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SotC Supplement Devotions

VtR2 Secrets of the Covenants Supplemental Devotions for Carthian and Invictus characters.
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0% found this document useful (0 votes)
189 views9 pages

SotC Supplement Devotions

VtR2 Secrets of the Covenants Supplemental Devotions for Carthian and Invictus characters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Secrets of the Covenants

Supplemental Devotions
Unless otherwise noted, all included materials are game mechanics for the Vampire: The Requiem Storytelling Game, and
are written by David A Hill Jr. Vampire: The Requiem is trademarked and copyright White Wolf Publishing.

Carthian Movement
This Devotion costs 2 Experiences to learn.
Hekireki - 霹靂 Note: The rough translation of this Devotion's common
(Celerity •, Vigor •) name is "Thunderclap". However, the New York Movement
This blend of supernatural speed and strength has your adopted the name given to them by the Tokyo Kindred.
character put everything into a single, perfect strike.
However, first she must remain calm, focusing and allowing
her blood to channel and pool in preparation. It's Under My Skin
alternatively referred to as 羽の飛翔, "hane no hisho," or (Majesty ••, Protean •••)
"the feather's flight."
Your character can take the pervasive, intimate
Cost: 1 Willpower; Special connections built by Majesty, and use them as a vector for
Dice Pool: None her shapechanging. She may become the victims of her
Action: Instant Majesty. Then, she takes little hints of her victims, and uses
them as anchors to better act the part.
To activate Hekireki, your character must take a full
instant action and spend a single Willpower point. She Cost: 1 Vitae
cannot use Vitae during this turn for any purpose. Then, in Dice Pool: Manipulation + Empathy + Protean
following turns she can spend any number of Vitae, up to Action: Instant
her normal per-turn limit dictated by her Blood Potency.
Your character's victim must have an active Condition
During these turns, she may do nothing but defend herself.
from your character's Majesty for this Devotion to take
She can use her Defense, but may not Dodge. She may use
effect. Once active, your character changes shape to match
Vitae for Celerity during this time, but it does not add to
that of her victim. This may confer certain Merits such as
the total used on the Devotion. Once ready, she takes one
Striking Looks, Giant, or similar. Additionally, for each
single strike. This strike may be unarmed or with a
Majesty Condition your character has on her victim, you
Weaponry-based strike. Each Vitae spent adds +2 to the
can freely access up to two dots of his Social Merits without
dice pool. While the initial Willpower point does not add to
question, as your character perfectly slips into the role.
this dice pool, she may spend an additional Willpower for
Lastly, for each such Condition, you may take +2 dice (to a
the normal benefits. Her Celerity adds to her dice pool as
limit of +5) on any rolls to act like the victim, to otherwise
well. On a successful strike, her Vigor is added as weapon
use the victim's identity, or to fool investigation and
damage, and the strike causes lethal damage even if it would
scrutiny over the ruse.
not normally (this includes Kindred victims). For every
Vitae spent on the Devotion, your character suffers a single For the purposes of this Devotion, any Conditions coming
bashing damage from the strain to her body. from Majesty abilities, or Devotions that use Majesty can
apply.
For example, a Blood Potency ••, Vigor •••, Celerity
•• character using Hekireki could spend 2 Vitae on the This Devotion costs 2 Experiences to learn. An advanced
turn after she activates the Devotion, 2 more the third turn, version exists, costing 3 Experiences and requiring Majesty
2 more the fourth, then on the fifth turn her she could •••, Protean ••••. This version allows your character to
spend 2 more Vitae, one additional Willpower, and her make a willing subject look and act like her, as if he
attack would be made at +21 (+16 from the Vitae, +2 possessed and used the regular version of the Devotion on
from Celerity, +3 for Willpower), and a successful attack her.
would cause three additional lethal damage from Vigor.
After the attack, she'd take 8 bashing damage.
or Majesty, this does not mean attention or eye contact, just
Call Me Maybe reasonable proximity in the same scene.
(Majesty ••, Resilience •) Once the half hour is passed, activate the Discipline or
Sometimes when you're out on the town, you stumble Devotion as normal. Except, instead of rolling Attribute +
unexpectedly on a hot number, and you don't have time for Skill + Discipline, simply roll Skill + Discipline. The
that brief interlude. This Devotion lets your character plant Attribute dots are considered automatic successes on the
the seeds for that interlude to occur later. activation. Calculate Resisted and Contested rolls as normal
from the modified dice pool.
Cost: None
This Devotion costs 1 Experience if it requires Resilience
Dice Pool: Manipulation + Socialize + Majesty
• or ••, 2 Experiences if it requires Resilience ••• or
Action: Instant ••••, and costs 3 Experiences if it requires Resilience
To use Call Me Maybe, your character must be in a social •••••. Slow and Steady cannot modify a Devotion
situation with Good, Excellent, or Perfect Impressions with normally costing 6 Experiences or more. If modifying a
some of those mortals in attendance (see Vampire: the Discipline power, consider the dot rating of the power to be
Requiem Second Edition, p. 174). Make the roll. If the Experience cost, as if it were a Devotion.
successful, each success translates to a single temporary dot
of the Herd Merit, which can exceed the normal five-dot
limitation on the Merit. That dot lasts until used once, or Rapidity
until the end of the chapter, whichever comes first. These
Herd dots may not be used in the same scene, or in the
(Celerity; Special)
following scene; they must be used later in the story. Your This Devotion only exists to modify other Devotions. It
character may only have Herd dots from one instance of takes a Devotion that normally requires a moment of
this Merit at a time. thought and concentration, and turns it into reflex.
