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Devotions

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1 Devotions on Tue Jan 17, 2012 12:33 am

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Researching Devotions
Devotions may be developed, as well as learned from a teacher. To develop a devotion requires monthly actions until successes are accumulated in an extended draw equal to the total XP cost of the devotion. The draw pool is Blood Potency + rating of your highest two disciplines contained in the devotion (So a Blood Potency 3 vampire with 3 Obfuscate and 4 Celerity learning an Obfuscate 2/Celerity 1 devotion would draw 10 cards base). Failure on a draw reduces all subsequent draws by one. You may not develop a devotion that you do not have all the requirements to learn. You may only put one action towards a given devotion each month. All allowed devotions will be published publicly on the forum.

Level 6+ discipline powers are regarded as custom devotions for the purpose of development, with the draw pool of Blood Potency + discipline rating. Only kindred of Blood potency 6 or higher may develop unique discipline powers.

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2 Prophecy on Thu Jan 19, 2012 8:18 pm

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Requirements: (Auspex 4, Dementation 3)
Activation Cost: 1 Willpower
Action: Extended (1 Draw)
XP Cost: 24

The Vampire must declare a target, with penalties based on the connection between the Vampire and their target ranging from 0 to 10. One success allows the Vampire to ask one question about the target’s future and get an answer. Additional successes allow follow-up questions, allowing the Vampire to get more specific details.

Note that questions about something that is unclear or based on chance, such as "Will we win this fight" or "Will I succeed in my next use of this power" are invalid and will simply cause the Prophecy to fail.

Dice Pool: Intelligence + Investigation + Auspex

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3 Blood Tempering on Thu Jan 19, 2012 8:38 pm

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Requirements: (Quietus 4, Resilience 2)
Activation Cost: 1 Willpower + Variable vitae
Action: Extended (No draw)
XP Cost: 21

The Vampire spends a Willpower point and coats the item to be reinforced with her vitae. The amount of vitae used depends on the size of the item: 3 vitae per size. A weapon's damage or armour's rating is increased by one and the durability of the blood tempered item is raised by the Vampire's Resilience rating.

This power may be applied to solid objects other than weapons and armour at the Storyteller's discretion. It cannot reinforce flexible items such as whips, leather armour or silk robes.



Last edited by ST 1 on Thu Jan 19, 2012 8:45 pm; edited 1 time in total

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4 Retain the Quickened Blood on Thu Jan 19, 2012 8:45 pm

ST 1


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Requirements: (Celerity 3, Quietus 3)
Activation Cost: None
Action: None (Always active)
XP Cost: 21

Any vitae that the vampire spends on Celerity returns to their system at the rate of 1 vitae per hour. Vitae retuned in this way will never exceed the vampire's full blood pool.

Draw pool: None

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5 Truth of Blood on Thu Jan 19, 2012 8:57 pm

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Requirements: (Auspex 4, Quietus 2)
Activation cost: 1 Vitae + 1 Vitae from subject
Action: Extended (1 Draw per statement)
XP Cost: 21

This power uses the blood of an individual being questioned as a means of divining not only the truth of the subject's words, but the truth behind those words. The interrogator pours the subject's blood into his hand and holds it for the duration of the questioning. The blood gradually smoulders throughout the scene, giving off a thin red mist. It is reduced to vapour by the end of the scene and cannot be used for any other purpose.

Success means that the Vampire knows whether a statement of the subject's is true, partly true or a lie. Exceptional success means that the vampire using Truth of Blood is aware of the whole truth behind a statement even if the subject does not remember it themselves, such as through use of Forgetful Mind.

Draw pool: Wits + Subterfuge + Auspex contested with Resolve + Blood Potency

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6 Shroud of Absence on Wed Aug 29, 2012 8:28 am

ST 1


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Requirements: (Obtenebration 3, Dominate 3)
Activation cost: 1 Vitae
Action: Instant
XP Cost: 21

This power refine's Shroud of Night and combiness the Abyss's intrusion into the world with psychic manipulation of bystanders. Instead of a highly visable cloud of blackness, Shroud of Absence creates a region into which nobody looks. Bystanders don't think to linger in the area. Anyone scanning the scene just keeps looking, her eyes not resting on the shrouded zone. It is a darkness as much of the mind as of the world.

Success creates a blind spot about ten feet across, located anywhere within the line of sight of the creator and capable of moving at up to the vampire's walking speed. Anyone wishing to peer inside must earn more successes on a Resolve + Composure draw than the creator achieved on the Shroud of Absence draw. Otherwise, he just doesn't think to consider it.

Note that this power is wholly supernatural in origin, and most mortals will not have had the experience with the occult to even consider that they can try to see what is so malevolently forcing their attention away.

