Disciplines

“Looking around me, I knew that I had awakened.
When my energies first surged through me I discovered how to move like lightning
how to borrow the strenght of the earth
how to be as stone
These were like breathing once was to me.
Lilith then showed me how she hides herself from hunters
how she commands obedience
and how she demands respect
Then, awakening myself further, I found the way to alter forms
the way to have dominion over animals
the way to see beyond sight.”

—The Book of Nod

Disciplines.jpg
Disciplines work like every other trait and have ratings from one dots to five. One dot indicates rudimentary proficiency with the Discipline, while five dots indicates mastery.


Purchasing Disciplines


All Disciplines have individual powers known as Devotions. For example, the Compel Devotion (•) for Dominate lets the vampire issue brief commands to victims, while the Possession Devotion (•••••) for Dominate lets the vampire seize control of victims’ bodies. Devotions have dot ratings according to how powerful they are.

For every dot a character buys in a Discipline, they gain one free Devotion at the purchased dot rating. Characters can buy additional Devotions for the same XP cost as an equivalent-dot Edge.

Amalgams: Some Devotions require proficiency in more than one Discipline. Characters must also possess the listed number of dots in the other Discipline to take these Devotions. Amalgam Disciplines cost whatever dot rating is more expensive.

Commonality: Not all Devotions are widely shared or known. Common Devotions are familiar to virtually every practitioner of the Discipline and can be independently learned by any vampire for whom the Discipline is in-clan. Uncommon Devotions must be taught by an instructor, typically in return for a Debt or as part of a pre-existing relationship (e.g., passed down from sire to childe). Many practitioners of the Discipline are still familiar with them. Rare Devotions are kept secret between small numbers of Kindred: some may be entirely unique to one vampire. Rare Disciplines can have outlandish effects that stretch what the Discipline is presumed to be capable of and are typically only shared among close allies and blood kin. Outsiders who wish to learn such Devotions need leverage beyond any one Debt.

With time and/or effort, PCs may develop unique Devotions of their own. Consult with the GM if you are interested in doing so.

Learning Disciplines and Devotions: Vampires can independently learn in-clan Devotions and physical Devotions (Celerity, Fortitude, Potence). To learn a non-clan Devotion, the vampire must drink 1 Hunger’s worth of blood from a vampire who knows the Devotion and spend a variable amount of time under them being instructed in its use. Teaching someone a new Devotion is worth a Debt. Friendly Kindred such as Mentors, Paramours, and coterie-mates may teach Devotions for free. Diablerie allows Kindred to develop any Devotions known by the victim without the need for instruction.

Neonate PCs may learn an initial maximum number of Discipline dots equal to (Blood Potency + Corruption + 3). Further Discipline dots may be learned with GM permission, diablerie, or other unique means.


Using Disciplines


Clashes of Wills: Sometimes, two Disciplines clearly oppose one another. For example, when two vampires attempt to Dominate the same mortal, or a vampire with Auspex comes across a hiding vampire with Obfuscate, there is a Clash of Wills. The PC rolls their (dots in the relevant Discipline) + Blood Potency against a DC of 1/3 NPC’s (dots in the relevant Discipline) + Blood Potency. On a success, the PC’s Discipline wins out: they Dominate the mortal, notice the Obfuscated vampire, and so on.

Clashes of Wills also apply against the supernatural powers of other night-folk. For example, if a PC vampire tries to Dominate a mortal under the influence of an NPC mage’s Mind Sphere, the PC would roll against a DC of 1/3 NPC’s (Mind + Supernatural Tolerance).

Glossary: “Night-folk” is a catch-all term for supernatural creatures: “common” supernatural races such as vampires, werewolves, mages, etc. and their associated hangers-on (ghouls, kinfolk, etc.), ephemeral entities such as spirits and demons, less common races that aren’t played by PCs, and other supernatural beings that aren’t so easily classified. “Night-folk” is an in-universe term.

“Supernatural Tolerance” is whatever game trait measures a night-folk’s innate supernatural power. It’s Blood Potency for vampires, Rank for werewolves, Gnosis for mages, etc. Night-folk without a species-specific trait simply have Potency.

Resisting NPC Disciplines: When an NPC uses Disciplines on your PC, reverse the traits you’d roll for its DC and dice pool.

For example, Confidant uses a dice pool of Charisma + Presence against a DC equal to 1/3 (Composure + Supernatural Tolerance). When an NPC tries to use that Devotion on your PC, you’d roll Composure + Blood Potency against a DC equal to 1/3 (NPC’s Charisma + Presence).


Devotions List


Animalism


• Devotions

Famulus (Common)
The vampire can issue telepathic commands to any ghouled animal under their control. The animal must be within sight or hearing of the vampire to receive their commands.

Feral Whispers (Common)
The vampire can talk with an animal to ask it questions or issue verbal commands. The animal can’t answer anything it doesn’t understand (many abstract human concepts are lost on animals), but an inquisitive vampire can still find out a lot. The animal will follow any reasonable command—it won’t throw itself into onrushing traffic to no purpose, but it could be commanded to attack the vampire’s enemies. Smarter animals may be able to answer more questions and execute more complex commands than less intelligent animals. Animals under another night-folk’s control (including ghouled aimals) are immune to this Devotion.
Cost: 1 Rouse check. Duration: One night.

Sense Beast (Common)
The vampire can spend questions through Figure Someone Out to find out the target’s Blood Potency (vampires or ghouls), Rank (werewolves), Hunger (vampires), Craving (ghouls), or Rage (werewolves).


•• Devotions

Animal Succulence (Common)
The vampire can gain deep nourishment from the blood of animals. They always treat their Blood Potency as if it were 1 for purposes of slaking Hunger from animals. (Vampires at Blood Potency 2-3 normally slake fewer Hunger, and ones at Blood Potency 4+ can slake none at all.)

Beckoning (Common)
The vampire can spill their blood to telepathically summon every animal of a certain type (e.g., cats, rats, wolves) within the nearest few blocks or equivalent area. The vampire can choose not to summon some animals. The summoned animals can be asked questions or issued commands as per Feral Whispers.
Cost: 2 Rouse checks. Duration: One scene.

Feral Speech (Common)
Choose a single type of animal (e.g., cats, rats, wolves). This Devotion functions as Feral Whispers, except the vampire no longer needs to make Rouse checks to communicate with the chosen type of animal.

Raise the Familiar (Common)
The vampire can raise a dead animal’s corpse into an undead servitor to do their bidding. The familiar has the same statistics and appearance that it did when it died, but is unimpaired by any premortem injuries. Most mortals don’t notice anything wrong about the familiar unless they examine it closely, but find something about it unnerving. Living animals react to the familiar with terror or aggression. The vampire can telepathically command the familiar over any distance, but can’t ask it questions. The familiar follows orders without regard for self-preservation. It’s already dead.
Cost: 1 Rouse check. Duration: One night. The vampire can raise the same familiar more than once.


22 Solid (Uncommon)
This Devotion was developed in 1982 by Dr. Antoine Stockton. A Michigan physician who was Embraced by a
Gangrel with a dying ghoul and more urgency than sense, Dr. Stockton became an Anarch night doctor. A recalibration of
the undead body’s resistance to harm was a spectacular yield from his studies of Kindred physiology. He called it
“Too Too Solid Flesh” because he was a scholar of the classics. The Anarchs using it in the struggle tonight are
generally less educated, more modern, and inclined to call it 22 Solid.
This Devotion gives a ghoul the benefits of vampiric Dead Flesh. Rolls to withstand harm by guns and ‘nonlethal’ source of trauma like fists, stun guns, pepper spray, extreme temperatures, etc. take Advantage. The ghoul still needs to breathe and can still get physically tired.

Beast’s Vigor (Uncommon) (Fortitude •• amalgam)
The vampire can transfer their wounds to an animal by touching them. The vampire reduces their penalties from the Injured Condition by any amount and makes the animal suffer them in the vampire’s place. Animals smaller than human size may only be able to accept penalties up to a certain amount before dying. Larger than human animals may be able to survive penalties in excess of 5.
Cost: 1 Rouse check.


••• Devotions

Feral Loquacity (Common)
This Devotion functions as Feral Whispers, except it’s “always on.” The vampire no longer needs to make Rouse checks to communicate with animals of any type.

Feral Outburst (Common)
The vampire can incite one mortal, animal, or night-folk into a state of feral rage. They attack or try to destroy whatever the vampire directs them to. Affected vampires and werewolves succumb to frenzy.
Cost: 1 Rouse check. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s Resolve + Supernatural Tolerance. Animals not controlled by other night-folk don’t require a roll. Duration: Scene.

Summon the Hunt (Common)
The vampire can spill their blood to telepathically summon every animal within the nearest few blocks or equivalent area. The vampire can choose not to summon some animals. The animals can be asked questions or issued commands as per Feral Whispers.
Cost: 2 Rouse checks. Duration: One night.


Quell the Beast (Uncommon)
By locking eyes with a target, the vampire cows their inner Beast into temporary slumber. Mortals and animals become incapacitated with lethargy and will only take physical actions to defend themselves or people they care about if attacked. Vampires cannot enter frenzy (and exit frenzy if currently frenzying), but also cannot make Rouse checks, use Disciplines, or pass predatory aura rolls without marking Corruption. The vampire also takes Advantage on Physical and Intimidation rolls against the target.
Cost: 1 Rouse check. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s Resolve + Supernatural Tolerance. Non-agitated mortals and animals don’t require a roll. Duration: Scene.


•••• Devotions

Animal Dominion (Common)
The vampire can command any number of animals within sight or hearing as if the animals were extensions of their own body. The animals follow any command, no matter how dangerous. They’ll lay down their lives by the dozens, even hundreds, to appease their master. Commanding animals already under another night-folk’s control takes a Clash of Wills.
Cost: 2 Rouse checks. Duration: Scene.

Feral Infection (Common)
The vampire can incite any number of nearby humans, animals, and night-folk within the room into a state of feral rage. They attack or try to destroy whatever the vampire directs them to. Affected vampires and werewolves succumb to frenzy.
Cost: 2 Rouse checks. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s Resolve + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. Animals not controlled by other night-folk don’t require a roll. Duration: Scene.

Subsume Spirit (Common)
The vampire takes over an animal’s body and controls it as if it were their own. The vampire’s body falls into torpor. The vampire uses the animal’s Physical Attributes and their own Skills and non-Physical Attributes. The vampire can’t use Blood Sorcery or any Disciplines or supernatural powers that rely on speech, and can’t use any Disciplines during the day without marking Corruption. If the animal’s body dies while the vampire possesses it, mark Corruption.
Prerequisite: The vampire can only take over a predatory, parasitic, scavenging, or plague-bearing animal. The Beast won’t inhabit the body of prey. Cost: 1 Rouse check. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s (Resolve + Supernatural Tolerance). Duration: One night.


One with Beast (Uncommon)
The vampire can enter frenzy at will. The vampire chooses their Beast’s desire at the outset (e.g., to attack a victim), and then lets go. The frenzy lasts until the Beast gets what or the scene ends.
Cost: 1 Rouse check. The vampire can make an additional Rouse check to use this Devotion whenever they succumb to a mind-influencing power like Presence or Dominate.

Reason’s Salon (Uncommon)
Animalism can draw bestial behavior out of a person, but with this Devotion, it can also suppress those behaviors. By spreading their Vitae about a building or gathering place, the vampire can keep Kindred from losing control and unleashing their Beasts for a short time. All rolls to resist frenzy, resist another vampire’s predatory aura, and calm other Kindred down from frenzy take Advantage. For this reason, it’s not always rare to see a Gangrel master of Elysium.
Cost: 3 Rouse checks. Duration: One night.

