Thursday, December 10, 2015

New Devotions: Ventrue Way of the Martinet (nWOD VTR)

Where the Way of the Philosopher King and the Way of the Warlord are inwardly focused, the Way of the Martinet is the first of the outwardly focused paths. These powers are designed to ensnare their victims and bring them deeply under the control of their new master. Those subject to these powers find themselves trapped within cages of their own thoughts, where every disobedience is punished and any yielding makes them more deeply ensnared in their obedience.

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.

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.

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 whose 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.

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.

Simulacrum
(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 simulacrum 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 Simulacra are largely not those of the original personalty.
An individual dealing with a Simulacrum may roll Wits + Empathy to realize something is significantly wrong with the Simulacra. 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 acquaintances. However, if the person who knew the Simulacra before hand receives at least 3 successes they may recognize the underlying, mostly destroyed, personality.
This power costs 21 experience points to learn.

~~*~~
Several of these powers are derived from a path I explored to bring what amounted to a Setite into a Requiem game. While I ended up going with a Daeva as a better fit for the core concept, these abilities have floated around in the background since.
The rest were my attempts to circumvent (and balance) limitations on several of the signature Dominate powers. In the end, the group fits together as well as any of the other "ways," embodying a concept of how to use and expand the Ventrues' supernatural powers.

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