This Devotion costs 1 Experience to learn. Cost: 1 Vitae
Designed by Filamena Young Dice Pool: None
Action: Reflexive
When purchasing this Devotion, assign it to another
Slow and Steady Devotion which requires an Instant Action to use. For
(Resilience; Special) example, your character may have .22 Solid Flesh, modified
with this Devotion. Rapidity requires Celerity equal to the
This Devotion modifies other Devotions. It allows your
Experience cost of the Devotion in question. This
character to take extra long to accomplish a task, in order
influences its Experience cost. Rapidity cannot modify
to make sure it's done right. The vampire focuses the blood,
Devotions that require more than a single word of speech,
and makes it act in the purest, most efficient way possible.
or any sort of complicated physical actions to accomplish.
Cost: 1 Vitae The Storyteller is encouraged to review individual
Dice Pool: None purchases of Rapidity for appropriateness.
Action: Reflexive When activating the Devotion, you may choose to
When purchasing this Devotion, assign it to another activate Rapidity for an additional Vitae. The Devotion
Devotion or Discipline power which requires an Instant becomes Reflexive if so.
Action to use. For example, your character may have BFFs, You may only activate one Devotion fueled by Rapidity in
modified with this Devotion. Slow and Steady requires a turn.
Resilience equal to the Experience cost of the Devotion in This Devotion costs 1 Experience if it requires Celerity
question, or the dot rating of the Discipline power. This • or ••, 2 Experiences if it requires Celerity ••• or ••••,
influences its Experience cost. The Storyteller is encouraged and costs 3 Experiences if it requires Celerity •••••.
to review individual purchases of Slow and Steady for Rapidity cannot modify a Devotion normally costing 6
appropriateness. Experiences or more.
When activating the Devotion, you may choose to
activate Slow and Steady for an additional Vitae. Instead of
taking an Instant Action (requiring about three seconds), Straight Up Fucking Murderer
the Devotion requires a half an hour of preparation. This
typically takes the part of meditation, or focusing the blood.
(Celerity ••, Resilience ••)
If the Discipline has a specific target, the target must be With this Devotion, your character can push herself to
present for the entire preparation. In the case of Dominate utter extremes in a fight. She can throw herself in the fray,
while still dodging about furiously. She becomes both lethal,
and untouchable.
Cost: 1 Vitae
Dice Pool: None
Manic
Action: Reflexive (New Condition)
You may activate this Devotion any time your character
would have to sacrifice her Defense. This includes the use
of some Fighting Style Merits, taking an all-out attack, or
other maneuvers. By using this Devotion, your character
can ignore that sacrifice. Thus, she can make an all-out
attack on a Fighting Style maneuver which would require
sacrificing her Defense. Or, she can use two such
maneuvers at the same time. With more Vitae, she could
combine further techniques while maintaining her full
Defense.
This does not allow her to use the all-out attack option
twice on a single action, nor does it allow for multiple
actions in a turn. It simply allows the character to combine
effects that would each otherwise require her Defense.
This Devotion costs 2 Experiences to learn. Melancholic
(New Condition)
.22 Solid
(Protean ••, Resilience •)
This Devotion hardens the user's flesh, and coagulates
the blood in such a way as to act as "internal armor". While
few things cause lasting harm to Kindred, this Devotion
takes things a step further, and makes almost everything a
vampire suffers as bad as a bruise.
Cost: 1 Vitae
Dice Pool: None
Action: Instant
For the remainder of the scene, every attack which would
cause your character lethal damage is lessened by this
Devotion. Downgrade a number of lethal damage from each
Dice Pool: Manipulation + Empathy + Nightmare, vs
such attack equal to your character's Resilience dots. For
Composure + Blood Potency
example, if your character with Resilience ••• suffers three
attacks in a turn, one for one lethal damage, one for three Action: Instant
lethal damage, and one for five lethal damage, your Choose one of the following Conditions: Manic or
character would ultimately suffer two lethal damage and Melancholic. If successful, your character's victim receives
seven bashing damage. that Condition. These Conditions persist for one week per
This Devotion costs 1 Experience to learn. success. When one is resolved, the character receives the
other until the specified time passes.
This Devotion costs 2 Experiences to learn.
Manic Depression
(Majesty ••, Nightmare ••) Natural Born Killer
With this Devotion, your character can force a victim
into a rapidly shifting state of mental extremes. One night, (Auspex ••, Celerity •••)
she's over-energetic and obsessed, the next she's lethargic With this Devotion, your character intuitively senses
and unable to take action. opponents, and can respond immediately with a hail of
Cost: 1 Vitae impossibly accurate gunfire.
Cost: 1 Vitae the center of attention, in such a way as to distract from
Dice Pool: None other powerful presences.
Action: Reflexive Cost: 1 Willpower
You may activate Natural Born Killer in the first turn of a Dice Pool: None
combat scene, or in response to an ambush or surprise Action: Instant
attempt against your character. Add your character's Spend a Willpower when activating Awe. If successful,
Celerity to any rolls to detect the ambush. For the turn, add other characters suffer your character's Majesty as a dice
her Auspex to her Initiative as well as her Celerity as pool penalty for any uses of the Dominate, Majesty, or
normal. As well, if she makes a successful Firearms attack in Nightmare Disciplines. If you're under a Condition caused
the same turn, add her Auspex as additional weapon by their Dominate, Majesty, or Nightmare, they become
damage. This may apply to weapons thrown with the immune to this effect so long as the Condition persists. A
Athletics Skill as well. character can only be subject to one Rock is Dead penalty
You may only use this Devotion once in a scene. at a time.
This Devotion costs 3 Experiences to learn. This Devotion costs 1 Experience to learn.

