Presense

To many, vampires seem to exude and air of command, sensuality, or intimadation. For a master of Presence, emotions are playthings to be manipulated and stimulated. When many Cainites survive through careful manipulation of mortal society, the ability to sway emotions and control passions is a powerful capability indeed. More that simply using intruige or carefully rehearesed acting to influence others, vampires with Presence literally project auras of power over dread.
The Presence Discipline is most common among vampires of the Brujah, Follower of Set, Toreador, and Ventrue clans. Brujah often use Presence to whp mobs into righteous anger, while Followers of Set influence their "customs" subtly. Toreador cultivate an air of artistic beauty, and Ventrue rely on their control of emotions to influence and rule their "subjects".
Unlike Dominate, which affects the rational mind directly, Presence affects emotions. Thus, t is a more subtle form of control. However, subjects of Presence are less predictable than Dominate victims. Also, whereas Dominate requires that the victim see the user's eyes, Presence usually requires only that the user's face be visible- some .PRESENCE powers do not even require that much exposure.
Retests with Presence use the Leadership Ability.
Level 1
*Awe

When you employ this power, everyone near you becomes intensely attracted to you. They will do nearly anything to be close to you, although their fascination is not so complete that they will endanger themselves. The effects last only as long as the subjects are in your presence, but the next time they see you, the feelings are likely to be reawakened.
By carefully using this power, you can have phenomenal powers of mass communication. Since Presence uses emotions to sway victims, it doesn't really matter what is said; but you can more easily convince people of a certain course of action or the nobility of a purpose by using this Discipline.
System: The player must roll Charisma + Acting (difficulty of 7). Those affected can us Willpower points to overcome the affect, but must continue spending Willpower every few minutes for as long as they remain in the same area as the character. However, a soon as a number of Willpower equivalent to the number of successes rolled is spent, the Awe is completely shaken off, and the subject can't be affected for the rest of the scene.
The number of successes rolled also determines how many people can be affected: 1 Success - one person
2 Successes - two people
3 Successes - six people
4 Successes - 20 people
5 Successes - everyone in the vampire's immediate vicinity (e.g. an entire auditorium of people)

Level 2
*Dread Gaze

By hissing, baring your fangs and allowing your vampiric features to rise to the fore, you can terrify mortals and even shake the resolve of other vampires. Though few would risk the wrath of an angry Cainite, your fearsome visage goes beyond that, driving supernatural terror into the hearts of your victims.
By making a Social Challenge against your foe, you strike terror into your victim. If you succeed, the subject flees your presence and tries to avoid you for the rest of the scene or hour. If cornered, the victim will still defend himself, but he will do his best to escape you. The subject defends himself normally, but he must risk an additional Trait if he wishes to attack or act against you, just as if he were wounded.
Using this Discipline actually requires you (in character) to hiss, bare your fangs and otherise make your vampiric countenance known, so it is a rather obvious breach of the Masquerade.

System: The player must roll Charisma + Intimidation (difficulty is the victim's Wits + 3). Any success indicates that the target is cowed, while three or more successes indicate that he runs away in fear. Moreover, each success reduces the number of dice the victim is allowed to roll the next turn by one.
This roll may be attempted only once per turn, though if performed in successive turns, the vampire may collect successes as an extended roll in order to completely subjugate the target. Eventually the target may lose so many dice that he will be unable to do anything but curl up on the ground and weep. Failure indicates that the attempt has faltered. All collected successes are lost, the victim may act normally again and the player must start over next turn. A botch indicates the victim is not at all impressed, and any use of Presence by the character will not be effective against him again this story.

Level 3
*Entrancement

When you bring your charm to bear on an individual, you are almost hypnotically magnetic. Individuals affected by your Presence find your manner irresistible.
You must make a Social Challenge against a target to exercise Entrancement. If you succeed, the target is favorably disposed toward you, and she will not insult or attack you for the rest of the scene (or for an hour). Indeed, a formerly neutral subject wants to aid you and act as your friend; even a previously hostile target is rendered neutral. If you take a hostile action against a subject, of course, the Entrancement is broken immediately, and it may not be used against the subject again in the same scene.

Entrancement is used to convince another to serve you. The subject of Entrancement will be enchanted with you and desire to serve your needs. However, unlike a person Possessed with Dominate powers, the subject of Entrancement retains her freedom of action and creativity. This can be both good and bad.
The subject is certainly much more enjoyable to be around and tends to remind a vampire of the cruelty of control less often, but such a victim can be unpredictable in how she will attempt to please the Kindred. Because so much freedom of will is maintained, an Entranced person does not count as a new Retainer.
System: The player must roll Appearance + Empathy to Entrance a subject (difficulty of the target's Willpower). The number of successes determines how long the victim is Entranced. There is no way to extend a period of Entrancement; indeed, once the condition wears off, the victim is likely to think ill of the vampire.

