Majesty

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Presence 5

With a thought, the vampire who has mastered the Discipline of Presence can make one, overwhelming fact clear: She was made to rule. A vampire using Majesty stands out even in a room full of vampiric princes and mortal kings. Centuries of power and lineage manifest in her mien. The beautiful becomes a new Dido, a seductive queen of a dark kingdom; the homely becomes a terrifying monster-king; the stoic becomes the harsh despot of a perfectly cold republic.

those around a Cainite using Majesty can barely conceive of questioning her rule or demands. To do just that is a feat of great will. To actually raise arms against her is a feat of legend -- or folly itself. Even those who manage somehow to suppress the urge to fall into lockstep are faced the the throngs of loyal subjects who are anxious to prove their worth by eliminating one who would dare show defiance.

Unlike most other uses of Presence, Majesty is a weapon best used sparingly. The feeling of abject submission it creates is likely to remain a sticking point with those who have experienced it. While toadies simply cower forever more and do their best to avoid any further humiliation, more willful subjects (including most Cainites) feel their resentment grow. And even the lowliest of the Damned, have a long time to plot vengeance.

System: No roll is required on the part of the vampire's player, but she must spend a Willpower point. A subject must make a Courage roll (difficulty of the character's Charisma + Intimidation) 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.