Physical Disciplines


Celerity


“When my energies first surged through me I discovered how to move like lightning.”
—The Book of Nod

Celerity.jpg

Unleashing their Beast, a vampire can cross vast distances in the blink of an eye, catch a thrown punch before their attacker has even moved a muscle, or snatch a gun barrel away from someone’s temple before they can pull the trigger. Celerity makes a vampire so fast that it’s as if they never have to move at all.

• Devotions


Common Devotions

The vampire must take Alacrity for their first one-dot Celerity Devotion.

Alacrity
The vampire adds their Celerity dots to their Dexterity dots. This can increase their Dexterity to 6 or more. The vampire also has Advantage on rolls to outrun someone with lower Celerity than them, and Major Advantage on rolls to outrun someone with no Celerity at all. Night-folk with other forms of supernatural speed may also “count” as having Celerity.

Hidden Hand
The vampire can perform a blindingly fast physical action within arm’s reach: e.g., stealing an item off someone, stacking a card deck, disassembling a gun, etc. The action can’t be an attack. Observers don’t notice what the vampire did unless it’s obvious (e.g., if the vampire moves a chair from one spot to another), and even then, they don’t know the vampire did it. Characters with Auspex, Celerity, or equivalent powers automatically notice what the vampire did.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.

Hypermetabolism
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.

Million Mile Mouth
The vampire can talk over someone with a verbal torrent. Their speech is too fast to preempt or interrupt. Take Advantage on Social rolls where this bullish approach would be helpful. Other vampires with equal or higher Celerity or Auspex dots aren’t affected.
This Devotion is considered crass to use in Elysium.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.

Posthaste
The vampire can complete independent physical tasks (e.g., cleaning up murder scenes, digging a grave, repairing a car) in half the usual time. Unlike the higher-dot versions of Posthaste, it doesn’t violate the Masquerade for mortals to see the vampire using this Devotion, though the vampire will stand out as an extremely hard worker.


Uncommon Devotions

Enfeebling Aura (Presence • amalgam)
Many Brujah masters of Celerity and Potence claim that Presence means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Every success removes one dot from the victim’s highest physical Discipline. The vampire can also specify a Discipline to remove dots from.
Duration: Scene.

Slow Fall
The vampire can survive high falls unharmed, slowing their rate of descent at the last moments so they land on two feet. Although even falls at terminal velocity pose little more than an inconvenience to vampires with enough blood to mend their shattered bodies, it’s still an inconvenience. Anyone the vampire carries also benefits from this Devotion.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.

•• Devotions


Common Devotions

Creeping Crawl
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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Hidden Hand
This Devotion functions like the 1-dot version of Hidden Hand, except the vampire can make a Clash of Wills to escape notice by characters with Auspex, Celerity, or equivalent powers.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 3+.

Posthaste
This Devotion functions like the 1-dot version of Posthaste, except vampire can complete an independent physical task in a fraction of the normal time: for every hour the task would normally take, the vampire only spends a minute. The vampire can use this Devotion to clean up murder scenes, dig graves, fix cars, or even put together jigsaw puzzles in a blur of motion. Prolonged tasks, such as entering every possible combination into a safe with a lockout delay, simply take less time.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One scene or task, whichever is shorter.

Unseen Strike
The vampire can strike someone too fast for people to even see. When the vampire makes a combat roll against someone, people don’t notice unless they have preternatural speed or senses and the vampire fails a Clash of Wills. Someone toppling over dead in a public space will still attract notice, but people won’t see the vampire do it. The vampire can do all the things they’d do with a normal combat roll: kill or injure the target, disarm or incapacitate them, or just make them look weak.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

Weightless Tread
The vampire can run across water and other permeable surfaces as if they were fully solid. The vampire sinks if they stop running. The vampire is also effectively near-weightless for all other purposes (e.g., triggering pressure-sensitive plates, leaving footprints, or being carried by someone).
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

••• Devotions


Common Devotions

Already Dead
This Devotion functions as Unseen Strike, except the vampire can also delay the effects of their attack up to any point within the scene. The vampire can decapitate someone in a subway terminal, leave, and have the victim topple over dead after they take the escalator out of the terminal and get into their car. Many Kindred also use this Devotion in duels to make a seemingly ineffective pass past an opponent, let them scoff, and then “realize” the full extent of their injuries.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Blink
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 at Blood Potency 0-3. Free at Blood Potency 4+.

Interrupt
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 at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.

Levitate
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. The vampire can float up to about 10 feet above the nearest solid surface.

Posthaste
This Devotion functions like the two-dot version of Posthaste, except the vampire can extend its benefits to other people, so long as they remain within the vampire’s line of sight for the duration of the task. Many hands can make for extraordinarily light and fast work.
Cost: 1 Rouse check per individual affected. First use in a scene is free at Blood Potency 4+.
Duration: One scene or task, whichever is shorter.

Tireless Tread
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 at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night or until the vampire slows down.

Untouchable
The vampire becomes a blur of motion. Fists, swords, and even bullets whiz harmlessly past them. 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 has to stay constantly moving to maintain this Devotion’s protection, but can remain within the same room.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: Scene.


Uncommon Devotions

Victual from Afar (Auspex •••• 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

Draught of Elegance
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 at Blood Potency 0-4. Free at Blood Potency 5+. 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.

Glide
The vampire can glide through the air as though using a hang glider. They’re in a state of continuous descent after they take off, but always float at least 10 feet above the nearest solid surface. The vampire can hover and drift 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, which can potentially be extremely fast if combined with other Celerity Devotions. With a Rouse check, the vampire can gain further altitude (enough to reach anything reasonably nearby) for a dice roll’s worth of actions before they resume descending.

Interrupt
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 at Blood Potency 0-4. 2 Rouse checks at Blood Potency 5+.

Posthaste
This Devotion functions like the one-dot and two-dot versions of Posthaste, except the vampire no longer pays a Rouse cost to accomplish hour-long physical tasks in a minute. By making 1 Rouse check, the vampire can accomplish any physical task that takes up to 24 hours in only a minute. The vampire can’t extend these benefits to other people, but can still pay Rouse checks to have them accomplish hour-long tasks in a minute.
Cost: As above. First 24-hour use in a night is free at Blood Potency 5+.
Duration: One scene or task, whichever is shorter.

Unseen Tread
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.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night or until the vampire slows down.


Uncommon Devotions

Ghoststep
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 a wall or other solid barrier as if it wasn’t there, run across water, run up a wall, run across a ceiling, and so on. The vampire is immune to damage from environmental hazards while they move except for sunlight.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One dice roll’s worth of actions, or several seconds’ worth of time.

Not There
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. First use in a scene is free at Blood Potency 5+.

••••• Devotions


Common Devotions

Flight
This Devotion functions as Hover, except the vampire isn’t limited to flying 10 feet above the nearest solid surface. They can soar all the way into the earth’s atmosphere or fly over bodies of water. The vampire still flies as quickly as they run, but can combine this Devotion with other Devotions to even greater effect. A vampire who also has Unseen Tread, for example, can cross oceans without recourse to ships or airplanes (given enough time). Another popular use of this Devotion is for the vampire to drop enemies from great heights.

