriage between the patience of ages and the frantic pace of unlife in the nightlydance. Languid Rush was developed by an Invictuselder who was so patient he wanted his supernaturalspeed to slow down and last longer.Cost: 1 BP

    Dice Pool: This power requires no roll to invokeAction: ReflexiveThe vampire using this power calls upon thepreserving aspect of Resilience to extend one of thebenefits of Celerity past the one turn limit. Wheninvoking Languid Haste the vampire chooses whichbenefit to extend (bonus to initiative, defense, orspeed), the effects last for one turn + dots of Resilience. This power may only be invoked once perturn until its effects expire, so the kindred using thisdevotion cant use it two extend two benefitsconcurrently. He could however invoke it again onceexpired and choose a different benefit. Celerity maybe used normally even when this power is active,though its effects do not stack with this devotions.This power costs 12 experience points to learn.

    pascale

    (Resilience , Protean ) Some have called it the perfect defense. Others see it

    as the metaphysical opposite of the Mist Form.Regardless, the few monsters that have developedthis ability are truly creatures to be feared.Cost: 3 BpDice Pool: This power requires no roll to invoke.Action: InstantWhen activated this transformation makes thevampire's skin as smooth as marble, but much harderwhile being flexible at the same time. Bullets, knives,and other lethal or Aggravated physical damages arehalved. Damages incurred while in this shape causecracks and chips in the skin, as if the character werea statue, which can be very painful when returningto normal shape (imagine missing a piece of yourchin, in the form of a fissure across your face...). Firecauses NO DAMAGE while in this form, butsunlight will cause it to peel off as if it were a layer of dried paint.This power costs 30 experience points to learn.

    Luxifer

    (Celerity , Dominate )Cost: 1 BPDice Pool: Presence + Subterfuge + Dominate vs Resolve + Blood PotencyAction: Action: Instant; contested and reflexive

    The mesmerizing effects of Dominate allow thevampire to cause people to momentarily forget wherethey were standing only a few moments ago. Thiscombined with celerity allows them to move in a waythat puts them out of sight and out of mind.Essentially, the caster moves out of sight from thesubject who momentarily forgets his quarry, whilethe Kindred gets to simultaneously position himself in an advantageous position for his next attack.This power costs 16 experience points to learn.

    krowe

    (Obfuscate , Vigor ) Cost: 1 VitaeDice Pool: Wits + Larceny + Obfuscate vs Composure + Blood PotencyAction: Action: Instant; contested and reflexiveA Vampire using this Devotion attempts to cloud hisopponent's mind into reading an action other thanthe attack he has planned. For every Success the

    user gets over his intended target that target lowerstheir Defense by one. A target denied their entireDefense is assumed to be completely surprised by theattack.This power costs 6 experience points to learn.

    Blank Frank

    (Obfuscate , Celerity ) Cost: 1 vitaeDice Pool: Dexterity + Stealth + Obfuscate Highest Composure + WitsAction: InstantFor the rest of the scene the vampire using thispower masks uses of high rank Celerity, making itseem like the vampire is moving unpredictably ratherthan moving preternaturally fast. Appearing on theopposite side of the room is chalked up to a lightningfast tumble while the viewer blinked, a miraculousdodge of an unavoidable attack becomes a lucky trip.The kindred gets a bonus die to use this power if

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    they're wearing loose, dark, billowy clothes.This power costs 6 experience points to learn.

    krowe

    (Dominate , Celerity ) Moving preternaturally fast is common benefit of the

    Embrace and one that comes with a host of applications. But sometimes it is better not toincrease your own abilities but to diminish those of another. Clever Vampires studied the qualities of their Blood and developed this...Cost: 1 VitaeDice Pool: Intelligence + Intimidation + Dominatevs Resolve + Blood PotencyAction: Instant; contested and reflexiveA Vampire using this power activates it by makingeye contact with his intended target and willing thesubject to slow down. If successful, the target'sInitiative, Defense, and Speed are each lowered byan amount equal to the Vampire's Celerity as theirmovements become sluggish and difficult. This effectlasts for 1 Turn. Intrigued by this power, someKindred have begun experimenting with combiningits power with that of Majesty for an area effect.Their progress is unknown at this time...This power costs 9 experience points to learn.

    krowe(Essentiaphagia , Resilience ) For Vampires focused on the study of Ghosts,sometimes a little more protection is desired.Cost: 1 VitaeDice Pool: Resolve + Stamina + ComposureAction: InstantEach Success rolled when activating this power actsas a penalty to a ghosts Dice Pool for any action ittakes against the vampire. This spiritual tougheninglasts for a single Scene. At the Storyteller'sdiscretion, this Devotion may also provide similarhardship for Spirits as well.This power costs 12 experience points to learn.

    Version History: Update 2/26/2007 Added: Beauty in the Blood,Familiar, Lambs Blood, Languid Rush, The Look,Manipulation of Truth, Note to Self, Peerless

    Update 12/9/2006 Added: Alarm, Beast's Bluff,Center of the Labyrinth, Familiar Pack Scatter, FauxFaade, Quiet Terror, Skin of the Dire Wolf,Smothering Will and True Possession.Update 11/12/2006 Added: Luxifer's Toreadordevotions Aegis, Fascination, La Dolce Vita, MaeCulpa, Mouthpiece, Rapturous Touch, Sway the

    Masses, Objet Dart, Slave of Blood and VocalProjection.Update 11/5/2006