Presence
This is the Discipline of 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 indescribable 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 Willpower point and
succeeding on a Willpower roll (difficulty 8), 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 is 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 Willpower 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 with 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.
* 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 remember how they felt in the
vampire's presence, however. This will influence their reactions should
they ever encounter her again.
System: The player rolls Charisma + Performance (difficulty
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 character
can influence, Awe affects those with lower Willpower scores first. The
power stays in effect for the remainder of the scene or until the character
chooses to drop it.
| 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
(an entire auditorium, a mob) |
Those affected can use Willpower points to overcome
the effect, but must continue spending Willpower every turn for as long
as they remain in the same area as the vampire. As soon as an individual
spends a number of Willpower points equal to the successes rolled, he shakes
off the Awe completely and remains unaffected for the rest of the scene.
** 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: The player rolls Charisma + Intimidation (difficulty
of the victim's 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 abject fear; victims who have
nowhere to mn claw at 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 character 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 up on the
ground and weeps. Failure during the extended action means the attempt falters.
The character 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 character for the rest of the story.
*** 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 a 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 much easier by the minion's willingness to serve).
System: The player rolls Appearance + Empathy (difficulty
of the target's permanent Willpower); the number of successes determines
how long the subject is entranced (see the chart below). The Storyteller
may wish to make the roll instead, since the character is never certain
of the strength of her hold on the victim. 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 |
One hour |
| 2 successes |
One day |
| 3 successes |
One week |
| 4 successes |
One month |
| 5 successes |
One year |
**** 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's 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 if 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: The player rolls Charisma + Subterfuge. The base
difficulty is 5; this increases to difficulty 7 if the subject is virtually
a stranger. If the character used Presence successfully on the target in
the past, this difficulty drops to 4 - however, if 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 obstacles. |
| 3 successes |
Subject approaches with reasonable speed. |
| 4 successes |
Subject comes with haste, overcoming any
obstacles in his way. |
| 5 successes |
Subject rushes to the vampire, doing anything
to get to her. |
***** 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 those
emotions at once - 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 Majesty'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.