Presence
PRESENCE

   This is the Discipline for supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have.
   Presence is notable since, unlike virtually all other Disciplines, some of its powers can be used on entire crowds at a time. The vampire may bring large groups under her sway, so long as her face is visible to those she wishes to affect - Presence doesn't even require eye contact. Further, this Discipline transcends race, religion, gender, class and (most importantly) supernatural nature. In theory, the powers have the same chance of affecting a Methuselah as they do a cab driver. In practice, while Presence can sway virtually any immortal, older and more canny Kindred are much more likely to notice the influence and resist with preternatural will.
   Quite aside from its deliberate uses, Presence conveys upon the vampire an indescrbable mystique. She stands out in any crowd, drawing the interest (and often desire) of those around her even when she's merely standing still. The higher the vampire's Presence, the greater this allure and the more powerful its impact on others.
   Anyone can resist Presence for one turn by spending a WP and succeeding on a Willpower (8) roll, but the affected individual must keep spending points until he can no longer see the vampire (or, in the case of Summon, until the effect wears off). The simplest way to deal with this to turn around and stop looking. Those who don't understand that they're dealing with supernatural influences (as is the case with most mortals) seldom think of this tactic, but it's a simple assumption for clever vampires. Vampires three or more generations lower than the wielder need only spend a single WP to ignore the Presence for an entire scene and need not roll Willpower to do so.
   The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don't sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination of this Discipline can enable the vampire to urge others along a desired course.
   The Brujah, Followers of Set, Toreador and Ventrue clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.

Level 1
Awe
   Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be closer to her and are very receptive to her point of view. Awe is extremely useful for mass communication. It matters little what is said - the hearts of those affected lean toward the vampire's opinion. The weak want to agree with her; even if the strong-willed resist, they soon find themselves outnumbered. Awe can turn a chancy deliberation into a certain resolution in the vampire's favor almost before her opponents know that the tide has turned.
   Despite the intensity of this attraction, those so smitten do not lose their sense of self-preservation. Danger breaks the spell of fascination, as does leaving the area. Those subject to Awe will remeber how they felt in the vampire's presence, however. This will influence their reactions should they ever encounter her again.
   System: Roll Charisma + Performance (7). The number of successes rolled determines how many people are affected, as noted on the chart below. If there are more people present than the vampire can influence, Awe affects those with lower Willpower scores first. The power stays in effect for the remainder of the scene or until the vampire chooses to drop it.

1 success 1 person
2 successes 2 people
3 successes 6 people
4 successes 20 people
5+ successes Everyone in the vampire's immediate vicinity (an entire auditorium, a mob)
    Those affected can use WPs to overcome the effect, but must continue spending WPs every turn for as long as tey remain in the same area as the vampire. As soon as an individual spends a number of WP s equal to the number of successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the scene.

Level 2
Dread Gaze
   While all Kindred can frighten others by physically revealing their true vampiric natures - baring claws and fangs, glaring with malevolence, hissing loudly with malice - this power focuses these elements to insanely terrifying levels. Dread Gaze engenders unbearable terror in its victims, stupefying them into madness, immobility or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.
   System: Roll Charisma + Intimidation (Wits + Courage). Success indicates the victim is cowed, while failure means the target is startled but not terrified by the sight. Three or more successes means he runs away in ubject fear; victims who have nowhere to run claw the walls, hoping to dig a way out rather than face the vampire. Moreover, each success subtracts one from the target's action dice pools next turn.
   The vampire may attempt Dread Gaze once per turn, though she may also perform it as an extended action, adding her successes in order to subjugate the target completely. Once the target loses enough dice that he cannot perform any action, he's so shaken and terrified that he curls upon the ground and weeps. Faliure during the extended action means the attempt falters. The vampire loses all her collected successes and can start over next turn, while the victim may act normally again.
   A botch at any time indicates the target is not at all impressed - perhaps even finding the vampire's antics comical - and remains immune to any further uses of Presence by the vampire for the rest of the story.

Level 3
Entrancement
   This power bends others' emotions, making them the vampire's willing servants. Due to what these individuals see as true and enduring devotion, they heed the vampire's every desire. Since this is done willingly out of love (albeit a perversion of it) instead of through sapping the subjects' wills, these servants retain their creativity and individuality.
   While these obedient minions are more pleasant and spirited than the mind-slaves created by Dominate, they're also somewhat unpredictable. Further, since Entrancement is of temporary duration, dealing with a lapsed servant can be troublesome. A wise Kindred either disposes of those she entrances after they serve their usefulness, or binds them more securely by a blood bond (made mush easier by the minion's willingness to serve).
   System: Roll Appearance + Empathy (Willpower); the number of successes determines how long the subject is entranced (see the chart below). The vampire may try to keep the subject under her thrall, but can do so only after the initial Entrancement wears off. Attempting this power while Entrancement is already in operation has no effect.
1 success 1 hour
2 successes 1 day
3 successes 1 week
4 successes 1 month
5 successes 1 year

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.
2 successes Subject approaches reluctantly and is easily thwarted by obstackels.
3 successes Subject approaches with reasonable speed.
4 successes Subject comes with haste, overcoming any obstackles in his way.
5+ successes Subject rushes to the vampire, doing anything to get to her.

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
2 successes 5 minutes
3 successes Remainder of the scene
4 successes 1 hour
5+ successes Rest of the night
6+ successes 1 week

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
2 successes 4 people
3 successes 8 people
4 successes 20 people
5 successes Everyone in the vampire's immediate vicinity

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
2 successes 4 people
3 successes 8 people
4 successes 20 people
5 successes Everyone in the vampire's immediate vicinity

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.
 
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