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Ventrue Devotions

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Given that Animalism;

  • Is a clan Discipline for the Ventrue.
  • Is generally looked down upon by players wanting to play "modern" Ventrue.
  • Functions by giving access and control to the character's Beast (as demonstrated by the fifth level power).

Also given that;

  • Both Animalism and Resilience are shared by the Gangrel clan, thus any power or possibility using one or both of those will benefit others as much or more than the Ventrue.
  • Dominate is the clan-specific power of the Ventrue, thus combining it with other clan disciplines of the Ventrue is the most likely method to improve Ventrue utility without significantly changing other power-profiles in the game.

These devotions should provide some interest for the Ventrue player. Most if not all have been written with the LARP environment in mind.

Way of the Philosopher King

Animalism •

Dominate •

Break the Beast

(Animalism •, Dominate •)
Action: Reflexive
Cost: Special
Ventrue who have learned to focus their will on dominion of others and using their Beast to commune with lesser creatures can seek to dominate their own Beast.
When the character spends a willpower to improve their Resolve or Composure pool for resisting Frenzy, or attempting to Ride the Wave, they automatically receive a single success. This success can be countered by a 1 normally.
(LARP)When the character spends a willpower to improve their Resolve or Composure pool for resisting Frenzy, or attempting to Ride the Wave, the character does not suffer an automatic falure on a draw of an ace. It is treated simply as a one.
This power costs 6 experience points to learn.

Dominate ••

Dominion of Man

(Animalism •, Dominate ••)
Action: Reflexive.
Cost: Special
When the character spends a point of Willpower to boost their Resolve or Composure for a roll to resist Frenzy or Ride the Wave they also add their ranks in Animalism to the roll.
This power costs 9 experience points to learn.

Dominate •••

Feed the Beast

(Animalism •, Dominate •••)
Action: Instant
Cost: 1 Vitae + an additional Vitae per time this power has been used in the same night.
By communing with their Beast the kindred can generate greater resolve and self determination. Each time this power is used the kindred regains a point of Willpower. This power does not allow them to have more willpower than their normal maximum, however.
This power costs 12 experience points to learn.

Dominate •••••

Reflection

(Animalism •, Dominate •••••)
Action: Reflexive, contested
Cost: Special
The greatest strength of the philosopher king is the insight he possesses into his own base instincts and higher mind. It is only through this self-examination that they rule wisely by rejecting the selfish impulse and unfit action or recognizing them in another.
A character spending a willpower to improve their Resolve may substitute their dots in Intelligence for Resolve on the roll.
This power costs 18 experience points to learn.

Way of the Warlord

Animalism ••

Dominate ••

Chain the Beast

(Animalism ••, Dominate ••)
Action: Instant
Cost: 1 Vitae
By asserting the dominance over their own Beast the Kindred can reaffirm their self assurance. When this power is invoked the character must immediately roll as if they had spent a point of Willpower to Ride the Wave. If they are successful the frenzy immediately ends and they regain a point of spent Willpower. This power does not allow them to have more willpower than their normal maximum, however, nor does it change the results of a failed attempt to Ride the Wave.
This power costs 12 experience points to learn.

Dominate •••

Beast's Grace

(Animalism ••, Dominate •••)
Action: Reflexive.
Cost: 1 Willpower
Duration: 1 Scene
By quieting the human mind and allowing the predator-machine that is a vampire's Beast a level of control in combat the Vampire unlocks the potential for greater ability.
For the remainder of the scene the character uses the Higher of their Dex or Wits to determine their defense, as an animal would.
This power costs 15 experience points to learn.

Stoke the Beast

(Animalism ••, Dominate •••, Chain the Beast)
Action: None
Cost: 1 Vitae
The character can attempt to Ride the Wave without expending a point of Willpower. (The point of Vitae substitutes for the point of Willpower.)
This power costs 15 experience points to learn.

Animalism •••

Dominate ••••

Beast's Blood

(Animalism •••, Dominate •••)
Action: Reflexive.
Cost: 1 Willpower.
Duration: 1 Scene
Many view the Beast as the seat of Vampiric power. By understanding this a Ventrue may make a special compact by allowing their Beast to meet its goals, in exchange for which they gain a level of increased power.
Each round the character suffers any wounds which they can heal they must spend at least one point of Vitae to repair that damage. However, on any round in which they heal at least one point of damage they may spend one more point of Vitae then their Blood Potence would normally allow.
This power costs 18 experience points to learn.

Way of the Tyrant

Animalism •

Dominate ••

Serpentine Seduction

(Animalism •, Dominate ••)
Action: Reflexive, contested
Cost: --
Pool: Manipulation + Expression + Dominate versus the target's Composure
A vampire may affect only one mortal subject at a time with this power, and must meet that individual's eyes. If they look away from their subject for more than a moment or attempt to use this power on a different subject the spell is broken.
Against the target of this power the vampire's social pools are not capped by Humanity. Further, they may spend blood to boost social pools against that individual only, gaining a +2 to a single roll per point of Vitae spent (as they normally would boost physical pools).
Finally, if the subject wishes to perform a violent action they must first spend a point willpower. A vampire using this power suffers a -3 penalty for any challenges against anyone other than the target of this power. While using this power other mortals treat the vampire's Humanity as 3 lower that it actually is for determining the cap on social pools.
This power has no effect on Vampires or other supernatural predators.
This power costs 9 experience points to learn.

Dominate •••••

Skinride

(Animalism •, Dominate •••••)
Cost: 1 Vitae.
The vampire may become quiescent within the mind of their posessed host, riding quietly and unnoticed without actually releasing the subject. The vampire percieves all the subject does, and may release the subject entirely at any time. They may also resume control at any time with a single success on the same contested roll as they used to possess the subject- a roll which they may repeat as often as desired.
This power costs 18 experience points to learn.