Shared Soul (Uncommon)
The vampire can view one scene’s worth of memories from any point in an animal’s past. Some Gangrel use this Devotion as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with true beasts.
Prerequisite: The vampire must be touching the animal. Cost: 2 Rouse checks.

Uproot Beast (Uncommon)
The vampire can project their Beast at the moment of frenzy, transferring it into a nearby subject, either mortal or vampire. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.
Cost: 1 Rouse check. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s (Resolve + Supernatural Tolerance). Duration: As frenzy.


••••• Devotions

Animal Sovereignty (Common)
The vampire exercises absolute knowledge and control over every animal within a city block. The vampire can command them to do anything, no matter how dangerous or suicidal. By concentrating, the vampire can perceive through the senses of any one animal, and can speak through the animal in their own voice. By making a Rouse check, the vampire can use any Discipline they know through the animal besides Blood Sorcery. This kills the animal after the Discipline activates (if it has an instantaneous effect) or its duration expires. Commanding animals already under another night-folk’s control takes a Clash of Wills.
Cost: 3 Rouse checks. Duration: Scene.

Devil’s Claws (Common)
The vampire’s power over their Beast is near-perfect. The vampire can enter frenzy at will and choose their Beast’s impulse, wielding frenzy like a weapon to draw and sheath as they need. Since frenzying vampires are immune to mental coercion, the vampire can use this Devotion to effectively nullify Disciplines like Dominate and Presence. However, the vampire must succeed on a Clash of Wills.
Cost: 2 Rouse checks.

Lord of the Land (Common)
The vampire spills their blood over an area where other night-folk don’t reside, marking it as their territory. Animals not controlled by the vampire won’t enter and fight to escape if forced inside. Mortals and night-folk stay away or try to leave if the vampire’s Charisma + Animalism beats a DC of (1/3 Resolve + Supernatural Tolerance). The vampire instinctively senses when an animal, mortal, or night-folk enters their territory, and what their Supernatural Tolerance is. Entering characters can conceal their presence with Obfuscate or another applicable power if the vampire fails a Clash of Wills. By concentrating, the vampire can perceive through the senses of any animal in their territory. Any lesser Animalism Devotions the vampire uses on animals within their territory are permanent until dismissed or the animal leaves.
Cost: 3 Rouse checks for a small house, 6 Rouse checks for a city block, 9 Rouse checks for a castle or skyscraper. Duration: Permanent until the vampire abandons their territory. The vampire can only claim one area at once.


Drown Beast (Uncommon)
The vampire can project their Beast or another vampire’s or werewolf’s Beast at the moment of frenzy. The vampire transfers it into a nearby subject, either mortal or any type of night-folk. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.
Cost: 1 Rouse check. Dice Pool: Charisma + Animalism. DC: 1/3 victim’s (Resolve + Supernatural Tolerance). Duration: As frenzy.

Auspex

Characters with Auspex add their Auspex dots to Perception rolls.


• Devotions

Heightened Senses (Common)
The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies, and smell the fear of cowering prey. This grants Advantage on Perception rolls. You can activate this Devotion whenever the GM calls for a Perception roll. If the vampire is exposed to extreme sensations while the Devotion, such as loud bangs, flashes of intense light, or overpowering smells, the vampire must succeed on a Wits + Resolve roll (DC varies) to dampen their senses in time. On a setback, the overload makes them take Disadvantage instead.
Cost: 1 Rouse check. Duration: Scene.

Perfect Nightsight
The vampire can see without impediment in pitch darkness and no longer takes Disadvantage on sight-based rolls.

Probe Thoughts
The vampire can use Intelligence instead of Wits on rolls to Figure Someone Out and can ask questions about a victim’s surface thoughts (that is., things immediately on their mind) that are impossible to deduce through mundane observation: for example, the specific cards in someone’s hand during a poker match, rather than just how confident they seem. The vampire can also ask questions about what Edges (Backgrounds, Merits, and Flaws) the victim has.
Prerequisite: The victim must be a mortal or lesser night-folk. Cost: 1 Rouse check. DC: As Figure Someone Out.

Quicken Sight (Common)
The vampire can easily make out fast-moving objects. They can follow a specific card in a deck as it’s shuffled, track the loaded chamber in a game of Russian Roulette, pick out subliminal messages in a film or on television, read pages of text in seconds, and even read the headline on a newspaper as they drive past the newsstand at 60 miles per hour. The vampire automatically succeeds on Perception rolls to make out such objects. They also take Advantage on Perception rolls to track or follow night-folk with superhuman speed, including vampires with Celerity.


Intuition (Uncommon)
The vampire has a primitive sense of precognition that makes them a very good guesser. The vampire’s player can ask the GM any question that relies on random guesswork (e.g., roulette numbers, the shortest path to a destination, whether one person is “right” for another) and receive a brief but accurate answer.
Cost: 1 Rouse check per answered question.

Penumbral Awareness (Uncommon)
The vampire can perceive events in the Shadowlands, the Spirit World, the Near Hedge, or some other top-most “layer” of any realm in the Penumbra that overlaps with mundane reality. The vampire can be perceived by entities within that Penumbral realm while using this Devotion.
This Devotion can only be used to perceive events within a single Penumbral realm, determined when the Devotion is first taught to the vampire. If their teacher can only see into the Shadowlands, they can’t teach the vampire to see into the Near Hedge. The vampire can learn this Devotion more than once to see into additional realms, but this is rare.
Cost: 1 Rouse check. Duration: Scene.

Sense Mortal Sin (Uncommon)
The vampire can ask questions about a mortal’s or lesser night-folk’s sins when making rolls to Figure Someone Out: what their Vice or permanent Corruption is, what recent sins they’ve committed, what sins they want to commit but haven’t, formative traumas from their past, and so on. Next to Probe Thoughts, this Devotion sacrifices breadth for depth: it isn’t limited to the victim’s surface thoughts and can find out more information about a narrower topic.
This Devotion is widely taught among Sanctified vampires, but no one seems to know where it originally came from.

Unseen Sense (Uncommon)
Choose a type of night-folk, such as mages, werewolves, changelings, ghosts, etc. The vampire can recognize them on sight in the same way they can recognize other vampires and ghouls. The vampire can also recognize lesser night-folk associated with the true night-folk, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc.


•• Devotions

Premonition (Common)
The vampire experiences flashes of insight. These may take the form of raised hackles, sudden inspiration or even vivid visions. While never too precise, these visions can let the vampire find a nearby clue or alert them as to imminent danger. Extra successes let the vampire’s player ask questions about what they’ve seen. This Devotion can only activate once per scene.
Cost: 1 Rouse check. Dice Pool: (Intelligence or Wits) + Auspex. DC: 1/3 target’s (Composure + Supernatural Tolerance). DCs for non-personal clues and dangers vary by situation.

Read Thoughts (Common)
This Devotion functions as Probe Thoughts, except the vampire can now read the surface thoughts of true night-folk. The vampire can also ask questions to find out what dot ratings the victim has in Attributes, Skills, Disciplines, Supernatural Tolerance, and permanent Corruption.
Cost: 1 Rouse check to read the surface thoughts of other night-folk. Reading the surface thoughts of mortals is now free. DC: As Figure Someone Out.


Medium (Uncommon)
The vampire senses whenever ghosts are nearby. If the vampire performs a seance, they can also hear and understand the summoned ghost perfectly, as if the ghost were speaking aloud. (Normally, most ghosts must rely on ouija boards or similar communicative aides to make themselves understood beyond vague signs.)
Cost: 1 Rouse check to perform a seance.

Sense Immortal Sin (Uncommon)
This Devotion functions as Sense Mortal Sin, except the vampire can use it on true night-folk.

Shatter the Shroud (Uncommon) (Potence •• amalgam)
With Auspex, Kindred can see through the shrouds of Obfuscate and other supernatural powers used to hide. This Devotion extends that ability with force, shattering those gifts and exposing their users for the world to see. Whenever the vampire wins a Clash of Wills roll to pierce a hiding power, the victim’s hiding power ends immediately. They can re-activate it normally, but for a moment, everyone sees them and knows where to look for them.
Cost: 1 Rouse check.

Solidsight (Uncommon)
By concentrating, the vampire can see through solid barriers up to a foot thick. This can allow them to see behind walls and doors, the contents of briefcases or other containers, and so on.
Duration: Scene.


••• Devotions

Share Senses (Common)
By reaching out with their mind, the vampire can tap into another person’s senses, seeing, hearing, and feeling what they do. The vampire remains aware of their own perceptions, though the effect takes some getting used to. Night-folk know when they are being perceived through by this Devotion, but not by who. Targets with Auspex or similar extrasensory powers detect the vampire’s specific presence if the vampire doesn’t succeed on a Clash of Wills.
Prerequisite: The target must be within range of the vampire’s blood sympathy, have some of the vampire’s blood within their body, or be within the vampire’s line of sight. Cost: 1 Rouse check. Dice Pool: (Intelligence or Wits) + Auspex. Don’t roll if the target is willing or a non-agitated mortal. DC: 1/3 target’s (Composure + Supernatural Tolerance). Duration: Scene.

The Spirit’s Touch (Common)
The vampire can ask one question about a touched object’s or location’s history per success on an (Intelligence or Wits) + Auspex roll. “Answers” appear as flashes of memory that may make more sense with context or prior knowledge. Objects and locations with dark enough histories may trigger a Resolve + Composure roll to resist involuntary Corruption.
Cost: 1 Rouse check. DC: 2.


Impart Sight (Uncommon)
The vampire can extend their second sight to another character, granting them use of a single Auspex Devotion the vampire knows. Roll the character’s Attribute + Auspex dots (if any) for the dice pool.
Cost: 2 Rouse checks. Duration: Scene.

Paravocalization (Uncommon)
By envisioning someone in their head, the vampire can talk to them as if they were next to each other. This Devotion isn’t telepathy—the person can physically hear the vampire’s voice, and so can anyone nearby. The person the vampires contacts can verbally reply back. Many mortals are likely to react with fear and/or question their own sanity when they hear an invisible voice.
Prerequisite: The target must be within range of the vampire’s blood sympathy, have some of the vampire’s blood within their body, or be within the vampire’s line of sight. Cost: 1 Rouse check per Hangouts message of dialogue (the GM may charge extra for overly long messages). The first use in a chapter is free.

Puppeteer (Uncommon) (Dominate ••• amalgam)
By concentrating, the vampire can see perceive through the senses of a victim who’s fully blood bound to them or under the effects of a non-permanent Dominate Devotion they’ve used. The vampire can also speak through the victim’s mouth in their own voice.
Cost: 1 Rouse check. Duration: Scene.


•••• Devotions

Prediction (Common)
Some people are capable of finishing their friends’ sentences. Vampires with Prediction sometimes begin other peoples’ sentences. Prediction is a constant low-level telepathic scan of the minds of everyone the vampire is in proximity to. Whenever a person the vampire is aware of says something or takes an action, the vampire’s player can declare they saw it coming and take another action before the other person’s: whatever message the GM posted was actually just an Auspex-induced premonition. The vampire’s player must use this Devotion immediately after the GM’s posted message, and the vampire may not be able to stop what they see from happening. This Devotion only grants a chance to alter the future, not certainty of it.
Cost: 2 Rouse checks. DC: 1/3 subject’s Composure + Supernatural Tolerance

Telepathy (Common)
The vampire can mentally transmit words and images to nearby people without speaking aloud. By making a Rouse check and an (Intelligence or Wits) + Auspex roll, the vampire can view one scene’s worth of memories from the victim’s past per success.
DC: 1/3 victim’s Composure + Supernatural Tolerance


Sixth Sense (Uncommon)
The vampire can see, hear, and speak to ghosts without effort. They don’t need to resort to ouija boards, seances, or other mystical (and potentially error-prone) means to locate a ghost and establish contact with it—the vampire can simply walk up to ghosts and start talking. However, ghosts are drawn to such mediums like moths to a flame. Although they are warier around vampires than mortals, the vampire must frequently deal with their pleas, ravings, and entreaties.

