Social Disciplines


Animalism


“Then, awakening myself further, I found […] the way to have dominion over beasts.”
—The Book of Nod

Animalism.jpg
A vampire’s Beast is not just a facet of their predatory nature, but a predator in and of itself—and it’s at the top of the food chain. A vampire can slip the leash of their Beast just a little to overpower weaker animals, forcing their will on such creatures. Most Animalism Devotions affect predators and scavenging animals. In a city, the Kindred can call on feral cats and dogs, pigeons and crows, foxes, and more rats than anyone wants to think about. Rural vampires can summon bats, wolves, mountain lions, and even bears—any animal that feasts on the flesh of another. Oft overlooked, however, is Animalism’s power over the Beast itself. Vampires are nothing if not animalistic creatures.

• Devotions


Common Devotions

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

Feral Menagerie
The vampire can keep a single extra ghoul without it counting towards their normal limit of (Domain + Herd) ghouls. This ghoul must be an animal.

Feral Whispers
The vampire can talk with an animal to ask it questions or issue verbal commands. The animal can’t answer anything it doesn’t understand (many abstract human concepts are lost on animals), but an inquisitive vampire can still find out a lot. The animal will follow any reasonable command—it won’t throw itself into onrushing traffic to no purpose, but it could be commanded to attack the vampire’s enemies. Smarter animals may be able to answer more questions and execute more complex commands than less intelligent animals. Animals under another night-folk’s control (including ghouled aimals) are immune to this Devotion.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: One night.

Mark Territory
The vampire can spill traces of blood along the borders of their domain, much like an animal using pheromones or urine to mark its territory. Any other vampire entering the domain can “smell” the vampire’s scent and knows the area is claimed by a rival predator. While many vampires use coded graffiti to mark their territory, this Devotion is entirely mystical and invisible to non-vampires, as well as obvious to vampires who don’t know what to look for.
Prerequisite: The vampire must have at least one dot in the Domain Background over the area they mark.
Duration: For as long as long as the vampire holds onto the territory.

Sense Beast
If the vampire knows someone is another night-folk, the vampire can tell at a glance how many Supernatural Tolerance dots they have. The vampire can also tell what another vampire’s Hunger is, what a ghoul’s Craving is, and what a werewolf’s Rage is. With a Rouse check, the vampire can ask questions about the victim’s Disciplines and Physical Attributes (e.g., how many dots they have in a specific one, what their highest or lowest dot rating is, etc.).

Vomerosense
The vampire can sniff the air or taste their surroundings to instinctively sense whether another vampire claims domain over the area they’re in. The vampire can ask basic questions about the domain’s holder such as clan, Blood Potency, Domain dots (how spread out the other vampire is likely to be), blood sympathy towards another Kindred whose vitae the vampire has tasted, and so on. This Devotion can’t be used to gather intelligence about the other vampire’s movements, only basic information about what sort of predator lays claim to the area.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Wits + Animalism.
DC: 2. Every success lets the vampire ask one question.

•• Devotions


Common Devotions

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

Beckoning
The vampire can spill their blood to telepathically summon every animal of a certain type (e.g., cats, rats, wolves) within the nearest few blocks or equivalent area. The vampire can choose not to summon some animals. The summoned animals can be asked questions or issued commands as per Feral Whispers.
Cost: 2 Rouse checks at Blood Potency 0-2. 1 Rouse check at Blood Potency 3+.
Duration: One scene.

Feral Menagerie
The vampire can keep two extra ghouls without them counting towards the vampire’s normal limit of (Domain + Herd) ghouls. These extra ghouls must be animals. This Devotion doesn’t stack with the lower-dot version of itself.

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

Raise the Familiar
The vampire can raise a dead animal’s corpse into an undead servitor to do their bidding. The familiar has the same statistics and appearance that it did when it died, but is unimpaired by any premortem injuries. Most mortals don’t notice anything wrong about the familiar unless they examine it closely, but find something about it unnerving. Living animals react to the familiar with terror or aggression. The vampire can telepathically command the familiar over any distance, but can’t ask it questions. The familiar follows orders without regard for self-preservation. It’s already dead.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One night. The vampire can raise the same familiar more than once.


Uncommon Devotions

Beast’s Vigor (Fortitude •• 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+.

Unspoken Missive
The vampire can encode a simple message (up to several sentences long) within an animal’s physical characteristics or mannerisms. Scent, body language, and vocalizations may hide an encrypted message that can only be deciphered by a recipient also versed in Animalism. Individuals other than the intended recipient can only decipher the message if they’re aware the creature is carrying a message and succeed on a Clash of Wills against the vampire.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Until message is delivered.

••• Devotions


Common Devotions

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

Feral Menagerie
The vampire can keep three extra ghouls without them counting towards the vampire’s normal limit of (Domain + Herd) ghouls. These extra ghouls must be animals. This Devotion doesn’t stack with the lower-dot versions of itself.

Feral Outburst
The vampire can incite one mortal, animal, or night-folk into a state of feral rage. They attack or try to destroy whatever the vampire directs them to. Affected vampires and werewolves succumb to frenzy.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Charisma + Animalism.
DC: 1/2 victim’s Resolve + Supernatural Tolerance. Animals not controlled by other night-folk don’t require a roll.
Duration: Scene.

Grow Beast
The vampire can transform a mundane animal into a more dangerous version of itself. House cats grow into tigers, panthers, or other great cats; dogs become slavering wolves; sparrows and parakeets become enormous birds of prey. Animals without a more “fearsome” form, such as rabbits or mice, gestate into a swarm and gnaw their way out of the original animal’s loins (even if it’s male) in a gory shower before dying at the end of the scene. Animals that are already dangerous predators, such as bears or sharks, fly into murderous rampages. The animal(s) obey any command from the vampire that isn’t obviously suicidal.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Summon the Hunt
The vampire can spill their blood to telepathically summon every animal within the nearest few blocks or equivalent area. The vampire can choose not to summon some animals. The animals can be asked questions or issued commands as per Feral Whispers.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night.


