Mental Disciplines


Auspex


Then, Awakening myself further, I found […] the way to make eyes see sight
—The Book of Nod

Auspex.jpg
Auspex turns the Beast’s predatory instincts loose on secrets, finding points of weakness and hidden gems that the vampire can exploit to their advantage. Auspex is an internal Discipline, revealing information to the Kindred through visions that range from the direct to the hallucinatory.

Universal Auspex Rules

Characters with Auspex add their Auspex dots to Perception rolls.

• Devotions


Common Devotions

Clear-Sighted
The ghoul doesn’t take Disadvantage on Clashes of Wills to see through Obfuscate and other stealth-related powers used by true night-folk.

Heightened Senses
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. The player can activate this Devotion whenever the GM calls for a Perception roll. If the vampire is exposed to extreme sensations while this Devotion is active, 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 at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Heightened Sympathy
The vampire’s blood sympathy towards their Kindred relatives is especially sensitive. They can receive two impressions about their relatives for every one they would normally receive. They can also receive or transmit two words per success on their sympathy roll instead of just one.

Honeyed Words (Presence • amalgam)
Kindred are preternaturally skillful at telling their listeners what they want to hear. So skillful, in fact, that a vampire sometimes doesn’t even need to know what they’re talking about. This Devotion assures the vampire that, no matter what words tumble out of their mouth, they are always the perfect response (or at least not the wrong one). Whenever the vampire says something that might offend, confuse, or worry the target, the GM will tell the player so, allowing them to revise any typed response.
Prerequisite: The target must be a mortal or lesser night-folk.
Cost: 1 Rouse check per warning given. Reduce this Rouse cost by 1 at Blood Potency 2+.
Duration: Scene.

Lucky Guess
The vampire has an intuitive sense of probability. The vampire’s player can ask the GM any question that relies on random guesswork (e.g., roulette numbers or the shortest path to a destination) and receive a brief but accurate answer. The vampire can’t ask direct questions about people.
Cost: 1 Rouse check at Blood Potency 0-1. First use in a scene is free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex if the guess is improbable enough, such as someone’s 24-character password instead of a winning roulette number. “Easy” guesses like the latter don’t take a roll.
DC: Varies by difficulty of the guess.

Nightsight
The ghoul can see without impediment in darkness and no longer takes Disadvantage on sight-based rolls. Pitch darkness imposes Disadvantage instead of Major Disadvantage.
Vampires who take this Devotion can instead see without impediment in pitch darkness and no longer take Disadvantage on sight-based rolls.

Premonition
The vampire can experience a flash of insight. This may take the form of raised hackles, sudden inspiration, or a vivid vision. While never too precise, this vision can let the vampire find a nearby clue or alert them as to imminent danger. The vampire can only activate this Devotion once per scene.
Cost: 1 Rouse check at Blood Potency 0-1. First use in a night is free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 target’s (Composure + Supernatural Tolerance). DCs for non-personal clues and dangers vary by situation.

Quicken Sight
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, and 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 or can do so in a fraction of the normal time. They also take Advantage on Perception rolls to track or follow night-folk with superhuman speed, including vampires with Celerity.

Read Thoughts
The vampire can read peoples’ minds.
Prerequisite: The victim must be a mortal.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 victim’s Composure + Supernatural Tolerance. For every success, you can ask the GM a single question about anything immediately on the victim’s mind (i.e., likely to come up in the current scene).


Uncommon Devotions

Penumbral Awareness
The vampire can see (but not hear) events in the Shadowlands, the Spirit World, the nearest regions of the Hedge, or some other top-most “layer” of any extradimensional realm that overlaps with mundane reality. The vampire can be seen 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 such is rare.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Sense Sin
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 Read 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
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 them, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc.

•• Devotions


Common Devotions

Clear-Sighted
This Devotion functions like the one-dot version of Clear-Sighted, except the ghoul also gets to roll double their Auspex dots on Clashes of Wills to see through Obfuscate and other stealth-related powers used by true night-folk. (This effectively allows a ghoul to be as good at seeing through Obfuscate as a vampire, since a ghoul with Auspex 5 will be rolling ten dice, the same pool as a a vampire with Blood Potency 5/Auspex 5.)

Eagle’s Eye
The vampire can make out fine details from afar as if they were there up close. The vampire sees just as well as if they using a quality pair of binoculars. If the vampire uses this Devotion up close, they can make out details invisible to the naked eye as if they were using a magnifying glass or microscope. Some vampires use this Devotion to perform on-the-spot forensic analysis.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Familial Awareness
You have blood sympathy towards your mortal family members as if they were vampires with equivalent blood sympathy. For example, a parent would count as a sire, and a brother or sister would count as a broodmate. This lets you feel intense sensations and emotions from a distance, and even broadcast short psychic messages, though remember blood sympathy’s caveat that “this is less a foolproof detection tool and more a dramatic device.” If you have a mortal family member who is also a vampire, use whichever blood sympathy towards them is stronger.

Honeyed Words (Presence • amalgam)
This Devotion functions like the one-dot version, except the vampire can also use it against true night-folk.

Impart Sight
The vampire can lend their Auspex to other people. For every dot the vampire lowers their Auspex, the subject gains equally many Auspex dots, up to a maximum of Auspex 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Auspex dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”

Mind the Thralls
The vampire has blood sympathy towards their ghouls as if they were broodmates. This lets the vampire feel intense sensations and emotions from a distance, and even broadcast short psychic messages, though remember blood sympathy’s caveat that “this is less a foolproof detection tool and more a dramatic device.”