Telepathic Command (Uncommon) (Dominate • amalgam)
The vampire can use Dominate on victims telepathically, without any need to speak aloud. The vampire still must maintain eye contact with the victim.
Prerequisite: Telepathy ••••.


••••• Devotions

Telepathic Web (Common)
This Devotion functions as Telepathy, except the vampire can serve as a “switchboard” between multiple individuals. Anyone nearby the vampire chooses can telepathically communicate with anyone else nearby the vampire chooses. The vampire always hears whatever thoughts people in their web transmit, even if they don’t mean to include the vampire.
Cost: 1 Rouse check per included individual. Duration: Scene.

Twilight Projection (Common)
The vampire can detach their soul from their body, which falls into torpor. The vampire’s detached soul is invisible, incorporeal, and linked to their body by a silver cord. The vampire can travel miles in the blink of an eye and even leave the earth altogether for the Underworld or Astral Plane. The vampire can speak and make themselves visible to some people if they choose, but can’t use any Disciplines or supernatural powers besides Auspex unless they mark Corruption. Characters with Auspex or similar extrasensory powers see the vampire if they get a setback on a Clash of Wills. The vampire’s soul can only be harmed by supernatural attacks. Ghosts, spirits, and other ephemeral entities can interact with the vampire as if they were physically solid and vice versa.
Cost: 1 Rouse check, and 1 additional check per night the vampire spends out of their body. Duration: Indefinite.


Expel Soul (Uncommon) (Potence ••• amalgam)
The vampire can punch someone’s soul out of their body after defeating them in combat. This functions like Twilight Projection, except the victim’s expelled soul only travels as fast as their body walks and they can’t mark Corruption to use non-Auspex supernatural powers. The bodies of mortal and ghoul victims fall into an apparent coma-like state. The vampire can see and hear the victim’s expelled soul normally. If the victim leaves the area, the vampire can effortlessly find them by following the silver cord linking their soul to their body. Powers to possess or take over the victim’s body succeed without a roll.
Cost: 1 Rouse check. Duration: Permanent. The bodies of vampiric victims continue to make daily Rouse checks and eventually fall into torpor. The bodies of mortals and ghouls eventually die if not fed and hydrated, releasing the victim’s soul to its final destination. The vampire can rejoin the victim’s soul with their body at any time, as can other soul-manipulative powers with a Clash of Wills.

Mirror Reflex (Uncommon)
This Devotion was developed by a Toreador elder who made a fearsome reputation through her fencing prowess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is essentially a low-level telepathic scan of an opponent, but this power taps into physical (rather than social) reflexes, allowing the character to anticipate an enemy’s moves in personal combat.
The vampire can add their Auspex dots to Brawl, Firearms, and Melee rolls against opponents. This overlaps (does not stack) with the dice bonus from Celerity, Fortitude, and Potence.

Celerity


• Devotions

Alacrity (Common)
The vampire adds their Celerity dots to their Dexterity dots. This can increase their Dexterity to 6 or more. By making a Rouse check, the vampire can make an additional number of dice rolls equal to their Celerity dots as part of any Move to outrun someone. Add up all the successes. This can allow the vampire to easily outclass mortal runners, and at higher levels, to even outspeed cars.


•• Devotions

Creeping Crawl (Common)
The vampire can walk across vertical surfaces and cling to ceilings like a spider or gecko. The vampire’s feet and hands cling to whatever surface they walk upon. The vampire’s hair, clothes, and carried items are still subject to normal gravity: a sudden rain of loose change from the ceiling can be a give-away in the wrong circumstances.
Cost: 1 Rouse check. Duration: Scene.

Posthaste (Common)
The vampire can complete an independent physical task in a fraction of the normal time. Cleaning up a murder scene, digging a grave, even putting together a jigsaw puzzle: the vampire can do it all in less than a minute. Truly prolonged tasks, such as entering every possible combination into a safe with a lockout delay, may simply take less time (e.g., a day instead of a week).
Cost: 1 Rouse check.

Weightless Tread (Common)
The vampire can run across water and other permeable surfaces as if they were fully solid. The vampire sinks if they stop running.
Cost: 1 Rouse check. Duration: Scene.


Hypermetabolism (Uncommon)
The ghoul can burn through their own energy reserves to fuel their powers. By taking the Injured Condition (or increasing its penalties by 1) , the ghoul can use a Devotion without making a Rouse check. If the Devotion costs two or more Rouse checks, it costs one Rouse check fewer. The ghoul can also take the Injured Condition and not have to eat, drink, or sleep for 24 hours.


••• Devotions

Blink (Common)
The vampire rapidly flashes from place to place. People don’t see them as anything more than a blur—they can make out the vampire’s rough height, build, and clothing, but not features. This lets the vampire stage ambushes (granting Advantage on their first attack roll against someone) and flee scenes or cross distances faster than any mortal can follow. Ambushing or outrunning another vampire with Auspex or Celerity (or other night-folk with preternatural speed or senses) takes a Clash of Wills.
Cost: 1 Rouse check

Interrupt (Common)
The vampire can interrupt another character’s recent action and supersede it with their own, retconning it from having happened. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way. The vampire must succeed on a Clash of Wills to interrupt other night-folk with preternatural speed. The vampire’s player must use this Devotion in their next post after whatever action they want to interrupt.
Cost: 2 Rouse checks.

Tireless Tread (Common)
True teleportation is impossible, at least through Celerity. This Devotion is the next-best thing. The vampire can cross miles of distance in minutes, arriving at their destination at roughly 50 mph. While the advent of modern transportation has made this Devotion less useful than it was in historic eras, vampires in the 21st century have increasingly come to appreciate how it leaves behind no paper trail or record of passage. The vampire has no need to make potentially time-consuming travel arrangements, either. They just envision their destination and go.
Cost: 2 Rouse checks. Duration: One night or until the vampire slows down.

Untouchable (Common)
The vampire becomes a blur of motion. Fists, swords, and even bullets simply whiz harmlessly past. As long as the vampire doesn’t attack anyone, they can only be physically attacked by another Celerity user (or other night-folk with preternatural speed) who they fail a Clash of Wills against. The vampire also has to stay constantly moving to maintain this Devotion’s protection, but can remain within the same room.
Cost: 2 Rouse checks. Duration: Scene.


•••• Devotions

Draught of Elegance (Common)
The vampire can saturate their blood with the power of Celerity, conveying a portion of that grace to anyone who drinks of it. Drinking a Rouse check’s worth of blood lets the drinker temporarily use the vampire’s Celerity dots in place of their own. The drinker gains no additional Devotions besides Alacrity.
Cost: 1 Rouse check. This is in addition to the requirement that the drinker consume a Rouse check’s worth of the vampire’s blood. Duration: One night for mortals and ghouls; for other vampires, until the next feeding or the other vampire reaches Hunger 6.

Interrupt (Common)
This Devotion functions like the three-dot version of Interrupt, except the vampire can take two actions instead of just one. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way, then handcuffing them to a table or removing them from the building. The vampire can’t physically attack someone more than once.
Cost: 3 Rouse checks.

Levitate (Common)
The vampire can float through the air. They levitate at the same pace as a leisurely stroll and can turn or rotate their body at any angle. This Devotion isn’t useful for crossing distances quickly, but it can allow the vampire to reach places they couldn’t, to stage ambushes (such as by hanging suspended from a ceiling), and to simply cow or impress onlookers.
Cost: 1 Rouse check. Duration: Scene.

Unseen Tread (Common)
This Devotion functions as Tireless Tread, except the vampire moves at roughly 100 mph and ordinary mortals don’t notice the vampire’s passage. Motion-sensitive devices still can, as do night-folk with preternatural speed or senses.


Not There (Uncommon)
This Devotion functions like Blink, except the vampire doesn’t just blur: they straight-up vanish. They’re effectively invisible for as long as they keep moving. The vampire can kill or abduct someone, steal things, get into or out of areas, and do it all without onlookers having any idea who was there. The vampire still makes noise, though, and the aftereffects of their actions may be obvious. The vampire must succeed on a Clash of Wills to stay invisible to night-folk with preternatural speed or senses.
Cost: 1 Rouse check per unseen action.


••••• Devotions

Flight (Common)
The vampire can fly, hovering and drifting in any direction as easily as they walk across solid ground. This can put the vampire out of reach of attacks, allow them to get to places they normally couldn’t, and get the drop (sometimes literally) on opponents and bystanders. The vampire flies as quickly as they run and can combine this Devotion with other Devotions to even greater effect. A vampire who also has Translocation, for example, can cross oceans without recourse to ships or airplanes (given enough time).
Cost: 1 Rouse check. The vampire use the effects of the Levitate Devotion for free. Duration: Scene.

Flower of Death (Common)
One of the most feared applications of Celerity, this Devotion allows the vampire to clear rooms of foes in an instant, rendering numeric advantages nigh-irrelevant. Whenever the vampire makes an attack roll, they can have it apply to as many other opponents in the same room-sized area as they want.
Cost: 1 Rouse check per extra opponent attacked.

Interrupt (Common)
This Devotion functions like the three-dot version of Interrupt, except the vampire can take up to a scene’s worth of actions instead of just one action. For example, the vampire might stop a gunman from shooting someone by tackling them out of the way, throwing away the gunman’s weapon, racing across town with the gunman back to their haven, chaining the gunman to a bed, and any number of further possible actions. This Devotion can burn through a great deal of blood, however. The vampire can’t make more than one physical attack.
Cost: 1 Rouse check, plus 1 extra Rouse check per action taken.


Ghostwalk (Uncommon)
The vampire becomes effectively insubstantial, ceasing to be affected by the laws of nature. The vampire can move in any direction in spite of obstructions, gravity, or logic: the vampire can run through walls and solid barriers as if they weren’t there, run across water, run up walls, run across ceilings, and so on. The vampire is immune to environmental hazards for as long as they keep moving, including fire and sunlight, although every action that takes a dice roll costs an extra Rouse check. No one sees or hears the vampire for as long as they keep moving unless the vampire attacks them, wants them to, or they’re also preternaturally fast and succeed on a Clash of Wills.
Cost: 2 Rouse checks. Duration: Scene.

Dominate

Eye Contact: The victim must see the vampire’s eyes for Dominate to work. Deliberately avoiding eye contact gives the vampire Advantage on sight-dependent rolls against the victim. The vampire can attempt to catch the victim’s gaze with a (Charisma or Manipulation) + (Social Skill, usually Intimidation) roll, DC = 1/3 victim’s (Wits or Resolve) + Composure. Unless the vampire can communicate through supernatural means (such as Auspex 4), the victim must also be able to hear the vampire and understand their language.

Limits: Commands resulting in obvious death or serious injury to the victim, or to anything they value as much as their own life, fail automatically. Commands resulting in other social or physical harm, such as undressing in public or attacking one’s allies in combat, take Disadvantage if the vampire is already making a Dominate roll. Dominated victims act with no independent judgment or initiative and follow the vampire’s commands literally, making it useless at extracting information (which requires the victim to exercise independent cognition in answering questions).