Uncommon Devotions

Quell the Beast
By locking eyes with a target, the vampire cows their inner Beast into temporary slumber. Mortals and animals become incapacitated with lethargy and will only take physical actions to defend themselves or people they care about if attacked. Vampires cannot enter frenzy (and exit frenzy if currently frenzying), but also cannot make Rouse checks, use Disciplines, or pass predatory aura rolls without marking Corruption. The vampire also takes Advantage on Physical and Intimidation rolls against the target.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Charisma + Animalism.
DC: 1/2 victim’s Resolve + Supernatural Tolerance. Non-agitated mortals and animals don’t require a roll.
Duration: Scene.

•••• Devotions


Common Devotions

Animal Dominion
The vampire can command any number of animals within sight or hearing as if the animals were extensions of their own body. The animals follow any command, no matter how dangerous. They’ll lay down their lives by the dozens, even hundreds, to appease their master. Commanding animals already under another night-folk’s control takes a Clash of Wills.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene.

Feral Infection
The vampire can incite any number of nearby humans, animals, and night-folk within the room into a state of feral rage. They attack or try to destroy whatever the vampire directs them to. Affected vampires and werewolves succumb to frenzy.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Animalism.
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. Animals not controlled by other night-folk don’t require a roll.
Duration: Scene.

Feral Menagerie
The vampire can keep four extra ghouls without them counting towards the vampire’s normal limit of (Domain + Herd) ghouls. These extra ghouls must be animals. This Devotion doesn’t stack with the lower-dot versions of itself.

Subsume Spirit
The vampire takes over an animal’s body and controls it as if it were their own. The vampire’s body falls into torpor. The vampire uses the animal’s Physical Attributes and their own Skills and non-Physical Attributes. The vampire can’t use Blood Sorcery or any Disciplines or supernatural powers that rely on speech, and can’t use any Disciplines during the day without marking Corruption. If the animal’s body dies while the vampire possesses it, accrue a Stain.
Prerequisite: The vampire can only take over a predatory, parasitic, scavenging, or plague-bearing animal. The Beast won’t inhabit the body of prey.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: Charisma + Animalism.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: One night.

Summon the Hunt
This Devotion functions like the three-dot version of Summon the Hunt, except the vampire can summon animals out of thin air. The vampire can spill their blood in the middle of a corporate office room and summon packs of wolves or swarms of bats or rats. The animals can be any predatory, scavenging, parasitic, or plague-bearing species native to the region. The vampire can choose where the animals appear.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene. Any surviving animals vanish back from whence they came. Dead animals’ corpses remain where they are.


Uncommon Devotions

Reason’s Salon
Animalism can draw bestial behavior out of a person, but with this Devotion, it can also suppress those behaviors. By spreading their vitae about a building or gathering place, the vampire can keep Kindred from losing control and unleashing their Beasts for a short time. All rolls to resist frenzy, resist another vampire’s predatory aura, and calm other Kindred down from frenzy take Advantage. For this reason, it’s not always rare to see a Gangrel master of Elysium.
Cost: 3 Rouse checks at Blood Potency 0-4. 2 Rouse checks at Blood Potency 5+.
Duration: One night.

Shared Soul
The vampire can view one scene’s worth of memories from any point in an animal’s past. Some Gangrel use this Devotion as a tool in the search for enlightenment, feeling they come to a better understanding of their own Beasts through rapport with true beasts.
Prerequisite: The vampire must be touching the animal.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.

Uproot Beast
The vampire can project their Beast at the moment of frenzy, transferring it into a nearby subject, either mortal or vampire. That person immediately experiences the frenzy instead, going on a merciless rampage or fleeing in terror depending on the trigger.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: Charisma + Animalism.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: As frenzy.

••••• Devotions


Common Devotions

Animal Sovereignty
The vampire exercises absolute knowledge and control over every animal within a city block. The vampire can command them to do anything, no matter how dangerous or suicidal. By concentrating, the vampire can perceive through the senses of any one animal, and can speak through the animal in their own voice. By making a Rouse check, the vampire can use any Discipline they know through the animal besides Blood Sorcery. This kills the animfal after the Discipline activates (if it has an instantaneous effect) or its duration expires. Commanding animals already under another night-folk’s control takes a Clash of Wills.
Cost: 3 Rouse checks at Blood Potency 0-5. 2 Rouse checks at Blood Potency 6+.
Duration: Scene.

Devil’s Claws
The vampire’s power over their Beast is near-perfect. The vampire can enter frenzy at will and choose their Beast’s impulse, wielding frenzy like a weapon to draw and sheath as they need. Since frenzying vampires are immune to mental coercion, the vampire can use this Devotion to effectively nullify Disciplines like Dominate and Presence. However, the vampire must succeed on a Clash of Wills.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.

Feral Menagerie
The vampire can keep five extra ghouls without them counting towards the vampire’s normal limit of (Domain + Herd) ghouls. These extra ghouls must be animals. This Devotion doesn’t stack with the lower-dot versions of itself.

Lord of the Land
The vampire spills their blood over an area where other night-folk don’t reside, marking it as their territory. Animals not controlled by the vampire won’t enter and fight to escape if forced inside. Mortals and night-folk stay away or try to leave if the vampire’s Charisma + Animalism beats a DC of (1/2 Resolve + Supernatural Tolerance). The vampire instinctively senses when an animal, mortal, or night-folk enters their territory, and what their Supernatural Tolerance is. Entering characters can conceal their presence with Obfuscate or another applicable power if the vampire fails a Clash of Wills. By concentrating, the vampire can perceive through the senses of any animal in their territory. Any lesser Animalism Devotions the vampire uses on animals within their territory are permanent until dismissed or the animal leaves.
Cost: 3 Rouse checks for a small house, 6 Rouse checks for a city block, 9 Rouse checks for a castle or skyscraper. Reduce these costs by 1 at Blood Potency 6+.
Duration: Permanent until the vampire abandons their territory. The vampire can only claim one area at once.