BFFs Preserved Blood


(Majesty ••, Dominate ••) (Protean •, Resilience •••)
This Devotion opts for a less obvious, less immediate Usually, Vitae left outside the Kindred body for more
application of Dominate and Majesty. Instead of forcing than a couple of moments becomes inert; it's no more than
deep-seeded, immediate changes, it offers a facade of a long- a cocktail of old, dead blood from numerous mortal sources.
term friendship and meaningful acquaintance. However, with this Devotion your character can imbue an
Cost: 1 Vitae extended lifespan on her blood, giving its Vitae qualities a
much longer shelf life. This makes her able to sustain and
Dice Pool: Manipulation + Empathy + Majesty, vs
create ghouls, create Vinculi, or feed ancient Kindred long
Composure + Blood Potency
after the blood leaves her body.
Action: Instant
Some young Carthians call this one "GMO Blood".
If successful, this Devotion offers a handful of effects:
Cost: Special
 The character becomes reflected by Social Merits on your
Dice Pool: Stamina + Occult + Protean
character's character sheet. Every success offers one dot
of Allies, Contacts, or Mentor. The character must abide Action: Instant
by the general restrictions of that Merit. When using Preserved Blood, first spend one Vitae. Your
 If the character decides to act against yours directly, it's character leaks that into the desired vessel, and it takes up
considered a Humanity/Integrity violation at four dots. If about a half liter's space. Then, make the dice roll. If it fails,
he acts indirectly, it's considered a violation at six dots. the Vitae is rendered inert. If successful, you can spend a
number of Vitae equal up to the successes rolled. The
 Your character gains +2 dice on all Social actions and number of Vitae expended determines how long that single
Disciplines against the character. As well, any Social preserved Vitae lasts. After that time, the Vitae becomes
Maneuvering effort against him always starts with one inert. Until that point, it remains fully functional Kindred
step better impressions. Vitae until imbibed or otherwise expended.
A character may shake the effects of BFFs by spending Vitae Duration
combined Willpower equal to the successes rolled in the
initial activation. If your character attacks or significantly 1 One night
endangers the character, he can shake this Devotion's 2 One week
effects without expending Willpower. 3 One month
This Devotion costs 2 Experiences to learn. 4 One year
5 Indefinitely
Rock Is Dead This Devotion costs 2 Experiences to learn.