Draw pool: Manipulation + Occult + Obtenebration contested with Resolve + Composure

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7 Forced March on Wed Aug 29, 2012 8:42 am

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Requirements: (Celerity 2, Resilience 2)
Activation Cost: Activating this Devotion costs 1 Vitae for every two dots of Celerity the vampire possesses, rounded up.
Action: Reflexive
Dice Pool: This power involves no roll to invoke.
XP Cost: 15

The Kindred have not always had motorized transportation. Before cars and trucks and planes, this Devotion was a popular method of overland transportation for Kindred. Forced March has fallen out of favor now that transportation is cheap and ubiquitous, but is still in use by some Kindred. After all, fuel purchases and vehicle repairs can be traced. Foot travel is harder to track.

Using this Devotion, the vampire can run at the full speed allowed by her Celerity for the entire duration. Each activation of this power lasts a number of hours equal to the vampire’s Resilience or until the vampire takes any action other than running.

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8 Touch of Deprivation on Wed Aug 29, 2012 5:21 pm

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Requirements: (Auspex 4, Dementation 2)
Activation Cost: 1 Vitae
Action: Reflexive after touch attack, Contested.
Dice Pool: Intelligence + Medicine + Auspex versus Resolve + Blood Potency (if the subject is unwilling)
XP Cost: 21

With a simple touch, the Kindred can temporarily shut down one of a victim’s five senses. This Devotion is most frequently used as a combat or interrogative tool to blind or deafen a subject, but it can just as easily be used to negate one of the other senses. In fact, a vampire who is immune to pain does not suffer wound penalties, so some Kindred have been known to use this power on their allies in a crisis.

If the player gets the most successes, the vampire chooses which of the five senses is negated. The victim goes blind, deaf or is otherwise impaired. If an equal number of successes is rolled or the subject gets more, the power has no effect. On a dramatic failure, the vampire using the Devotion loses one of her own senses for the scene. If an exceptional success is rolled for the vampire, a second sense can be shut down in the victim. This effects of this power last for a scene. (See “Fighting Blind” in the World of Darkness
Rulebook, p. 166.)

If the vampire possesses a higher Auspex than the subject, she may negate a supernatural sense (such as The Spirit’s Touch), rather than one of the mundane five.

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9 Veridical Tongue on Wed Aug 29, 2012 5:24 pm

ST 1


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Requirements: (Dominate 2, Majesty 2)
Activation Cost: 1 Vitae
Action: Instant
Dice Pool: Presence + Subterfuge + Majesty – Composure
XP Cost: 15

With this power, a character is able to sift through the tide of Kindred lies by rendering one subject unable to speak anything but the truth as he knows it. Lies cannot escape his mouth, nor is his tongue able to utter them. Targets may choose to remain silent, of course, but when they speak, they simply can’t lie. The subject must be in the Discipline’s user’s presence when this power is invoked.

If the roll is successful, the target must speak the truth for a number of turns equal to the successes gained. He may choose not to speak at all, but in many cases silence equates to guilt among the Kindred.

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10 Rhino's Hide on Wed Nov 14, 2012 11:35 pm

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Requirements: (Protean 4, Resilience 2)
Activation Cost: 1 Willpower
Action: Instant
Dice Pool: Stamina + Survival + Protean
XP Cost: 21

No matter how good or how fast you are, you will eventually take some licks in combat. A dedicated soldier learns to be tough. That isn’t always good enough, though, so certain resourceful Gangrel learned a way to make their skins even tougher.

Rhino’s Hide grants Armor against all attacks (except fire and sunlight) equal to the successes gained on the activation draw for one scene. This Armor rating cannot exceed the character’s Resilience rating.

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11 Bobcat Climbing on Mon Apr 22, 2013 6:21 pm

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Requirements: (Protean 3, Vigor 1)
Activation Cost: 1 Vitae
Action: Reflexive
Dice Pool: This power involves no roll to invoke
XP Cost: 15

Inhuman reflexes and surpassing strength are already a winning combination in a fight, but some Kindred find the combination useful outside of conflict. Specifically, they’re great for rapid climbing. Enhanced strength makes it easy to ascend by fingertip holds, while superlative balance makes it possible to move with swift precision.

While Bobcat Climbing, a Kindred can climb with great speed. Using this power doubles the normal distance climbed per success to 20 feet (see “Climbing” in the World of Darkness Rulebook, p. 64). In an extended action, each roll represents
one turn of time instead of one minute. All normal penalties for poor climbing conditions apply. The Storyteller may even rule that some surfaces such as a sheer glass face simply cannot be climbed, not even with this power, or she may impose
a severe penalty for doing so. Bonuses for climbing carefully cannot be gained with this power. Nor is climbing gear any help. The power must be activated with each new climb.