Memories: Victims of Dominate don’t remember the vampire giving them commands, or what they did while under the vampire’s thrall, unless the vampire tells them to remember. The victim can realize they have a few moments missing if pressed, or if they see evidence of the deeds they committed while under the vampire’s thrall (such as shooting their spouse and “waking up” to a corpse in front of them and a gun in their hands). Cruel applications of Dominate can easily drive mortals mad.

Night-Folk: Rolls to Dominate night-folk with higher Supernatural Tolerance than the vampire take Disadvantage unless the vampire marks Corruption.


• Devotions

Cloud Memory (Common)
The vampire can make the victim forget their memories of up to the past scene.
Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.

Compel (Common)
The vampire can make the victim follow an immediate command, taking no more than several seconds to complete.
Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.


Telepathic Command (Uncommon) (Auspex •••• amalgam)
The vampire can use Dominate on victims telepathically, without any need to speak aloud. The vampire still must maintain eye contact with the victim.
Prerequisite: Telepathy ••••.


•• Devotions

Mesmerize (Common)
The vampire can make the victim follow longer and more complex commands with multiple clauses. For example, “When you see Henry, shoot him in the head, put the gun in his hand, and drive back to your apartment,” counts as four clauses.
Cost: 1 Rouse check per clause beyond one. Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 (victim’s Resolve + Supernatural Tolerance). Duration: One night. Don’t roll against non-agitated mortals.

Misremember (Common)
The vampire can rewrite the victim’s memories of the past scene into anything they choose. False memories of even the past few minutes can have potentially profound consequences for the victim: “You killed that man” and “I wasn’t here” combine to frame a victim for murder.
Cost: 1 Rouse check. Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals. Duration: Permanent, but the vampire has to roll again at Disadvantage if the victim encounters evidence their memories aren’t real (the GM may choose to make this roll for the player in secret), so the vampire is best served by making believable alterations. On a setback, the victim realizes something about their recollections is amiss. On a success, they dismiss what they saw or question their own sanity.
Other vampires with this Devotion who suspect the victim’s memories were altered can attempt to draw out the victim’s true memories with a Rouse check and a Clash of Wills. Even when successful, this process is often deeply traumatic to the victim’s mind.


••• Devotions

The Forgetful Mind (Common)
This Devotion functions as Misremember, except the vampire can rewrite a day’s worth of memories per Rouse check.

Submerged Directive (Common)
The vampire can embed a post-hypnotic command in a victim, such as “Kill your spouse on October 25th.” The vampire can’t embed more than one command in the same victim, but can pack multiple clauses into the same command, such as “Kill your spouse [one] on October 25th [two] if they leave the house [three], but not if they leave their briefcase behind [four] or ask you to come with them [five]."
If the vampire knows a Devotion that can alter memories, the vampire can embed a command for the victim to forget things, remember false things, or remember real things as if the vampire had used the memory-altering Devotion (or canceled its effects) on the victim. For example, the vampire could embed a command for a servant to remember a set of posthumous instructions in the event of the vampire’s torpor or final death.
Cost: 1 Rouse check per clause. Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 (victim’s Resolve + Supernatural Tolerance). Duration: Permanent. People can walk around with orders buried in their heads for years.


The Grand Delusion (Uncommon)
The vampire can make the victim believe something that isn’t true: that someone is poisoning their food, that a doppelganger has replaced their loved one, that something lives in the shadows of their apartment, and so on. The vampire defines the victim’s exact beliefs, but can’t control their reaction to those beliefs. For example, the vampire can force someone to believe that their friends hate them, but not that they must attack their friends.
This Devotion is frequently shared among Malkavians.
Cost: 2 Rouse checks. Dice Pool: (Intelligence or Charisma) + Dominate. DC: 1/3 victim’s (Resolve + Supernatural Tolerance). Duration: One night.

Puppeteer (Uncommon) (Auspex ••• amalgam)
By concentrating, the vampire can see perceive through the senses of a victim who’s fully blood bound to them or under the effects of a non-permanent Dominate Devotion they’ve used. The vampire can also speak through the victim’s mouth in their own voice.
Cost: 1 Rouse check. Duration: Scene.


•••• Devotions

Conditioning (Common)
Through sustained manipulation, the vampire can make a victim more pliant to their will. The vampire no longer needs to make Rouse checks to use Dominate Devotions on the victim and does not need to make eye contact with them: it’s enough for the victim just to hear the vampire’s voice, even over the phone. If other night-folk try to affect the victim with mind-influencing powers, the vampire can make a Clash of Wills to stop them from working.
The vampire must pay a high price for the mind they’ve ensnared, however. Victims Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination, even when they aren’t Dominated. In the end, such victims become like automatons or the walking dead.
Only mortals and ghouls can be affected by this Devotion. The Beast in vampiric would-be victims rebels against such sustained control, and other night-folk have their own mental defenses.
Prerequisite: The vampire must repeatedly Dominate the victim over a period of weeks. A Retroactive Action can be useful for establishing the vampire has already been doing so when the player doesn’t want to wait for weeks. Cost: 1 Corruption. Dice Pool: (Intelligence or Presence) + Dominate. DC: 1/3 victim’s (Resolve + Composure). Given the extended nature of this roll, the vampire may always Take Third on it.

Entombed Command (Common)
This Devotion functions as Submerged Directive, except the vampire can include a number of clauses equal to their Dominate dots with every Rouse check.

The Lying Mind (Common)
This Devotion functions as The Forgetful Mind, except the vampire pays 2 Rouse checks to alter up to a year of the victim’s memories.


Rationalize (Uncommon)
The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. If the victim is pressed on their belief, the vampire must make an (Intelligence or Charisma) + Dominate roll against a DC of (1/3 victim’s Resolve + Supernatural Tolerance). A setback lets the the victim question their own statement, and possibly their sanity. Long-term exposure to this Devotion can lead to severe mental trauma in the victim.


••••• Devotions

Possession (Common)
The vampire takes over a victim’s body and controls it as if it were their own. The vampire’s body enters torpor. The vampire uses the victim’s Physical Attributes and their own Skills and non-Physical Attributes. The vampire can use any Disciplines they or the victim know by making an additional Rouse check whenever they do so. The vampire can’t use any non-vampiric supernatural powers the victim possesses, and can’t use any Disciplines during the day without marking Corruption. If the victim’s body dies while the vampire possesses it, mark Corruption.
Cost: 1 Rouse check. DC: (Intelligence or Charisma) + Dominate. DC: 1/3 victim’s (Resolve + Supernatural Tolerance). Duration: One night.


Oberon’s Grail (Uncommon)
This Devotion functions as The Forgetful Mind, except the vampire pays 3 Rouse checks to alter as many of the victim’s memories as they want—the vampire can give the victim total amnesia or rewrite their entire life. However, such enormous alterations make it an equally enormous task to get every single detail right. Fear of this Devotion’s use is often just as effective as its actual use.

Fortitude


• Devotions

Resilience (Common)
The vampire adds their Fortitude dots to their Stamina dots. This can increase their Stamina to 6 or more. The vampire also reduces the penalties they take from the Injured Condition by an amount equal to their Fortitude dots (to a minimum of 0).


•• Devotions

Immovable (Common)
The vampire roots themselves to a single spot. No force with lower Strength than the vampire’s Stamina can move them from where they are. (Since Resilience adds the vampire’s Fortitude to their Stamina, this Devotion can easily make them immovable to mortals.) The vampire takes Advantage on rolls to avoid being moved by stronger forces.
Cost: 1 Rouse check. Duration: Scene.

Iron Facade (Common) (Obfuscate • amalgam)
The vampire appears completely unaffected by any injuries they suffer, no matter how severe. The vampire can make existing injuries seemingly vanish or can just appear unimpaired by them. This can change the social dynamics of many situations if the vampire appears to take someone’s best shot and shrug it off. It can also conceal vulnerabilities to banes and other weaknesses. Night-folk with Auspex or other preternatural senses can see through this if the vampire gets a setback on a Clash of Wills.
Cost: 1 Rouse check. Duration: Scene.

Recuperative Sleep (Common)
The vampire can mend their dead flesh with rest and a pittance of vitae. Every use of Mending reduces the penalties from the Injured Condition by 1 per Fortitude dot instead of just 1.
Prerequisite: The vampire must declare they are using this Devotion when they enter daysleep. It takes effect when they wake up the next evening.

Unswayable Mind (Common)
The vampire can re-roll three dice that turned up failures for any roll to resist being swayed through mundane charms, coercion, and wiles. Some vampires exhibit Unswayable Mind as zen-like calm, others as supernatural stubbornness.
Cost: 1 Rouse check.

Vigilance (Common)
The vampire can resist the call of daysleep. By making a Rouse check, they can automatically awaken during the day or stay awake for an additional scene.


Beast’s Vigor (Uncommon) (Animalism •• amalgam)
The vampire can transfer their wounds to an animal by touching them. The vampire reduces their penalties from the Injured Condition by any amount and makes the animal suffer them in the vampire’s place. Animals smaller than human size may only be able to accept penalties up to a certain amount before dying. Larger than human animals may be able to survive penalties in excess of 5.
Cost: 1 Rouse check.

Slowed Metabolism (Uncommon)
The ghoul can subsist upon half as much food, water, and sleep as a normal human. They can also hold their breath for twice as long. Poisons and diseases also don’t affect them as easily. Take Advantage on any rolls to resist deprivation, remain awake, resist a poison or disease, and so on.


Healer’s Touch (Rare)
The Salubri’s signature Devotion stems from their ability to apply the vampiric regenerative process to others. The vampire’s third eye (if they have one) opens wide, shedding slick sanguine light. The target feels sweet, invigorating energies rushing into their wounds.
The vampire can use Mending on anyone they physically touch. This costs Rouse checks as normal.


••• Devotions

Efficient Healing (Common)
Every use of Mending reduces the penalties from the Injured Condition by 2 instead of just 1. This Devotion doesn’t stack with Recuperative Sleep, but the vampire can still use both: reducing penalties by 2 when they use Mending during the night, and by 3 or more during daysleep.

Inviolable Mind (Common)
This Devotion functions as Unswayable Mind, except the vampire can also re-roll dice for rolls to resist being mentally swayed through supernatural means (e.g., Dominate or Presence).


Defy Bane (Uncommon)
The vampire can ignore the effects of a single bane for one dice roll or other brief action. A vampire with Weakened by Symbols, for example, could activate this Devotion to deface a holy symbol. The vampire cannot use this Devotion to ignore their clan bane.
Cost: 1 Rouse check. Every additional time the vampire uses this Devotion in the same scene costs an additional Rouse check.

Slowed Metabolism (Uncommon)
The ghoul is far less encumbered by human biological needs. They still need to eat, but can indefinitely subsist off any organic matter (dirt, paper, leaves, etc.) without ill effect. The ghoul is immune to non-supernatural diseases, poisons, and other biological ailments that don’t cause the Injured Condition, and can’t be killed by ones that do—drinking bleach still hurts the ghoul, but won’t be enough to kill them on its own. The ghoul can still contract ailments and pass them on to others. Finally, the ghoul doesn’t need to drink for as long as they can eat (the moisture in whatever they ingest is enough), can hold their breath for hours instead of minutes, and gains the benefits of a full night of sleep in only two hours.


Shepherd’s Watch (Rare)
The Salubri’s third eye opens and flares a bright white, illuminating a barely-visible ward around the vampire and their charges—anyone designated by the vampire who’s close enough to physically touch them. Opponents can’t attack the vampire or their charges unless attacked first.
This Devotion is exclusive to the Salubri.
Cost: 2 Rouse checks. Dice Pool: Resolve + Fortitude. DC: 1/3 opponents’ Resolve + Supernatural Tolerance. Roll once and compare the result against every opponent’s DC: some may succumb and some may resist. Duration: Scene.