Flower of Death
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. The vampire doesn’t ever increase the DC of combats for fighting multiple opponents: instead, they simply use the strongest individual opponent’s DC. A vampire confronting a werewolf pack, for example, might face a DC of only 7 (the pack alpha’s DC) instead of DC 12 (the entire pack’s DC).
Cost: 1 Rouse check per reduction in DC. Reduce this Rouse cost by 1 at Blood Potency 6+.

Interrupt
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. Reduce this Rouse cost by 1 at Blood Potency 6+.


Uncommon Devotions

Ghostwalk
This Devotion functions like Ghoststep, except the duration is extended. The vampire can move through any number of walls or solid barriers and avoid any number of environmental hazards while the Devotion is active. Additionally, if the vampire ventures into sunlight, they only have to make one dice roll to resist sunlight damage.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Penumbral Sprint
The vampire can run into extradimensional realms that overlap with mundane reality, such as the Shadowlands, the Spirit World, or the nearest regions of the Hedge. The vampire can only take whatever people or objects they can carry. This Devotion can only be used to access a single extradimensional realm, determined when the Devotion is first taught to the vampire. The vampire can learn this Devotion more than once to access additional realms, but such is rare.
Cost: 1 Rouse check per local Gauntlet rating, Shroud rating, or other applicable rating to determine how thick the barrier between worlds is. Reduce the Rouse cost by 1 at Blood Potency 6+.


Fortitude


“When my energies first surged through me I discovered […] how to be as stone.”
—The Book of Nod

Resilience.jpg
The Kindred are walking corpses, free of the frailties of a mortal form. Their bodies are capable of great endurance, but Fortitude harnesses the Beast to take that endurance beyond “great” and into “impossible.” With Fortitude a vampire can continue to act even when their body has been reduced to little more than bone and tendon.


• Devotions


Common Devotions

The vampire must take Resilience for their first one-dot Fortitude Devotion.

Immovable
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 at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Regeneration
The vampire’s flesh knits back together more efficiently during their slumber. The vampire takes Advantage on Rouse checks to use Mending while in daysleep. Ghouls who take this Devotion benefit from it whenever they’re asleep.

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

Slowed Metabolism
The ghoul is less encumbered by human biological needs.
• They only need to eat one-third as often. A single meal fills them for a day.
• They only need half as much sleep.
• They can hold their breath for twice as many minutes.
• They take Advantage on rolls to resist mundane poisons and diseases. The ghoul rarely gets sick.

Vigilance
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.


Uncommon Devotions

Enfeebling Aura (Presence • amalgam)
Many Brujah masters of Celerity and Potence claim that Presence means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Every success removes one dot from the victim’s highest physical Discipline. The vampire can also specify a Discipline to remove dots from.
Duration: Scene.

Iron Facade (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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Toughest SOB In The Room (Presence • amalgam)
Sometimes people won’t listen. Sometimes things get physical before you’re done talking. But goddammit, they’re going to listen, because you’re the toughest sonuvabitch in the room. When the vampire activates this Devotion, any penalty they’d take on Charisma rolls from the Injured Condition gives them an equal bonus instead.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

•• Devotions


Common Devotions

Inviolable Mind
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 Inviolable Mind as zen-like calm, others as supernatural stubbornness.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

Regeneration
Slumber fully restores the vampire’s flesh to its original state. Whenever the vampire gets a full day of daysleep, they reduce Injured’s penalties to 0. This Devotion does not apply to injuries from fire, sunlight, banes, and other sources that cost 1 automatic Hunger rather than 1 Rouse check to heal with Mending. Ghouls who take this Devotion heal their wounds after eight hours of nonstrenuous activity.

Respect Your Betters (Presence •• amalgam)
Characters with lower Supernatural Tolerance than the vampire’s Blood Potency can’t attack the vampire unless they’re frenzying or the vampire attacks them first. PCs can spend (vampire’s Blood Potency – their Blood Potency) Willpower to still attack vampires with this Devotion. This Devotion is widely taught among the Ventrue.

Slowed Metabolism
The ghoul is less encumbered by human biological needs.
• They can subsist on any food originally fit for human consumption without ill effect. A diet of moldy bread, O’Tolley’s cheeseburgers, and compost bin contents is perfectly nutritious.
• They gain the benefits of a full night of sleep in only two hours.
• They can hold their breath for ten times as many minutes.
• They take Major Advantage on rolls to resist mundane poisons and diseases. The ghoul almost never gets sick.


Uncommon Devotions

22 Solid
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 (Animalism •• amalgam)
The vampire can transfer their wounds to an animal by touching it. 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 at Blood Potency 0-2. Free at Blood Potency 3+.

Supernatural Resistance
The ghoul can use their Fortitude dots as their Supernatural Tolerance score for purposes of resisting night-folks’ supernatural powers. A ghoul who’s targeted by a vampire’s Dominate could roll Resolve + Fortitude to resist, for example, while a ghoul targeted by Presence could roll Composure + Fortitude. This Devotion allows the ghoul to compete on even rather than disadvantaged footing. This benefit does not extend to Clashes of Wills. A ghoul trying to hide from a vampire with Obfuscate, for example, still only rolls Obfuscate (and still at Disadvantage) against the vampire’s Auspex + Blood Potency.
Domitors rarely allow any but their most trusted ghouls to learn this Devotion. While there is obvious benefit to one’s servants being harder to suborn by rivals, it can be a double-edged sword if the ghoul ever gets rebellious. Independent ghouls, though, greatly prize this Devotion.


Rare Devotions

Healer’s Touch
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


Common Devotions

Agonistic Fuel
Whenever the vampire takes the Injured Condition, they can reduce the Rouse cost for a Devotion by 1 per penalty from Injured (to a minimum of 0). The vampire can spread out this reduced cost over multiple Devotions. For example, a vampire with Injured -3 could reduce the cost for one Devotion by two Rouse checks, and reduce the cost for another Devotion by a single Rouse check.
Duration: Until the vampire’s wounds are healed. The vampire cannot continually injure, heal, and re-injure themselves to build up a “store” of free Devotion uses.

Inviolable Mind
This Devotion functions as the three-dot version of Inviolable Mind, except the vampire can also re-roll dice for rolls to resist being mentally swayed through supernatural means (e.g., Dominate or Presence).
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Regeneration
The vampire’s flesh slowly knits back together over the night. This Devotion functions like the two-dot version of Regeneration, except the vampire reduces Injured’s penalties by 1 after only one hour or at the end of any scene (whichever comes sooner). Daysleep, which lasts 8+ hours, still reduces Injured to 0. If someone torpors the vampire, this Devotion still heals them, but doesn’t wake them up.

Slowed Metabolism
The ghoul is less encumbered by human biological needs.
• They can subsist off any organic matter (dirt, paper, leaves, sewage water, etc.) without ill effect.
• They can “catnap” and sleep with repeated interruptions, as well as on their feet, without ill effect. The ghoul only needs two hours of sleep per night.
• They can hold their breath for hours instead of minutes.
• They are immune to mundane poisons and diseases. The ghoul can still contract ailments and pass them on to others.


