Level 4
Summon
This impressive power enables the vampire to call to herself any person whom she has ever met.This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his summoner - even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he is coming to the vampire herself, not to some predetermined site.
Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual's financial resources are a factor; if he doesn't have the money to travel quickly, it will take him a far greater time to get there.
The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration of he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so.The individual retains his survival instincts, and while he won't shirk physical violence to reach the vampire's side, he won't subject himself to suicidal situations.
The summoning dissipates at dawn. Unless the subject is trained to continue toward the vampire after the first call, the immortal must summon each night until the target arrives. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night - as long as nothing happens to him along the way, of course.
System: Roll Charisma + Subterfudge. The base difficulty is 5; this increases to difficulty 7 if the subject is virtually a strnger. If the vampire used Presence successfully on the target in the past, the difficulty drops to 4 - however, is the attempt was unsuccessful, then the difficulty is 8.
The number of successes indicates the subject's speed and attitude in responding.
1 success |
Subject approaches slowly and hesitantly.
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2 successes |
Subject approaches reluctantly and is easily thwarted by obstackels.
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3 successes |
Subject approaches with reasonable speed.
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4 successes |
Subject comes with haste, overcoming any obstackles in his way.
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5+ successes |
Subject rushes to the vampire, doing anything to get to her.
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Level 5
Majesty
At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously demonic. Majesty inspires universal respect, devotion, fear - or all the emotions at one - in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her.
People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire's potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond.
Under Majest's influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable primogen, the vampire must be careful that doing so doesn't come back to haunt her later. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.
System: No roll is required on the part of the vampire, but she must spend a WP. A subject must make a Courage (vampire's Charisma + Intimidation) roll if he wishes to be rude or simply contrary to the vampire. Success allows the individual to act normally for the moment, although he feels the weight of the vampire's displeasure crushing down on him. A subject who fails the roll aborts his intended action and even goes to absurd lengths to humble himself before the vampire, no matter who else is watching. The effects of Majesty last for one scene.
Level 6
Aire of Elation (Toreador Clanbook)
Make everything you do seem so hilarious it incapacitates people.
Capture Reality (Toreador Clanbook)
Project the essence of a scene through photographs or film.
Force of Personality (Players' Guide to High Clans)
People are forced away from you by your aura.
Intensification (Toreador Clanbook)
Create an object that instills a particular emotion in those who view it.
Love (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
The blood is one of the most power tools in an elder's inventory. However, more and more childer are aware of how to avoid being bound, so alternatives are needed. This Presence power called Love is one such alternative, as it simulates the effect of the bond without any of the messy side effects. While neither as sure a method of control as a true blood bond, nor as long-lasting, Love is still an extremely potent means of command.
System: Roll Charisma + Acting (Willpower). Success on the roll indicates that the victim feels as attached to the vampire as if he were blood bound to her. Each success also reduces the victim's dice pool by one die for any Social rolls to be made against the vampire. A botch makes the target immune to all of the vampire's Presence powers for the rest of the night. This power lasts for one scene and can be applied to the same victim over multiple scenes in the same night.
Melusine's Song
Command someone through song.
Paralyzing Glance (Guide to the Camarilla)
Some elders have honed their mastery of Dread Gaze to such a degree that they are said to be able to slay with but a look. Paralyzing Glance is not quite as effective as all that, but its impact isn't anything to sneeze at, either. The power's name is something of a misnomer, as victims of this power are not precisely paralyzed in a physical sense, but rather frozen with sheer terror.
System: The vampire must make eye contact with her intended victim. Then roll Manipulation + Intimidation (Willpower). Success renders the victim so terrified that he falls into a whimpering catatonic state, unable to take any actions exept curling into a fetal position and gibbering incoherently. The condition lasts for a length of time determined by the number of successes rolled. If the victim's life is directly threatened (by assault, impending sunrise, etc.), the poor wretch may attempt to break out of his paralysis with a Courage (vampire's Intimidation + 3) roll. One success ends the paralysis. A botch send the victim into a continuous state of Rötschreck for the rest of the night.
1 success |
3 turns
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2 successes |
5 minutes
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3 successes |
Remainder of the scene
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4 successes |
1 hour
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5+ successes |
Rest of the night
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6+ successes |
1 week
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Passion
Fill a person or group with lust, greed, anger, or fear.
Renew the Earthly Pleasures
Overwhelm a vampire with mortal feelings.
Siren's Song
Instill particular emotions in a group through music.
Spark of Rage (Guide to the Camarilla)
A vampire possessing this power can shorten tempers and bring old grudges and irritations to the boiling point with a minimum of effort. Spark of Rage causes disagreements and fights, and can even send other vampires into frenzy.