Premonition
This Devotion functions like the one-dot version of Premonition, except extra successes let the vampire’s player ask questions about what they’ve seen. Every success above the DC allows one question. The vampire can only activate this Devotion once per scene.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a night is free at Blood Potency 3+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 target’s (Composure + Supernatural Tolerance). DCs for non-personal clues and dangers vary by situation.

Read Thoughts
This Devotion functions as the one-dot version of Read Thoughts, except the vampire can now read the surface thoughts of other night-folk.
Cost: 1 Rouse check for night-folk. Free against mortals.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 victim’s Composure + Supernatural Tolerance. If the victim has a Supernatural Tolerance score, they can read one surface thought of the vampire’s for every surface thought the vampire reads of theirs. If the vampire has some of the victim’s blood in their system, they can’t read any of the vampire’s surface thoughts.

Shatter the Shroud (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 at Blood Potency 0-2. Free at Blood Potency 3+.


Uncommon Devotions

Medium
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. (Vampires without this Devotion can still summon ghosts, but must rely on ouija boards or similar communicative aides for ghosts to make themselves understood beyond vague signs.)
Cost: 1 Rouse check to perform a seance.

Sense Sin
This Devotion functions as Sense Sin, except the vampire can also use it on true night-folk.

Solidsight
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


Common Devotions

Consanguineous Telepathy
The vampire can mentally transmit words and images to nearby people (range of normal sight or hearing) without speaking aloud. They can respond back with words and images of their own. Unlike the four-dot Telepathy Devotion, this Devotion doesn’t allow the vampire to view the target’s memories.
Prerequisite: The target must share blood sympathy with the vampire or have the vampire’s blood in their system.

Heighten Sight
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.
Prerequisite: The vampire must touch the character.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: Scene.

Puppeteer (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 at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Sanguine Awareness
The vampire can extend their senses into an object, person, or location they’ve marked with their blood. The vampire can perceive everything as if they were there themselves. The vampire’s body is blind and insensate while the vampire extends their senses in this manner, but the vampire can switch their senses between their blood and their body with a thought. Smearing or diluting the vampire’s blood breaks their sensory connection.
Cost: 1 Rouse check, plus 1 additional Rouse check for every time the vampire switches their senses between their blood and their body. Reduce this cost by 1 Rouse check at Blood Potency 4+.
Duration: One night.

Share Senses
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 at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 target’s (Composure + Supernatural Tolerance). Don’t roll if the target is willing or a non-agitated mortal. On a setback, or if the target is asleep, torpid, or unconscious, the vampire just sees black. It is thus impossible to tell if a target is deliberately keeping the vampire out or if something has happened to them.
Duration: Scene.

Soulgaze
The vampire can stare into someone’s eyes and receive visions about the state of their soul. The vampire can ask questions related to the target’s character, such as how trustworthy they are, how a topic makes them feel, ways they’ve been hurt in the past, etc. The vampire can’t use this Devotion to find out specific information (e.g., “Where did you hide the documents?”).
There are two risks associated with this Devotion:
First, targets with a Supernatural Tolerance trait receive a similar vision of the vampire’s soul, and can ask as many questions as the vampire does, as if they had used this Devotion on the vampire themselves. Targets don’t receive any vision if the vampire has some of the target’s blood in their system.
Secondly, if the target has higher Corruption than the vampire, the vampire must make a Resolve + Composure roll (DC = 1 + target’s Corruption + target’s Supernatural Tolerance – vampire’s Corruption – vampire’s Blood Potency). On a setback, the vampire accrues Stains equal to (target’s Corruption – vampire’s Corruption) and is momentarily stunned and distracted, causing their next roll to take Disadvantage. Some vampires with high Corruption can actually use this Devotion as an offensive weapon to throw foes off-guard, if inclined to allow those foes a look into their soul.
Prerequisite: The vampire must make eye contact with the target. Targets who don’t want to make eye contact can avoid it if the vampire gets a setback on a Social roll to catch their gaze.
Cost: 1 Rouse check, plus 1 additional check per question asked beyond the first impression. Reduce this Rouse cost by 1 at Blood Potency 4+.

The Spirit’s Touch
The vampire can read psychic impressions off of objects.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex
DC: 2. Every success lets the vampire ask one question about a touched objects or location’s history. “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 avoid accruing Stains.


Uncommon Devotions

Cleansing Impression (Obfuscate •• amalgam)
The vampire can neutralizes psychic impressions on objects around them. Anyone who examines an affected item with The Spirit’s Touch or any other form of past sensing gets the impression that no one has ever touched it and nothing has ever happened to it. Many seers find this sensation disturbing the first time they experience it. Once an item has been cleansed, it remains void of impression until something meaningful happens to it.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Eyes of Chaos
The vampire can find fleeting clarity hidden in insanity. They may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.
Prerequisite: The vampire must be a Malkavian or have an insanity-related Flaw.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: 1/2 subject’s Composure + Supernatural Tolerance or varies by intricacy of the pattern sought. Reading the message locked in a coded missive might be (1/2 subject’s Manipulation + Subterfuge), while seeing the doings of an invisible hand in such events as the pattern of falling leaves might be a flat DC 5. Every success provides one piece of insight.
Secrets revealed via Eyes of Chaos are tantalizing symbols adrift in a sea of madness and are delivered in terms of allegory rather than facts: “The man before you appears as a crude marionette, with garish features painted in bright stage makeup, and strings vanishing up into the night sky.” Avoid stating plainly, “You learn the ghoul is a methuselah’s pawn.”