•••• Devotions

Draught of Endurance (Common)
The vampire can saturate their blood with the power of Fortitude, conveying a portion of that endurance to anyone who drinks of it. Drinking a Rouse check’s worth of blood lets the drinker temporarily use the vampire’s Fortitude dots in place of their own. The drinker gains no additional Devotions besides Resilience.
Cost: 1 Rouse check. This is in addition to the requirement that the drinker consume a Rouse check’s worth of the vampire’s blood. Duration: One night for mortals and ghouls; for other vampires, until the next feeding or the other vampire reaches Hunger 6.

Safe Slumber (Common)
A vampire is at their most vulnerable while in daysleep or torpor. This Devotion mitigates that, at least somewhat. Whenever the vampire enters daysleep or torpor, a protective stone-like calcification grows over their body that renders them immune to damage not from fire, sunlight, or banes. Even if the vampire’s body is fed into a wood chipper, the broken chunks simply fuse back together. Once the vampire awakens, the protective calcification crumbles apart.


Pseudocide (Uncommon)
The vampire can fake their demise, collapsing into a clump of ash seemingly identical to as if they had met final death. While in ash form, the vampire remains aware of their surroundings and can move at a slow crawl, but is otherwise helpless to take physical actions. The vampire’s consciousness remains in the largest portion of the ash if any of it gets separated. Nothing can harm the vampire in this form except for fire, sunlight, and banes.
Cost: 2 Rouse checks. Duration: Scene. Most vampires either wait for their would-be killers to leave or try to make good their escape before their body reforms. The Obfuscate Discipline can be especially effective when combined with this Devotion.

Reflection (Uncommon)
The vampire can reflect a supernatural power someone tries to use on them back at the user. The vampire chooses how the power manifests. For example, if someone tries to use the Mesmerize Dominate Devotion on the vampire, the vampire could choose what commands to implant the user with (but couldn’t implant more commands than the user had made Rouse checks to pay for).
Prerequisite: The vampire must beat the DC to resist the power by one or more successes. Cost: 2 Rouse checks.

Slowed Metabolism (Uncommon)
The ghoul has transcended most human metabolic needs. They no longer need to eat and are immune to non-supernatural diseases, poisons, and other biological ailments. The ghoul can swallow bleach, handle radioactive waste, or contract AIDS and be none the worse for it, though the ghoul still transmits any ailments they’ve contracted to others. The ghoul breathes and hydrates through their pores, making them effectively immune to thirst or oxygen deprivation so long as there are even trace amounts of either in the air. Finally, the ghoul no longer needs to sleep. Although they can still do so, most of the few ghouls to master this Devotion take stubborn pride in being able to serve their domitors literally 24 hours a day.


Father’s Judgment (Rare)
The Blood is Caine’s gift. The Salubri pronounce judgment on those who misuse it. Their third eye glowing as silver as Raphael’s soft halo, the vampire renders the target’s vitae inert, causing it to seize within them and clot into dead dark chunks. Even powerful elders fear repeated use of this Devotion.
Father’s Judgment is almost exclusive to the Salubri and a few Banu Haqim.
Cost: 2 Rouse checks. Dice Pool: Resolve + Fortitude. DC: 1/3 target’s Resolve + Supernatural Tolerance. Every success increases the target’s Hunger by 1. They also can’t make Rouse checks for the rest of the scene.


•••• Devotions

Juggernaut (Common)
The vampire renders themselves completely immune to all forms of harm. Even the strongest Kindred can’t maintain this state for long, but for as long as they do, they’re veritable gods of blood.
Cost: 3 Rouse checks. Duration: One dice roll’s worth of actions, or several seconds’ worth of time.

Pain’s Prowess (Common)
Injuries and impairments now only fuel the powers of the vampire, who grows stronger and faster from each blow, rend, or tear received. Only utter destruction can stop one who calls upon this Devotion. In addition to taking never taking penalties from the Injured Condition at this point (thanks to Resilience), the vampire gains a +1 bonus on Physical rolls for every die penalty that Injured would normally inflict.
Cost: 1 Rouse check. Duration: Scene.


Indestructible (Uncommon)
No vampire can return from final death. This Devotion is the next-best thing. It functions as Pseudocide, except the vampire automatically assumes ash form whenever they’d normally be destroyed: the player doesn’t have to declare when the vampire uses it (and possibly be too late). Fire and banes also cease to harm the vampire, although sunlight still does.
Duration: Indefinite. The vampire can remain in ash form for as long as they’d like to convince their foes they’ve been destroyed. The vampire still enters daysleep and makes nightly Rouse checks as normal.

Obfuscate

Mixed Signals: Obfuscate tricks the victim’s mind directly, removing traces of the vampire from the sensory information reaching their brain, rather than fooling their senses directly. Someone viewing an Obfuscated vampire through a live video feed won’t perceive them, even if the feed still records them (subject to the limits of Lost Visage). Obfuscate affects smell and taste as much as sight or hearing—potentially useful if the vampire angers a pack of werewolves, or another vampire with sharp senses.

Piercing Obfuscate: People who suspect a vampire they can’t see is present can try to follow incidental signs of the vampire’s passage (gaps in a crowd, parted areas of smoke, etc.) with a Perception or Wits-based roll at Disadvantage. The DC is set by the vampire’s relative stealth. On a success, they can physically interact with the vampire for the rest of the scene, but rolls to do so take Disadvantage.

Characters with Auspex have a much easier time and can simply roll a Clash of Wills. On a success, they can see and interact with the vampire normally for the rest of the scene.


• Devotions

Cloak of Shadows (Common)
As long as the vampire stands still in one spot, people ignore their presence completely. It doesn’t matter where the vampire is or what they look like. People unconsciously move around the vampire to avoid contact with them. If moving around the vampire is impossible (e.g., if they’re standing in the middle of a doorway), this Devotion fails when someone bumps into them. People the vampire touches or speaks to also notice them.
Duration: Scene.

Face in the Crowd (Common)
People don’t care what the vampire looks like or what they’re carrying. They ignore the vampire’s presence unless the vampire is somewhere they shouldn’t be or does something that would draw attention (screaming, punching someone, etc.). People the vampire touches or speaks to also notice them.
Duration: Scene.

Iron Facade (Common) (Fortitude •• amalgam)
The vampire appears completely unaffected by any injuries they suffer, no matter how severe. The vampire can make existing injuries seemingly vanish or can just appear unimpaired by them. This can change the social dynamics of many situations if the vampire appears to take someone’s best shot and shrug it off. It can also conceal vulnerabilities to banes and other weaknesses. Night-folk with Auspex or other preternatural senses can see through this if the vampire gets a setback on a Clash of Wills.
Cost: 1 Rouse check. Duration: Scene.

Silence of Death (Common)
Popular among the Banu Haqim, this power completely silences the vampire, nullifying all sound made by them. They can scream their head off and no one will notice. This Devotion does not eliminate sounds the vampire makes outside their personal space (e.g., throwing objects or slamming doors). As with other Obfuscate Devotions, this Devotion affects victims’ minds and does not fool microphones or other electronic sound detectors.
Duration: Scene.


Behind the Throne (Uncommon) (Presence • amalgam)
Majesty is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them allows one to direct attention while unobserved. This Devotion allows the vampire to focus the effects of Presence Devotions on someone else, as if they had used it instead of the vampire.

Ignis Fatuus (Uncommon)
The vampire can conjure an illusion that confounds a single sense. For instance, they could evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. The illusion’s volume is limited to a room-sized area and the vampire can’t more than one illusion active at once. If a victim physically interacts with an illusion or has good cause to doubt its reality, they see through it. This Devotion is widely taught among Clan Ravnos.
Duration: Scene.

Ventriloquism (Uncommon)
The vampire makes their voice sound like someone else’s. They can’t mimic a specific person, but they can make their voice fit any other possible vocal type. The vampire can also “throw” their voice and make it seem to originate from any nearby point.
Duration: Scene.


•• Devotions

Forgettable Face (Common)
The vampire can make themselves sound and look like a nondescript stranger who someone expects to find in the area. The vampire appears as the same race, gender, and build as the onlooker. The vampire doesn’t smell or feel any different than normal, and close interaction can give away that something is amiss. The Devotion’s effect also breaks if the vampire does something onlookers aren’t expecting them to do (e.g., punching someone at a charity gala, but not punching someone at a riot).
Prerequisite: The vampire must be somewhere onlookers expect to find possible strangers. Cost: 1 Rouse check. Duration: Scene.

Touch of Shadow (Common)
By touching an animal, person, or object small enough to carry, the vampire can make people ignore it like it wasn’t there. People subconsciously register an object’s presence and try not to bump into it, but don’t notice the object unless someone forces them to interact with it (e.g., throwing it at them). An animal or person can break this effect at will.
Cost: 1 Rouse check. Duration: Scene.

Unseen Presence (Common)
This Devotion functions as Face in the Crowd, except people ignore the vampire’s presence even if the vampire is somewhere they shouldn’t be.


Fata Morgana (Uncommon)
The vampire can conjure an illusion that confounds all five senses. For instance, they could make a filthy center an opulent ballroom with graceful dancers. The illusion’s volume is limited to a room-sized area and the vampire can’t more than one illusion active at once. If a victim physically interacts with an illusion or has good cause to doubt its reality, they see through it. It’s easy enough to fool an enraptured person with suggestions of what they might expect, though. A bucket of brackish water is as cool as chilled champagne. This Devotion is widely taught among Clan Ravnos.
Cost: 1 Rouse check. Duration: Scene.

Mimicry (Uncommon)
This Devotion functions as Ventriloquism, except the vampire can also mimic the voice of any individual they’ve heard before.

Steal Sense (Uncommon)
With a touch, the vampire can make someone blind, deaf, mute, or anosmic (unable to smell).
Cost: 1 Rouse check. Dice Pool: (Intelligence or Wits) + Obfuscate. Don’t bother rolling against non-agitated mortals. DC: 1/3 victim’s Wits + Supernatural Tolerance. Duration: Scene.


••• Devotions

Cloak of Night (Common)
The vampire turns psychically invisible. People can’t see, hear, or smell the vampire no matter what the vampire does. People notice if the vampire physically interacts with them or disturbs the nearby environment, though, and may question their sanity if there’s no apparent cause. (Many Malkavians use this Devotion for exactly that purpose.) People don’t notice when the vampire uses this power unless they’re paying close attention to the vampire. The vampire can also make themselves visible to some people but not others.
Cost: 1 Rouse check. Duration: Scene.

Conceal the Multitude (Common)
The vampire can extend the effects of any one-dot Obfuscate Devotion they know to any number of people, animals, or objects within a room-sized area. The vampire can also affect a single object up to the size of a medium car.
Cost: 1 Rouse check in addition to the original Devotion’s cost, if any. Duration: Scene or original Devotion’s duration, whichever is shorter.

Mask of a Thousand Faces (Common)
The vampire can make themselves look, sound, smell, and feel like a subjective face (“a frail old woman,” “a night watchman,” etc.). People perceive the vampire as whoever they expect to see based on the guise in question. The vampire can’t appear as a specific individual.
Cost: 1 Rouse check. Duration: Scene.


Steal Perception (Uncommon)
This Devotion functions as Steal Sense, except the vampire can steal a victim’s specific perceptions instead of their entire sense. For example, the vampire could make a victim unable to see certain people, unable to hear certain sounds, and so on.


•••• Devotions

Conceal Dwelling (Common)
This Devotion functions as Touch of Shadow, except it affects any object or building up to the size of a two-story house. People outside the building don’t see, hear, or otherwise notice anyone inside.
Cost: 1 Rouse check. Duration: One night.