Uncommon Devotions

Defy Bane
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 at Blood Potency 0-3. Free at Blood Potency 4+. Every additional time the vampire uses this Devotion in the same scene costs an additional Rouse check.

Prolong Death’s Door
The ghoul doesn’t die when they reach Injured -6 and someone fails to administer first aid. Instead, the ghoul enters a state of hibernation not unlike vampiric torpor. Their pulse flatlines and they appear in all ways clinically dead. The ghoul can also enter this state voluntarily at any time (if, say, they wish to fake their death) and choose when they will awaken. Medical resuscitation can still revive the ghoul, as can a Rouse check’s worth of vitae. Anyone who pauses to finish the ghoul off (slitting their throat, shooting them in the head, etc.) can still kill them. Given that most ghouls don’t disintegrate into ash when slain like vampires, however, many would-be killers can be fooled into thinking they’ve already finished the job. The only giveaway is if a known elder ghoul doesn’t revert to their true age. The ghoul can survive in this torpor-like state indefinitely, but continues to make Rouse checks every month as normal. Once the ghoul burns through their remaining blood supply and loses access to Disciplines, they die of deprivation after several days.

Sympathetic Agony (Obfuscate •• 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 0-3. Free at Blood Potency 4+.
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.

Victual from Afar (Auspex •••• 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.


Rare Devotions

Shepherd’s Watch
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 at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: Resolve + Fortitude.
DC: 1/2 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


Common Devotions

Draught of Endurance
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 at Blood Potency 0-4. Free at Blood Potency 5+. 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.

Master’s Protection
The vampire’s ghouls add the vampire’s Blood Potency (up to a maximum of +5) to theirs when calculating DCs to affect them with Disciplines and other supernatural powers opposed by an Attribute + Supernatural Tolerance roll. This makes the vampire’s ghouls as hard to suborn as other Kindred: a ghoul with Resolve 3 and a Blood Potency 4 domitor, for example, would roll seven dice rather than three to resist another vampire’s Dominate.
This benefit does not extend to Clashes of Wills. A ghoul trying to hide from a vampire with Obfuscate, for example, still only rolls Obfuscate (and still at Disadvantage) against the vampire’s Auspex + Blood Potency.

Regeneration
The vampire’s flesh rapidly knits back together over the night. They can walk away from any fight unscathed unless someone puts them down. This Devotion functions like the two-dot version of Regeneration, except the vampire reduces Injured’s penalties to 0 after only one hour or at the start of any scene (whichever comes sooner). If someone torpors the vampire, this Devotion still heals them, but doesn’t wake them up.

Safe Slumber
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.

Slowed Metabolism
The ghoul is less encumbered by human biological needs.
• They no longer need to eat or drink, and no longer urinate or defecate even if they choose to.
• They breathe through their pores, making them immune to oxygen deprivation so long as there are trace amounts of moisture in the air.
• They no longer need to sleep. Although they can still do so, many ghouls with this Devotion take stubborn pride in serving their domitors literally 24 hours a day.
• They are immune to mundane poisons and diseases. They have Advantage on rolls to withstand supernatural ailments. The ghoul can still contract ailments and pass them on to others.


Uncommon Devotions

Prolong Death’s Door
This Devotion functions like the three-dot version of Prolong Death’s Door, except the ghoul can only be slain by the total destruction of their bodily volume: exploding them with a bomb, feeding them into a wood chipper, incinerating them in a crematorium, etc. Simply continuing to shoot or stab them once they’re down has no effect. While the ghoul is in their torpor-like state, they stop making monthly Rouse checks and can survive indefinitely until they obtain more blood. Some ghouls who expect to be deprived of blood for extended periods enter this state voluntarily.
Death’s Door •••: The ghoul doesn’t die when they reach Injured -6 and someone fails to administer first aid. Instead, the ghoul enters a state of hibernation not unlike vampiric torpor. Their pulse flatlines and they appear in all ways clinically dead. The ghoul can also enter this state voluntarily at any time (if, say, they wish to fake their death) and choose when they will awaken. Medical resuscitation can still revive the ghoul, as can a Rouse check’s worth of vitae. The ghoul can survive in this torpor-like state indefinitely._

Pseudocide
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.
Ghouls can’t take this Devotion.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
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
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 at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.


Rare Devotions

Father’s Judgment
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 at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Resolve + Fortitude.
DC: 1/2 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


Common Devotions

Juggernaut
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 at Blood Potency 0-5. 2 Rouse checks at Blood Potency 6+.
Duration: One dice roll’s worth of actions, or several seconds’ worth of time.

Mark of Caine
This Devotion doesn’t go so far as the seven-fold vengeance God promised upon Caine’s slayer, but it comes close. Anyone who inflicts the Injured Condition on the vampire takes the Condition at an equal penalty themselves. While this Devotion is active, a burning mark appears on the vampire’s arm or forehead.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Stamina. Remember Resilience adds to Stamina rolls. Victims with equal or lower Supernatural Tolerance than the vampire automatically succumb without a dice roll.
DC: 1/2 victim’s Resolve + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.
Duration: Scene.

Pain’s Prowess
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 at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene.

Regeneration
The vampire has a healing factor to rival werewolves. This Devotion functions like the two-dot version of Regeneration, except the vampire reduces Injured’s penalties by 1 after every minute or GM-prompted dice roll (whichever comes sooner). The vampire still reduces Injured’s penalties to 0 at the start of any scene. If someone torpors the vampire, they wake up once they reduced Injured’s penalties to 0. The only way to keep the vampire down is by staking or permanently destroying them. A few wry Anarchs have paraphrased this Devotion as, “You come at the king, best not miss.” This Devotion does not protect the vampire from torpor not induced by physical injury.

Safest Slumber
This Devotion functions like Safe Slumber, except the vampire is also immune to damage from fire and sunlight. Only banes can harm them while they’re in daysleep and torpor. The vampire must take a bane that’s able to hurt them before taking this Devotion.


Uncommon Devotions

Dullahan’s Endurance
The vampire can survive decapitation. They’re blind, deaf, and dumb without their head, but they survive. The vampire can reattach their severed head to their neck with a Rouse check. Growing a completely new head takes five Rouse checks and a full day of daysleep.
If the vampire has the Crawling Hand Devotion (Protean ••••), they can continue to see, hear, and speak for as long as they’re within range of their head.
Ghouls can’t take this Devotion.

Indestructible
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.
Ghouls can’t take this Devotion.
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.