Message In A Bottle (Dominate •• amalgam)
The vampire can manipulate an item’s psychic imprint. Anyone who later uses The Spirit’s Touch or similar powers on the item receives a short vision of the vampire’s choice, about 15–30 seconds’ worth. Typical applications for this Devotion include securing messages (at least, secure from people without mid-range Auspex) and planting evidence with false impressions.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One year.

Mnemonic Draught
The vampire can plunder the memories of those they feed from. For every 1 Hunger the vampire slakes from a victim, they can view one scene’s worth of memories from the victim’s past.
Cost: 1 Rouse check per memory viewed. Reduce this Rouse cost by 1 at Blood Potency 4+.

Mnemorursus
The vampire can relive one of their own memories from a third person perspective. They can find out things they might have missed at the time, such as making Empathy checks against other people in the room, Perception checks to pick up additional details, etc.
Prerequisite: The vampire must have a physical reminder of their memory present.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Intelligence + Auspex.
DC: Varies by how strong the reminder is. Every success allows the vampire to discern one detail they didn’t make out the first time. Using this Devotion more than once on the same memory increases the DC by 1 each time.

Paravocalization
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). Reduce this Rouse cost by 1 at Blood Potency 4+.

•••• Devotions


Common Devotions

Prediction
Some people can finis others’ sentences. Vampires with Prediction sometimes begin other peoples’ sentences. Prediction is a constant low-level telepathic scan of everyone nearby. Whenever someone 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 at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
DC: 1/2 subject’s Composure + Supernatural Tolerance

Share Awareness
The vampire can cause a subject to perceive the same things the vampire perceives through other Auspex Devotions. For example, a vampire using Read Thoughts could allow the subject to read the victim’s mind too. They could also let the subject see in the dark with Nightsight or sense ghosts with Medium. The vampire couldn’t, however, let the subject communicate through Telepathy or take the subject with the vampire when they used Twilight Projection, as those Devotions do more than just perceive things.
Cost: 1 Rouse check per subject affected, in addition to the Devotion’s original Rouse cost.
Duration: Scene or original Devotion’s duration, whichever is less.

Share Senses
This Devotion functions like the three-dot version of Share Senses, except it no longer costs a Rouse check for anyone who has the vampire’s blood in their system. The vampire can freely observe events through their ghouls’ eyes at any point. This Devotion still takes a dice roll if the target isn’t willing to let the vampire share their senses.
Prerequisite: As three-dot Share Senses.
Cost: 1 Rouse check unless the target has the vampire’s blood in their system.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: As three-dot Share Senses.
Duration: Scene.

Telepathy
The vampire can mentally transmit words and images to nearby people (range of normal sight or hearing) without speaking aloud. They can respond back with words and images of their own. The vampire can also probe deeper to read the victim’s surface thoughts or view the victim’s memories as if the vampire had been there themselves. Victims with Supernatural Tolerance scores can tell whenever a foreign mind is invading theirs in this way, but can’t specifically identify the vampire as the invading mind.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + Auspex. Don’t roll against non-agitated mortals.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Every success lets the vampire view one scene’s worth of memories or ask about one of the victim’s surface thoughts. Sufficiently dark and disturbing memories may trigger Resolve + Composure rolls to avoid involuntary Corruption.
Mentally transmitting words and images, and “hearing” a telepathic response the subject chooses to transmit back, doesn’t have a Rouse cost or take a dice roll.


Uncommon Devotions

Command from Afar (Dominate • or Presence • amalgam)
The vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them. This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by its security.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.

Heart’s Desire (Obfuscate ••• amalgam)
The vampire can reach into a victim’s heart and create an image of their greatest desire. This image always manifests as a material object. For example, if the target desires a specific lover, they’ll see a letter from that person professing their love. Phuri Dae and Brahman Ravnos use this Devotion to gain influence over others. Many people, faced with their heart’s desire, are likely to do anything to achieve it.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + (Auspex or Obfuscate).
DC: 1/2 victim’s (Wits + Supernatural Tolerance). Once the vampire creates the object, they can exted its duration or recreate it at will without a dice roll (though still with two Rouse checks).
Duration: Scene.

Mnemonic Fount
This Devotion functions like Mnemonic Draught, except the vampire must kill their victim by draining their blood. Thereafter, the vampire can make Rouse checks to relive the victim’s memories as often as they want. They’re part of the vampire now.
As exsanguination doesn’t destroy Kindred, the vampire can only use this Devotion on other vampires by diablerizing them. It works normally on other night-folk that can be killed by exsanguination.
The Mnemosyne bloodline of Malkavians are believed to have created this Devotion, and many additional ones with further powers over memory.

Psychic Assault (Potence •••• amalgam)
The vampire can psychically attack a victim without raising a hand. The vampire’s attacking dice pool is (Intelligence or Wits) + Auspex + Potence. This Devotion causes immense internal injury to the victim, who looks to onlookers as if they are experiencing an agonizing seizure. Medical examination shows the cause of death to be a heart attack, aneurysm, or similar cause.
Prerequisite: The vampire must touch or make eye contact with the victim.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.

Sixth Sense
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 (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.