The Familiar Stranger (Common)
The vampire can make themselves look, sound, smell, and feel like someone else, such as a subjective face (“a frail old woman”) or a specific person (“Todd’s friend Jason”). People perceive the vampire as whoever they expect to see based on the guise in question. Vain Nosferatu often use this Devotion to appear as they did before their Embrace, but find that it offers little comfort. They still know what they look like underneath.
Cost: 1 Rouse check. Duration: One night.

Obscure the Multitude (Common)
The vampire can extend the effects of any one- or two-dot Obfuscate Devotion they know to any number of people, animals, or objects within a room-sized area. The vampire can also affect a single object up to the size of a small house.
Cost: 1 Rouse check in addition to the original Devotion’s cost, if any. Duration: Scene or original Devotion’s duration, whichever is shorter.

Vanish (Common)
This Devotion functions as Cloak of Night, except people don’t notice if the vampire disturbs the environment around them. They assume it was “always” that way unless the change is impossible to rationalize—e.g., starting a fire, but not opening a door or removing an object. Even mortals paying close attention to the vampire don’t notice when they use this Devotion. They simply forget the vampire was ever there. By making an extra Rouse check, the vampire can extend the effects of Vanish to any person or object they touch. The vampire can drain a victim to death in the middle of a street and no one will bat an eye.


Army of One (Uncommon)
Outnumbering an opponent provides tremendous advantages. When it’s not possible to actually have more allies
present than the enemy does, a savvy tactician fakes it. The vampire can cause a dozen or so phantasmal allies to appear around them. These phantom allies look like whatever the vampires wants and can do whatever the vampire wants them to, but can’t affect the physical world. People see through the illusion if they see the phantom allies take impossible actions or if they try and fail to interact with the physical world.
Cost: 1 Rouse check. Duration: Scene.


••••• Devotions

Cloak of the Gathering (Common)
The vampire makes an entire group disappear. This functions as Cloak of Night, except the vampire can extend its effects to any number of people, animals, or objects within a room-sized area. The vampire might obscure comrades or leave members of a hostile group feeling suddenly isolated and confused.
Cost: 2 Rouse checks. Duration: Scene.

Oubliette (Common)
Choose a single area up to the size of a large house the vampire has claimed as their domain or haven. The vampire can use any lower-dot Obfuscate Devotion at any distance on any number of people or objects within the building. The vampire can also use Devotions on the building itself. This can completely transform what its contents and occupants look like, such as turning a run-down hovel into a resplendent mansion, or making a set of floors on a skyscraper “disappear.”
Cost: Varies. 3 Rouse checks for a few rooms, 6 Rouse checks for a small house, 9 Rouse checks for a mansion. The vampire can spread the bloodletting out over multiple nights. Duration: Permanent.

Potence


• Devotions

Vigor (Common)
The vampire adds their Potence dots to their Strength dots. This can increase their Strength to 6 or more. The vampire also counts as being armed with a one-handed melee weapon, even when unarmed, and doesn’t take Disadvantage on unarmed attacks against other vampires or other characters with one-handed melee weapons. Finally, the vampire can jump a number of meters equal to three times their Potence dots vertically, and five times their Potence dots horizontally. The vampire needs no run-up to make these leaps.


•• Devotions

Brujah’s Roar (Common)
The vampire can amplify their voice to the same volume as a megaphone. They also take Advantage on Intimidation rolls against mortals and night-folk with lower Supernatural Tolerance than them, as well as other Social rolls that would be affected by the volume of their voice (e.g., talking straight over someone in an argument). This Devotion is considered crass to use in Elysium, but it’s quite popular at Brujah rants.
Cost: 1 Rouse check. Duration: Scene.

Brutal Feed (Common)
Known as the “savage kiss,” this Devotion allows the vampire to drain a victim with unholy strength. The vampire can swallow torrents of blood and perform a dangerous feeding or fatal feeding in mere seconds instead of minutes. This is an efficient, if messy, feeding method often employed in the heat of battle where the victim’s mangled remains can be disguised. The vampire may still need to make Brawl roll(s) to kill tough enough victims, but actually feeding from them takes no time at all.
It is impossible to use this Devotion for light feedings and deep feedings. It’s too traumatic for the victim.

Instant Stake (Common)
The vampire can snap off a nearby table leg, tree branch, or other piece of wood to crush in their hands and sharpen with their teeth until it’s a fully functional wooden stake. Note that characters don’t need this Devotion to make stakes: this Devotion just lets them instantaneously make stakes that don’t take Disadvantage for being improvised weapons.


Shatter the Shroud (Uncommon) (Auspex •• amalgam)
With Auspex, Kindred can see through the shrouds of Obfuscate and other supernatural powers used to hide. This Devotion extends that ability with force, shattering those gifts and exposing their users for the world to see. Whenever the vampire wins a Clash of Wills roll to pierce a hiding power, the victim’s hiding power ends immediately. They can re-activate it normally, but for a moment, everyone sees them and knows where to look for them.
Cost: 1 Rouse check.


••• Devotions

Brujah’s Roar (Common)
This Devotion functions as the two-dot Brujah’s roar, except the vampire is so loud that their scream can shatter glass and similar materials. No sound quieter than a jet engine is audible over the vampire’s cry. Victims are also deafened and can’t make dice rolls dependent on hearing.
Dice Pool: Strength + Resolve. DC: 1/3 victims’ (Stamina + Supernatural Tolerance). Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals. Duration: Scene.

Uncanny Grip (Common)
Focusing their unnatural strength into their toes and fingers, the vampire grips and burrows their extremities into any non-metallic surface, enabling them to climb and even hang otherwise unsupported from walls and ceilings. Close observation reveals telltale scarring or deformation on these surfaces afterward, however, as this is an application of brute force, not superhero-style adhesion. Thin surfaces like glass shatter under the stress.
Cost: 1 Rouse check. Duration: Scene.


Deep Draught (Uncommon)
The vampire can draw extra strength from a victim’s blood by consuming part of their soul. Whenever the vampire feeds from someone, they can slake 1 extra Hunger for every permanent Corruption they inflict on the victim. Victims still can’t have more than 6 permanent Corruption.

Expel Soul (Uncommon) (Auspex ••••• amalgam)
The vampire can punch someone’s soul out of their body after defeating them in combat. This functions like Twilight Projection, except the victim’s expelled soul only travels as fast as their body walks and they can’t mark Corruption to use non-Auspex supernatural powers. The bodies of mortal and ghoul victims fall into an apparent coma-like state. The vampire can see and hear the victim’s expelled soul normally. If the victim leaves the area, the vampire can effortlessly find them by following the silver cord linking their soul to their body. Powers to possess or take over the victim’s body succeed without a roll.
Cost: 1 Rouse check. Duration: Permanent. The bodies of vampiric victims continue to make daily Rouse checks and eventually fall into torpor. The bodies of mortals and ghouls eventually die if not fed and hydrated, releasing the victim’s soul to its final destination. The vampire can rejoin the victim’s soul with their body at any time, as can other soul-manipulative powers with a Clash of Wills.

Powerful Breath (Uncommon)
The vampire can blow mighty winds with the same strength as their own bodily strength. Fine motor control is impossible with this Devotion, which blows away everything within a cone-shaped area, but it lets the vampire move things from a distance and without using their arms. The vampire can use this Devotion to blow away large numbers of opponents and knock them off their feet, granting Advantage on the next attack roll made against them. In earlier eras, vampires with this Devotion would use it to propel ships, making it particularly popular among sea-faring Lasombra. Its use in putting out fires, though, remains timeless.
Cost: 1 Rouse check. Dice Pool: Strength + Resolve. DC: Varies. If the vampire uses this to blow away opponents, the DC is 1/3 opponents’ (Stamina + Supernatural Tolerance). Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals.
If the vampire uses this Devotion to put out fires, DC varies by size and heat of fire. You don’t need to roll against fires small enough to put out with a single bucket of water.


•••• Devotions

Draught of Might (Common)
The vampire can saturate their blood with the power of Potence, conveying a portion of that strength to anyone who drinks of it. Drinking a Rouse check’s worth of blood lets the drinker temporarily use the vampire’s Potence dots in place of their own. The drinker gains no additional Devotions besides Vigor.
Cost: 1 Rouse check. This is in addition to the requirement that the drinker consume a Rouse check’s worth of the vampire’s blood. Duration: One night for mortals and ghouls; for other vampires, until the next feeding or the other vampire reaches Hunger 6.

Earthshock (Common)
The vampire can slam their fist or foot into the ground, creating a shockwave that throws opponents prone and causes them to lose their next action that would take a dice roll. One of the more dramatic applications of Potence, this Devotion causes significant collateral damage. It cracks the earth, breaks furniture, and shatters glass. On any floor but a building’s ground floor, it causes everyone to plummet to the floor below. If used carelessly, the vampire can literally bring the house down upon themselves.
Cost: 2 Rouse checks. Dice Pool: Strength + Resolve. You don’t need to roll if you’re not trying to knock opponents prone. DC: 1/3 opponents’ (Stamina + Supernatural Tolerance). Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals.

Fist of Caine (Common)
The vampire’s bare hands can inflict grievous injuries. Other vampires can’t make Rouse checks to heal injuries inflicted by the vampire except during daysleep, or unless they have equal or higher Fortitude dots than the vampire’s Potence dots. Mortals and ghouls take one week to heal for every day they would normally take. Ghouls can’t make Rouse checks to heal injuries inflicted by the vampire at all.


••••• Devotions

Annihilating Strike (Common)
The vampire can completely destroy an object they strike, reducing it to no more than a fine dust. The vampire can affect any object large or dense enough for them to already snap in half. The vampire can use this Devotion to instantly dispose of corpses and other evidence, or to rapidly collapse buildings by destroying their supports. It also has terrifying shock value.
Cost: 1 Rouse check.

Flick (Common)
It’s a truism that “the great ones always make it look easy.” In the case of Flick, that saying stops being a truism and becomes literal truth. A master of Potence can make the slightest gesture—a wave, a poke, a snap of the fingers, the toss of a ball—and have it unleash the full, devastating impact of a dead-on strike, or any other feat of strength (e.g., throwing a car) that would normally cause visible exertion. Attacks made with this Devotion can come without warning, limiting the victim’s ability to dodge or anticipate (take Advantage on rolls to ambush them in a fight); this makes Flick one of the most feared applications of Potence. It’s also better for the Masquerade.
Cost: 1 Rouse check per attack or feat of strength.


Aftershock (Uncommon)
The mightiest practitioners of Potence can delay the physical devastation of their blows. Instead of killing an opponent, breaking an object, or performing any other feat of strength immediately, the vampire can specify any time in the next 24 hours. At that point, the effects of their physical action kick in. The vampire can cause people to drop dead, doors to burst open, machinery to rupture, and all manner of devastation to happen without apparent cause.
Cost: 1 Rouse check.

Strip Discipline (Uncommon)
This feared Devotion allows the vampire to strip a rival of Caine’s gifts, literally beating the knowledge out of their blood. Whenever the vampire inflicts the Injured Condition on someone, they can take away all of the victim’s dots in a single Discipline. The vampire’s player can declare what Discipline they take away or leave it up to the GM. The vampire can only strip a Discipline the victim has equal or fewer dots in than the vampire’s Potence dots.
Cost: 2 Rouse checks. Duration: Until the victim’s next daysleep.

Presence


• Devotions

Awe (Common)
The vampire broadcasts an aura of power, importance, and desirability. They take Advantage on related Social rolls against the people around them. Everyone ignores or laughs off anything inappropriate the vampire does that doesn’t directly harm them or people they care about. Night-folk with equal or higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene. PCs: Rolls to stand up to the NPC vampire or resist their influence take Disadvantage. You can mark Corruption to ignore this penalty for one roll. If you have equal or higher Supernatural Tolerance, you’re immune.