Uproot Beast
This Devotion functions like the four-dot version of Uproot Beast, except the vampire can also transfer the Beasts of other vampires or werewolves into different subjects, causing those subjects to experience the frenzy instead.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: Charisma + Animalism.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: As frenzy.


Dominate


“Lilith then showed me […] how she commands obedience.”
—The Book of Nod

Dominate.jpg
The Beast demands obedience from lesser creatures. It slips into the Kindred’s voice, modulating their tone and their words to express absolute authority. It progresses from the simple barked commands of a drill sergeant to creating false memories of whatever the vampire desires—or letting them steal their victim’s body to walk in the sunlight once again.

Universal Dominate Rules

Emotions: Dominate controls a victim’s actions and memories, not their emotions (which is the domain of Presence). For example, someone commanded to forget a bitter fight with their spouse may still feel angry, but will chalk it to up to just “being in a bad mood.” Given time for a victim’s altered memories to sink in (e.g., “you just got a big raise at work”), the victim’s emotional affect may change accordingly, but it usually doesn’t do so immediately. For this reason, prudent users of the Discipline instill victims with memories that reflect emotions they’ve experienced. (For example, telling someone who witnessed a vampire kill someone, “You almost got hit by a car! That was pretty scary,” instead of, “You saw nothing.”). It’s also one of the areas where Ventrue can exercise Dominate and Presence in efficient combination, as they can instill victims with new emotions to reflect their altered memories.

Eye Contact: The victim must see the vampire’s eyes for Dominate to work. Deliberately avoiding eye contact gives the vampire Advantage on sight-dependent rolls against the victim. The vampire can attempt to catch the victim’s gaze with a (Charisma or Manipulation) + (Social Skill, usually Intimidation) roll, DC = 1/2 victim’s (Wits or Resolve) + Composure. Unless the vampire can communicate through supernatural means (such as Auspex 4), the victim must also be able to hear the vampire and understand their language.

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

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

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

• Devotions


Common Devotions

Cloud Memory
The vampire can make the victim forget their memories of up to the past scene.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.

Compel
The vampire can make the victim follow an immediate command, taking no more than several seconds to complete.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.

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


Uncommon Devotions

Askew Command
The vampire can issue commands with other Dominate Devotions in nonsensical but vaguely poetic-sounding phraseology. For example, “You killed your wife” could become “Murder, you wrote,” while “Run away” could become, “Flap your wings, chicken.” The ‘fake’ command must be at least tangentially related to the real command. The victim subliminally understands the real command, but no one else does. Onlookers may think the vampire is babbling nonsense.
This Devotion is widely taught among Malkavians, who enjoy it for the fact that it makes undoing their mental tampering and predicting the actions of their pawns that much harder. The kooks also seem to have an uncanny knack for understanding commands issued by fellow users of this Devotion.

Sleeping Puppet
The vampire can use Dominate on sleeping victims by touching them instead of making eye contact. The vampire’s commands slowly play out in the victim’s dreams and take effect when they awaken. This process takes longer but is more efficient: reduce the cost of any Dominate Devotions the vampire uses on the victim by two Rouse checks, to a minimum of 0.

Wordless Command (Auspex •••• amalgam)
The vampire can use Dominate on victims telepathically, without any need to speak aloud. The vampire still must make eye contact with the victim.

•• Devotions


Common Devotions

Mesmerize
The vampire can make the victim follow longer and more complex commands with multiple clauses. For example, “When you see Henry, shoot him in the head, put the gun in his hand, and drive back to your apartment,” counts as four clauses.
Cost: 1 Rouse check per clause beyond (vampire’s Blood Potency).
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: One night.

The Forgetful Mind
The vampire can rewrite the victim’s memories of the past 24 hours into anything they choose. False memories of even the past few minutes can have potentially profound consequences for the victim: “You killed that man” and “I wasn’t here” combine to frame a victim for murder. This Devotion does not allow the vampire to investigate the victim’s true memories; it more resembles blindly painting over the old canvas.
Prerequisite: The vampire must spend time describing the subject’s new memories to them. Longer memory alterations take more time to describe.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: Permanent, but the vampire has to roll again if the victim encounters evidence their memories aren’t real. The DC varies by the strength of the evidence, which can include intense questioning by people who believe the victim’s memories were altered. On a setback, one fragment of the victim’s true memories return for every success by which the vampire fails to meet the DC. On a success, the victim dismisses what they see or questions their own sanity.
PCs who believe a victim’s memories were altered with this Devotion can interrogate them with a Social roll (DC = 1/2 vampire’s [Intelligence or Charisma] + Dominate, modified by the strength of any evidence they have to present). Every success reveals one fragment of the victim’s true memories. Other vampires who have this Devotion can draw out all of the victim’s true memories at once with a Rouse check and Clash of Wills. This process is traumatic for the victim, especially ones who are weak-willed or have had more extensive memory alterations. Victims who are sufficiently pressed may go mad or suffer other long-term cognitive impairments.

GM’s Note: This Devotion is a powerful plot tool, especially at the higher levels. The GM also strongly dislikes “Character X erases Character Y’s memories” being used as a one size fits all plot tool. As such, there are built-in mechanisms to make this Devotion potentially fail in direct proportion to how heavy-handed its usage is. Smaller memory alterations with minimal contradictory evidence are much more likely to hold up than sweeping memory alterations with an abundance of contradictory evidence. The sorts of “you remember a decades-long relationship with a wife who never existed” feats from VtR 2e are the province of elder Dominate levels—and even those are still subject to the “less subtle usages are more likely to fail” rule.