Victual from Afar (Celerity ••• or Fortitude ••• amalgam)
The vampire can feed their ghouls blood remotely, mystically transporting vitae from their veins into their ghouls’ across any distance within the same city. Blood transmitted beyond this distance costs a “surcharge” of one Rouse check per 500 miles. The vampire still needs to use other powers if they want to know how badly their ghouls need blood, but it’s useful if a ghoul disappears, can call their domitor over the phone, or if the vampire is physically prevented from reaching a servant they know can help them.
If a ghoul takes this Devotion, their domitor can send blood only to them, but the ghoul can telepathically request blood at any point. The ghoul can’t communicate anything besides a wordless hunger for blood. Most domitors severely discipline their ghouls to only use this Devotion in emergencies, but addicts will do anything for a fix.
Unlike most amalgam Devotions, the vampire and the ghoul can split the prerequisites between each other. For example, a vampire with Auspex 4 and no dots in Celerity or Fortitude could still take this Devotion, but could only send blood to ghouls with Celerity 3 or Fortitude 3. A ghoul with Auspex 4 and no dots in Celerity or Fortitude could also take this Devotion, so long as their domitor has Celerity 3 or Fortitude 3.

••••• Devotions


Common Devotions

Clairvoyance
By closing their eyes and entering a light trance, the vampire becomes master of their surroundings. In a few minutes they can gather information from roughly a city-block sized area (more if outdoors or less populated) that would normally take many hours, perhaps days of legwork and investigation. This takes (Resolve or Intelligence) + Investigation rolls like normal.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.

Telepathic Web
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. Reduce this cost by 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Telepathy
This Devotion functions like the four-dot Telepathy, except the vampire can telepathically communicate over an area up to one square mile. The vampire can communicate even further by making 1 Rouse check per extra mile. The vampire still must be within normal range to view someone’s memories.

Twilight Projection
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. Characters with Auspex or similar extrasensory powers see the vampire with 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. Reduce this Rouse cost by 1 at Blood Potency 6+.
Duration: Indefinite.


Uncommon Devotions

Expel Soul (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. 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 at Blood Potency 0-5. Free at Blood Potency 6+.
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.

Material Projection (Potence ••• amalgam)
This Devotion functions as Twilight Projection, except the vampire can physically interact with the world around them. The vampire’s astral form becomes visible to anyone they physically attack.
Cost: 1 Rouse check per physical action that takes a dice roll.

Mirror Reflex
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 (Wits, Intelligence, or Resolve) + Auspex dots to Brawl, Firearms, and Melee rolls against opponents instead of Strength, Dexterity, and Stamina.

Spectral Puppeteer (Dominate ••••• amalgam)
Only a few Malkavians and Tremere have mastered this diabolical art, which functions as Twilight Projection except for how the vampire can also use the Possession Devotion while in astral form. If the vampire succeeds in displacing the victim’s soul, their astral body flows into the victim’s mouth and assumes control. If the vampire leaves the victim voluntarily, their astral form reforms outside the victim’s body and may continue moving and acting normally. The death of a possessed victim instantly evicts the vampire and severs their astral cord, forcing them to walk back to their body at normal speed. This Devotion is often used to discredit or frame rivals while establishing a perfect alibi for the vampire.


Blood Sorcery


“I opened myself up once more, to the night,
and saw the infinite possibilities in the stars
and knew that a path of power, a path of blood
was mine for the taking,
and so I awakened in me this final path,
from which all other paths would grow.”

—The Book of Nod

B.jpg
Most Disciplines are simple, if powerful, to use—the Blood responds to a vampire’s call in ways they know and are prepared for, without the need for elaborate ceremony or external action in all but the most powerful cases. Some Kindred, however, have discovered the means of using the Blood’s potential for so much more. These vampires can perform rituals to reach out far beyond their physical shells, twisting the world according to their desires. To the uninitiated, it looks like magic. To religious Kindred, it is prayer or an object of worship itself; to more secular vampires, it may be nothing but a tool. To the Strix, its use by Kindred is an affront. The rewards of blood sorcery are great, but so too are the costs.

Blood Sorcery Overview

Blood Sorcery isn’t a single Discipline so much as a family of closely related Disciplines. Characters purchase dots in separate types of Blood Sorcery known as Traditions that can accomplish vastly different effects, although all Traditions use the same mechanics. The most commonly known Blood Sorcery Traditions, and their most common practitioners, include: Obenebration (Lasombra), Crúac (Circle of the Crone), Dur-An-Ki (Banu Haqim), Necromancy (Hecata), Thaumaturgy (Tremere), and Theban Sorcery (Lancea et Sanctum). In New Orleans, Vodoun (Circle of the Crone) is also common. Many, many other Traditions are known or rumored to exist. There’s no upward limit on how many Traditions a vampire can learn dots in, although most sorcerers concentrate their studies upon a single Tradition.

Themes

Characters with dots in Blood Sorcery purchase special Devotions called Themes. Unlike normal Devotions, Themes do not come with preset powers. Instead, the vampire can use their Themes to accomplish anything they want that falls within the Themes’ general purview. For example, a character with the Blood Theme could warm blood for consumption, trace a vampire’s lineage with a blood sample, animate a golem servant from spilled blood, kill someone by boiling the blood in their veins, make the blood evidence in a crime scene disappear, or do anything else that involves blood. Blood Sorcery offers unparalleled versatility next to conventional Disciplines, but there is a trade-off: Themes are costlier to use when they aren’t performed as rituals, which take more time. Vampiric Themes also fall short of the True Magick employed by mortal mages, although few vampires are familiar with the exact powers wielded by the Awakened.