Note that if the Kindred also activates Claws of the Wild, she gains its +2 bonus to her climbing pool in addition to the benefits of Bobcat Climbing.

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12 Form of Dire Wolf on Mon Jul 22, 2013 12:08 am

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Requirements: (Protean4, Vigor2, Resilience 2, Animalism 2)
Activation Cost: 1 Vitae
Action: Instant
Dice Pool: This power involves no roll to invoke
XP Cost: 33

A powerful advancement on the Shape of the beast power, this enables the user to take on the prehistoric Dire Wolf form.

Form of Dire Wolf grants +2Str, +2Dex, +2Sta, +1Size, +3Speed, +3 Perception, a Bite doing Str+2L and Claws doing Str+1L. This power is otherwise the same as shape of the beast.

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13 Arcane Sight on Mon May 26, 2014 7:46 pm

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Requirements: (Auspex 2, Thaumaturgy(Any)1)
Activation Cost: 1 Vitae
Action: Instant
Dice Pool: Wits + Occult + Auspex - Resolve or level of item
XP Cost: 12

Those who know this Devotion have learned how to expand their mystical sight by incorporating rudiments of blood magic. Kindred with this power can use their Auspex to scrutinize the auras of objects, as well as people, and may glean information from the eddies of power that whorl through the world.

Rather than sensing patterns of emotions as with Aura Perception, the user sees the ebb and flow of magical power. A Kindred possessing this Devotion can learn a variety of information, including the following in order: whether an object (or person) has any magic of its own or is currently under enchantment; whether the magic comes from the object or creature directly or from an external source; the nature of the magic (beneficial, harmful, illusory); even detailed information as to the type and level of magic employed. Scrutinized individuals who are capable of any sort of magic (Vampiric or otherwise) always glow with sparkling crackles of energy. Although this Devotion does identify sources of magic or items possessed of enchantments, it does not reveal magic effects in action (such as a magical fireball or an illusion). Each success on the activation roll yields one piece of information about the magic in question in the above order.


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14 Iron Heart on Mon May 26, 2014 7:56 pm

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Requirements: (Majesty 3, Vigor 3)
Activation Cost: 1 Vitae
Action: Reflexive
Dice Pool: None
XP Cost: 21

Some Brujah can steel themselves against even the most forceful extensions of other Kindred’s will. By calling upon their physical strength and what some vampires suspect is sheer id, the Brujah can shrug off the effects of mental suggestion and supernatural force of personality. Young Kindred tell tales of bold Brujah even ignoring the attempts of princes to Dominate them – likely a use of this power.

This power lasts a scene and gives a bonus of the Brujah's Majesty for resisting Dominate, Presence or mind-controlling powers of Thaumaturgy. Also, a Brujah may use Iron Heart to strengthen the will of another: The character spends 1 Vitae and one Willpower as an instant action, and the subject of his choice becomes harder to affect, adding half the character's Majesty rounding up to the subject resisting Dominate, Presence and Thaumaturgical mind control attempts for the remainder of the scene.

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15 .22 Solid on Mon May 26, 2014 8:06 pm

ST 1


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Requirements: (Protean 2, Resilience 2)
Activation Cost: 1 Willpower
Action: Reflexive
Dice Pool: None
XP Cost: 15

Used mostly by Gangrel, this devotion allows a kindred to briefly modify their body, becoming more resistant to harm.

When 22 Solid is activated, it downgrades a number of lethal damage points into bashing. The damage reduced is up to the user’s Resilience. Twenty-Two Solid can be used while standard Resilience is active, but 22 Solid lasts only for a single round per use. This Devotion does not affect damage already taken, but only new damage inflicted while the Devotion is active. If the character has Armor, apply the Armor first before downgrading damage. If the Armor applies only to bashing damage, the Armor does not protect against damage that used to be lethal before it was changed into bashing by this Devotion.

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16 Fenrir's Talons on Thu Dec 25, 2014 11:55 am

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Requirements: (Protean 3, Resilience 2, Vigor 2)
Activation cost: 1 Vitae
Action: Reflexive
Dice Pool: None
XP Cost: 24

Some particularly ferocious vampires augment their natural armament with talons more befitting Fenris Wolf, the great lupine adversary of the gods. Talons half a foot long, nearly unbreakable and almost metallic in color are the weapons of these Gangrel.

When Fenrir's talons are activated they do +3AGG damage for brawling strikes. Due to their size they give a -2 Draw penalty to fine manipulation tasks.