Uncommon Devotions

Command from Afar (Auspex •••• amalgam)
The vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them. This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by its security.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

The Haunting
The vampire manipulates the sensory centers of their victim’s brain, flooding the victim’s senses with visions, sounds, scents, or feelings that aren’t really there. The images, regardless of the sense to which they appeal, are only fleeting “glimpses,” barely perceptible to the victim. The vampire cannot control what the victim perceives, but may choose which sense is affected.
The “haunting” effects occur mainly when the victim is alone, and mostly at night. They may take the form of the subject’s repressed fears, guilty memories, or anything else that the GM finds dramatically appropriate. The effects are never pleasant or unobtrusive, however, and make it impossible for the victim to perform complex or strenuous tasks: if they still try, rolls take Disadvantage. The GM should let their imagination run wild when describing these sensory impressions; the victim may well feel as if they are going mad, or as if the world is.
This Devotion is widely taught among Malkavians.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Dominate.
DC: 1/2 victim’s Resolve + Supernatural Tolerance.
Duration: One night.

Message In A Bottle (Auspex ••• amalgam)
Communication is key for political organization, and covert communication is essential for oppositional social movements. Mortal insurgencies have used everything from encrypted emails to blind drops to a message the recipient had to shave the messenger’s head to read. It was to be expected that the Anarchs would apply Disciplines to this age-old problem.
Typically, reading an item with The Spirit’s Touch reveals some information about the item’s past, and no one (neither reader nor the object’s last possessor) has any input into the vision’s content. This Devotion changes that. By holding an item and using Message in a Bottle, the vampire can manipulate the item’s psychic imprint. Anyone who later uses The Spirit’s Touch on the item receives a short vision of the vampire’s choice, about 15–30 seconds’ worth.
There are many applications for this Devotion. Securing messages (at least, secure from people without mid-range Auspex) is the most obvious. Planting evidence with false impressions for arrival whom the vampire knows can read impressions is more devious. Or, for the paranoid, it’s always safe to cleanse important objects so that more meaningful data can’t be mined from them.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One year.

••• Devotions


Common Devotions

Forceful Decree
The vampire does’t take Disadvantage on commands that result in social harm or indirect physical harm to the victim, such as undressing in public or attacking one’s allies in combat. The vampire still can’t command victims to follow obviously suicidal or self-injurious orders.

The Forgetful Mind
This Devotion functions as the one-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past week.
Prerequisite: As the one-dot The Forgetful Mind.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: As the one-dot The Forgetful Mind.

Puppeteer (Dominate ••• amalgam)
By concentrating, the vampire can see perceive through the senses of a victim who’s fully blood bound to them or under the effects of a non-permanent Dominate Devotion they’ve used. The vampire can also speak through the victim’s mouth in their own voice.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Submerged Directive
The vampire can embed a post-hypnotic command in a victim, such as “Kill your spouse on October 25th.” The vampire can’t embed more than one command in the same victim, but can pack multiple clauses into the same command, such as “Kill your spouse [one] on October 25th [two] if they leave the house [three], but not if they leave their briefcase behind [four] or ask you to come with them [five]." This Devotion can be especially effective when paired with Retroactive Actions.
If the vampire knows a Devotion that can alter memories, the vampire can embed a command for the victim to forget things, remember false things, or remember real things as if the vampire had used the memory-altering Devotion (or canceled its effects) on the victim. For example, the vampire could embed a command for a servant to remember a set of posthumous instructions in the event of the vampire’s torpor or final death.
Cost: 1 Rouse check per clause. Reduce this cost by 1 Rouse check at Blood Potency 4+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance).
Duration: Permanent. People can walk around with orders buried in their heads for years.


Uncommon Devotions

Dynastic Sovereignty
The vampire pays no Rouse cost to use Dominate Devotions against mortals who are their biological relatives. If the Devotion has a cost which scales with its use, such as Submerged Directive’s “one clause per Rouse check,” the vampire gets a number of free uses equal to their Dominate dots before having to pay a Rouse cost. Finally, the vampire takes Advantage on all Dominate rolls against their relatives, including Clashes of Wills to overcome mental powers other night-folk use on their relatives.
This Devotion offers no benefit against relatives with Supernatural Tolerance scores unless they are ghouls to the vampire.
This Devotion is very popular among the Sangiovanni.

The Grand Delusion
The vampire can make the victim believe something that isn’t true: that someone is poisoning their food, that a doppelganger has replaced their loved one, that something lives in the shadows of their apartment, and so on. The vampire defines the victim’s exact beliefs, but can’t control their reaction to those beliefs. For example, the vampire can force someone to believe that their friends hate them, but not that they must attack their friends.
This Devotion is frequently shared among Malkavians.
Cost: 2 Rouse checks at Blood Potency 0-2. 1 Rouse check at Blood Potency 3+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: One night.

•••• Devotions


Common Devotions

Conditioning
Through sustained manipulation, the vampire can make a victim more pliant to their will. The vampire no longer needs to make Rouse checks to use Dominate Devotions on the victim and does not need to make eye contact with them: it’s enough for the victim just to hear the vampire’s voice, even over the phone. If other night-folk try to affect the victim with mind-influencing powers, the vampire can make a Clash of Wills to stop them from working.
The vampire must pay a high price for the mind they’ve ensnared, however. Victims Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination, even when they aren’t Dominated. In the end, such victims become like automatons or the walking dead.
Only mortals and ghouls can be affected by this Devotion. The Beast in vampiric would-be victims rebels against such sustained control, while other night-folk have their own mental defenses.
Prerequisite: The vampire must repeatedly Dominate the victim over a period of weeks. A Retroactive Action can be useful for establishing the vampire has already been doing so when the player doesn’t want to wait for in-game weeks.
Dice Pool: (Intelligence or Presence) + Dominate.
DC: 1/2 victim’s (Resolve + Composure). Don’t bother to roll against victims with no particular reason to dislike or rebel against the vampire. Given the extended nature of this roll, the vampire may always Take Half on it.

The Forgetful Mind
This Devotion functions as the one-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past month.
Prerequisite: As the one-dot The Forgetful Mind.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: As the one-dot The Forgetful Mind.

Interrogate
The vampire can place a victim into a suggestive, trance-like state where they briefly answer questions to the best of their knowledge. The victim can’t respond with any answers besides “yes” or “no.” If a yes or no answer wouldn’t be applicable, the victim says nothing.
Cost: 1 Rouse check per question asked. Reduce this cost by 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: Scene.