(Majesty •, Vigor ••)


With this trick, a Daeva can use the force of her own
Majesty to dull other personalities in the area. She becomes
If she's aware of a contested power when it's used, you can
Holdout activate Aegis of Defiance reflexively, and use its dice pool
(Protean •, Resilience •) instead of your normal contested dice pool to resist. If
successful, your character shrugs off the effect entirely.
With Protean, your character can meld with the soil
beneath her. With Holdout, she can make the soil meld This Devotion costs 2 Experiences to learn.
with her. And, well, other things. She can take inorganic
matter into her body to conceal it, to protect it, and to
otherwise keep it within her person. Aura of Cursive Seduction
Cost: 1 Vitae per Size of the object (Majesty •••, Vigor ••)
Dice Pool: None Your character's aura is half oozing sensuality, half trap
Action: Instant door spider. Whenever a character lashes out at his Beast,
Your character can absorb an object into her person. he can let that Beast in just enough to trap it, replacing it
Holdout costs 1 Vitae per Size of the object she wishes to with complete and utter, undeniable infatuation.
absorb. She can absorb objects up to one Size category Cost: 1 Vitae
beneath hers, two items two Size categories beneath her, Dice Pool: Presence + Subterfuge + Majesty
four that are three Size categories beneath her. She can Action: Reflexive
absorb an immense but otherwise reasonable number of
smaller objects, at Storyteller discretion. Once your character has this Devotion, he may activate it
reflexively any time a character lashes out at him. Instead of
Expelling an object from Holdout can be done as a rolling to lash back out, use his Aura of Cursive Seduction
reflexive action. It may come out of any part of your dice pool to contest. If successful, your character receives
character's body. If this would force it into someone or Bestial, Competitive, or Wanton as if the aggressor won the
something else, consider it an attack with a dice pool equal contest. However, the aggressor gains the Persistent
to your character's Protean + Blood Potency. This will Enthralled Condition, and the Quelled Condition.
almost certainly be considered grounds for a surprise attack,
if the victim does not know your character possesses this As well, your character may activate this Devotion when
Devotion. he lashes out at another character. However, you use the
normal dice pool for lashing out with the Seductive Beast in
This Devotion costs 1 Experience to learn. that case (Presence + Blood Potency).
This Devotion costs 2 Experiences to learn.
Aegis of Defiance
(Dominate •••, Resilience ••)
Your character can internalize her mastery of Dominate.
While usually, forcing herself to take an action would be an
impractical waste of energy. However, this Devotion allows
her to shrug off mind-altering effects by forcing herself to Quelled
act contrary. (New Persistent Condition)
In some Carthian circles, this Devotion is called "Dick
Move".
Cost: 1 Vitae
Dice Pool: Resolve + Intimidation + Dominate; Special
Action: Reflexive
To use this Devotion, your character must be under a
supernatural effect that influences her behavior, such as a
Majesty, Dominate, Nightmare power, a mage's Mind
Arcanum, or other similar abilities. Determine what action
your character would wish to take in defiance of the power,
and roll. If you roll more successes than the initial power's
activation, your character can take that action. If the power
was not rolled, use the character's supernatural potency trait
(Blood Potency, Primal Urge, Gnosis, or similar) as if they
were successes. Once this is done, the defied power ends
unless activated again.
Tune In, Tune Out
(Auspex ••, Obfuscate ••)
Your character's senses are sometimes too strong for her Coerced
consciousness. With so many preternatural senses, she can (New Condition)
become overloaded, which means any given sense is giving
more feedback than she can process. With this Devotion,
she can turn off all her senses but one, thus hyper extending
that one sense above all else.
Cost: None
Dice Pool: None
Action: Reflexive
To activate Tune In, Tune Out, choose one sense to
heighten, and at least one sense to dull. For this purpose,
the senses are sight, hearing, touch, smell, balance, and
taste. Dulled senses are lost for the scene, but offer +1 die
to the bolstered sense. As well, the bolstered sense gains the
8-again quality. However, any extreme stimulus to a
bolstered sense causes a painful sensory overload. For
example, a spotlight to a heightened sense of sight causes
overload. Overload removes the bolstered sense. You can
make a Stamina roll each turn, success returns the sense. As
well, the overload causes 1 bashing damage. Any roll made
for a dulled sense is made at -5. Tune In, Tune Out lasts the
scene, and cannot be deactivated during that time.
This Devotion costs 2 Experiences to learn.
If You Can’t Duck It
Violent Coercion (••••, divided between Celerity, Resilience,
and Vigor, including at least two)
(Majesty ••, Vigor •) This Devotion allows your character to instill some of her
With this strange Devotion, your character can add a preternatural physical prowess on physical objects. Some
twist to the normal convincing effects of her Majesty Carthians call it Bulwark. Most just refer to it as "If You
powers. She instills the blood with a hint of her Vigor, and Can't Duck It".
gives an ultimatum: Do this thing, or I will hurt you. If the Cost: 1 Vitae and 1 Willpower