Some of the better-known Themes and their purviews include the following. Many others exist beyond these:

Alchemy: Transmutation of physical matter.
Ash: Seeing into and piercing the Underworld. This Theme is almost solely the purview of Necromancy and Vodoun.
Biothaumaturgy: Living flesh and tissue.
Blood: Blood and vitae. This Theme is almost solely the purview of Thaumaturgy.
Bone: Animating and controlling corpses and zombies. This Theme is almost solely the purview of Necromancy and Vodoun.
Conjuring: Summoning and commanding extradimensional entities.
Curses: Laying curses.
Destruction: Destroying things.
Divination: Predicting the future.
Flames: Fire.
Levinbolt: Electricity.
Morpheus: Dreams and sleep.
Mind: Telekinesis.
Neptune: Water.
Sepulchre: Fighting, commanding, and interacting with ghosts. This Theme is almost solely the purview of Necromancy.
Shadows: Shadows and darkness. This Theme is almost solely the purview of Obtenebration.
Spirits: Seeing and communing with spirits.
Technomancy: Computers and technological devices.
Warding: Defense and protection.
Weather: Storms and weather.
• Players are both free and encouraged to add additional Themes to this list.

Each Tradition of Blood Sorcery “flavors” Themes differently. A Tremere thaumaturge might use Divination with “scientific” methods like arithmancy or numerology, while a Crúac practitioner might employ entrail reading or rune-casting.

Different Traditions can also use the same Themes towards very different ends. While a Crúac user can use the Conjuring Theme to summon nature-themed spirits from the Spirit World, practitioners of Necromancy use Conjuring to summon ghosts and other death-related entities from the Underworld. Some Themes may also be unavailable to some Traditions. For example, only practitioners of Thaumaturgy can learn the Path of Blood, while only practitioners of Obtenebration can learn Shadows. A character with dots in multiple Traditions caps their Theme dots by their relevant Tradition dots. For example, a Hecata with Blood Sorcery (Crúac 2, Necromancy 4) and Conjuration 4 would be limited to Conjuration 2 when using Crúac to summon nature spirits.

Themes can overlap with one another. A vampire with the Conjuring or Spirit Themes could use either to summon a spirit. However, a vampire with the Conjuring Theme could also potentially use it to summon other types of extradimensional entities, while a vampire with the Spirit Theme could also use it to bind spirits into fetishes and talismans.

Limits of Themes: No Theme can duplicate the effects of a Discipline. Blood Sorcery can’t, for example, read a victim’s mind or make them infatuated with the vampire: that’s what Auspex and Presence are for. Themes also cannot contradict a vampire’s basic nature. This includes granting immunity to banes and traditional vampiric weaknesses (that’s what Coils of the Dragon are for) and anything else that isn’t thematically in line with being a vampire. Biothaumaturgy, for example, can’t directly cure a man’s cancer (vampires aren’t healers), but it could transfer the man’s cancer to another victim.

Above all else, vampires are predators. Blood Sorcery can be used towards a variety of ends, but like any other gift of Caine’s, it most excels when used to corrupt, destroy, and control.

Using Themes

The number of dots a character has in a Theme determines the scope of the effects they can accomplish with it.

• Minor feats. Example: Summon a minor spirit. (Conjuring) Lay an embarrassing but mostly harmless curse. (Curses) Throw a ball through the air. (Mind)
•• Medial feats. Example: Summon a middling spirit. (Conjuring) Lay a frustrating curse that frequently inconveniences someone. (Curses) Throw a person through the air. (Mind)
••• Impressive feats. Example: Summon a potent spirit. (Conjuring) Lay a troublesome curse that alters someone’s lifestyle in a significant way. (Curses) Throw a car through the air. (Mind)
•••• Powerful feats. Examples: Summon a highly potent spirit. (Conjuring) Lay a dangerous curse that turns someone’s life upside down. (Curses) Throw a bus through the air. (Mind)
••••• Incredible feats. Examples: Summon a spirit demigod. (Conjuring) Lay a dire curse that makes someone wish for death. (Curses) Throw a small house through the air. (Mind)

Cost: 1 Rouse check per highest Theme dot used. Reduce this Rouse cost by 1 if the vampire has higher Blood Potency than the highest Theme dot used. Extra successes (see below) can also reduce this cost.
Dice Pool: (relevant Mental or Social Attribute) + Theme dots
DC: Varies by feat the vampire wants to accomplish. Themes that affect another character directly have a DC of (1/2 victim’s relevant Attribute + Supernatural Tolerance).

Roll Results

Botch: Something goes catastrophically wrong. For example, a summoning ritual might summon a much more powerful entity than the vampire wanted, which also breaks free of its bindings.

Setback: Something goes wrong, though the vampire may still achieve the magical working they were trying to accomplish. For example, a summoning ritual summons a different entity than the vampire wanted, or it summons the right entity but fails to bind it within a warding circle.

Success: The vampire achieves the magical working they were trying to accomplish. Additional successes can affect extra targets, increase Injured’s penalties, reduce the vampire’s number of required Rouse checks, or provide some other scaling benefit.