Submerged Directive
This Devotion functions as the three-dot version of Submerged Directive, except the vampire can include a number of clauses equal to their Dominate dots with every Rouse check.
Cost: 1 Rouse check per (vampire’s Blood Potency) clauses.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance).
Duration: Permanent. People can walk around with orders buried in their heads for years.


Uncommon Devotions

Chain of Command
The vampire can force their own will into their victim, imparting a single use of any Dominate Devotion they know for the victim to use later. The vampire must clearly explain on whom the victim must use the gift, and how. The vampire can give a general description, such as “the first person you see wearing red.” Or, the vampire can be very specific: “Tell this to Gregor at 11:45 P.M. sharp.”
Prerequisite: The vampire must have already Dominated the victim.
Cost: 2 Rouse checks, plus the Devotion’s normal Rouse cost. Reduce this Rouse cost by 1 at Blood Potency 5+.
Dice Pool: Whatever the Devotion’s normal dice pool is. The GM will roll the player’s dice pool in secret so as not to give away how successful the victim’s later use of it was.

Possess Thrall
This Devotion functions as the five-dot Possession Devotion, except the vampire can only use it on people under a blood bond to them.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Charisma) + Dominate. Don’t roll against willing targets.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: One night.

Rationalize
The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. If the victim is pressed on their belief, the vampire must make an (Intelligence or Charisma) + Dominate roll against a DC of (1/2 victim’s Resolve + Supernatural Tolerance). A setback lets the the victim question their own statement, and possibly their sanity. Long-term exposure to this Devotion can lead to severe mental trauma in the victim.

Voice of Madness
By addressing their victims aloud, the vampire can drive them into fits of blind rage or fear, forcing them to abandon reason and higher thought. Victims are plagued by hallucinations of their subconscious demons, and try to flee or destroy their hidden shames. Tragedy almost always follows in the wake of this Devotion’s use, though offending Malkavians often claim that they were merely encouraging people to act “according to their natures.”
This Devotion is widely taught among Malkavians.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Dominate.
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. Affected victims fly immediately into frenzy or a blind fear. Mortals don’t remember their actions while berserk.
Duration: Scene.

••••• Devotions


Common Devotions

The Forgetful Mind
This Devotion functions as the one-dot version of The Forgetful Mind, except the vampire can rewrite any of the victim’s memories from the past year.
Prerequisite: As the one-dot The Forgetful Mind.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 (victim’s Resolve + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: As the one-dot The Forgetful Mind.

Irresistible Decree
This Devotion functions as Forceful Decree, except the vampire can also command the victim to do anything that wouldn’t directly kill them. Self-injurious commands for the victim to stick their hand in a boiling pot, gouge out their own eyes, or jump off the roof of a house are all fair game. The victim only balks at obviously suicidal commands like shooting themselves in the head or slitting their own throat.

Possession
The vampire takes over a victim’s body and controls it as if it were their own. The vampire’s body enters torpor. The vampire uses the victim’s Physical Attributes and their own Skills and non-Physical Attributes. The vampire can use any Disciplines they or the victim know by making an additional Rouse check whenever they do so. The vampire can’t use any non-vampiric supernatural powers the victim possesses, and can’t use any Disciplines during the day without marking Corruption. If the victim’s body dies while the vampire possesses it, accrue a Stain.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: (Intelligence or Charisma) + Dominate.
DC: 1/2 victim’s (Resolve + Supernatural Tolerance).
Duration: One night.


Uncommon Devotions

Spectral Puppeteer (Auspex ••••• amalgam)
Only a few Malkavians and Tremere have mastered this diabolical art, which functions as Twilight Projection except for how the vampire can also use the Possession Devotion while in astral form. If the vampire succeeds in displacing the victim’s soul, their astral body flows into the victim’s mouth and assumes control. If the vampire leaves the victim voluntarily, their astral form reforms outside the victim’s body and may continue moving and acting normally. The death of a possessed victim instantly evicts the vampire and severs their astral cord, forcing them to walk back to their body at normal speed. This Devotion is often used to discredit or frame rivals while establishing a perfect alibi for the vampire.
Cost: 1 Rouse check, and 1 additional check per night the vampire spends out of their body. Reduce this Rouse cost by 1 at Blood Potency 6+.
Duration: Indefinite.

Total Insanity
The vampire coaxes madness from the deepest recesses of their target’s mind, focusing it into an overwhelming wave of insanity. The vampire chooses a single form of madness to afflict the victim with: schizophrenia, multiple personalities, phobias, anything is fair game. (Players are encouraged to mine the various World of Darkness derangement lists for inspiration or simply come up with their own flavors of insanity—many of the bizarre madnesses that afflict Malkavians and their victims have no relation whatsoever to real mental disorders.) This Devotion has driven countless victims, vampire and mortal alike, to unfortunate ends. They truly do become as permanently mad as any Malkavian, and for that reason, is considered the pinnacle of the clan’s dubious art.
This Devotion is widely taught among Malkavians.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: (Charisma or Manipulation) + Dominate.
DC: 1/2 victim’s Resolve + Supernatural Tolerance.
Duration: Permanent. It may be possible to cure the victim with significant effort taking at least a story arc: this should be less conentionl therapy and more surreal jouneys into the mind confronting inner demons.
As an alternative use of this Devotion, the vampire can afflict the victim with two forms of insanity that last for a year; three for a month; four for a week; or five for a single, horrific night.


Presence


“Lilith then showed me […] how she demands respect.”
—The Book of Nod

Majesty.jpg
Presence draws on the Beast’s animal magnetism to amplify a vampire’s force of personality, making people like them and want to make them happy even though normally those people wouldn’t give a shit about them. People like the vampire and want to be around them just because it feels good. Presence also has another application, but it’s not inspiring fear like many Kindred think. The Beast doesn’t need fear. Fear is rational, understandable—a reaction to a presented stimulus. Any idiot can make people fear them. Presence indulges the Beast’s desire to cause abject terror.

