So, despite it being a bit weird and possibly not exactly the most well-loved of all disciplines what with it roughly being as disjointed and disconnected as Blood Tenebrous... Spoiling still had some neat devotions. It was a way to play an alchemist, or perhaps that super-scientist bent before we all had the Scales of the Dragon to do that for us. Plus, it didn't come at the risk of humanity breaking points so there's always that too. Anyway, much the same for the Blood and Smoke MUSH I play on/occasionally freelance homebrew for, I made a series of rewrites for the, 'Bottled Discipline' devotions. Spoiling itself works fine, mind. It's just that with the discipline rewrites ultimately rendered a lot of its devotions weird and out of place. Hence, here's my fan-update for these devotions. Also, one of the staffers decided on the rolls proper for the devotions in lieu of my own forgetting. So technically not my own work entirely, but the effects were. I do have their permission to post these, however.
The Bottled Command (Dominate •, Spoiling •)
Cost: 1 Vitae
Dice Pool: Intelligence + Expression + Dominate versus subject's Resolve + Composure.
This devotion inflicts the Mesmerized condition with a pre-set command with no more than four words. Once the command finishes, the Condition is resolved and the devotion wears off.
This Devotion costs 2 Experiences to learn.
Draught of Revelation (Majesty ••, Spoiling ••)
Cost: 2 Vitae
Dice Pool: Manipulation + Persuasion + Majesty versus Resolve + Blood Potency
This devotion inflicts the Charmed Condition, treating the number of successes rolled on the activation as the number of dots in majesty to a maximum of the instilling vampire's own. This lasts for a number of hours equal to the instilling vampire's Blood Potency. Furthermore, the penalty to detect true intentions is based on the instilling vampire's Majesty dots at the time of activating this devotion.
This Devotion costs 3 Experiences to learn.
Intuitive Reaction (Auspex •, Spoiling •)
Cost: 1 Vitae
Dice Pool: Wits + Investigation + Auspex versus subject's Stamina + Blood Potency
The Beast in Kindred sometimes allows them to detect enemies far in advance of the man's awareness. Distilling this primal hair-trigger mentality, the vampire creates a potion capable of enhancing the target's reaction time to threats to nigh-superhuman levels. For a number of nights equal to the vampire's dots in Spoiling, the subject feels constantly on edge. Not necessarily ready to snap at a given moment, but jittery and jumpy on a regular basis. This adds a number of dice equal to the vampire's dots in Auspex to any attempts to detect ambushes, as well as half that (rounded down) to their Initiative rating.
This Devotion costs 3 Experiences to learn.
Liquid Memory (Dominate ••••, Spoiling ••••)
Cost: 2 Vitae
Dice Pool: Intelligence + Expression + Dominate versus subject's Resolve + Blood Potency
The False Memory Condition is inflicted as per The Lying Mind, dependent upon the memory encoded. If the subject succeeds on the contested action to resist the memory he is still aware of it, but knows full well that it is not his own.
This Devotion costs 3 Experiences to learn.
Sanguine Strength (Vigor • to •••, Spoiling • to •••)
Cost: 2 Vitae
Dice Pool: Strength + Athletics + Vigor versus subject's Stamina + Blood Potency
The Solution confers the passive effects of Vigor, including enhanced jumping ability, at a level equal to that of the Devotion. For each success on the activation roll, another 'bonus dot' of Strength can be suspended in the brew, to a maximum of three bonus dots. The effects of this Solution last for the remainder of the scene in which it is ingested, and a given subject can only be affected by one volume of Sanguine Strength at a time. During this time, subjects - even mortals and ghouls - are prone to a kind of violent tantrum that weakly approximates frenzy, and must test for frenzy as a vampire would. She retainers her own mind during this tantrum, but suffers a -2 penalty to Mental actions for the rest of the scene, and is gripped by an overwhelming violent urge.
This Devotion costs 1, 2, or 3 Experiences to learn at one, two, and three dots of Vigor respectively. A character may upgrade this power to a higher level later by paying the difference in experience.
The Bottled Command (Dominate •, Spoiling •)
Cost: 1 Vitae
Dice Pool: Intelligence + Expression + Dominate versus subject's Resolve + Composure.
This devotion inflicts the Mesmerized condition with a pre-set command with no more than four words. Once the command finishes, the Condition is resolved and the devotion wears off.
This Devotion costs 2 Experiences to learn.
Draught of Revelation (Majesty ••, Spoiling ••)
Cost: 2 Vitae
Dice Pool: Manipulation + Persuasion + Majesty versus Resolve + Blood Potency
This devotion inflicts the Charmed Condition, treating the number of successes rolled on the activation as the number of dots in majesty to a maximum of the instilling vampire's own. This lasts for a number of hours equal to the instilling vampire's Blood Potency. Furthermore, the penalty to detect true intentions is based on the instilling vampire's Majesty dots at the time of activating this devotion.
This Devotion costs 3 Experiences to learn.
Intuitive Reaction (Auspex •, Spoiling •)
Cost: 1 Vitae
Dice Pool: Wits + Investigation + Auspex versus subject's Stamina + Blood Potency
The Beast in Kindred sometimes allows them to detect enemies far in advance of the man's awareness. Distilling this primal hair-trigger mentality, the vampire creates a potion capable of enhancing the target's reaction time to threats to nigh-superhuman levels. For a number of nights equal to the vampire's dots in Spoiling, the subject feels constantly on edge. Not necessarily ready to snap at a given moment, but jittery and jumpy on a regular basis. This adds a number of dice equal to the vampire's dots in Auspex to any attempts to detect ambushes, as well as half that (rounded down) to their Initiative rating.
This Devotion costs 3 Experiences to learn.
Liquid Memory (Dominate ••••, Spoiling ••••)
Cost: 2 Vitae
Dice Pool: Intelligence + Expression + Dominate versus subject's Resolve + Blood Potency
The False Memory Condition is inflicted as per The Lying Mind, dependent upon the memory encoded. If the subject succeeds on the contested action to resist the memory he is still aware of it, but knows full well that it is not his own.
This Devotion costs 3 Experiences to learn.
Sanguine Strength (Vigor • to •••, Spoiling • to •••)
Cost: 2 Vitae
Dice Pool: Strength + Athletics + Vigor versus subject's Stamina + Blood Potency
The Solution confers the passive effects of Vigor, including enhanced jumping ability, at a level equal to that of the Devotion. For each success on the activation roll, another 'bonus dot' of Strength can be suspended in the brew, to a maximum of three bonus dots. The effects of this Solution last for the remainder of the scene in which it is ingested, and a given subject can only be affected by one volume of Sanguine Strength at a time. During this time, subjects - even mortals and ghouls - are prone to a kind of violent tantrum that weakly approximates frenzy, and must test for frenzy as a vampire would. She retainers her own mind during this tantrum, but suffers a -2 penalty to Mental actions for the rest of the scene, and is gripped by an overwhelming violent urge.
This Devotion costs 1, 2, or 3 Experiences to learn at one, two, and three dots of Vigor respectively. A character may upgrade this power to a higher level later by paying the difference in experience.
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