Devotions

I am Legion
(Daimoinon 3, Obfuscate 2)
Cost: 1 Willpower
Dice Pool: Manipulation + Intimidation + Daimoinon
Action: Instant
One of the Baali’s most devious methods of deception, this subtle magic allows the Baali to forge a pact with a malevolent spirit. Once the pact is sealed, the Baali’s partner in mischief temporarily leaps into the vampire’s body, assuming a limited control over its voice and movements.
While the Baali is “possessed”, the interloper who answers is essentially in charge, allowing for a certain amount of leeway when answering uncomfortable questions. After all, the can answer questions truthfully that might otherwise be difficult for the Baali to respond to under supernatural scrutiny. The Baali who deal with the Sanctified find it especially handy to deny being a Demon without puking bugs.
Roll Results
Dramatic Failure: The Demon takes full control over the Baali’s body and rides it for the rest of the scene.
Failure: The power fails to activate.
Success: The amount of successes indicate the creature’s intelligence and willingness to help, which in turn indicates the extent to which it is capable of concocting useful reactions to pertinent questions. The possession lasts to the end of the scene.
Exceptional Success: The possession ends whenever the Baali wants it to end.
This devotion costs 10 experience points to learn.

Lord’s Whispers
(Auspex 4, Dominate 2)
Cost: 1 Willpower
Dice Pool: Intelligence + Socialize + Dominate
Action: Instant
This devotion allows a character to impose commands directly into the subject’s brain. By establishing a link to the subject’s mind through telepathy, he can use Dominate • and •• without the need for eye contact and spoken words. The user needs to see his victim as per the Telepathy rules. There is however no way the victim does not recognize the presence of someone else imposing his thoughts over his own.
Roll Results
Dramatic Failure: The target cannot be dominated by the character for the rest of the scene and knows who tried to dominate him.
Failure: The power fails to activate and no message is conferred to the target.
Success: Dominate 1 or 2 can be used on the target.
Exceptional Success: The effect lasts until the end of the scene.
This devotion costs 18 experience points to learn.

Instant Apraxia
(Dementation 2, Dominate 1)
Cost: 1 Vitae
Dice pool: Manipulation + Occult + Dementation vs. Resolve + Blood Potency
Action: Instant
This Devotion allows the Malkavian to effectively sever the victim’s ability to communicate in a way that makes sense. No matter what the victim seeks to say or write, gibberish comes out instead. During the time this power is active, the victim is not automatically aware that his words make no sense, as far as he is concerned, nothing about his speech has changed. However: a haze-like effect, similar to intoxication, is experienced during this time. While this effect does not hamper motor skills or decision making, it is still out of the normal Kindred experience.
Roll Results
Dramatic Failure: The vampire is struck by his own power and unable to communicate properly for the scene. He still believes he speaks normally as per the normal effect.
Failure: The power fails to activate
Success: The victim is unable to communicate properly for a number of turns equal to the successes achieved on the roll. This could take any number of forms, such as speaking in tongues or endlessly repeating a childhood song that has no relevance.
Exceptional Success: The effect lasts until the end of the scene.
This devotion costs 9 Experience points to learn.

Arms of the Abyss
(Obtenebration 3, Vigor 2)
The character can summon up tentacles from shadows.
Cost: 1 Willpower
Dice Pool: Manipulation + Occult + Obtenebration
Action: Instant
Roll Results
Dramatic Failure: The character summons the tentacles as normal, but they attack him instead of his enemies.
Failure: The power fails to activate
Success: Each success calls one six-foot tentacle from a shadow in the room. The tentacles have Strength ratings equal to the vampire’s Obtenebration rating, and the vampire can set the tentacles to attack or grapple targets. The dice pool for the grapple attack is the tentacle’s Strength + Obtenebration – target’s Defense.
The vampire can instruct each tentacle to attack a target, whereupon the tentacle will attempt to grapple and constrict the target (see p. 157 of the World of Darkness Rulebook). If the vampire wishes to have the tentacles perform other actions, she must concentrate on the tentacles. She loses her Defense and can perform no other actions while manipulating the tentacles. If the character wishes to take her Defense or perform other actions, the tentacles can do nothing but attack and constrict. If their target escapes, they lash out and attack any target within range. They attack living targets in preference to unliving ones. The vampire can spend vitae to increase a tentacle’s length by six feet.
The tentacles have no armor and no defense. They can suffer damage equal to the vampire’s Composure before dissipating. One point of damage from fire or sunlight destroys a tentacle.
This devotion costs 15 experience points to learn.