victim complies, he's fine. If he refuses, he is hurt as if your
character hit him. Dice Pool: None
Cost: 1 Vitae Action: Instant
Dice Pool: Presence + Intimidation + Majesty, vs By smearing a Vitae on an object, your character blesses it
Composure + Blood Potency with some of her own physical power for the scene. Her dots
of Celerity, Resilience, and Vigor each offer separate effects:
Action: Contested; resistance is reflexive
 The object gains a dice pool modifier on its primary
The demand must be for an action the character is
intended action equal to your character's Celerity dots.
reasonably capable of taking, without realistically risking
death or torpor. The task must take no more than one hour  The object gains Structure equal to twice your character's
after the command, and must have a clear term for Resilience dots.
completion. If successful, the victim gains the Coerced  The object gains Durability equal to your character's
Condition. Vigor dots. If a weapon, it causes lethal damage to
This Devotion costs one Experience to learn. Kindred.
An object may only be subject to a single instance of If
You Can't Duck It at once.
This Devotion costs 2 Experiences to learn.
Action: Reflexive
Psycho Mantle You can activate The Gun Show whenever your
(Resilience •, Nightmare ••) character commits to a feat of strength. This usually means
With Psycho Mantle, your character maintains a (but isn't limited to) a lifting or breaking roll using Strength
frightening aura over her predatory nature. Any Kindred + Stamina. If the action succeeds, the next time your
attempting to press his luck against her suffers the terrible character activates Majesty during the same scene, you can
wrath of her Beast. add her Vigor as automatic successes on the roll. Neither
the Strength nor Majesty roll may benefit from Willpower
Cost: 1 Vitae
expenditure.
Dice Pool: None
This Devotion costs 2 Experiences to learn.
Action: Reflexive
You can activate Psycho Mantle reflexively, any time a
character Lashes Out at yours. Add her Nightmare dots to Punching and Fucking
her dice pool to lash back out at her aggressor, and use the
Monstrous Beast. If successful in lashing back out, inflict
(Majesty ••, Vigor •)
both the Bestial and Frightened Conditions on the aggressor Sometimes, being sparkly just ain't appropriate to the
instead of just Bestial. context. With this Devotion, you can charm with a fist. You
This Devotion costs 2 Experiences to learn. know that scene in Fight Club where Jack and Tyler bond
over a fistfight? Yeah, it's like that.
Cost: 1 Willpower
Talking Circles Dice Pool: Special
(Celerity •••, Majesty •) With this Devotion, you can apply the effects of Majesty
With Talking Circles, your character adds content to the through physical contact. When making an unarmed
discussion so quickly that listeners can't quite process it at attack, calculate damage and dice pools normally. Once
the speed she says it. This can force a conversation to speed damage is applied, the victim's player rolls Composure +
up, and can shut down an opponent before he can even Blood Potency against that damage, as if they were
open his mouth. successes on Confidant. If your character has Loyalty and
her victim has the Charmed Condition, you may spend 2
Cost: 1 Vitae Vitae to apply its effects instead.
Dice Pool: None As an additional effect, damage caused with Punching
Action: Reflexive and Fucking do not count toward resolving the Charmed or
You can activate Talking Circles reflexively for one of Enthralled Conditions.
two effects: This Devotion costs 2 Experiences to learn.
 Your character can interrupt a character's Social action
by butting in with another Social action, the way Celerity
usually allows you to take a Physical action to preempt a Sudden Strength
character. (Celerity ••, Vigor ••)
 Your character can take the next stage in a Social This Devotion allows your character to benefit from the
Maneuvering action without waiting the requisite time fact that mass times velocity squared equals force. In
dictated by her Impression level. particular, the velocity part. She moves with the speed of
This Devotion costs 2 Experiences to learn. Celerity, which dramatically increases the force with which
she interacts with the world around her.
Cost: 1 Vitae
The Gun Show Dice Pool: None
(Majesty •, Vigor •••) Action: Reflexive
With The Gun Show, you can do Real Flashy Shit™ and You can activate Sudden Strength any time you've spent
impress a crowd. You know, more than you'd usually Vitae to activate Celerity. It remains active on the turn
impress a crowd by doing real flashy shit. Maybe you rip a used. For that turn, add up to your character's Celerity dots
car door off. Maybe you throw a fucker. Maybe you jump to her Strength dots. This effects all relevant dice pools and
over a building or some shit. derived traits. If this raises your character's Strength beyond
Cost: 1 Vitae and 1 Willpower her limitation set forth by her Blood Potency, at the end of
Dice Pool: N/A the turn, she suffers one bashing damage per dot above her
limit. Vigor's addition to Strength does not count toward spend one Vitae to activate Celerity on one turn, and the
this limitation. Vitae to activate Sudden Strength on the next. If you do so,
Sudden Strength may only be activated once per turn. If both benefits occur on the second turn, not the first.
your character can only spend one Vitae per turn, you may This Devotion costs 2 Experiences to learn.