Level 4
*Summon

Extending your incredible manipulative powers, you can draw others to yours location. Your victim need not see you, or even be seen by you- as long as the subject is known to you, you can Summon him to your side. Once called, the subject tries to get to you by whatever means possible, completely unaware of the supernatural nature of the desire and avoiding situations that would prevent fulfilling the compulsion (like locked rooms and overprotective allies). The compulsion lasts until the victim manages to arrive and make his presence known to you.
To Summon someone, you must ask for Narrator's assistance. Inform the Narrator of the person that you wish to Summon, as well as your number of Social Traits and whether you are using the Leadership Ability. The Narrator then finds the subject, performing a Social Social Challenge in your stead and using the Leadership Ability for a retest if necessary. If the challenge succeeds, the subject comes to you as previously described. If the challenge fails, the subject manages to resist the Summons. In either case, you have no knowledge of the outcome, so there is no guarantee of success. Of course, if the subject does not appear, you can wait five minutes and then attempt to Summon the victim again.
You can only Summon someone that you know- at bare minimum, someone that you have had the chance to talk with for a fw minutes, or someone who has been a target of your Presence powers before. If another individual then uses Summon on your subject, the victim heads to the summoner of the most powerful generation; if multiple summoners are of the same generation, the victim goes to the first one to exert the power. Should two vampires of equal generation simultaneously Summon the same victim, then the Narrator should make a Social Challenge between the two, with the victim heading to the victor.
In the unusual case that Summons is used on a false identity (an identity created with Mask of a Thousand Faces, for instance), the Summon still brings the appropriate individual. If multiple individuals use the same false identity, then the first Summon calls whichever is nearest (generally, whichever the Narrator finds first), and any further Summons then call the same individual. Thus, if three Malkavians using Mask of a Thousand Faces all pretend to be the same imaginary person, a SUMMON of that person brings whichever of the Malkavians is nearest and then calls that Malkavian for any further Summon.

Level 5
*Majesty

The force of your personality make even the most stalwart tremble. When you exert your Majesty, heads bow, hearts break and spines quiver. None would dare to challenge you or risk your ire, for your ambiance is without peer.
By expending a Willpower Trait, you exert your Majesty for the duration of a scene or a full hour. You can represent this power's effect by holding your arms out from your sides, or with a special card or ribbon. As long as you have Majesty, nobody may insult you or attack you as long as they are within 10 feet of you ans are able to see you. A subject may attempt to break through your Majesty by making a Social Challenge against you, but must spend a Willpower Trait to make the attempt. Failure means that the subject cannot challenge your Majesty again in the same scene.
If you attack someone or undertake a hostile action while using your Majesty, the aura fades automatically and immediately as your onlookers are startled or outraged. You may still use your Social and Mental Disciplines as long as they do not inflict direct harm- you may still Entrance or Dominate a subject- but a deliberate attack disrupts your Majesty.
When attempting to penetrate Majesy, a Willpower Trait may be used for a retest. This is an exception to the normal rule that Willpower is used only to defend against Mental and Social Challenges.




LEVEL 6
Enrage
The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights.
System: Use of this power requires a Manipulation + Subterfuge roll (difficulty 8) and affects a variable number of targets depending on the number of successes. All vampires who are affected by this power must spend a Willpower point or immediately fall into a frenzy. If the character again rolls successfully, another Willpower point must be spent each turn in the character's presence. The only way to avoid the need to spend a Willpower point is to leave the presence of the vampire.
1 suc. two people
2 suc. four people
3 suc. eight people
4 suc. twenty people
5 suc. everyone in the vicinity

*Love
With almost the same effects of a blood bond, the Vampire using this discipline erupts passionate feeling of love from the victim. While not the same effectiveness of a blood bond, nor as long lasting, Love is still an extremely potent means of control. This effect only lasts for one day/night.

*Paralyzing Glance
Some elders have honed their mastery of Dread Gaze (Presence 2) to such a degree that they are said to be able to slay with but a look. While not quite that potent, Paralyzing Glance is nothing to sneeze at either. Victims of this discipline are not precisely paralyzed in physical sense, but rather frozen with sheer terror.



*Spark of Rage
An elder Vampire using this discipline can shorten tempers and bring old grudges and irritations to the boiling point with minimal effort. Affecting those within a close proximity to you, Spark of Rage causes disagreements and fights, and can even send other Vampires into frenzy.
System: Use of this power requires a Manipulation + Subterfuge roll (difficulty 8) and affects a variable number of targets depending on the number of successes. All vampires who are affected by this power must spend a Willpower point or immediately fall into a frenzy. If the character again rolls successfully, another Willpower point must be spent each turn in the character's presence. The only way to avoid the need to spend a Willpower point is to leave the presence of the vampire.