Shadow Twin
(Obtenebration 5, Auspex 5)
The vampire’s control over darkness has progressed to such a degree that he may bestow it with a limited degree of sentience. By animating his own shadow or that of another, the Khaibit can actually “set free” the shadow cast by light.
Cost: 1 Vitae + 1 Willpower
Dice Pool: Manipulation + Occult + Obtenebration
Action: Instant
Roll Results
Dramatic Failure: The twin is created but leaps at its conjurer and attacks it for 3 turns before disappearing.
Failure: No effect.
Success: The shadow springs to life and waits for commands from the vampire. The shadow has half the attribute and skill ratings and health of its “parent”, rounded down (minimum of one), although mental and social traits don’t matter to it. It has no willpower pool. It deals bashing damage when attacking. One point of damage from fire or sunlight destroys the twin and it may not travel farther than 50 feet from its parent. The twin cannot speak even when commanded too, nor can it think creatively.
Exceptional Success: The twin lasts for the entire scene.
This devotion costs 30 experience points to learn.

Acute Anxiety
(Despond 2, Majesty 1)
My making herself seem more beautiful, a Suicide Queen can lower the self-esteem of others. She projects an image that is so powerful that it makes her target an emotional wreck, trying to pick up the pieces of his shattered confidence. With this devotion it becomes easy for a Child of Judas to gain the upper hand in a conversation without resorting to the raw power of Despond.
Cost: -
Dice Pool: Manipulation + Expression + Despond versus Composure + Blood Potency
Action: Instant
Roll Results
Dramatic Failure: The target feels better about himself and gets a +2 bonus on his social dice pools from a sudden burst of confidence.
Failure: No effect.
Success: For as many turns as successes gained over the target’s successes, the target suffers a -2 penalty to social interaction with the Suicide King on skill rolls involving Persuasion, Expression or Socialize.
Modifiers:

Vampire has Striking Looks +1 or +2
Target has Striking Looks -1 or -2

This devotion costs 9 experience points to learn

Battre Fantom
(Licencieux 3, Vigor 2)
Through this power, the Duchagne makes the target feel as if he is being attacked and harmed by an invisible opponent. Although the damage inflicted is illusory, all in the target’s mind, the target believes he is being harmed, even to the point of incapacitation.
Cost: 1 Vitae
Dice Pool: Intelligence + Brawl + Licencieux vs. Resolve + Blood Potency
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The Duchagne suffers actual (not illusory) bashing damage equal to his dots in Vigor and cannot activate this power for the rest of the scene.
Failure: The power fails to activate
Success: The target receives an initial Resistance roll, and if the Duchagne wins that opposed check, the target suffers bashing damage equal to the Duchagne’s activation roll. On each subsequent round, the Duchagne can continue to roll with this power as an attack, using the target’s Resolve in place of Defense. Characters can suffer wound penalties and be incapacitated by this illusory damage, just as if it was real. Note that Kindred are not incapacitated until they have suffered enough damage to fill their damage boxes with lethal damage, at which point they briefly fall into a torpor-like state. None of this damage is real, however, and at the end of the scene, or if the Duchagne loses concentration, this damage “heals”, and unconscious or quasi-torpid targets regain consciousness with no ill effects. When the victim gets attacked by a physical attacker, he immediately realizes the difference and the effect ends (including the removal of the bashing damage)
To use this power, the Duchagne must be able to see the target and maintain concentration.
Exceptional Success: As above.
This devotion costs 15 experience points to learn.

Measured Response
(Obfuscate 2, Protean 1)
Measured Response allows vampire conscious control over the image his beast project. By adjusting that image, he can appear as though of thicker or thinner blood
Cost: 1 Vitae
Dice Pool: Manipulation + Occult + Obfuscate*
Action: Instant
Roll Results
Dramatic Failure: The character’s loses the effect of Aspect of the Predator and Mask of Tranquility for the night.
Failure: The power fails to activate
Success: Each success allows the user to adjust his Blood Potency for the purposes of Predator’s Taint by one dot. This effect lasts until sunrise.
Exceptional Success: The character can adjust his Blood Potency for the purposes of Predator’s Taint to any amounts of dots.
This devotion costs 9 experience points to learn.

Fly like a Butterfly, Sting like a Bee
(Majesty 1, celerity 1)
Cost: 1 Vitae per turn
Action: Reflexive
With their reputation as seducers and social predators, it is often forgotten that, pound for pound, the Daeva are the meanest kindred in a fight. Their lethality is exemplified by this devotion. When invoked, a kindred moves with such balletic grace that her opponent is momentarily overcome by the beauty of her attack; just long enough for the user of this devotion to land a devastating blow. The invoker’s dots in Majesty are subtracted from her target’s defense pool for the turn.
This devotion costs 6 experience points to learn.

Devotions

Dark nights in Dubai Direbee