Prolong Death’s Door
This Devotion functions like the four-dot version of Prolong Death’s Door, except the ghoul can also use Mending to heal injuries while in their torpor-like state. The ghoul retains a vague sense of tactile awareness and can choose to use Mending whenever would be convenient (such as if a knowledgeable foe takes the time to completely destroy their body).
This Devotion effectively makes the ghoul unkillable until they run out of blood, since they can just use Mending to get back up whenever someone puts them down. It’s also an effective way to outlast enemies, as the ghoul can allow a foe to seemingly kill them, wait until the foe is gone, and then get back up instead of waiting until someone finds their body.
Death’s Door ••••: The ghoul can only be slain by the total destruction of their bodily volume: exploding them with a bomb, feeding them into a wood chipper, incinerating them in a crematorium, etc. Simply continuing to shoot or stab them once they’re down has no effect. While the ghoul is in their torpor-like state, they stop making monthly Rouse checks and can survive indefinitely until they obtain more blood. Some ghouls who expect to be deprived of blood for extended periods enter this state voluntarily.
Death’s Door •••: The ghoul doesn’t die when they reach Injured -6 and someone fails to administer first aid. Instead, the ghoul enters a state of hibernation not unlike vampiric torpor. Their pulse flatlines and they appear in all ways clinically dead. The ghoul can also enter this state voluntarily at any time (if, say, they wish to fake their death) and choose when they will awaken. Medical resuscitation can still revive the ghoul, as can a Rouse check’s worth of vitae. The ghoul can survive in this torpor-like state indefinitely.


Uncommon Devotions

Draught of Phoenix Blood (Protean ••••• amalgam)
The story goes that if a vampire can manifest this Devotion, it is because they drank the blood of some long-forgotten mythical monster and it somehow changed who and what they were. But since that taste, they have become literally unkillable.
If the vampire would meet final death, they turn to ash like any other vampire. One week later, the vampire’s ash gathers on the back wind, pulls itself up from the soil, etc., and the vampire is reborn at Injured 0 and their previous Hunger. The vampire has a new face and body of the same general appearance (race, gender, height, etc.), but is reduced to Blood Potency 1 and suffers total amnesia, reducing them to the same Skills and Disciplines as a starting character. (This also means they lose Fortitude 5/Protean 5, so their next death is permanent.) The only detail the vampire recalls of their past unlife with any certainty is who killed them. It’s a heavy price, but preferable to final death.


Potence


“When my energies first surged through me I discovered […] how to borrow the strength of the earth.”
—The Book of Nod

Vigor.jpg
While all Kindred possess the power to bolster their might in short bursts, Potence allows some vampires to kick like a freight train or rend steel with their bare hands. The Beast tunes every bone, tendon and muscle fiber to its highest performance, allowing the night’s most fearsome predator to strut through the jungle of their choosing without fear of lesser, weaker creatures.

• Devotions


Common Devotions

The vampire must take Vigor for their first one-dot Potence Devotion.

Aura of Menace
One look at the vampire, and people know better than to fuck with them. Take Advantage on Intimidation rolls against the people around them. People won’t backtalk or stand up to the vampire unless something they care about is threatened or the vampire seems impotent to threaten them right now (e.g., hunters who’ve just staked the vampire). Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene. The GM will assume this Devotion is always on unless the player says it’s not. (Sometimes the vampire may want to feign weakness.)
PCs: If you have equal or lower Supernatural Tolerance than the vampire, can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.

Boomerang
The vampire can make any object they drop or throw return to hand. The object travels at the same speed the vampire threw it. If someone tries to hold onto the object, make a Strength roll (DC = 1/2 opponent’s Strength) to see if the vampire can pull it back.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Instant Stake
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.

Shadowblade (Blood Sorcery [Shadows] •• amagam)
The vampire can conjure a weapon made from congealed shadowstuff. The weapon is near-weightless and can take the form of a sword, knife, spear, or any other melee weapon the vampire cares to wield.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 0-2. Second use in a scene is free at Blood Potency 3+.
Duration: Scene. The vampire can make the weapon dissolve back into shadow at any time, such as if they’re disarmed.

Size Up
The vampire can tell what someone’s Physical Attributes, combat Skills (Brawl, Firearms, and Melee), or Supernatural Tolerance score is at a glance.
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) + Potence.
DC: 2. Every success reveals the target’s dot rating in one trait. If the target is trying to conceal their true strength, such as an elder pretending to be a neonate, the DC is (1/2 target’s Composure + Supernatural Tolerance), and the GM will provide false answers if the player doesn’t roll high enough.

Vigor
The vampire adds their Potence dots to their Strength dots. This can increase their Strength to 6 or more. The vampire also doesn’t ever take Disadvantage on combat rolls for being unarmed, including against other vampires. The vampire can use any object heavy enough for them to lift as a two-handed melee weapon at no penalty for being improvised. 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.

Strength Dots Possible Feats Load
1 50 lbs
2 100 lbs
3 200 lbs
4 350 lbs
5 Pull apart a pair of handcuffs 550 lbs
6 Snap someone’s neck
Throw a motorcycle
900 lbs
7 Crush a human skull between your hands
Punch through a cement wall
1,300 lbs
8 Be as strong as a gorilla
Punch through solid steel (1 inch)
Throw a small car
1 ton
9 Snap a femur in half
Smash a human skull with one hand
Throw a mid-sized car
2 tons
10 Throw a fat SUV 4 tons
11 Be as strong as an elephant
Throw an ambulance
8 tons
12 Throw a school bus 16 tons
13 Explode an average-sized human into gore by punching them
Rip open a bank vault door
32 tons
14 Throw an 18-wheeler 64 tons
15 Throw a tank
Throw a house
128 tons
Every further +1 x2 tons


• Characters can throw or bench press up to their load.
• Characters can lift up to double their load, but can’t do much more than stagger around with it.
• Characters can flip over an object that weighs up to three times their load.
• Characters can push or drug up to five times their load (note that objects with wheels, like cars, make this far easier).
• Characters can do any of these things one-handed at half their normal load.




Uncommon Devotions



Enfeebling Aura (Presence • amalgam)
Many Brujah masters of Celerity and Potence claim that Presence means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Every success removes one dot from the victim’s highest physical Discipline. The vampire can also specify a Discipline to remove dots from.
Duration: Scene.

•• Devotions


Common Devotions

Brujah’s Roar
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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Brutal Feed
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.

Powerful Breath
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. 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 at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Strength. Remember that Potence adds to Strength rolls.
DC: Varies by size and weight of the objects moved or size and heat of fire. You don’t need to roll against fires small enough to put out with a single bucket of water.

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

Size Up
The vampire can tell what someone’s Physical Attributes, combat Skills (Brawl, Firearms, and Melee), and Supernatural Tolerance score is at a glance.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+.
Dice Pool: Typically, none. If the target is trying to conceal their true strength (e.g., an elder pretending to be a neonate), the GM will roll Wits + Potence in secret, against a DC of (1/2 target’s Composure + Supernatural Tolerance), and provide false answers on a setback.

Uncanny Grip
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 at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.


Uncommon Devotions

Compact
The vampire can crush an inanimate object down to size between their hands. The object must be small or light enough for the vampire to carry or break with their own hands. The vampire can make the object any size between its normal size and around penny. The object isn’t damaged by this process and remains fully usable once it returns to normal size.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One night or until the vampire “pulls” the object back to its normal size.

••• Devotions


Common Devotions

Annihilating Strike
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 at Blood Potency 0-3. Free at Blood Potency 4+.