LEVEL 7
*Cooperation
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 (or realistic) Ventrue claim that their House's mastery of this Presence power is the sole reason that anything is ever accomplished in Camarilla conclaves. Ventrue who voice this opinion too loudly also tend to have numerous chances to testjust how effective Cooperation is.

This power can affect two, four, eight, twenty, or even everyone in the vampire's immediate vicinity up to 100 yards. The power lasts for the remainder of the scene in which it was invoked, though particularly strong users fo Presence can create longer-lasting feelings of non-aggression by spending Willpower. 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 make cooperative plans.

This power's influence also decreases Self-control difficulties to resist frenzy by three. Certain effects of Intolerance Flaws are removed and hatred Flaws are treated as though they were Intolerances.


Mask Empathy

Like Mind Numb, Mask Empathy removes emotions instead of cresting them. However, where Mind Numb is a bludgeon, Mask Empathy is a scalpel, delicately cutting away at the ties between people. Essentially, it removes the links between people in the Vampire’s vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliance fade like fog.

System: The character must make a Manipulation + Subterfuge roll (difficulty 8); the number of successes determines the number of individuals potentially affected (see the chart below) . Other vampires may resist the effect of this power by rolling Willpower (difficulty 8 ) . If a target obtains more successes than the user received, that target is not affected.

Mind Numb
While Presence generally creates emotions in people, Mind Numb actually removes them. When a Vampire uses this discipline, those around his/her loose whatever emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for actions and tend to do nothing. They do continue any rote tasks to which they have been habituated, and even begin such tasks if left with nothing else to do. While this discipline does not lower someone’s intelligence, they think about nothing except whatever sensory input they are currently receiving. They will not get angry with someone who yells at them and will not become frightened if put in danger.

System: Mind Numb requires a Manipulation + Intimidation roll (difficulty 8); the number of successes determines the number of individuals potentially affected (see the chart below). The effect lasts as long as the character remains in the targets' presence. Other vampires may resist the effect of this power by rolling Willpower (difficulty 8). If a target obtains more successes than the user scored, that target is not affected.


LEVEL 8
*Ironclad Command
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.

This power is always in effect once it has been learned. A mortal may not spend Willpower to resist the effects of the vampire's Presence (this does nto include supernaturally active humans such as ghouls, hedge magicians or those who possess True Faith). A supernatural being must make a heroic effort of Willpower (vampire's Willpower +2, difficulties over 10 mean that the roll cannot even be attempted) the first time he attempts to spend a Willpower point to overcome the vampire's Presence. He may then spend a maximum of Willpower points for the rest of the scene equal to the number of successes he rolled. A botch doubles the vampire's Presence dice pools against the hapless victim for the rest of the night


Invoke Frenzy

The vampire may put a vampire into a frenzy. The type of frenzy is at the discretion of the vampire.

LEVEL 9
*Pulse of the City
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 has a significant impact on those individuals who might be elsewhere att eh time, but who still have strong ties to the affected city.

The vampire spends a Willpower point and rolls Charisma + Area Knowledge (difficulty 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 boadcasts, 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 given time before it expires.


Heart of the City

A character with this level of Presence has become so integral to the life of an urban area that she can affect the emotions of all who call it home. The character can make everyone in its confines feel one emotion of her choice (irritation, love, trust, hate, etc.), though only in a subtle manner. This power cannot, for example, cause the residents of a city to turn upon one another in rage--unless, perhaps, they were already in a state of great anger. Tourists are much less affected than the city's residents. Those with a close tie to the city, but living elsewhere, will be almost as powerfully affected as current citizens.
System: The character must roll Charisma + Area Knowledge of the city being affected (difficulty 10), and must spend a Willpower point before making the roll. The number of successes indicates how long the particular emotion that the character has broadcast will be felt. The character can end this effect at any time.
l success - one minute
2 successes - 10 minutes
3 successes - one hour
4 successes - one day
5 successes - one week

Level 10-
Dream World
A character with this potent power can affect the dreams of everyone in the world (though she can focus on one city, or even on one individual if she so wishes). The character can send symbols, themes, stories, images-- anything she wants, even nightmares.
System: Such a broadcast requires a successful Wits + Etiquette roll (difficulty 9). The number of successes indicates how profoundly people are affected by the dream.
1 success - Don't necessarily remember the dream, but it may affect them unconsciously.
2 successes - They remember bits and pieces of the dream.
3 successes - It is firmly imbedded in their imaginations, and parts of it emerge into consciousness over the day.
4 successes - They remember it all, and brood upon it over the day.
5 successes - Many of them wake up screaming, and the entire dream is forever engraved in their brains.

 

 

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