Dread Presence (Common)
The vampire exudes an aura of fear and subtle menace. They take Advantage on Intimidation rolls against the people around them. People shy away from the vampire and back down from confrontations that don’t risk harm to things they seriously care about. Night-folk with equal or higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene. PCs: Rolls to stand up to the NPC vampire or not be intimidated take Disadvantage. You can mark Corruption to ignore this penalty for one roll. If you have equal or higher Supernatural Tolerance, you’re immune.

Enchanting Gaze (Common)
The vampire stares deeply into a victim’s eyes and makes themselves the center of their victim’s world. The victim won’t leave or break eye contact until the vampire lets them, and ignores anything happening nearby that doesn’t physically harm them or people they care about. The vampire also takes Advantage on Social rolls against the victim.
Dice Pool: Charisma + Presence. You don’t need to roll against non-agitated mortals. Duration: Scene.


Behind the Throne (Uncommon) (Obfuscate • amalgam)
Majesty is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them allows one to direct attention while unobserved. This Devotion allows the vampire to focus the effects of Presence Devotions on someone else, as if they had used it instead of the vampire.

Impression (Uncommon)
The vampire can choose an impression they want to make on someone: honest, competent, dangerous, etc. The vampire takes Advantage on Social rolls that play into the impression is question. While this Devotion is most effective for first impressions, it also affects people who already have an opinion of the vampire. If someone thinks the vampire is a treacherous liar, then Impression alone won’t change their mind, but it can make them think that perhaps, just this once, the vampire is telling the truth.
Dice Pool: Charisma + Presence. You don’t need to roll against non-agitated mortals. Duration: Scene.


Anesthetic Touch (Rare)
The vampire can ease a target’s pain or place them into a deep, soothing sleep with nothing but a touch.
When the vampire eases pain, the target takes no penalties to dice roll from having the Injured Condition. They can still be hurt and still risk dying when they reach Injured -6.
If the vampire puts the target to sleep, they sleep peacefully and don’t suffer mundane nightmares or parasomnias. Preventing supernatural nightmares and parasomnias takes a Clash of Wills.
This Devotion is exclusive to the Salubri.
Prerequisite: The target can’t be a vampire, ghost, or other technically dead night-folk. Cost: 1 Rouse check. Dice Pool: Charisma + Presence. Don’t roll if the target is a willing or non-agitated mortal. DC: 1/3 target’s Resolve + Supernatural Tolerance. Duration: Scene (ease pain) or however long is normal for the target (sleep).


•• Devotions

Confidant (Common)
The vampire can make someone like and trust them as if the vampire were their best friend. Take Advantage on Social rolls that rely on goodwill.
Cost: 1 Rouse check. Dice Pool: Charisma + Presence. DC: 1/3 victim’s (Composure + Supernatural Tolerance). Don’t roll against non-agitated mortals. Duration: One night.

Dread Gaze (Common)
Briefly exposing their vampiric nature by hissing and baring their fangs, the vampire instills a single subject with utter terror. Mortals are cowed, run, or freeze with fear, while other vampires either submit like whipped dogs or flee in frenzy. The vampire chooses what reaction to instill.
Cost: 1 Rouse check. Dice Pool: Charisma + Presence. DC: 1/3 victim’s Composure + Supernatural Tolerance. Duration: Scene.


••• Devotions

Beast’s Face (Common)
This Devotion functions as Dread Gaze, except its use isn’t obvious, and the vampire can choose to make the victim afraid of a source besides them. The vampire can fill the victim with terror over specific people, places, or situations, or just instill them with formless, nameless dread.

Entrancement (Common)
The vampire can make someone regard them as a trusted leader and superior. The victim won’t undertake any actions they wouldn’t for a beloved boss, but they’ll otherwise follow the vampire’s orders without hesitation.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s (Composure + Supernatural Tolerance). Duration: One night or until the victim makes a significant sacrifice for the vampire.

Green Eyes (Common)
The vampire can shift someone’s emotional state to anything (envy, lust, confusion, grief, shame, etc.) besides true happiness. Take Advantage on Social rolls that play to the emotion in question.
Cost: 1 Rouse check. Dice Pool: Charisma + Presence. The vampire doesn’t need to roll to use this Devotion on someone under the effects of Confidant, Loyalty, or a similar Devotion. DC: 1/3 victim’s Composure + Supernatural Tolerance. Duration: Scene.


•••• Devotions

Loyalty (Common)
The vampire can inspire fanatical loyalty from someone. They’ll freely kill or risk their life, so long as they think it’ll help the vampire.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s (Composure + Supernatural Tolerance). You don’t need to roll against non-agitated mortals. Duration: One night or until the victim makes a significant sacrifice for the vampire.

Paralyzing Glance (Common)
The vampire can flood their victim’s mind with terror, reducing them into a whimpering, catatonic state. Mortal victims can take no actions except curling up into fetal position and gibbering incoherently. Vampiric victims flee in frenzy, and automatically do so whenever they see the vampire again.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s Composure + Supernatural Tolerance. Duration: One week.

Summon (Common)
The vampire puts out a psychic call to one person who shares blood sympathy with them or who has tasted their vitae. The victim knows who is summoning them and the vampire’s current location. They try to reach the vampire reasonably quickly without endangering themselves physically or financially. They won’t sell their house to buy a ticket or miss a vital meeting, but they might skip out of normal work or social commitments.
Cost: 1 Rouse check. Dice Pool: Charisma + Presence. DC: 1/3 victim’s (Composure + Supernatural Tolerance). Bonuses and penalties from blood sympathy apply. Duration: One night. The victim can choose whether to keep making their way towards the vampire after the Devotion wears off. The vampire is also free to use the Devotion again.


Cooperation (Uncommon)
Peaceful coexistence is not a common tenet of vampiric society. This Devotion nudges everyone in the vampire’s immediate vicinity (they can choose to leave out some people) into a spirit of cooperation and goodwill. The vampire states a single goal: affected individuals stop at nothing to achieve it unless it would risk serious harm to them or people they care about. Even bitter enemies will lay down their arms to work together in pursuit of the vampire’s goal.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s Composure + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals. Duration: Scene or until the vampire’s goals is achieved.

The Wish (Uncommon)
“For three nights, you’ll be fast, you’ll be strong, you’ll be beautiful, and you’ll stand above the flock. After that, you’re mine. Do you understand?” This classic Setite Devotion is a common fixture of the serpents’ Embrace. The vampire finds someone they want to exalt, then makes them an offer. So long as the victim agrees to the terms without supernatural coercion, then seals the deal by drinking 1 Rouse check’s worth of blood from the vampire, they gain the vampire’s dots in Celerity, Fortitude, Potence, and Presence. If the Devotion has a Rouse cost, the victim can pay it by marking Corruption instead. The victim also doesn’t need to sleep, eat, or drink if they’re a mortal or ghoul. After three nights, the victim becomes enslaved to the vampire, per the effects of a third stage blood bond.
Prerequisite: The victim must be a mortal, ghoul, or vampire. Victims who become true night-folk other than vampires instantly lose any Disciplines gained from the vampire. Cost: 5 Rouse checks. Duration: Permanent. If the victim is a mortal or ghoul, the blood bond never breaks, no matter how much time passes or how heinously the vampire treats them. The bond can break normally for vampires, or for a mortal or ghoul who is Embraced or turned into another true night-folk.


••••• Devotions

Mortal Terror (Common)
The vampire can summon horrific visions from the depths of a victim’s soul. They twist everything around their victim to present one of the victim’s worst fears made flesh. The victim gains one permanent Corruption and a fear-related Condition of the vampire’s choice. The vampire can also have the victim take Injured -6. Affected vampires enter torpor: mortals literally die of fright as their hearts stop.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s Composure + Supernatural Tolerance.

Sovereign (Common)
The vampire can amplify their force of presence to nigh-godly levels, radiating an aura of irresistible desire, terror, or authority. Everyone in the room does whatever the vampire wants unless the order would risk direct and fatal harm to them or people they care about. Even then, the victim is left quavering or simply struck dumb.
Cost: 2 Rouse checks. Dice Pool: Charisma + Presence. DC: 1/3 victim’s Composure + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals. Duration: Scene.


Calling (Uncommon)
This Devotion functions as Summoning, except the victim will do everything in their power to reach the vampire as quickly as possible: e.g., selling their house to buy a plane ticket.
Duration: Permanent. The victim won’t stop trying to reach the vampire until they succeed or one of them dies or enters torpor.

Protean


• Devotions

Beast’s Eyes (Common)
The vampire’s eyes take on a supernatural red gleam, giving them sight even in the total absence of light. The vampire no longer takes Disadvantage on sight-based rolls even in total darkness, and takes Advantage on Intimidation rolls against mortals who can see their eyes. The vampire can also make a Clash of Wills to see through supernaturally created darkness.
Duration: Scene.

Earth Meld (Common)
The vampire sinks into a natural surface (rocks, earth, grass, etc.) and disappears into a cocoon far beneath the earth until they choose to reemerge. The vampire can’t perceive what’s happening beyond their resting place. The vampire can re-emerge onto the surface in only a few seconds, but if someone salts the earth where they sank, they are trapped underground and must dig their way out .
Cost: 1 Rouse check.


Chameleon’s Skin (Uncommon)
This Devotion has saved many monstrous-looking Gangrel and Tzimisce breaching the Masquerade—and has allowed just as many to ambush unsuspecting victims. When Chameleon Skin is in effect, the vampire’s skin takes on the color and texture of the surrounding environment. This coloration changes reflexively as long as the vampire maintains a walking pace or slower. This grants Advantage on Stealth rolls. If the vampire remains still, no one notices them except on a Clash of Wills.
Cost: 1 Rouse check. Duration: Scene.

Vicissitude (Uncommon)
The vampire can alter their body’s flesh (including muscle, fat, and cartilage) in simple, cosmetic ways. They can change their skin tone, eye or hair color, weight, build, sex, etc. They can change their voice by reshaping their larynx. They can make normally impossible bodily alterations, such as piercings or tattoos. The vampire can’t make bone-deep changes, such as altering their height. If the vampire wants to disguise themselves as someone else, they must succeed on a (Dexterity or Intelligence) + Protean roll to fool suspicious people (DC = 1/3 Wits + Insight or Subterfuge). Malleable Visage can also provide justification for vampiric characters (whose bodies are otherwise static) to instantly raise or lower Physical Attributes, although these changes cost or refund XP as normal. Players can doubtlessly think of other creative uses for this Devotion.
Nosferatu cannot be made less hideous through Vicissitude. Their flesh simply twists back into its original form: the clan’s ancient curse is not so easily circumvented. They can be made to look like different monsters, though.
Vicissitude is rarely taught outside Clan Tzimisce.
Prerequisite: The vampire must slowly sculpt the desired changes into their flesh. Small changes take less time than larger changes, but about an hour is typical. This process is disturbing to witness and painful to experience. Cost: 1 Rouse check. Duration: Permanent.


•• Devotions

Predatory Aspect (Common)
The vampire can grow an animalistic feature, such as webbed hands, sharp claws, a hawk’s eyes, a dog’s sense of smell, etc. This grants Advantage on one type of roll related to the feature in question, or lets the vampire make a roll during a situation when they wouldn’t normally be able to. Not all rolls or situations can benefit from this Devotion. The vampire must mark Corruption to have more than one feature active at a time.
Cost: 1 Rouse check. Duration: Scene.