Beat It Out
The vampire can cancel ongoing supernatural powers (anything with a duration listed) by beating them out of a subject. The vampire can beat vampires using Protean back into their normal forms, beat implanted commands out of a Dominated victim’s head, beat a vampire using Obfuscate into visibility, and so on. This takes a Clash of Wills and the subject can’t reactivate the power for the rest of the scene.
This Devotion can’t cancel “unbreakable” powers like blood bonds that don’t normally allow a Clash of Wills.
Prerequisite: The must inflict the Injured Condition on the target at a penalty equal to the dot rating of whatever power the vampire is trying to nullify (maximum -5).
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Brujah’s Roar
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.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Strength. Remember that Potence adds to Strength rolls.
DC: 1/2 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.

Fling
The vampire can throw objects across long distances—anywhere within the same city− or county-sized area. Thrown objects travel at the speed of terminal velocity and are likely to arrive damaged if they aren’t made of durable materials or stored inside a padded container. Objects thrown from indoors smash through any roofs or windows in their way. The vampire can throw people as well as objects, though mortals are likely to arrive at their destinations injured or dead from the impact. Thrown ghouls are likely to survive as long as they have blood in their systems, and the worst that can happen to a throw vampire is torpor. People who don’t want to be thrown take a Strength + Brawl roll.
Many Brujah (often Anarchs) get a kick out of using this Devotion to throw rivals into inconvenient or humiliating locations, such as a city garbage heap. More ruthless vampires use it for intimidation value, such as to send a ghoul’s severed head smashing through the window of a rival’s haven. More practical-minded vampires use this Devotion to quickly move useful objects between allies and subordinates—or as a last-ditch effort to keep objects out of enemy hands.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Spectral Strike
The vampire can physically interact with ghosts, spirits, and other incorporeal entities as if they were fully solid. This Devotion does not grant the vampire power to see these entities, only to physically interact with them.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Uncanny Grip
This Devotion functions like the two-dot version of Uncanny Grip, except it’s always active and doesn’t cost the vampire any Rouse checks.


Uncommon Devotions

Beat It In
The vampire can affect a victim with any Devotion they know by beating it into them. The vampire must inflict the Injured Condition at a penalty equal to the power’s dot rating. The vampire can beat hypnotic commands into someone’s head (Dominate), beat their secrets out of their head (Auspex), beat them into loving the vampire (Presence), and so on. The vampire doesn’t need to pay a Rouse cost, deliver verbal commands, or succeed at the normal dice roll for these Devotions.
Prerequisite: The vampire must succeed on a combat roll against the victim. The vampire can’t affect victims with Devotions that can only target the vampire themselves.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Deep Draught
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 Corruption they inflict on the victim. Victims still can’t have more than 6 Corruption.

Expel Soul (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 spend Willpower 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 at Blood Potency 0-3. Free at Blood Potency 4+.
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 of deprivation and release the victim’s soul to its final destination. The vampire can rejoin the victim’s soul with their body at any time. Other night-folk with soul-manipulative powers can also do so with a Clash of Wills.

Material Projection (Auspex ••••• 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. Reduce this Rouse cost by 1 at Blood Potency 4+.

Shatter Loyalty
The vampire can shatter a ghoul’s blood bond towards their regnant. They simply beat the affection out of them. This Devotion can’t be used to break blood bonds between other vampires or any night-folk besides ghouls.

Prerequisite: The vampire must inflict Injured -5 to break a third stage bond, Injured -4 to break a second stage bond, and Injured -3 to break a first stage bond.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Strength. Remember Potence adds to Strength rolls.
DC: 1 + Blood Potency of the ghoul’s domitor.

Timed Torpor
The vampire can choose whenever someone they beat into torpor or unconsciousness will wake back up. The vampire can also make the victim’s revival contingent on certain conditions, such as saying a particular phrase or when a specific event comes to pass.

•••• Devotions


Common Devotions

Aftershock
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 at Blood Potency 0-4. Free at Blood Potency 5+.

Draught of Might
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 at Blood Potency 0-4. Free at Blood Potency 5+. 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
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 at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Strength. Remember Potence adds to Strength rolls. You don’t need to roll against non-agitated mortals or if you’re not trying to knock opponents prone.
DC: 1/2 opponents’ Dexterity + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.

Fist of Irad
The vampire’s bare hands can inflict grievous wounds. Other vampires treat injuries inflicted by the vampire as sunlight (one automatic Hunger rather than one Rouse check to use Mending on unless they wait until daysleep). Mortals and ghouls take one week to heal for every day they would normally take. Ghouls can’t use Mending to heal injuries inflicted by the vampire at all.
This Devotion works differently when PCs use it on NPCs, since the GM doesn’t bother to track Hunger levels for the latter. Instead, something bad happens to the NPC as a consequence of slaking their increased Hunger. The scale of what happens is relative to how large an Injured penalty the PC inflicts: Injured -1, for example, could cause the NPC to lose one dot of Herd (which they kill to slake their Hunger, enabling them to support fewer ghouls), while Injured -5 would make them lose five Herd dots. Other possibilities might include causing a Masquerade breach, taking out Debts to other vampires, and so on. PCs can make Declarations to determine what happens if they don’t want to leave it up to the GM.

Flick
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. An advanced user 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. Reduce this Rouse cost by 1 at Blood Potency 5+.

Fling
This Devotion functions as the three-dot version of Fling, except the vampire can throw objects and people beyond their city. The further the throw, the less precise the point of arrival. Some vampires have been known to embed tracking devices in objects they’ve thrown to keep better track of them. One common use for this Devotion is to throw enemies to inhospitable locations, such as the middle of an ocean.
Cost: 1 Rouse check per 500 miles the vampire throws the person or object beyond their city. Reduce this Rouse cost by 1 at Blood Potency 5+.

Herculean Leap
The vampire can make a single enormous jump. However far or high the vampire leaps, they eventually get there, even if they have to cross oceans to do it. The vampire travels at the speed of terminal velocity (roughly 120 mph).
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+. Additionally, the vampire suffers no harm from falling, so long as they can land feet-first. This benefit is always active.

Killing Look
The vampire can inflict physical harm on people and objects just by looking at them. Anything the vampire could do with their bare hands, they can do to whatever they’re looking at. Fine manipulation is impossible with this Devotion. All the vampire can do is destroy.
Prerequisite: The vampire must make eye contact with the victim or object. They must be able to see each other with the naked eye—this Devotion doesn’t work over video feeds or through binoculars.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: None, but if the vampire tries to kill someone, it still takes a combat roll as normal.

Spectral Strike
This Devotion functions like the three-dot version of Spectral Strike, except it’s always on and the vampire never has to pay a Rouse cost to use it.


Uncommon Devotions

Espirit de Corps (Presence •••• amalgam)
The vampire can stir the hearts of their allies, granting them courage and strength in the cause for which they fight. For as long as the vampire’s allies can see and hear them, allies can use the vampire’s Potence dots in place of their own (they gain no Devotions besides Vigor) and are immune to fear. Supernaturally induced fear only affects the vampire’s allies if the vampire fails a Clash of Wills. The Brujah are credited with developing this Devotion, and have historically used it to lead followers into battle against even the most overwhelming odds.
Cost: 3 Rouse checks at Blood Potency 0-4. 2 Rouse checks at Blood Potency 5+.
Duration: Scene.