GM’s Commentary: Theme costs
Navy: Oh wow that’s a blood cost.
AMP: Yeah was just thinking that. Damn.
Calder: Yeah, except consider the math
Tremere with Int 5/Thaumaturgy 5 gets 5S to cast a 5 dot spell
He spends 3S to reduce the Rouse cost to 2 checks
Pretty good out of the box, but also:
Why is he casting 5 dot spells on a lark. If he wants to kill someone, why not just use a 2-dot blood-boiling Theme
Navy: There are those other factors that add dice.
Calder: Or if he wants to, he can take his time to cast his spell as a ritual, and lower the Rouse cost
The system is meant to discourage PCs from casually dropping around their highest-level Themes as non-rituals
This is also a difference from real mages, who in fact can use 5-dot Spheres for free on a lark
Though they also have Paradox, so pros and cons

Additional Factors

Rituals: A vampire can make their spells more powerful by taking extra time to cast them as rituals. Taking several minutes grants a +1 bonus, taking an hour or one scene grants a +2 bonus, taking all night or one chapter grants a +3 bonus, taking all week or two chapters grants a +4 bonus, and taking one month or an entire story arc grants a +5 bonus. (Use whichever chronological or narrative duration is shorter). Rare and precious reagents and material components can also grant this bonus depending on their quality.

The vampire can take breaks from their ritual to sleep during the day, but can’t leave the ritual site or perform strenuous actions without making rolls to avoid spoiling the ritual. If a ritual is spoiled, its outcome is automatically a botch—interrupting complex mystic workings can have calamitous consequences.

Synergy: Multiple vampires using the same Theme can channel their powers together, using the normal rules for Aiding Another. Vampire who follow significantly different Traditions may take Disadvantage on their roll or not be able to help at all.

Sympathy: Blood is power. Vampires who have a vitae sample connected to their victim take a bonus on rolls to affect them with Blood Sorcery. The closer the relation, the larget the bonus. A single Rouse check’s worth of blood is good for a one-time bonus: using a blood sample consumes it as part of the spell.

• 0 steps (the victim’s own vitae): +5
• 1 step (sires, childer): +4
• 2 steps (broodmates, grandsires, grandchiler): +3
• 3 steps (sire’s broodmates, great-grandsires, great-grandchilder): +2
• 4 steps (clanmates): +1

A vampire who is related to their victim can simply make a Rouse check to use their own blood. Thus, it is extremely easy for sires to mystically affect their childer and more distant descendants.

A vampire with a vitae sample connected to their victim can also cast spells on them remotely, without needing to be physically nearby. The longer the distance, the greater the penalty to the vampire’s roll.

• Neighborhood-wide: -1
• City-wide: -2
• State-wide: -3
• Continent-wide: -4
• World-wide: -5

Casting a spell on a victim who isn’t physically nearby opens a conduit that lets them use a single Devotion (or other supernatural power they know) back on the vampire. If the vampire’s spell is subtle (e.g., making it rain over the victim’s haven vs. directly striking them with a lightning bolt), the vampire can make a Clash of Wills to conceal the conduit and prevent the victim from retaliating. The victim uses their dots in Auspex or the same Blood Sorcery Theme to determine the DC. Victims who lack dots in either don’t take a roll at all, though the GM will still have players do so to avoid giving away metagame information.


Obfuscate


“Lilith then showed me how she hides herself from hunters.”
—The Book of Nod

Obfuscate.jpg
The Beast is a hidden killer. It lurks just below the surface, unnoticed by its prey until it’s too late. Just another man in the street, no different from anyone else. Just another woman passing by. Why can’t you remember what they looked like? One of them turns, and you can’t quite see his face, but he’s walking towards you. Another second and he’s grabbed you. His teeth sink into your neck and all you can think is “Why won’t anyone do anything? Why won’t they help me?”

Obfuscate is the reason you’ll never be sure that you’re alone again.

Universal Obfuscate Rules

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


Common Devotions

Behind the Throne (Presence • amalgam)
Presence 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.

Beneath Notice
The ghoul doesn’t take Disadvantage on Clashes of Wills to use Obfuscate against true night-folk with Auspex or other preternatural senses.

Cloak of Shadows
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.

Deceptive Aura
The vampire can turn their predatory aura inwards to “smell” like a mortal. Other vampires do not instinctively recognize the vampire as one of their own kind. Vampires with Auspex can only make a Clash of Wills to see through this Devotion if the vampire does something out of character for a mortal (e.g., using a Discipline or accepting the existence of the supernatural at face value). Other supernatural powers that would reveal the vampire for what they are also take a Clash of Wills. If these supernatural powers already give a dice roll to resist that isn’t a Clash of Wills, the vampire takes Advantage.
Ghouls who take this Devotion can also use it to appear as mortals.
Duration: Scene.

Face in the Crowd
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.

Ignore (Dominate • amalgam)
The vampire can command the victim to ignore a person, object, sound, or smell as if it weren’t there. The victim subconsciously recognizes a person’s or object’s presence and will move around it to avoid bumping into it, but otherwise ignores it completely unless it does something to draw significant attention (e.g., if an ignored person starts loudly screaming, or an ignored object gets thrown in their face). The victim ignores a sound or smell no matter what.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: Scene.

Iron Facade (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 at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Lost Visage
The ghoul gains the Lost Visage power that all vampires have: Vampires do not appear normally in reflective surfaces or visual recording media (photos, videos, etc.) unless they consciously choose to. The lighting comes out too dark, the shot’s angle doesn’t catch the vampire’s face, the image quality is poor, or something else goes wrong. Some individuals can recognize a vampire’s Lost Visage for what it is, however, so this power can be a double-edged sword.

Old Self Again
The vampire can make themselves look, sound, smell, and feel like their human self. Only ignorant mortals are fooled: night-folk automatically see through the disguise, as do mortals with Awareness scores. This Devotion is almost exclusively used by the Nosferatu, Samedi, and other Kindred cursed with hideous visages.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Silence of Death
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.


