1. Notes

Vampire Devotions

A selection of new Surge related Devotions


Homing Beacon (Surge •)

The Jovian is a connoisseur of the frequencies and unique electromagnetic signatures of modern electronic devices.  With a touch she can consecrate this signature to memory and form a mystic bond between vampire and device allowing them to track it anywhere in the world.

Cost: 1 Vitae

Dice Pool: None

Action: Instant

This devotion works on any device which wholly or partly runs on electricity.  The electrical part of the device need not be critical to its function.  As long as the device is powered and electricity runs through it, the Jovian can form a mystical bond to this electromagnetic signature and track it no matter where it is in the world, getting an un-erring sense of direction and instinctively knowing the device’s condition.

If the device is powered off or destroyed the Jovian can sense this and knows the last location where the device was still functioning.  Turning the device back on re-aligns the Jovian’s direction sense to the new location.

This bond lasts as long as the Jovian wills it, she can reflexively end this link with any one device she’s connected to.  She may have as many such mystic bonds active at any one time as her Intelligence score.

This Devotion costs 1 Experience to learn.


Power Junction (Surge •)

The Keravnos’ control of electricity turns them into living walking batteries.  Much like a real battery they can use this energy to power any device nearby.  Jovians using this power have been derogatorily referred to as the 40-Watt vampire.

Cost: 1 Vitae

Dice Pool: None

Action: Instant

This devotion requires that the vampire hold at least one Charge within their body but using the devotion does not expend a charge.  Any device within Surge x2 Meters/Yards of the vampire can be turned on and run on the electrical current stored within their bodies.  Batteries or other sources of electrical storage can be recharged this way as well. 

The Jovian can also allow arcs of electricity to continuously spark around her body providing illumination in the dark and adding 2 dice to any Intimidation rolls.  Once activated this power lasts for one Scene.

This Devotion costs 1 Experience to learn.


Remote Access (Surge ••, Dominate ••)

Ventrue are used to getting their way and Keravnos doubly so.  Just as Dominate allows a vampire to impose her will on the sentient, so does the Jovian’s mastery of Surge allow them the same when it comes to devices that run on electricity

Cost: None

Dice Pool: Intelligence + Computer + Surge

Action: Instant

This devotion allows the Jovian to control any electronic device within line of sight or with which they've established a Homing Beacon connection with without the need for physical contact.  The device must run on electricity and that must be important to its operation.  Thus computers, phones, cameras, electronic alarms and electric chainsaws are all fair game, but a chainsaw with a combustion engine is not despite needing spark plugs to turn on. 

The vampire adds her Surge rating as equipment bonus for the duration of the power.  Control lasts for 1 turn per success rolled and the Jovian can refresh this duration by using this power Reflexively at any time while she still has control of the device.  

This Devotion costs 1 Experience to learn.


Beam Me Up Scotty (Surge •••, Celerity ••)

Blood is power and power is blood.  The Jovian’s connection to electricity is such that they can briefly turn their bodies into raw electrical energy travelling in an instant through the air, power lines or any other conductive material on hand.  The vampire vanishes in a flash of light repairing instantly at her destination

Cost: 1 Vitae + 1 Charge

Dice Pool: None

Action: Reflexive

The vampire can instantly travel anywhere within line of sight.  Alternatively they can travel through any power line within Surge x2 yards away and re-emerge at anywhere along the power line up to Blood Potency miles away.  To re-emerge at a specific location the vampire must have visited that place before.  So she can use a nearby power outlet to teleport back to her haven, but she cannot teleport to the next room if she’s never been there before.  

If she's using Homing Beacon on a device plugged into the same power network within Blood Potency miles away she can teleport to that device even if she’s never been to that location. 

Note the material she’s travelling too need only be conductive enough (storyteller’s discretion) but does not need to have power running through.  A Jovian with this devotion can travel through power lines even if there’s a power outage in the city.

This Devotion costs 2 Experience to learn.


Tesla Cage (Surge ••••, Resilience ••)

The vampire shapes the electrical charge stored within her body into a shifting, surging armor of electricity.  She becomes nearly immune to mundane ranged attacks as projectiles melt and are vaporized before impact.  Those brave enough to attack her in close combat find themselves jolted by waves of electricity.

Cost: 1 Vitae + 1 Charge

Dice Pool: Intelligence + Science + Surge

Action: Reflexive

The devotion lasts for 1 turn per success, during this time the Jovian adds her Surge rating as armor against all ranged attacks.  Enemies striking the vampire with Melee or Unarmed attacks deal damage normally but take 2 bashing and suffer dice penalty equal to the Jovian’s Surge rating on their next action as the electricity surges through their muscles and nervous system.  Melee weapons striking the vampire take 1 structure damage per hit and disintegrate when reduced to 0 structure.

This Devotion costs 3 Experience to learn.

Obtenebration

Sedjet

Prerequisites: Tyet, Pseshkf, Vigor 3

Cost: 1 Vitae (reflexive activation), +1 Vitae per additional limb beyond the first

Dice Pool: Strength + Brawl, vs. target's Defense (or Strength + Stamina to resist once seized, opposed roll each turn the grapple is contested)

Action: Instant

Description

     Tyet calls shadow forth and shapes it into a field. Pseshkf gives that shadow an edge sharp enough to harm what living blades cannot touch. Sedjet asks the shadow to do something neither of those Devotions require: hold on, and not let go. Where Tyet's darkness is a field to move through and Pseshkf's coating is applied to something already solid, Sedjet draws shadow out into independent, semi-corporeal limbs: thick ropes of solidified dark that extend from the vampire's own shadow rather than the body itself. They emerge from any patch of shadow within an active Tyet field, or directly from the vampire's cast shadow if Tyet isn't active, reaching out to seize, bind, or drag. The limbs are strong, but they are not subtle. This is not a weapon for finesse. It is a hand built for holding something still long enough to decide what happens next.


System The vampire spends 1 Vitae and a shadow-limb extends from a nearby shadow toward a target within close range of the shadow (roughly the reach of a long arm, extended further by however far the source shadow already stretches). Roll Strength + Brawl against the target's Defense to seize them. On a success, the target is grappled per the standard grapple rules, using the vampire's Strength and Size for the purposes of the hold. The limb itself takes no damage from a target's attempts to break free by brute force; it can only be shed by reducing the shadow's effective Structure (Durability equal to the vampire's Blood Potency; Structure equal to Total Vitae Spent). Each additional Vitae spent, up to the vampire's Blood Potency in limbs at once, extends a second, third, or further limb, allowing multiple grapples simultaneously or a single target restrained at more than one point of contact. A target seized this way is held at a distance rather than pulled in close... the vampire must spend an additional action and a fresh contested roll to reel a grappled target nearer.

If Tyet is active, the limb can also manipulate inanimate objects at range with rote-quality Strength rolls, moving, lifting, or dragging objects too heavy or distant to reach by hand. The limbs dissipate at the end of the scene, when released as a free action, or when reduced to zero Structure.