Universal Presence Rules

Detecting Presence: Unlike Dominate, Presence is a subtle Devotion, and other night-folk don’t always know they’ve been targeted with it.

• Victims can know if the vampire tries to use Presence on them and gets a setback.
• Victims always know if they are compelled to perform out of character actions (including revealing secrets they wouldn’t have).
• If the victim only performed actions they could have plausibly performed on their own, they are likely to conclude their actions were fully their own. As such, vampires who use Presence in a subtle rather than blunt manner can get away with quite a lot.

It goes without saying that ordinary mortals are likely to believe their actions on their own, though sufficiently out of character actions may cause them to question their own sanity.

After it Wears Off: The victim’s attitude towards the vampire when Presence wears off depends on their previous attitude and how they were treated. This applies equally to victims who are mortals or other vampires.

• A neutral or well-disposed victim who was treated well (and who doesn’t realize they were affected with Presence) is likely to remain well-disposed towards the vampire.
• An unfriendly victim who was treated well may improve their attitude, or go back to their old attitude, depending on their previous relationship with the vampire and how the vampire continues to treat them.
• A victim who realizes the vampire used Presence on them (see above) is likely to regard it as an attack on their person and respond accordingly.

Obviously, none of this applies to Presence Devotions that inspire fear or other negative emotions towards the vampire.

• Devotions


Common Devotions

Awe
The vampire broadcasts an aura of power, importance, and desirability. They take Advantage on related Social rolls against the people around them. Everyone ignores or laughs off anything inappropriate the vampire does that doesn’t directly harm them or people they care about. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.

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

Confess
The vampire tells the victim to confess a recent bad deed they’ve personally committed. (“Recent” is recent enough to still weigh on the victim’s mind—the past few days for most garden-variety sins, but longer for especially vile ones.) If the victim isn’t in a setting or emotional state where they might believably confess their sins, they are likely to react with hostility and alarm.
This Devotion is very popular among the Sanctified.
Prerequisite: The victim must be a mortal.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.
Dice Pool: Carisma + Presence. Don’t roll against non-agitated mortals.
DC: 1/2 victim’s Composure + Supernatural Tolerance.

Dread Presence
The vampire exudes an aura of fear and subtle menace. They take Advantage on Intimidation rolls against the people around them. People shy away from the vampire and back down from confrontations that don’t risk harm to things they seriously care about. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.

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

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

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

Passion
The vampire stirs their victim’s emotions, either heightening them to a fevered pitch or blunting them until the victim is completely desensitized. The vampire may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest. Take Advantage on rolls that play to the victim’s emotion (or lack thereof) in question.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Don’t roll against non-agitated mortals.
Duration: Scene.

Trustworthy
The vampire broadcasts an aura of trustworthiness, as though they were someone’s neighbor or co-worker. The vampire takes Advantage on Social rolls to earn or exploit people’s trust. People disclose things or take the vampire’s word over things they’d normally be wary of around strangers, such as giving out their phone number or believing a cab fare is cheaper than it really is. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.


Uncommon Devotions

Command from Afar (Auspex •••• amalgam)
This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by it for its impeccable security. By combining the mental pull of Dominate or Presence with the communicative benefits of Auspex, the vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.

Enfeebling Aura (Celerity • or Fortitude • or Potence • 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.

Toughest SOB In The Room (Fortitude • 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.


Rare Devotions

Anesthetic Touch
The vampire can ease a target’s pain or place them into a deep, soothing sleep with a touch.
When the vampire eases pain, the target takes no penalties to dice rolls from having the Injured Condition. They can still be hurt and still risk dying when they reach Injured -6.
If the vampire puts the target to sleep, they sleep peacefully and don’t suffer mundane nightmares or parasomnias. Preventing supernatural nightmares and parasomnias takes a Clash of Wills.
The vampire can’t use this Devotion on themselves.
This Devotion is almost exclusive to the Salubri.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 target’s Resolve + Supernatural Tolerance. Don’t roll against willing targets or non-agitated mortals.
Duration: Scene (ease pain) or however long is normal for the target (sleep).

Tabletop Confessions
Developed by Celia Flores as part of her spa business, this Devotion puts the victim into a trance-like, meditative state. They’ll freely share things and answer questions as if the vampire were a trusted therapist. They’ll talk about past hurts and traumas without regard as to the social context—a lot comes out on the spa table.
Prerequisite: The vampire must give the victim a massage for several minutes.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Charisma or Manipulation) + Presence. Don’t roll against non-agitated mortals. Roll with Advantage against night-folk who accept the massage willingly.
DC: 1/2 victim’s Composure + Supernatural Tolerance. For every success, the victim will share one detail or answer one question.
Duration: Scene or until the massage ends, whichever is sooner.

•• Devotions


Common Devotions

Confess
This Devotion functions like the one-dot version of Confess, except the bad deed the victim confesses doesn’t have to be recent. They could have committed it years ago.
Prerequisite: The victim must be a mortal.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 3+.
Dice Pool: Carisma + Presence. Don’t roll against non-agitated mortals.
DC: 1/2 victim’s Composure + Supernatural Tolerance.

Confidant
The vampire can make someone like and trust them as if the vampire were their best friend. Take Advantage on Social rolls that rely on goodwill.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Don’t roll against non-agitated mortals.
Duration: One night or until the vampire does something to the victim they would consider an out of character action from a best friend.

Dread Gaze
Briefly exposing their vampiric nature by hissing and baring their fangs, the vampire instills a single subject with utter terror. Mortals are cowed, run, or freeze with fear, while other vampires either submit like whipped dogs or flee in frenzy. The vampire chooses what reaction to instill.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: Scene.

Easy Lay
The vampire fills someone with feelings of lust for them. Mortals want sex; vampires and ghouls want to share blood. As soon as the victim is alone with the vampire, they’ll try to consummate their feelings. Take Advantage on Social rolls that play on the victim’s lust.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+. Free against mortals.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Don’t roll against non-agitated mortals. Take Disadvantage against mortals who aren’t sexually attracted to the vampire’s gender.
Duration: Scene.