Uncommon Devotions

Ignis Fatuus
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 have 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.

Obscure Vitae
Whenever someone uses A Taste for Blood on the vampire, the vampire can choose what answers they receive. The vampire can falsify their apparent clan, Blood Potency, relation to other Kindred, and anything else that A Taste for Blood could detect. Vampires with Auspex take a Clash of Wills to fool, as do ones analyzing the vampire’s vitae with Blood Sorcery.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Steal Face
The vampire can make themselves look like a single person whose blood they’ve tasted within the same night. The vampire still sounds, smells, and feels like their normal self, making this disguise imperfect.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: One scene.

Ventriloquism
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


Common Devotions

Beneath Notice
This Devotion functions like the one-dot version of Beneath Notice, except the ghoul also gets to roll double their Obfuscate dots on Clashes of Wills to stay hidden from true night-folk. (This effectively allows a ghoul to be as good at hiding with Obfuscate as a vampire, since a ghoul with Obfuscate 5 will be rolling ten dice, the same pool as a a vampire with Blood Potency 5/Obfuscate 5.)

Forgettable Face
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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Hide Away
The vampire can lend their Obfuscate to other people. For every dot the vampire lowers their Obfuscate, the subject gains equally many Obfuscate dots, up to a maximum of Obfuscate 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Obfuscate dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”

Old Self Again
This Devotion functions like the one-dot version of Old Self Again, except night-folk and mortals with Awareness don’t automatically see through it. That takes a Clash of Wills as normal.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Sleep Unseen
The vampire can activate any 1-dot Obfuscate Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.

Steal Sense
With a touch, the vampire can make someone blind, deaf, mute, or anosmic (unable to smell).
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Intelligence or Wits) + Obfuscate. Don’t bother rolling against non-agitated mortals.
DC: 1/2 victim’s Wits + Supernatural Tolerance.
Duration: Scene.

Touch of Shadow
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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Unseen Presence
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.
Duration: Scene.


Uncommon Devotions

Bestial Guise (Protean •• amalgam)
The vampire can make themselves look, sound, smell, and feel like an animal. The vampire can only become predatory, scavenging, parasitic, or plague-bearing animals: the Beast never assumes the form of prey. Many Kindred consider this Devotion redundant next to the better-known Beast Shape Devotion, but there can be advantages to secretly retaining human form.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Cleansing Impression (Auspex ••• amalgam)
The vampire can neutralizes psychic impressions on objects around them. Anyone who examines an affected item with The Spirit’s Touch or any other form of past sensing gets the impression that no one has ever touched it and nothing has ever happened to it. Many seers find this sensation disturbing the first time they experience it. Once an item has been cleansed, it remains void of impression until something meaningful happens to it.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Permanent.

Fata Morgana
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 have 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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Mimicry
This Devotion functions as Ventriloquism, except the vampire can also mimic the voice of any individual they’ve heard before.
Duration: Scene.

Predatory Aura
The ghoul can broadcast a predatory aura that makes them “smell” like a vampire. Other vampires who see the ghoul assume they’re fellow Kindred. Vampires with Auspex can only make a Clash of Wills to see through this Devotion if the ghoul does something suspicious (e.g., eating food or walking in sunlight).
Duration: Scene.

Servitory Aura
The vampire can turn their predatory aura inwards to “smell” like a ghoul. Other vampires do not instinctively recognize the vampire as one of their own kind. Vampires with Auspex can only make a Clash of Wills to see through this Devotion if the vampire does something suspicious (e.g., drinking blood).
Duration: Scene.

Sympathetic Agony (Fortitude ••• amalgam)
The Kshatriya caste of Indian Ravnos developed this Devotion to shift the pain of wounds inflicted on them to their enemies. Whenever the target strikes a vampire using this Devotion, the target feels the pain instead of the vampire.
Prerequisite: The target must have attacked the vampire.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Presence or Manipulation) + (Fortitude or Obfuscate).
DC: 1/2 target’s (Wits + Supernatural Tolerance). Every success reduces the penalty the vampire suffers from the Injured Condition by 1 and causes the target to suffer it instead. The vampire still enters torpor if they’d reach Injured -6 without having used this Devotion.
Duration: Scene.

Steal Face
This Devotion functions like the one-dot version of Steal Face, except the vampire also sounds, smells, and feels like the person whose blood they’ve tasted.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One scene.

••• Devotions


Common Devotions

Cloak of Night
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 at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Conceal Dwelling
The vampire can conceal a mid-sized apartment unit or several rooms within a larger building like they’re not there. People find the dwelling utterly banal and unworthy of notice. People don’t notice what the dwelling looks like, who’s inside, or what smells or noises emanate from within. People subconsciously register the dwelling’s presence and try not to approach it, but don’t notice it’s there unless they’re forced inside. Individuals do notice, though, if someone they’re closely watching enters the dwelling. Otherwise, people who enter or leave the dwelling just “happen” to do so at a point where observers can’t specifically identify where they left or came from.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night. The vampire can make this Devotion permanent over a single dwelling within an area they hold Domain dots in, as well as assume they’ve already paid the Rouse cost for it. The vampire can only permanently conceal one dwelling at a time.

Conceal the Multitude
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.

Ghost Form (Protean ••••• amalgam)
This Devotion functions like Mist Form, except the vampire still maintains their regular appearance and appears fully solid to onlookers. The vampire can shift between a mist-like appearance and their regular one at will.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night.