Unmarked Grave (Common)
This Devotion functions as Earth Meld, except that the first use in a night doesn’t cost a Rouse check. The vampire can also hear and smell the ground above them and can absorb any spilled blood. Many Gangrel with this Devotion use it as their first choice of haven.
Prerequisite: Earth Meld.


Fleshcraft (Uncommon)
This Devotion functions as Malleable Visage, except the vampire can use it on other people. Unwilling victims must be restrained. Tzimisce often use this Devotion to sculpt warrior ghouls into terrifying new forms, or to punish underlings by disfiguring them or removing use of their senses.
Prerequisite: Vicissitude •. Duration: Permanent. This Devotion is deeply feared for its ability to permanently disfigure victims. Night-folk with shapeshifting powers (e.g., Protean) can make a Rouse check (or spend an equivalent supernatural “resource”) and a Clash of Wills to revert their flesh back to its original form. Night-folk with lower Supernatural Tolerance than the vampire can only ever make this roll once.
Other night-folk with Fleshcraft or similar flesh-reshaping powers can also try to undo the vampire’s handiwork upon a victim in the same manner.


••• Devotions

Beast Shape (Common)
The vampire can turn into an animal. They can only become predatory, scavenging, parasitic, or plague-bearing animals: the Beast never assumes the form of prey. The vampire gains Advantage on one type of roll related to the animal’s form, or can make a roll during a situation when they wouldn’t normally be able to. The vampire can’t use Blood Sorcery or other powers that require speech.
Cost: 1 Rouse check. Duration: One night.


Bonecraft (Uncommon)
The signature Devotion of Clan Tzimisce, this terrible power lets the vampire manipulate bone in the same manner as Fleshcraft lets them manipulate flesh. The vampire can reshape victims into any form out of their most twisted imaginations, so long as the new form still uses an equivalent mass of flesh and bone. Many fiends torture their foes and punish underlings by bonecrafting them into inanimate objects such as chairs, coat racks, and even clothing.
The vampire can also grant servants (or themselves) claws, fangs, quills, carapaces, and other offensive and defensive bodily features (treat as large melee weapons and/or light archaic armor). Characters subject to these bodily alterations have invariably terrifying appearances and violate the Masquerade if seen. The lobotomized szlachta war ghouls for which the clan is known are created through this Devotion. Players can doubtlessly think of other creative uses.
Prerequisite: Vicissitude •, Fleshcraft ••. As with the prerequisite Devotions, the vampire must spend time (often hours) slowly sculpting their desired changes. Duration: As Fleshcraft.

Devour (Uncommon)
The vampire can swallow someone whole. The vampire’s throat and stomach swell to impossible, snake-like dimensions to swallow and contain the victim, but the vampire doesn’t look any larger from the outside. The vampire can keep the victim trapped inside of them to do as they please with, though victims deprived of food, water, or blood will eventually starve to death or enter torpor. The vampire is immune to damage from unarmed victims with lower Potence dots than their Protean dots. The vampire can regurgitate the victim at any time. If the vampire is also able to consume human flesh, they can swallow corpses (or live victims) whole and digest them like a snake. The vampire can also swallow objects up to the size of a large person. The vampire can’t have more than one person or large object trapped in their stomach at a time. This Devotion is widely taught among Setites.
Dice Pool: Strength + Brawl. DC: 1/3 victim’s (Strength or Dexterity) + Brawl. You don’t need to roll against non-agitated victims.

Shared Entombment (Uncommon)
This Devotion functions as Unmarked Grave, except the vampire can bring additional subjects into their underground cocoon with them. Each subject costs a Rouse check and must be physically touching the vampire. Unwilling subjects must be restrained.


•••• Devotions

Claws of the Unholy (Common)
The vampire can sprout enormous, knife-sized claws with a gleaming red sheen. These claws count as large melee weapons, granting Advantage on attack rolls against foes with no weapons or one-handed weapons. Whenever the vampire inflicts the Injured Condition on someone, every die penalty they cause increases the victim’s Hunger by 2, up to a maximum of 10. The vampire slakes their own Hunger by the same amount, to a minimum of their Blood Potency. Ghouls substitute Craving for Hunger. Mortals can’t increase in Hunger, as they lack that trait, but still slake the vampire’s Hunger.
Duration: Scene.

Flight (Common)
The vampire can grow a massive set of bat-like wings. They can fly through the air as quickly as they can run.
Cost: 1 Rouse check. Duration: Scene.

War Form (Common)
The vampire takes on the form of a larger-than-life, nightmarish monster. The shape they assume varies by vampire. Tzimisce often take on their clan’s traditional zulo shape: a scaled, greasy-furred humanoid with apelike arms tipped with jagged black nails, and a bristling row of spines tracing the length of its backbone. Setites often become Typhonic avatars of their god, replete with red or black skin, a jackal-like head, forked snout, severely pointed ears, and a spiked tail. Some simply become huge snakes. Gangrel tend to become werewolf-like amalgams of whatever animal they have most affinity with. No matter the form, it’s always terrifying.
While in war form, the vampire’s Physical Attributes all increase by two dots. This can raise Attributes to six or more dots. The vampire is is considered armed with a two-handed melee weapon (granting Advantage on attack rolls against foes with no weapons or one-handed weapons) and armored in archaic heavy armor (Advantage on rolls to resist harm by those same foes), but doesn’t take Disadvantage on Dexterity rolls. Most mortals (and many ghouls) flee in terror rather than fight.
Cost: 2 Rouse checks. Duration: Scene.


Earth Control (Uncommon)
The vampire can travel through any substance weaker than steel as if it were water, “swimming” through the earth itself. The vampire gains instinctive awareness of their nearby surroundings, even if they can’t see (such as from traveling underground), and can sense the shortest path to reemerge into an unoccupied space. Beyond facilitating spying and travel, this Devotion can also be used to launch effective ambushes and retreats.
Cost: 2 Rouse checks. Duration: Scene.

Swarm Form (Uncommon)
The vampire can transform into a mass of tiny creatures: rats, bats, small snakes, and so on. The swarm can act in concert, or individually follow a simple plan such as “scatter and hide.” The vampire may only perceive through one creature’s senses at a time. For example, the vampire may listen in on a conversation using the body of one rat, while directing the dozens of others to keep moving and avoid detection. Animals too far away to rejoin the vampire when they reform their body crumble into ash. The swarm is immune to attacks that don’t affect all the animals at once: throwing punches or firing shotguns at single animals doesn’t do anything (unless the vampire has had them split off from the larger swarm), although grenades, machine gun fire, and other large-scale attacks certainly will. The vampire can still attack victims and drain blood from them normally. The vampire can also distract people by having the animals swarm over them, granting Advantage on any rolls that take advantage of their preoccupation.
Cost: 2 Rouse checks. Duration: One night.


••••• Devotions

Mist Form (Common)
The Beast bursts out from the vampire’s body, dissolving it into a cloud of hungry smoke. Occasionally, their victims can see flashes of yellow within the smoke, like the gleaming of eyes.
Taking on a smoke form gives the vampire numerous advantages. They can move through pipes, crevices, cracks: pretty much anything that isn’t airtight. Strong winds buffet the vampire, but no natural force can disperse them. Other beings pass right through the smoke. The vampire is immune to all harm that doesn’t come from fire, sunlight, or banes.
The vampire can use Disciplines normally in smoke form, but can’t physically attack victims except by feeding. The vampire forces themselves into the victim’s lungs with strands of breath-stealing, semi-tangible smoke, or makes blood boil out of open wounds. The vampire can feed from other Kindred in this way, but risks developing blood bonds as normal.
Cost: 2 Rouse checks. Duration: One night.

Shape Mastery (Common)
It is one thing to master one’s own flesh and reshape one’s form, but it’s something else to impose one’s will upon another. The vampire can use any Protean Devotion they know upon another individual they’re physically touching. The vampire can also force shapeshifting creatures (such as werewolves and other vampires with Protean) to take any form they’re capable of assuming.
Cost: 1 Rouse check, in addition to any Rouse checks required by the Devotion the vampire makes the subject use. Dice Pool: Strength + Protean (if the subject is unwilling). DC: 1/3 victim’s (Stamina + Supernatural Tolerance). Duration: Scene or length of the Protean Devotion, whichever is longer.


Death’s Crawl (Uncommon)
The vampire can subvert one of their greatest weaknesses: torpor. While the vampire still remains an immobile corpse, they can slowly move towards any location they’re familiar with. The vampire can also move towards the nearest Kindred with shared blood sympathy or towards anyone who has some of the vampire’s vitae in their body. The vampire instinctively senses how close such individuals are, as well as how strong any blood sympathy is, but otherwise remains unaware of their surroundings and is helpless to take actions. The vampire does not walk, or even properly crawl. Their body slowly tenses and retracts like a worm in order to pull them along.
Cost: 2 Rouse checks. Duration: Scene.

Mother of Monsters (Uncommon)
Echidna was called the Mother of Monsters. This Devotion allows the vampire to birth monstrous creatures from their flesh. The monsters grow from the vampire’s skin, starting by opening eyes and mouths from their flesh, then ripping from their body, taking part of the vampire with them. The monsters have childlike intelligence and understand the vampire’s speech. They follow the vampire’s commands without exception and cannot be commanded or frightened away from their duty. The monsters’ appearances vary by vampire: Setites often create snakes or Typhonic beasts, Gangrel create whatever animals they most identify with, and Tzimisce often create fleshcrafted horrors. Whatever their form, the monsters are terrifying and obviously unnatural.
Cost: Varies. 1 Rouse check creates a monster the size of a cat or bat. 2 Rouse checks creates a wolf or eagle. 3 Rouse checks creates a bear or tiger. Duration: One night. The vampire can spend XP on the monsters as Retainers to make them permanent. The vampire can reflexively subsume a monster back into their flesh, reverting their Hunger back to its level when they created the monster (if they didn’t pass the Rouse check).

Unfettered Heart (Uncommon)
The vampire can make their very insides malleable and almost viscous. They can detach their heart and sluggishly move it through their chest. This grants Advantage on any rolls to avoid being staked. Even if the vampire’s heart is pierced, they can make a Rouse check and roll their (Strength or Resolve) + Protean (DC 4) once per hour. On a success, they push the stake out of their body and free themselves. The vampire can automatically expel other foreign objects from their body as well.

Designer’s Notes: Elder Disciplines

For any players who are wondering: yes, these exist.

Many of the elder Disciplines released over the years aren’t very good ones and work just fine as 1-5 Devotions. What distinguishes 6+ Devotions from normal Devotions, to me, are two things: scale and breaking the normal rules for how the Discipline is supposed to work. For example, Dominate doesn’t let the vampire give suicidal orders to victims. An elder Dominate Devotion could allow that. Higher-level 1-5 Devotions can “break rules” too, but they have a cost, take a dice roll, or take some extra degree of effort. The Protean 5 Devotion Death’s Crawl, for example, lets a vampire move while in torpor, but costs 2 Rouse checks and lasts a scene. An elder Protean Devotion might cost nothing and always be in effect.

Scale is exactly what it sounds like. Michael’s iconic Devotion, A Perfect World, was essentially Green Eyes (and perhaps Entrancement) on a massive scale. It affected the entire mortal and Kindred populace of Constantinople and lasted forever, even while he was in torpor.

There is no such thing as a Common elder Devotion. Each of these awesome powers is either independently and laboriously developed by an individual elder, or taught by one elder to another—rare, given the distrust inherent to such long-lived Kindred and their inclination to hoard power.

While PCs may cross paths with Cainites who have mastered elder Disciplines, they are unlikely to reach the levels of Blood Potency necessary to develop such powers themselves. Until such time, their exact mechanics will remain in the shadows.

Disciplines

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