Extract Heart
The vampire can rip someone’s heart out of their chest. The victim doesn’t die, but remains paralyzed and aware as if they’d been staked. The vampire can choose for the victim to fall unconscious or enter torpor if they don’t want the victim to remain aware. The vampire can slay the victim at any time by crushing their heart, or un-paralyze them by inserting their heart back into their chest.
Only a vampire with this Devotion can reunite a victim’s heart with their body. At the GM’s discretion, surgery and other body-altering powers (like Flreshcraft) may be able to do so with a Medicine roll and/or Clash of Wills.
This Devotion is believed to have been developed by an unknown Lasombra who fought the Setites during the Sea Peoples’ invasion of Egypt, and as a counter to the Snake Clan’s own heart-removing powers. While this Potence-based version is somewhat cruder, there’s no denying that it works. Among other uses, it leaves its victims unaware of their surroundings (unlike staked victims), and makes it much harder to awake them up (since the vampire can store the heart at another location). It’s also usable on entities besides vampires.
Prerequisite: The vampire must defeat the victim in combat.
Cost: 1 Rouse checks at Blood Potency 0-4. Free at Blood Potency 5+.

Psychic Assault (Auspex •••• 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+.

••••• Devotions


Common Devotions

Break Beast
The vampire can “break” anyone they defeat in combat by snapping their back, castrating them, or performing some other brutal display dominance that reduces the victim’s Beast to a state of fearful submission. Thereafter, the victim can no longer make Rouse checks, use Disciplines, or add their Blood Potency to dice rolls. Whenever the victim frenzies, they flee rather than fight. Other vampires can instinctively sense the victim’s weakness and take Advantage on rolls to bully, exploit, or attack them.
Prerequisite: The vampire must defeat the victim in combat.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Permanent until the victim achieves a significant physical victory over another vampire with equal or higher Blood Potency than theirs: this should usually take at least a story arc, and may not even happen at all. Diablerie always counts as a significant victory.

Fist of Caine
The vampire’s bare hands can inflict truly ruinous wounds. Other characters cannot heal physical injuries inflicted by the vampire, ever, unless they succeed on a Clash of Wills. They can only make this roll once. Even then, such wounds are costlier to heal, and carry all the effects of Fist of Irad.
When PCs use this Devotion on NPCs, it effectively gives them a permanent bonus on dice rolls against opponents they win a Clash of Wills against, since those opponents can’t naturally heal the Injured Condition. Even if opponents manage to heal Injured, this Devotion still carries all the effects of Fist of Irad.

Imprisonment
The vampire rips open a gaping pit in the earth and throws the victim inside. The pit immediately closes after them, leaving the victim trapped in a cave-like prison miles below the surface. The vampire can make the prison as small or as large as they want (within reason). Left on their own, the victim will eventually die of deprivation (if mortal) or enter torpor (if Kindred). The vampire can excavate the pit and free the victim at any time. Vampires with Earth Meld or similar Devotions can try to escape with a Clash of Wills, but only once.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Strength. Remember that Potence adds to Strength rolls.
DC: 1/2 victim’s Strength, Dexterity or Stamina. Remember that physical Disciplines add to physical Attributes.
Duration: Permanent.

Inescapable Strike
The vampire can physically attack anyone who is observing or communicating with them in real time. This can include phone calls, video feeds, text messages, IM clients, hidden bugs, viewing the vampire from a distance (e.g., with binoculars or a sniper rifle’s scope), or viewing the vampire through solid barriers. This also includes Disciplines that don’t require the vampire or their victim to be physically present to observe one another (e.g., Share Senses, Possession, Animal Dominion, Twilight Projection, etc.). The vampire only needs to be aware someone is observing them in order to lash out. This Devotion is highly disturbing for mortals to witness and can manifest in such forms as the vampire’s hands bursting from a TV screen, laptops crushing the victim’s head under their top cover, possessed thralls swallowing the victim into their mouths, etc. The victim can still fight back and neither the vampire nor the victim actually leave their current location. Resolve any fights with a combat roll as normal.
Cost: 2 Rouse checks. 1 Rouse check at Blood Potency 6+.

One Man Army
Lesser foes cease to so much as slow the vampire. They are simply crushed. The vampire no longer needs to make combat rolls against opponents with dice pools that have 5 or more fewer dice than theirs. Such foes also do not add to the DCs of combats against multiple opponents. A rival who thinks they’ve stacked the odds against the vampire by bringing half a dozen ghouls to the fight may find their minions to be of no help whatsoever. PCs who are confronted by vampires with this Devotion can spend (6 – Supernatural Tolerance) Willpower to still get to make a combat roll if they normally couldn’t.
Cost: Free against lesser opponents on their own. 1 Rouse check per opponent crushed if the vampire fights lesser opponents simultaneously with an opponent tough enough to still take a dice roll. Reduce this Rouse cost by 1 at Blood Potency 6+.

Sins of the Father
Whenever the vampire inflicts the Injured Condition on a Kindred victim, they can cause any number of Kindred relatives within range of the victim’s blood sympathy to suffer equal harm. If the vampire destroys the victim, their Kindred relatives can be made to enter torpor, but not suffer final death. Any Kindred relatives who take the Injured Condition instinctively sense the vampire’s face and current location.
Cost: 1 Rouse check per harmed relative. Reduce this Rouse cost by 1 at Blood Potency 6+.
Dice Pool: Strength. Remember that Potence adds to Strength rolls. Roll separately against every relative affected.
DC: 1/2 victim’s Stamina (remember that Fortitude adds to Stamina rolls) or (Resolve + Blood Potency).
Duration: Scene.

Strike Weakness
Touchstones are a chink in any vampire’s armor. A master of Potence makes that literal. Any physical pain or injury the vampire inflicts on the victim’s Touchstones automatically befalls them too. Killing the Touchstone drives the victim into torpor. The victim instinctively senses the vampire’s face and current location when this Devotion is invoked.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene.


Uncommon Devotions

Espirit de Corps (Presence ••••• amalgam)
This Devotion functions as the four-dot Espirit de Corps, except it lasts for an entire night and continues to affect allies even when they’re no longer able to see or hear the vampire. While this Devotion’s applicability is more limited in the modern era, its longer duration and ability to function throughout a battlefield’s chaos (where individual followers could easily get separated from the vampire) still makes it invaluable in turning the tides of battles—the larger and longer, the better.
Cost: 3 Rouse checks at Blood Potency 0-5. 2 Rouse checks at Blood Potency 6+.
Duration: One night.

My Name is My Name
Whenever someone in the same city as the vampire shit-talks them, the vampire immediately knows. As soon as the victim leaves the room or rounds a corner, they find the vampire there, ready to kick their ass. The vampire instantaneously traverses the distance between them. Walls and solid barriers are no obstacle. It usually only takes several instances for word of the vampire’s prowess to spread, but that’s the point.
If the vampire is in trouble when this Devotion would be invoked, the vampire appears before the victim once they’re no longer in trouble. People who shit-talk the vampire expressly to summon them with this Devotion also don’t cause it to trigger. Finally, this Devotion only works at night.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+. This Devotion is free to use if the victim shit-talks the vampire in the vampire’s claimed domain.
Dice Pool: Wits + Potence if the victim insults the vampire without using their name.
DC: 1/2 victim’s Wits + Supernatural Tolerance.

