Ventrue Devotions

=Animalism •= Break the Beast (Animalism •, Dominate •) Action: Reflexive Cost: None Duration: N/A 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 resisting Frenzy, or attempting to Ride the Wave, a draw of a one is not an automatic failure. This power is always considered active. This power costs 6 experience points to learn.

Serpentine Seduction (Animalism •, Dominate ••) Action: Reflexive, contested Cost: -- Pool: Manipulation + Expression + Dominate versus the target's Composure A vampire may effect only one motal 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 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.

=Animalism ••= Obedient Thoughts (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 •••= Sussurant Whispers (Animalism •••, Dominate ••) Action: Reflexive. Cost: -- Pool: Presance + Expression + Dominate. 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.

=Animalism ••••=

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