Animalism ••

Dominate ••

Hypnotic Obedience

(Animalism ••, Dominate ••)
Action: Reflexive.
Cost: 1 Willpower
Pool: Manipulation + Subterfuge + Animalism penalized by the targets Resolve.
This power must be used in the same round that the character successfully implants a Mesmerism command. If the character achieves a single success on the activation roll a Mesmerism command they have just implanted does not count as the single available Mesmerism command. If the subject has a Mesmerism command which does fill that "single command" it must be displaced before a new one can be attempted.
Removing a mesmerism command modified with this power requires the individual attempting to do so has this power and ether Dominate 3 or Auspex 3. It requires an Instant action (as performing Mesmerism normally), a point of willpower, and at least as many successes be achieved as the lower of the original Mesmerism implantation or the modification with this power.
This power costs 12 experience points to learn.
An advanced version uses Dominate 4 and requires no willpower to activate. That power costs 18 experience points, though a character who has already purchased this power may gain the improved version for only 6 experience.

Animalism •••

Dominate •

Blood Mastery

(Animalism •••, Dominate •)
Action: Reflexive.
Cost: 1 Willpower
If this character uses a power of Dominate against a subject that has ingested at least a point of their blood they receive a +2 on rolls to use their powers against that subject. This benefit stacks with the benefits of Blood Ties.
Further, if the target retains at least a point of the character's blood in their system they receive no resistance roll.
This power costs 18 experience points to learn.

Dominate ••

Sussurant Whispers

(Animalism •••, Dominate ••)
Action: Reflexive.
Cost: 1 Vitae
Pool: Presence + Expression + Animalism.
The user of this power may make a single Command (per that Dominate power). Any individual within sight of the user of this power who's Resolve + Blood Potency is less than the successes achieved on the activation roll is subjected to that Command.
This power costs 15 experience points to learn.

Dominate ••••

Honey Trap

(Animalism •••, Dominate ••••)
Action: Reflexive.
Cost: 1 Willpower
Pool: Intelligence + Persuasion + Dominate minus the subjects Intelligence.
This power must be used on a target on the turn immediately following a Mesmerism command being implanted.
When the target of this power first completes the implanted command they must spend 2 points of Willpower or it immediately "resets." If the command is allowed to reset, however, the character regains a point of Willpower if they are missing any.
Each additional time the Mesmerism directive is completed it resets unless the character can repay the number of Willpower points they have regained from completing that command plus 2.
As long as the command continues to reset it counts as an active Mesmerism and can block or be replaced by new uses of Mesmerism on the subject. However, if the number of Willpower points required to prevent the reset of the command ever exceeds their maximum Willpower pool the mesmerism becomes an innate part of their psyche. It no longer counts as a mesmerism and will no longer restore their willpower. This might be best represented by a derangement at a morality of 8 or one higher than their current (whichever is greater).
This power costs 21 experience points to learn.

Dominate •••••

Call of Blood

(Animalism •••, Dominate •••••)
Action: Reflexive.
Cost: 1 Willpower point and 1 point of blood from the target, whether this has been ingested by the vampire or is contained externally.
Upon activating this power the user may subject the target to any power of Dominate they possess without need to have eye contact with the target, be heard by the target, or even see them.
This power costs 24 experience points to learn.

Dominate ••••••

Mantle of Dominion

(Animalism •••, Dominate •••••)
Cost: 1 Willpower.
This power may only be used while the vampire is currently using the Dominate 5 power of Possession. As long as the character remains within their current subject they may use the first four powers of Dominate even while using possession.
This power costs 24 experience points to learn.

Animalism ••••

Dominate ••••

Simulcrum

(Animalism ••••, Dominate •••)
Action: Extended, must equal the successes garnered in Conditioning the character.
Cost: 1 Willpower
Draw: Intelligence + Subterfuge + Dominate vs Resolve. A character with this power is able to "rebuild" the individuals who have been conditioned. Using basic instinct and pieces of their own personality the vampire creates a false persona to cover the gaping hole that would otherwise be the entirety of the conditioning victim's mind.
This is, however, not an actual personality. The simulcrum can speak, interact, regains a measure of initiative, has memories and can gain new ones. However, their emotional range and ability to react is limited to just better than animal instinct. Further, the memories remaining to the Simulcra are largely not those of the original personalty.
An individual dealing with a Simulcrum may roll Wits + Empathy to realize something is significantly wrong with the Simulcra. While previous friends and family often recognize the conditioning subject, the utter rejection of having a previous, forgotten, life is often enough to dissuade such previous accuantences. However, if the person who knew the Simulcra before hand recieves at least 3 successes they may recognize the underlaying, mostly destroyed, personality.
This power costs 21 experience points to learn.

Dominate •••••

Possess the Dual Soul

(Animalism ••••, Dominate •••••)
Action: Reflexive.
Cost: 1 Vitae and 1 willpower point.
This power is functionally identical to Possession except that it allows the possession Werewolves.
This power costs 27 experience points to learn.

Masked Lord

(Animalism ••••, Dominate •••••, Mantle of Dominion)
Cost: 1 Willpower.
The character may initiate a use of the Dominate power Posession from within a posessed body. In addition to the cost of this power all costs and rolls for that power must be paid normally.
This power costs 27 experience points to learn.

Animalism •••••

Dominate •••••

Possess the Sundered Soul

(Animalism •••••, Dominate •••••)
Challenge: Intelligence + Intimidate + Dominate vs Resolve + Blood Potency
Action: Extended and contested.
Cost: 1 Vitae and 1 willpower point.
This power is functionally identical to Possession except that it allows the possession other Kindred.
This power costs 30 experience points to learn.

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