Instant Entourage
This Devotion functions like Awe, except the victims can’t get enough of the vampire. Short of their elderly mother being on her deathbed in the hospital, or equally pressing personal business, they’ll drop whatever they were doing to follow the vampire around for the rest of the night. They’ll do anything to impress or curry favor with the vampire that doesn’t cross a serious personal line.
Cost: 1 Rouse check if the vampire targets other night-folk. Free against mortals.
Dice Pool: Charisma + Presence. Don’t bother rolling against non-agitated mortals.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.
Duration: One night.

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

Passion
This Devotion functions as the one-dot version of Passion, except its duration increases as below.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Don’t roll against non-agitated mortals.
Duration: One night.

Respect Your Betters (Fortitude •• 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.


Uncommon Devotions

Behind the Throne (Obfuscate • amalgam)
This Devotion functions like the one-dot version of Behind the Throne, only instead of projecting the Presence Devotion onto a person, they can direct it onto an inanimate object instead.

Repeat Customer
Independently developed by several Kindred involved in mortal business enterprises, this Devotion instills the victim with a compulsion to return to the vampire’s place of business sometime within the next week. If the vampire’s service was bad, the victim comes back despite their misgivings. If the vampire’s service was good, repeated applications can make the victim an unshakably loyal client.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Blood Potency. Don’t roll against non-agitated mortals.
Duration: One week.


Rare Devotions

Sensuous Massage
By giving the victim a deep massage, the vampire can reduce the Rouse cost of any Presence Devotion they use on the victim by 1 (to a minimum of 0) or take Advantage on their Presence roll. This Devotion cannot be combined with Tabletop Confessions. Celia Flores developed this Devotion as part of her spa business.

Tabletop Confessions
This Devotion functions like the one-dot version of Tabletop Confessions, except the victim won’t just answer questions posed by the vampire. They’ll freely share juicy gossip from their lives or open up about past traumas without the vampire’s prompting.
Prerequisite: The vampire must give the victim a massage for several minutes.
Cost: 1 Rouse check per piece of information shared. The vampire can make this Rouse check multiple times throughout the massage. Reduce the Rouse cost by 1 at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence. Don’t roll against non-agitated mortals. Roll with Advantage against night-folk who accept the massage willingly.
DC: 1/2 victim’s Composure + Supernatural Tolerance. For every success, the victim will share one detail.
Duration: Scene or until the massage ends, whichever is sooner.

••• Devotions


Common Devotions

Beast’s Face
This Devotion functions as Dread Gaze, except its use isn’t obvious, and the vampire can choose to make the victim afraid of a source besides them. The vampire can fill the victim with terror over specific people, places, or situations, or just instill them with formless, nameless dread.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: Scene.

Cupid’s Arrow
The vampire can inspire feelings of lust between any two individuals within the same room. Many Toreador use this Devotion to set up couples who are ‘right for each other’ or ‘need a nudge.’
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Manipulation + Presence. Charisma if the vampire makes themselves a target. Roll once and compare the result against both victims’ DC: some may succumb and some may resist. Don’t roll against non-agitated mortals, but roll with Disadvantage if one of the victims isn’t sexually attracted to the other’s gender.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: One night, though it’s possible the victims’ feelings could persist if they hit off well.

Dumbstruck
The vampire can befuddle the mental faculties of a victim whose mind they’ve already touched, reducing the victim’s Intelligence or Wits by any amount (to a minimum of 1). This can make Social DCs against the victim lower or simply result in them being less on the ball and more pliable while under the vampire’s influence.
Prerequisite: The vampire must have used another Presence Devotion on the victim that takes a dice roll against night-folk and agitated mortals.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night or the original Presence Devotion’s duration, whichever is less.

Entrancement
The vampire can make someone regard them as a trusted leader and superior. The victim won’t undertake any actions they wouldn’t for a beloved boss, but they’ll otherwise follow the vampire’s orders without hesitation.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Don’t bother to roll against non-agitated mortals.
Duration: One night or until the victim makes a significant sacrifice for the vampire.

Green Eyes
The vampire can shift someone’s emotional state to anything (envy, lust, confusion, grief, shame, etc.) besides true happiness. Take Advantage on Social rolls that play to the emotion in question.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Don’t roll against non-agitated mortals.
Duration: One night.

Summoning
This Devotion functions as the four-dot version of Summoning, except it only affects the vampire’s childer and anyone with the vampire’s blood currently in their system.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Bonuses and penalties from blood sympathy apply.
Duration: One night. The victim can choose whether to keep making their way towards the vampire after the Devotion wears off. The vampire is also free to use the Devotion again.


Uncommon Devotions

Kiss of the Succubus
The vampire can blood bond someone who engages in an act of passion with them such as kissing, fondling, or intercourse. The vampire secretes the vitae through their pores. This costs a Rouse check as normal and the victim gets a dice roll to resist being blood bound, but they might not even realize they’ve been turned into the vampire’s thrall.
Dice Pool: (Charisma or Manipulation) + Presence. Don’t roll against non-agitated mortals.
DC: 1/2 victim’s Composure + Supernatural Tolerance


Rare Devotions

Tabletop Confessions
This Devotion functions like the two-dot version of Tabletop Confessions, except the vampire can also make Empathy rolls to get the victim to open up about repressed or buried memories even they may not realize they have. If the victim’s memory was altered with Dominate or other supernatural powers, the vampire can draw out their true memory with a Clash of Wills. This process is traumatic for the victim.
Prerequisite: The vampire must give the victim a massage for several minutes.
Cost: As two-dot Tabletop Confessions. The above described use is free.
Dice Pool: (Charisma or Manipulation) + Presence. Don’t roll against non-agitated mortals. Roll with Advantage against night-folk who accept the massage willingly.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: Scene or until the massage ends, whichever is sooner.

