Tuesday, December 8, 2015

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

Like the Way of the Philosopher King, this collection is self-focused. Unlike the Way of the Philosopher King, the Way of the Warlord risks control for greater resources and embraces the power of raw physicality. Where the Philosopher King is the refined nobility of contemplation, the Warlord is the unfettered might of wrath.

Stoke the Beast
(Animalism ••, Dominate ••)
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 12 experience points to learn.

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.

Chain the Beast
(Animalism ••, Dominate •••, 
Stoke the Beast)
Action:
None
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 15 experience points to learn.
Beast's Blood
(Animalism •••, Dominate •••)
Action:
Reflexive.
Cost: 1 Willpower.
Duration: 1 Scene
The vampire gains the ability make a special compact with their Beast, allowing it to meet its own simple goals in exchange for a level of increased power.
On any round in which the character heals at least one point of damage, they may spend one more point of Vitae then their Blood Potence would normally allow. However, if they have any damage which they can heal they must heal at least one point of that damage.
This power costs 18 experience points to learn.

~~*~~
Once I started working on Animalism/Dominate Devotions the possibilities started opening. The idea that you could simultaneously work on both the conscious and subconscious mind pushed boundaries that would be difficult to get around otherwise. Meanwhile, the ability to bring them closer to their Beast was thematically hard to pass up. It emphasizes both how close and far the Ventrue and Gangrel are from one another, That this "back to nature" movement can also provide a level of survivability, perhaps not allowing them to go toe to toe with their cousins but not be immediately cut down, was immensely appealing.

No comments:

Post a Comment