The City of LeClaire | home
Abombwe | Animalism | Auspex | Bardo | Celerity | Chimerstry | Daimoinon | Deimos | Dementation | Dominate | Flight | Fortitude | Kai | Maleficia | Melpominee | Mortis | Mytherceria | Necomancy | Nihilistics | Obedah | Obfuscate | Obtenebration | Ogham | Potence | Presence | Protean | Quietus | Sanguinus | Serpentis | Spiritus | Striga | Temporis | Thaumaturgy | Thanatosis | Valeren | Vicissitude | Visceratika
Presence
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 emotion 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 7 ). Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every few minutes for as long as they remain in the same area as the character. However, as 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
The exhibition of your full vampiric powers can cause great fear and loathing in mortals. This is usually accomplished by baring teeth and claws while hissing loudly. While most vampires can performing this action, you are exceptionally adept at it, and are capable of driving mortals insane with fear, or frightening them into submission or flight with the merest snarl. The subjects are cowed by your appearance and will do anyhting to avoid incurring your wrath.
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 sums; 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
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.
1 success one hour
2 successes one day
3 successes one week
4 successes one month
5 successes one year
Level 4--Summon
With this power, you may call a person from a very great distance and that person will come to attend your desires. The subject of the Summons may not know exactly why he is walking across the room toward the cloaked stranger, but the Kindred's powerful aura will completely entrance the subject.
Vampires have been known to Summon a person from halfway around the world; indeed, the subject will use the fastest and most direct means of travel to reach his master's side. Such is indeed possible, but in order to Summon a person who is out of sight, you must have previously met the person. A person who is Summoned knows exactly where to find you and will home in on that location flawlessly. If you Summon someone from New York to Chicago but subsequently depart for Seattle, the subject will arrange for travel to Seattle as well.
The exact time it takes for a subject to fulfill the Summons can vary, but the subject will always use the fastest available method of travel. Concerns like money limit the response time, but if the subject happens to be short of cash and can't afford a plane ticket, he will even hitchhike. The Summons must be repeated each day if it takes more than one day for the subject to reach the Summoner - each Summons roll lasts for 24 hours. I
System: The player must roll Charisma + Subterfuge. Normally the difficulty for a Summon roll is five, but if the subject is a stranger, the difficulty increases to seven. If the Kindred has successfully used the Presence Discipline on the subject in the past, then the difficulty is only four, but if the target previously resisted the vampire's Presence attempt it is an eight. The number of successes indicates the subject's reaction:
1 success Target approaches, but slowly and hesitantly
2 successes Target approaches reluctantly and is easily thwarted by obstacles
3 successes Target approaches with reasonable speed
4 successes Target comes with haste, overcoming any obstacles in their way
5 successes Target rushes to you, doing anything to get to you
Level 5--Majesty
You are almost universally respected and feared. Unless mortals or even Kindred stop to consider their feelings about you, they are likely to treat you respectfully without conscious thought. Indeed, the very sight of you causes jaws to drop in awe and even the most courageous to fear you. You simply seem so formidable that no one would even consider crossing you, let alone making a physical challenge. You will not be attacked or harmed in any way for as long as the effects of Majesty remain unresisted.
System: The subject must make a Courage roll (difficulty is the character's Charisma + Intimidation) if she wishes to be rude, crass or even non-servile to the vampire. A subject who fails the roll will go to absurd lengths to humble herself before the vampire. Kindred may spend a point of Willpower to overcome such feelings if the roll is failed.
|
||