Penumbral Rent
The vampire can use their bare hands to tear open rents to extradimensional realms that overlap with mundane reality, such as the Shadowlands, the Spirit World, or the nearest regions of the Hedge. Entities between the Penumbral realm and the material world can freely cross over for as long as the rent remains open. This Devotion can only be used to access a single extradimensional realm, determined when the Devotion is first taught to the vampire. The vampire can learn this Devotion more than once to access additional realms, but such is rare.
Prerequisite: The vampire must succeed on a (Strength or Dexterity) + Brawl roll (variable DC) if they try to force someone through the rent involuntarily.
Cost: 1 Rouse check per local Gauntlet rating, Shroud rating, or other applicable rating to determine how thick the barrier between worlds is. The vampire pays this cost for every person or object they transport through the rift, including themselves. Reduce this cost by 1 at Blood Potency 6+.
Duration: For as long as the vampire holds the rent open, during which time they can take no other physical actions. If the vampire walks through or throws people through, the rift snaps shut immediately afterwards.


Protean


“Then, awakening myself further, I found the way to alter forms.”
—The Book of Nod

Protean.jpg
Every vampire is one bad day away from giving in to the Beast. Some keep the creature leashed within, holding it back and only letting it out to prey on the weak. Others indulge their Beasts, reveling in the descent from an undead thing yearning for its grave to a force of savage power. A vampire who attains the pinnacle of Protean becomes a formless creature, nothing more than smoke and hunger.

• Devotions


Common Devotions

Beast Shape
The vampire can turn into a single animal whose blood they’ve drained, chosen when this Devotion is first taken. The vampire can only become a predatory, scavenging, parasitic, or plague-bearing animal: the Beast never assumes the form of prey. The vampire can only become a small and flight-incapable animal that humans don’t regard as a serious danger: e.g., cats or rats, but not wolves or bears.
The vampire gains Advantage on one type of roll related to the animal’s form (e.g., hiding for rats), or can make a roll during a situation when they wouldn’t normally be able to. The vampire gains any other advantages inherent to the animal’s form: rats, for example, can get into all sorts of places humans can’t, and so on. The vampire can’t use Blood Sorcery or other powers that require speech.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Beast’s Eyes
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
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 at Blood Potency 0-1. Free at Blood Potency 2+.

Feral Claws
The vampire can grow small claws from the tips of their fingers. The claws are considered one-handed melee weapons: the vampire doesn’t take Disadvantage on combat rolls against people with knives, brass knuckles, etc., and takes Advantage on combat rolls against unarmed opponents.
Duration: Scene.

Tools of the Trade
The vampire can grow delicate claws that replicate the function of any handheld non-electric tool: lockpicks, surgical instruments, screwdrivers, wire cutters, can openers, scissors, small saws, etc. Anything the vampire could pick up at a general store is fair game. The ‘tools’ are perfectly functional and don’t impose Disadvantage for being improvised.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.


Uncommon Devotions

Chameleon’s Skin
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 at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Devil’s Mark (variable amalgam)
Choose a single Discipline. The vampire can imbue someone with use of a single Devotion they know for that Discipline via mystic tattooing. This Devotion was developed by a nomadic pair of Toreador antitribu during the late 20th century and it’s since become quite popular among the Sabbat.
The vampire can take this Devotion multiple times, choosing a different Discipline each time.
Prerequisite: The vampire must know the Fleshcraft Devotion and spend time tattooing the subject. This takes roughly one hour per Devotion’s dot rating. A Dexterity + (Crafts or Expression) roll can create a rush job in less time, although these tattoos are usually less beautiful.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+. Artists pay this cost by bathing their tools in blood or mixing it into their inks.
Duration: One night. The vampire can make the tattoo permanent by spending XP equal to (1/20th the Devotion’s normal XP cost). PCs with this Devotion can only make it permanent on other PCs who have dots in its associated Discipline equal to the imbued Devotion’s dot rating, and the other PC must pay its full XP cost themselves. Receiving tattoos is chiefly a cool and time-saving way for PCs to learn new Devotions, not a way of surmounting the Discipline caps.

Pay Now
The vampire can mark their flesh with scars, tattoos, or other blood designs symbolic of any Devotion they know. The vampire pays the Devotion’s Rouse cost immediately, but can later use the Devotion for free. This is chiefly useful if the vampire has blood on hand now and doesn’t want to pay the Devotion’s cost when they need it.
has blood on hand now they don’t expect to have when they invoke the Devotion.
Cost: 1 Rouse check plus the Devotion’s normal cost.
Duration: One night or until used, whichever comes first.

Suck it Up
The sites of Kindred conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Kindred want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This Devotion allows the vampire to simply touch a pool of blood and draw it into herself. The blood instantly vanishes and leaves no trace, but slakes Hunger as normal. The vampire can choose to leave behind any amount of blood (as bloodless bodies with obvious wounds still raise questions). It is even possible to manufacture false evidence by using this Devotion to selectively leave behind certain shapes or patterns of blood (such as absorbing a large pool and leaving behind smaller spatters that appear to originate from another direction or suggest a type of weapon used), though this takes a Wits or Intelligence + Investigation roll at a variable DC.

Vicissitude
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 = 1/2 Wits + Empathy 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 at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Permanent.

•• Devotions


Common Devotions

Beast Shape
This Devotion functions like the one-dot version of Beast Shape, except the vampire can be become a single animal which humans regard as a danger (bears, wolves, etc.) and which is capable of flight. The Devotion’s duration also increases beyond one scene.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One night.

Earth Meld
This Devotion functions as the one-dot version of Earth Meld, except that it’s free to use. The vampire can also hear and smell the ground above them as if they were standing there themselves, and can absorb any blood spilled there. Many Gangrel with this Devotion use it as their first choice of haven.

Impart Mutability
The vampire can lend their Protean to other people. For every dot the vampire lowers their Protean, the subject gains equally many Protean dots, up to a maximum of Protean 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 Protean 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.”

Predatory Aspect
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. If the vampire grows claws, they instead count as being armed with one-handed melee weapons (Advantage against unarmed people, no Disadvantage against equally armed people). Not all rolls or situations can benefit from this Devotion. The vampire must spend 1 Willpower to have more than one feature active at a time.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Unnatural Contortion
The vampire can bend and manipulate their body in unwholesome ways: Legs over shoulders, joints going the wrong way, back of head touching the spine, and so forth. Some vampires use this to freak out the kine. Others use it to escape bonds or wriggle into spaces normally too small for them—an air duct, beneath a low-hanging bed, through a cellar window, etc. The vampire can fit anywhere that would accommodate a toddler-age child. They’re also impossible to restrain or tie up without a Clash of Wills.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.


Uncommon Devotions

Bestial Guise (Obfuscate •• 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.

Contraband
The vampire can hide objects inside of their body. The vampire’s flesh parts like ooze for them to insert or remove objects, but remains solid to anyone the vampire doesn’t grant ‘access.’ The vampire can store any number of objects whose combined mass is up to roughly the size of their body.
Cost: 1 Rouse check at Blood Potency 0-2 to insert any number of objects during the same scene. Free at Blood Potency 3+.