Mask of a Thousand Faces
The vampire can make themselves look, sound, smell, and feel like a subjective face (“a frail old woman,” “a night watchman,” etc.). The vampire can also look like their mortal form. 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 at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Second Face
The vampire can make themselves look, sound, smell, and feel like a single person who doesn’t actually exist. The vampire can change what this form looks like with a Rouse check and a full day of daysleep.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night.

Sleep Unseen
The vampire can activate any 1- or 2-dot Obfuscate Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.

Steal Face
This Devotion functions like the two-dot version of Steal Face, except the vampire can look, sound, smell, and feel like someone whose blood they’ve previously tasted at any point. Its duration also increases.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night.


Uncommon Devotions

Apparition
This Devotion enhances the effects of Ignis Fatuus and Fata Morgana, causing any illusion the vampire creates to persist in believable ways even after they stop directing it or are no longer present to do so. For example, an illusory guard in front of a door can be made to continue walking back and forth after the vampire leaves. The vampire can specify actions for the illusion to take in response to conditions (e.g., for the guard to threaten calling the police if it sees someone). Overly detailed contingent actions may cost Rouse checks.

Fata Morgana
This Devotion functions like the two-dot version of Fata Morgana, except it no longer costs a Rouse check.
Duration: Scene.

Heart’s Desire (Auspex •••• amalgam)
The vampire can reach into a victim’s heart and create an image of their greatest desire. This image always manifests as a material object. For example, if the target desires a specific lover, they’ll see a letter from that person professing their love. Phuri Dae and Brahman Ravnos use this Devotion to gain influence over others. Many people, faced with their heart’s desire, are likely to do anything to achieve it.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + (Auspex or Obfuscate).
DC: 1/2 victim’s (Wits + Supernatural Tolerance). Once the vampire creates the object, they can exted its duration or recreate it at will without a dice roll (though still with two Rouse checks).
Duration: Scene.

Steal Sense
This Devotion functions like the two-dot version of 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.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Obfuscate. Don’t bother rolling against non-agitated mortals.
DC: 1/2 victim’s Wits + Supernatural Tolerance.
Duration: Scene.

•••• Devotions


Common Devotions

Cloak of Night
This Devotion functions as the three-dot version of 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 over their screams.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene.

Conceal Dwelling
This Devotion functions like the three-dot version of Conceal Dwelling, except it can affect a building up to the size of a mid-sized family home or several adjacent apartment units.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night. The vampire can make this Devotion permanent over a single dwelling within an area they hold Domain dots in, as well as assume they’ve already paid the Rouse cost for it. The vampire can only permanently conceal one dwelling at a time.

The Familiar Stranger
This Devotion functions as Mask of a Thousand Faces, except the vampire can also make themselves appear as specific individuals (e.g., “Todd’s friend Jason.”). Its duration also increases from one scene. Many Kindred use this Devotion to impersonate others.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: One night.

Obscure the Multitude
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.

Sleep Unseen
The vampire can activate any 1-, 2-, or 3-dot Obfuscate Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.


Uncommon Devotions

Army of One
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 at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene.

Permanent Illusion
The vampire can cause an illusion they’ve created with Ignis Fatuus or Fata Morgana to become permanent. In this way, Ravnos often cloak modest havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.

••••• Devotions


Common Devotions

Cloak of the Gathering
The vampire makes an entire group disappear. This functions as the three-dot version of 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 at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Cloak of Night
This Devotion functions like the four-dot version of Cloak of Night, except people don’t notice if the vampire disturbs them. They also overlook changes to themselves or their environments that are impossible to rationalize. The vampire can snatch a phone out of a man’s hand and leave him wondering where he “misplaced” it, or start a fire in a crowded office and have workers go about their business in blissful ignorance as they burn to death. Victims “come to their senses” and notice any changes that were impossible to rationalize at the start of the next scene.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene.

Conceal Dwelling
This Devotion functions like the three-dot version of Conceal Dwelling, except it can affect a building up to the size of a sprawling mansion or a single skyscraper floor.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: One night. The vampire can make this Devotion permanent over a single dwelling within an area they hold Domain dots in, as well as assume they’ve already paid the Rouse cost for it. The vampire can only permanently conceal one dwelling at a time.

Mask of Ten Thousand Faces
This Devotion functions as Mask of a Thousand Faces and The Familiar Stranger, except it no longer costs a Rouse check and the duration increases to indefinite. The vampire remains in their assumed form until they will otherwise, and can flow between different visages like water.
Duration: Indefinite.

Oubliette
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.

Sleep Unseen
The vampire can activate any 1-, 2-, 3-, or 4-dot Obfuscate Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.


Uncommon Devotions

Horrid Reality
Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The victim of these illusions believes completely that the images are real; a hallucinatory fire can burn them, an imaginary noose can strangle them, and an illusory wall can block them. The vampire can use Wits + Obfuscate + Blood Potency in combat rolls to inflict the Injured Condition. Victims “killed” by illusory attacks die from fright. Vampires can’t be harmed by illusions any further after they enter torpor.
Other people can try to convince the victim that their terrors are not real. If the vampire gets a setback on an Obfuscate + Blood Potency roll (DC = 1/2 Charisma + Persuasion of the person trying to persuade the victim), the Injured Condition goes away. The victim must be convinced of the attack’s illusory nature before the next nightfall of its taking place, or it becomes too well established in their body’s memory.
This Devotion is widely taught among Clan Ravnos.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene.

Mental Disciplines

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