•••• Devotions


Common Devotions

Cupid’s Arrow
This Devotion functions as the three-dot version of Cupid’s Arrow, except its duration increases and it doesn’t require the two victims to be in the same room. If the vampire sees at least of one the victims face-to-face when they use this Devotion, the second victim is affected once they see the first victim, whether or not the vampire is still there.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: As three-dot Cupid’s Arrow.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: One week, though it’s possible the victims’ feelings could persist if they hit off well.

Green Eyes
This Devotion functions as the three-dot version of Green Eyes, except its duration increases as below.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+. Once the vampire shifts the victim’s emotions once, shifting them again during the same night doesn’t cost anything.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Don’t roll against non-agitated mortals.
Duration: One week.

Loyalty
The vampire can inspire fanatical loyalty from someone. They’ll freely kill or risk their life, so long as they think it’ll help the vampire.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). You don’t need to roll against non-agitated mortals.
Duration: One night or until the victim makes a significant sacrifice for the vampire.

Paralyzing Glance
The vampire can flood their victim’s mind with terror, reducing them into a whimpering, catatonic state. Mortal victims can take no actions except curling up into fetal position and gibbering incoherently. Vampiric victims flee in frenzy, and automatically do so whenever they see the vampire again.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance.
Duration: One week.

Summoning
The vampire puts out a psychic call to one person who shares blood sympathy with them or who has tasted their vitae. The victim knows who is summoning them and the vampire’s current location. They try to reach the vampire reasonably quickly without endangering themselves physically or financially. They won’t sell their house to buy a ticket or miss a vital meeting, but they might skip out of normal work or social commitments.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Bonuses and penalties from blood sympathy apply.
Duration: One night. The victim can choose whether to keep making their way towards the vampire after the Devotion wears off. The vampire is also free to use the Devotion again.


Uncommon Devotions

Cooperation
Peaceful coexistence is not a common tenet of vampiric society. This Devotion nudges everyone in the vampire’s immediate vicinity (they can choose to leave out some people) into a spirit of cooperation and goodwill. The vampire states a single goal: affected individuals stop at nothing to achieve it unless it would risk serious harm to them or people they care about. Even bitter enemies will lay down their arms to work together in pursuit of the vampire’s goal.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals.
Duration: Scene or until the vampire’s goals is achieved.

Espirit de Corps (Potence •••• 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 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.

Star Magnetism
This Devotion functions like the five-dot version of Star Magnetism, except it only affects Kindred within range of the vampire’s blood sympathy (clanmates in the same city, sires or childer anywhere in the world, etc.) and anyone with some of the vampire’s blood in their systems.
Prerequisite: The vampire must have at least one dot in Technology. This Devotion is very rare among elders.
Cost: As Devotion used, plus 1 additional Rouse check.
Dice Pool: As Devotion used.
Duration: As Devotion used.

The Wish
“For three nights, you’ll be fast, you’ll be strong, you’ll be beautiful, and you’ll stand above the flock. After that, you’re mine. Do you understand?” This classic Setite Devotion is a common fixture of the serpents’ Embrace. The vampire finds someone they want to exalt, then makes them an offer. So long as the victim agrees to the terms without supernatural coercion, then seals the deal by drinking 1 Rouse check’s worth of blood from the vampire, they gain the vampire’s dots in Celerity, Fortitude, Potence, and Presence. If the Devotion has a Rouse cost, the victim can pay it by marking Corruption instead. The victim also doesn’t need to sleep, eat, or drink if they’re a mortal or ghoul. After three nights, the victim becomes enslaved to the vampire and three steps blood bound. They are also considered to always have some of the vampire’s blood in their systems, for purposes of other Devotions where that would benefit the vampire.
Prerequisite: The victim must be a mortal, ghoul, or vampire. Victims who become true night-folk other than vampires instantly lose any Disciplines gained from the vampire.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+. The blood the victim drinks is included in this cost.
Duration: Permanent. If the victim is a mortal or ghoul, the blood bond never breaks, no matter how much time passes or how heinously the vampire treats them. The bond can break normally for vampires, or for a mortal or ghoul who is Embraced or turned into another true night-folk. The vampire can choose to release their thrall from the bond at any time—though usually only does this if someone is willing to cut another deal…

••••• Devotions


Common Devotions

Mortal Terror
The vampire can summon horrific visions from the depths of a victim’s soul. The vampire twists everything around their victim to present one of the victim’s worst fears made flesh.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Victims take Injured -1 and gain 1 Corruption for every success that meets or exceeds their DC. They also take a fear-related Condition or permanent Flaw of the vampire’s choice. Ordinary mortals can be made to die on the spot from sheer fright. The vampire can “hold back” from inflicting these full penalties if they wish to torment rather than kill their victim.

Sovereign
The vampire can amplify their force of presence to nigh-godly levels, radiating an aura of irresistible desire, terror, or authority. Everyone in the room does whatever the vampire wants unless the order would risk direct and fatal harm to them or people they care about. Even then, the victim is left quavering or simply struck dumb.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s Composure + Supernatural Tolerance. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals.
Duration: Scene.

Summoning
This Devotion functions as the four-dot version of Summoning, except the victim will do everything in their power to reach the vampire as quickly as possible: e.g., selling their house to buy a plane ticket.
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: 1/2 victim’s (Composure + Supernatural Tolerance). Bonuses and penalties from blood sympathy apply.
Duration: Permanent. The victim won’t stop trying to reach the vampire until they succeed or one of them dies or enters torpor.


Uncommon Devotions

Espirit de Corps (Potence ••••• 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.

Star Magnetism
The vampire can use Presence Devotions on people viewing them on live feeds or hearing them over the phone. If the vampire uses a single-target Devotion, such as Loyalty, they must clearly enunciate the victim’s name. Recorded images or messages do not retain this effect.
Prerequisite: The vampire must have at least one dot in Technology. This Devotion is very rare among elders.
Cost: As Devotion used, plus 1 additional Rouse check.
Dice Pool: As Devotion used.
Duration: As Devotion used.

Social Disciplines

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