Fleshcraft
This Devotion functions as Vicissitude, except the vampire can use it on other people, and the vampire can sculpt extra flesh onto a subject by removing it from another subject. 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: The vampire must spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take a Dexterity + Protean roll.
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.

Pay Now
This Devotion functions like the one-dot version of Pay Now, but its duration increases to the below amount.
Cost: 1 Rouse check plus the Devotion’s normal cost.
Duration: One week or until used, whichever comes first.

••• Devotions


Common Devotions

Beast Shape
This Devotion functions like the two-dot version of Beast Shape, except the vampire can transform into any animal whose blood they could have plausibly drained, allowing them to choose from many potential forms. The vampire can also have a single, favored form they may assume at the cost of 0 Rouse checks.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night.

Earth Meld
This Devotion functions as the two-dot version of Earth Meld, except the vampire can bring additional subjects into their underground cocoon with them.
Prerequisite: Each subject costs a Rouse check and must be physically touching the vampire. Unwilling subjects must be restrained.
Cost: 1 Rouse check per additional subject brought underground. Reduce this Rouse cost by 1 at Blood Potency 4+. It’s still free for the vampire to go underground themselves.


Uncommon Devotions

Bonecraft
The signature Devotion of Clan Tzimisce, this terrible power functions as Vicissitude and Fleshcraft, but also 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 or lesser mass of flesh and bone. Additional mass can be added if it’s removed from another subject and sculpted on. 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 two-handed melee weapons and/or heavy archaic armor, granting Advantage on combat rolls against less armed and armored characters). Characters subject to these bodily alterations have invariably terrifying appearances and violate the Masquerade if seen. The lobotomized szlachta war ghouls for which Clan Tzimisce is known are created through this Devotion. Players can doubtlessly think of other creative uses.
Prerequisite: The vampire must spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take a Dexterity + Protean roll.
Duration: Permanent and as Fleshcraft.

Devour
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: 1/2 victim’s (Strength or Dexterity) + Brawl.

•••• Devotions


Common Devotions

Beast Shape
This Devotion functions like the three-dot version of Beast Shape, except shifting forms no longer costs a Rouse check. Its duration also increases to indefinite, lasting even while the vampire is in daysleep or torpor. The vampire can freely shift between animal forms and remain in any for as long as they like.
Duration: Indefinite.

Claws of the Unholy
The vampire can sprout enormous, knife-sized claws with a gleaming red sheen. These claws count as two-handed melee weapons, granting Advantage on combat 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
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 at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene.

War Form
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 enormous snakes. Gangrel tend to become werewolf-like amalgams of whatever animal they have most affinity with. No matter the form, it’s always terrifying. The vampire can’t communicate in anything except bestial sounds.
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 also counts as being armed with a two-handed melee weapon (Advantage on combat rolls against foes with one-handed melee weapons or no weapons). Increase this to Major Advantage against foes who also don’t have at least one dot in Supernatural Tolerance, though most mortals (and many ghouls) flee in terror rather than fight.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene.


Uncommon Devotions

Earth Control
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 is also useful for launching surprise attacks and retreats.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene.

Exsanguinate
The ghoul can drink blood from other mortals to heal their wounds. The ghoul reduces the penalties they take from the Injured Condition by -1 for every equal penalty they inflict on a victim. As the ghoul still lacks fangs, this process is rarely enjoyable for the victim. Drinking this blood only heals the ghoul’s injuries: it doesn’t reduce their Craving or otherwise count as Kindred vitae.

Crawling Hand
The vampire can control their own severed body parts (this Devotion’s name is a misnomer, as the vampire isn’t limited to just hands). Eyes can see, ears can hear, hands can manipulate objects, and so on. The body parts can move as fast as an average person can run. The vampire can perceive everything within several feet of the body part as if they were there themselves. Body parts that are sensory organs can perceive details up to their normal range.
Cost: 1 Rouse check per body part controlled. Reduce this Rouse cost by 1 at Blood Potency 5+.
Duration: One night, after which the vampire’s control lapses and the body party reverts to the vampire’s true chronological age.

Mist Form
This Devotion functions like the five-dot version of Mist Form, except it only lasts for several seconds. It’s enough for the vampire to escape a tight situation or get into a hard-to-reach area.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: As above.

Swarm Form
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 at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night.

••••• Devotions


Common Devotions

Ghost Form (Obfuscate ••• 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.

Mist Form
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 at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: One night.

Mother of Monsters
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. Reduce this Rouse cost by 1 if the vampire has Blood Potency 6+.
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).

Shape Mastery
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: 1/2 victim’s (Stamina + Supernatural Tolerance).
Duration: Scene or length of the Protean Devotion, whichever is longer.


Uncommon Devotions

Death’s Crawl
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 at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Leptocraft
Considered the pinnacle of a Tzimisce’s craft, this Devotion functions like Bonecraft, except the vampire can reshape flesh and bone on a molecular level. The vampire can turn solids into liquids, semi-liquids, or gases; manipulate hormones; purge or induce toxins; craft fully functional wings or gills; and make other radical physical alterations (such as turning skin into scales, feathers, or bone). The vampire still can’t create extra physical matter from nothing: adding wings to a subject still requires flesh taken from somewhere else. Players can doubtlessly think of other creative uses for this Devotion.
One of the largest obstacles to Fleshcraft and Bonecraft is that mortals and ghouls can’t survive more radical applications. A Tzimisce who wants to turn their ghouls into sentient rugs or curtains, for example, would have to remove too many essential organ systems for them to survive. A vampire with Leptocraft, though, could simply reconfigure their ghoul’s physiology to be like a slug’s, tapeworm’s, or other invertebrate’s.
One of the signature uses of this Devotion is to transform into a sentient and ambulatory pool of blood, freed from all the restrictions of the flesh. In the end, that’s what it comes back to.
Prerequisite: The vampire must spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 2 Rouse check at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take a Dexterity + Protean roll.
Duration: Permanent and as Fleshcraft.

Misplaced Heart
The vampire’s heart has actually moved within their body, though no more than two feet from its original position near the middle of their chest. It is impossible for attackers to stake the vampire unless they target the right location (which should be the vampire’s most tightly guarded secret), which otherwise uses all the normal rules for staking.

Unfettered Heart
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.


Uncommon Devotions

Draught of Phoenix Blood (Fortitude ••••• amalgam)
The story goes that if a vampire can manifest this Devotion, it is because they drank the blood of some long-forgotten mythical monster and it somehow changed who and what they were. But since that taste, they have become literally unkillable.
If the vampire would meet final death, they turn to ash like any other vampire. One week later, the vampire’s ash gathers on the back wind, pulls itself up from the soil, etc., and the vampire is reborn at Injured 0 and their previous Hunger. The vampire has a new face and body of the same general appearance (race, gender, height, etc.), but is reduced to Blood Potency 1 and suffers total amnesia, reducing them to the same Skills and Disciplines as a starting character. The only detail the vampire recalls of their past unlife with any certainty is who killed them. It’s a heavy price, but preferable to final death.

Physical Disciplines

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