BASIC
LEVEL 1 Awe
The sight of you turns heads. When you let your
charisma shine, you draw attention naturally. People try to be close
to you, and even those disinclines to listen to you give some consideration
to anything you say or do.
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 victim.
INTERMEDIATE
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.
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 the subject, or course, the Entrancement
is broken immediately, and it may not be used against the subject again
until the following Realtime day.
LEVEL 4 Summon
Extending your incredible manipulative powers, you can
draw others to your 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/her 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.
ADVANCED
LEVEL 5 Majesty
The force of your personality makes even the stalwart
tremble. When you exert your Majesty, heads bow, heart break and
spines quiver. None would dare to challenge you or risk your ire,
for your ambiance is without peer.
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. During Majesty, 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.
LEVEL 6 Absent
Sway
Some vampires have learned to leave a "residual" Presence
in their wake. Artists can imbue their arwork with certain emotions;
territorial vampires may leave palpable claims to a domain wherein it "feels"
as if they are a constant, looming threat. When this power is used,
the Cainite can inspire those emotions in those who are not even within
her presence. Art works its effect on those who view it and an area
"marked by the Kindred" resonates with emotional undercurrents. The
art or area must also be designed or appointed with the intent of inspiring
that emotion in mind -- in other words, an author is unlikely to be able
to inspire hope in those who read his graphic account of World War I battlefield
atrocities. Thus, the Kindred may produce a photograph of an emaciated
child that makes viewers intensely sad or decorate his sanctum with such
opulence that those within it doubt their own worth.
This power depends heavily upon role playing. Characters
won't run in terror (unless the emotion in combination with the art pushes
the right button) or be forced into actions they wouldn't normally undertake.
That aside, the player should take care to portray the reaction appropriately
to the power in combination with the art or room.
It costs one blood point/trait when beginning the process,
and the character must create hthe work of art or secrete the blood into
the affected area, then make a Static Social Challenge against a difficulty
of 7 Traits. if successful, any character who views the artwork or
enters the affected area feels the emotion invested in the work.
Aire of Elation (Clanbook: Toreador)
The vampire can invoke laughter in others; they will
find whatever she does or says to be hilarious. In fact, they will have
to make a resistance roll to do anything more than laugh.
Capture Reality
Some Cainite filmmakers and photographers pour an amazing
amount of reality into their work. Clever Cainites create films or
photgraphs conveying various sorts of subconscious messages. This
is easier to do in a film -- the message will be learer and more detailed
than in a photograph. However, a series of photgraphs bearing the
same message will convey the message just as clearly.
Effects of this power, imbued upon a film or photograph,
will feel feelings of something unusual about the film or photo; viewers
feel as if they know exactly what the people in the photo or film are feeling;
feel as if they are in the phot or film, witnessing the events firsthand;
believe they are smelling, hearing, and seeing things in the photo or film,
also form a strong sympathetic bond to a particular character in the work
or to the work itself; or same as previously, but also have flashbacks
from the photo or film that go beyond the scope of the work itself, and
if possible will begin having regular dreams concerning the work's setting
or the characters in it.
Enrage
The vampire may enrage others. Vampires so enraged must
immediately spend a willpower point to avoid frenzy. The number of victims
affected is as follows:
1 suc. two people
2 suc. four people
3 suc. eight people
4 suc. twenty people
5 suc. everyone in the vicinity
Intensification (Clanbook: Toreador)
By spending twenty blood points (no more than five per
day), the vampire can cause an inanimate object to provoke an emotion of
her choice in anyone who looks at it. This object must be one that looks
like it was intended to provoke such a reaction.
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.
Siren’s Song (Clanbook: Toreador)
The vampire may use her music to invoke Awe in all who
hear it, even on a recording. She may also try to inspire certain emotions
with her music, but this can be unpredictable. This power also grants three
extra dice in all music-related rolls.
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.
Star Magnetism (Clanbook: Toreador)
The vampire can extend the influence of the power Awe
to anyone who sees her on film, or sees a painting of her, if it is a good
likeness. She may consciously refrain from doing this, but at all other
times, if someone takes a picture of her (even without her knowledge),
the resulting film will exhibit the effects. Anyone who sees the film who
wishes to resist must do so each time they see the film.
Two-Tiered Communication (Clanbook: Toreador)
By spending a blood point, the vampire may tell a target
one thing verbally, and send a different message subliminally. The number
of successes required is determined by the extent of the difference between
the superficial message and the real message.
LEVEL 7 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.
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.
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.
LEVEL 8 Invoke Frenzy
The vampire may put a vampire into a frenzy. The type
of frenzy is at the discretion of the vampire.
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.
LEVEL 9 Heart of
the City
The vampire may make all in a city feel any emotion she
wants them to feel, for the following time periods:
1 suc. one minute
2 suc. ten minutes
3 suc. one hour
4 suc. one day
5 suc. one week
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.
1 suc. one minute
2 suc. ten minutes
3 suc. one hour
4 suc. one day
5 suc. one week
Pulse of the City can be used by a vampire in torpor.
LEVEL 10 Dream World
The vampire may broadcast messages, in dreams, to the
entire world, or one city, or one individual. The impact of these dreams
is as follows:
1 suc. The target may or may not remember the dream,
but it may have subconscious effect.
2 suc. The target remembers bits and pieces of the dream.
3 suc. The target remembers most of the dream.
4 suc. The target remembers all of the dream, and will
later reflect on it.
5 suc. The target has probably been permanently traumatized
by the dream, and will certainly never forget it. |