Presence - V20
Introduction
Presence is the Discipline of emotional manipulation. Vampires with this power can inspire passionate fervor or unreasoning terror in mortals and Kindred alike. In addition, unlike most Disciplines, some of Presence’s powers can be used on entire crowds at one time. Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess.
Anyone can resist Presence for one scene by spending a Willpower point and succeeding on a Willpower roll (difficulty 8), but the affected individual must keep spending points until he is no longer in the presence of the vampire (or, in the case of Summon, until the effect wears off). Vampires three or more Generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire night 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
Those near the vampire suddenly desire to be closer
to her and become 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 spends a blood point and 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 ratings first. The power stays in effect for the remainder of the scene or until the character chooses to drop it.
Successes -- Result
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)
●● 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 victim, stupefying him 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 equal to 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 run 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 against a single target, 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,
instead of having their wills sapped, these servants retain their creativity and individuality.
While these obedient minions are more personable 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 spends a blood point and rolls Appearance + Empathy (difficulty equal to the target’s current Willpower points); the number of successes determines how long the subject is Entranced, as per the chart below. (Subjects can still spend Willpower to temporarily resist, like any other Presence power.) 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.
Successes -- Result
Botch -- Subject cannot be entranced for the rest of the story.
Failure -- Subject cannot be entranced for the rest of the night.
1 success -- One hour
2 successes -- One day
3 successes -- One week
4 successes -- One month
5 successes -- One year
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