Invictus
majestic planetary systems orbit a star. This inspires those
Strength of Empire the Daeva has charmed to utter greatness.
(Dominate ••••, Majesty •••, Cost: 1 Vitae
Vigor or Resilience ••) Dice Pool: Presence + Brawl or Weaponry + Majesty
This Devotion allows the Invictus draw from her subjects' Action: Instant
power. Those vampires and ghouls under the full, third- This Devotion has a number of effects, which last for one
stage blood bond to her offer up their Disciplines as well as turn per success on activation. You may pick and choose to
their free will. which characters it applies:
Cost: 1 Willpower  If a character has Vinculum toward your character, for
Dice Pool: Intelligence + Occult + Dominate - victim's every stage he's subject to, you may give him +1 die on
Resolve all combat actions.
Action: Instant  If a character has the Charmed Condition, you may allow
When activated, your character temporarily strips her him to ignore the first point of bashing or lethal damage
subject of his vampiric power for the remainder of the from any successful attack.
current scene, from any distance. For each success rolled,  If a character has the Enthralled Condition, you may
take one dot of a Discipline away from the subject and add allow him to spend one Willpower point per turn without
it to your character. Excepting Celerity, Resilience, and actually losing Willpower.
Vigor, this cannot increase a Discipline past the subject's Additionally, if your character achieves an exceptional
initial dot rating. For Celerity, Resilience, and Vigor, this success on an attack roll during this time, any witnesses
can increase the total to the combined sum of your affected by this Devotion also gain the Inspired Condition.
character's and the subject's ratings in the Discipline,
This Devotion costs 2 Experiences to learn.
exceeding your character's normal trait maximum by one.
Your character must still pay relevant activation costs for
these stolen Disciplines. At the end of the scene, the In Vitae Veritas
Disciplines return.
If your character has all relevant prerequisites, either (Majesty •••••, Dominate ••••)
normally or temporarily through this power, she can also With this powerful Devotion, Invictus elders send ripples
take a Devotion. This costs one success per dot of the of their Disciplines through lineages.
highest prerequisite Discipline. So a Devotion that uses Cost: 10 Vitae
Majesty •• and Vigor ••• would cost three successes to
Dice Pool: None
steal.
Action: Instant
For example, if a subject has Animalism ••, Vigor •••,
and Celerity ••, and your character has Vigor ••• and Upon activating In Vitae Veritas, your character must
Celerity ••, this power could increase your character's immediately follow it with a Dominate or Majesty power,
Animalism no higher than ••, Vigor to ••••• •, and which must normally target one single Kindred character.
Celerity to ••••. The power ripples throughout the ties of blood, affecting
everyone to which the victim shares blood sympathy. Use
This Devotion costs 4 Experiences to learn.
the distances for blood sympathy listed in Vampire the
Requiem, Second Edition, p. 98. Subtract the number of
Knight Commander steps removed from the successes rolled on the power, then
each victim is independently allowed a Contested roll. If the
(Majesty ••, Vigor ••) roll would normally be Resisted, instead use the same
This Devotion allows the Invictus to build unwavering Attribute plus Blood Potency as a Contested action. If
commando units, centered on a Daeva focus, the way successful, that character is affected. If the power fails or
only achieves a single success, the Vitae used for In Vitae Your character may use this Devotion on herself.
Veritas is wasted. Characters of different clans can be subject to this
For example, Lorelei targets Dominic with Green Eyes, Devotion, but it can never be rendered permanent, and
empowered with In Vitae Veritas. Dominic's sister Melissa never takes the characters any closer than four steps
resides in the same city as Dominic, and since she's thrice removed.
removed, this means she's affected. Lorelei's player rolls six This Devotion costs 2 Experiences to learn.
successes on Green Eyes. Dominic resists Green Eyes
normally. She subtracts three successes, and applies the
remaining three successes against Melissa, who rolls Colossus
Composure + Blood Potency to contest those three
successes.
(Resilience ••••, Vigor •••••)
When your character strikes, she strikes with the force of
An alternate version of this Devotion exists that replaces
a speeding truck. She knocks her victims back, demolishing
Dominate •••• with Nightmare ••••.
them in the process.
This Devotion costs 5 Experiences to learn.
Cost: 6 Vitae
Kissing Cousins Dice Pool: Stamina + Athletics + Resilience (not added
(Majesty ••, Vigor ••) twice)