System: Roll Manipulation + Subterfudge (8). The number of individuals affected is determined by how many successes are rolled. If this power is used in a crowd, those affected are the people in closest proximity to the vampire. A vampire affected by this power must spend a WP or roll Self-Control (wielding vampire's Manipulation + Subterfudge); failure send the target into a frenzy. A botch sends the vampire into immediate frenzy.
1 success |
2 people
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2 successes |
4 people
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3 successes |
8 people
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4 successes |
20 people
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5 successes |
Everyone in the vampire's immediate vicinity
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Star Magnetism
Make those who see you in pictures or films in awe of you.
Two-Tiered Communication
Subliminally say different things to someone than what is heard publically.
Level 7
Cooperation (Guide to the Camarilla)
Any elder knows that Kindred are the most difficult beings in existence to force to work together. Peaceful coexistence is not a common tenet of vampiric society. With that in mind, this power can be used to nudge those affected by it into a fragile spirit of camaraderie. Some cynical (oe realistic) Ventrue claim that their clan's mastery of this Presence effect is the sole reason that anything is ever accomplished in Camarilla conclaves. Ventrue who voice this opinion too loudly also rend to have numerous chances to test just how effective Cooperation is.
System: To invoke Cooperation, roll Charisma + Leadership (8). The number of individuals affected is determined by how many successes the vampire rolls. Cooperation lasts for the remainder of the scene in which it is invoked, though particularly strong users of Presence may create longer-lasting feelings of non-aggression by spending WPs. While this power is in effect, all those under its influence are more favorably disposed toward one another and are more willing to extend trust or make cooperative plans.
Self-Control difficulties to resist frenzy in response to insults from within the target group are decreased by three. The game effects of appropriate Intolerance Flaws are removed, and Hatred Flaws are treated as if they were Intolerances.
1 success |
2 people
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2 successes |
4 people
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3 successes |
8 people
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4 successes |
20 people
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5 successes |
Everyone in the vampire's immediate vicinity
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Fires of Conviction
Embolden a crowd to riot in the name of some cause.
Mask Empathy
Cut emotional bonds between people.
Mind Numb
Drain the people around you of motivation or incentive to act.
Phobia
Make someone irrationally afraid of something.
Scourging the Instinct
Whip a crowd into a controlled frenzy.
Unholy Penance
Fill someone with guilt and the desire to beg forgiveness.
Level 8
Bloodlust
Rouse your troops into an enraged horde capable of ignoring their wounds.
Corruption
Make someone addicted to sadistic acts or go into a frenzy when presented with pleasurable things.
Invoke Frenzy
Send someone into one of three types of frenzy.
Ironclad Command (Guide to the Camarilla)
Any individual can normally resist the powers of Presence for a brief time through an effort of will. Some elder Toreador and Ventrue have developed such force of personality that their powers of Presence cannot be resisted without truly heroic efforts.
System: This power is always in effect once it has been learned. A mortal may not spend WPs to resist the vampire's Presence (for purposes of this power, the definition of "mortal" does not include supernaturally active humans such as ghouls, hedge magicians or those who possess True Faith). A supernatural being must roll Willpower (vampire's Willpower +2; difficulties over 10 mean that the roll cannot even be attempted) the first time he attempts to spend a WP to overcome the vampire's Presence. He may then spend a maximum number of WPs for the rest of the scene equal to the number of successes he rolled. A botch doubles the vampire's dice pools against the helpless victim for the remainder of the night.
Perfect Paragon
Appear as the ideal person of whoever sees you.
Level 9
A Perfect World
Make everyone in a city work towards making it your ideal city.
Pulse of the City (Guide to the Camarilla)
A Methuselah who has developed her Presence to this terrifying degree can control the emotional climate of the entire region around her, up to the size of a large city. This power is always in effect on a low level, attuning those who dwell in the area to the Methuselah's mood, but it can also be used to project a specific emotion into the minds of every being in the area. Pulse of the City affects residents much more strongly than tourists, and also ha a significant impact on those individuals who might be elsewhere at the time but who still have strong ties to the affected city.
System: Spend a WP and roll Charisma + Area Knowledge (10, and the Area Knowledge used must apply to the city or region in which the power is being used). The number of successes indicates how long mortal residents are affected by the particular emotion that the vampire broadcasts; visitors with no ties to the area and supernatural beings are affected for a duration one success step lower. The vampire can choose to terminate this effect at any time before it expires.
Level 10
Dream World
Project dreams and nightmares to everyone in the world.