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17 Shattered Fog on Tue Feb 23, 2016 6:06 pm

ST 2


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Requirements: (Auspex 1, Celerity 1, Protean 5)
Activation cost: 1 Vitae
Action: Reflexive
Dice Pool: None
XP Cost: 24

Elder Gangrel know that guile can sometimes serve where brute strength fails. With this Discipline technique, a vampire may rapidly dissolve her form into fog. Swords and arrows pass harmlessly through her ethereal flesh, leaving opponents confused and off-balance when the vampire solidifies a moment later and strikes.

System: The vampire instantly assumes mist form as if employing the Protean 5 power Body of Spirit (Mist Form). This power only lasts for the remainder of the turn, after which the character once again solidifies. Vampires must be able to perceive the attacks in order to evade them with this power, although sudden motion seen peripherally counts as perception.

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18 Vitae Bloat on Sun Jan 08, 2017 6:38 pm

ST 2


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Requirements: (Protean 2, Resilience 1)
Activation cost: 1 Willpower
Action: Instant
Dice Pool: None
XP Cost: 12

The Gangrel clan is clearly the source of this useful (albeit dangerous and grotesque) Devotion. Developed in the late 1800s by Gangrel trying to get a few steps ahead in the westward expansion of the United States, Vitae Bloat allows a vampire to store more Vitae in her body than it can normally hold.

System: A character must be holding as much Vitae as he can normally contain to activate Vitae Bloat. Once that’s done, he can hold a number of extra Vitae equal to his score in Protean. Or, if he prefers, he can hold less. The vampire suffers one point of bashing damage for each two Vitae held above his standard maximum. These Health points can’t be healed while the Kindred is exceeding his normal capacity for Vitae. Furthermore, his veins and arteries bulge unnaturally, swollen beyond their ordinary capacity. Some Kindred might say the use of Vitae Bloat is a Masquerade risk, if they’re inclined to make trouble for its user. Mortal viewers, on the other hand, are likely to assume the bloated Kindred simply has some hideous, disfiguring disease.

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19 The Perfect Stranger on Tue May 30, 2017 3:06 pm

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Requirements: (Auspex 4, Obfuscate 4, Majesty 1)
Activation cost: 1 Vitae
Action: Instant
Dice Pool: Manipulation+Expression+Obfuscate -1 per Presence of target imitated.
XP Cost: 30

The Familiar Stranger is a versatile and useful ability, but its use can become frustrating when the vampire’s rather generic identity or limited disguise talents aren’t sufficient to allow him to achieve his goals. Perfect Stranger serves as a short-term fix to that problem, allowing the character to transcend the rather generic identities The Familiar Stranger is normally limited to, and instead create the façade of a specific individual. The character may use this power to mimic an existing individual, or they may simply craft an illusory appearance entirely of their own devising. This Devotion allows the vampire to circumvent the many of the restrictions of The Familiar Stranger. The Kindred can make any changes to her appearance that she likes: alter her apparent age, modify her voice to suit her needs, adopt a different illusory wardrobe, change her facial features, switch apparent genders, etc. She can even appear as a radically different body type than her actual form. Thus, with this Devotion a six foot vampire can appear to be a small child. However, the form must still fall within basic human parameters — the vampire can now mimic a hideous Nosferatu (even if she is not deformed), but she cannot disguise herself as an animal, nor can she appear to be some sort of nightmarish four-armed demon or other similarly outlandish or impossible shapes. The maximum striking looks the user can achieve is equal to 1 Half of the character's Majesty dots rounding down.

However, it should be noted that because this power does not work on quite the same supernatural principles as The Familiar Stranger, it does not share all of that power’s benefits either. While a vampire can appear to change her clothing with Perfect Stranger, she does not have the ability to pass off one object for another. For example, if she appears to be a police officer, a target will not see her driver’s license as a police badge as he might if she were using The Familiar Stranger to assume the role of a police officer. On the other hand, with some research or even some quick Telepathy she could potentially use this Devotion to take on the appearance of a particular officer the target already trusts, which might avoid the need to show a badge in the first place.

A role adopted with The Familiar Stranger is thus typically less influential or imposing with regard to onlookers, but it’s also a lot easier to maintain since targets are naturally inclined to accept the vampire’s presence and don’t tend to expect much from her specifically. By contrast, creating an identity or impersonating an individual with Perfect Stranger carries a much greater risk of discovery, but in return it gives the vampire the capability to fool targets in a much more precise and devastating way. Both powers therefore have advantages and disadvantages to consider.

Success means that the vampire is perceived as having the appearance she desires for the rest of the scene.

A character with Auspex can potentially see through this disguise, as per the normal rules for Auspex versus Obfuscate

Perfect Stranger lasts for one scene, until the vampire drops the façade or the disguise is prematurely dispelled somehow

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