This Devotion allows your character to bring two Action: Instant


vampires closer by blood, as if they were closer related. The Colossus takes your character's turn to activate. For every
two mingle blood, and become like relatives. success, your character receives one attack empowered by
Cost: 1 Vitae it. When making a Brawl or Weaponry attack empowered
by Colossus, ignore any armor, and any successful hit
Dice Pool: Manipulation + Occult + Majesty, vs knocks back the victim a number of meters or yards equal to
Composure + Blood Potency (if unwilling) her total Strength + Vigor. This causes automatic bashing
Action: Instant damage equal to her Vigor, as well as the damage caused by
The two vampires must feed from one another, risking the attack (which can mean her Vigor is applied twice).
the blood bond and blood addiction normally. Both Characters suffering this effect are also knocked down.
characters must touch your character's Vitae used in the They must take an instant action to stand back up.
activation. Both characters are allowed a Contested roll; if Against something twice her Size or more, instead of
either succeeds, the power fails to take hold. If successful, knocking back, ignore all Durability, and apply her Vigor as
the two vampires become one step closer by blood automatic lethal damage to its Structure atop the normal
sympathy. It lasts for one night per success. If your character attack damage.
sacrifices a dot of Humanity upon activation, it becomes This Devotion costs 5 Experiences to learn.
permanent. Note that this relationship only affects the two
characters; it does not reflect at all on their families.

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