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Presence

These powers are available only to those with access to the Presence Discipline.   If the character possesses 1-2 dots in Presence than he adds 1 Bonus Point to any non-supernatural rolls involving Charisma.
If the character possesses 3-4 dots in Presence than he adds 2 Bonus Points to any non-supernatural rolls involving Charisma.
If the character possesses 5 dots in Presence than he adds 3 Bonus Points to any non-supernatural rolls involving Charisma.  

Level 1

 

Awe

  The Vampire is capable of drawing attention to themselves and making others agree whit them more willingly.   This power has 3 effects.
Initially all those within Visual Range of the Vampire will notice him, and unless they pass their Resistance Roll, will pay attention to him.
Secondly the Vampire will automatically fail all Stealth tests while this power remains active.
Thirdly the Vampire adds a 1 Point Bonus to all his Persuasion and Expression rolls for each dot he has in Presence, while the power is active, against those targets who succumbed to Awe.
Mortals have no defence against this ability unless specifically trained. Enhanced Mortals and Supernatural Creatures can however make a Resistance roll against the Vampire’s own roll.
If more than one Vampire is using Awe than the target will fall under the sway of the closest user.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Everyone who can see the Vampire.
  • Cost: 1 Action to activate and 1 Action to deactivate.
  • Conditions: Targets must be able to see the Vampire. Also note you will need to be within Vocal range to interact with the targets.
  • Risk: This power is subtle but Awe can cause you to potentially be swarmed by throngs of adoring fans or overly curious individuals.
  • Test: None
  • Resistance Roll: Composure + Manipulation (1+1 for each dot the user has in Presence)
  • Duration: Until the Vampire decides to end the power by spending 1 Action or is incapacitated.

Daunt

  Instead of causing adoration and interest the Vampire instead reverses this gift to cause onlookers to flinch and give the user a wide berth.   The Vampire add a 1 Point Bonus to his non-supernatural Intimidation rolls for each dot he possesses in Presence. Mortals have no defence against this ability unless specifically trained. Enhanced Mortals and other Supernatural Creatures can be affected but always make a resistance roll.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Everyone who can see the Vampire.
  • Cost: 1 Action to activate and 1 Action to deactivate.
  • Conditions: Targets must be able to see the Vampire.
  • Risk: This power is subtle but Daunt can potentially lead to a wide panic which can be lethal in crowded areas.
  • Test: None
  • Resistance Roll: Composure + Charisma (1+1 for each dot the user has in Presence)
  • Duration: Until the Vampire decides to end the power by spending 1 Action or is incapacitated.

Eye of the Serpent

  Focusing the power of Presence on a single individual the Vampire finds he is able to root a victim in place.   If used on a Mortal the target is considered Stunned both immediately and at the start of each of its Turns. The target can still communicate but finds it is difficult to focus on anything else other than the predator whose gaze it just met (including movement).
If used on an Enhanced Mortal or Supernatural Creature than the target must pass the Resistance Roll or is Stunned for a Turn.
  • Type: Power
  • Tag: Mental
  • Range & Targets: A single individual within Visual Range.
  • Cost: 1 Turn
  • Conditions: Must make Eye Contact.
  • Risk: None
  • Test: None
  • Resistance Roll: Composure + Charisma (1+1 for each dot the user has in Presence)
  • Duration: 1 Turn if used on a Supernatural Creature or Enhanced Mortal and until the Vampire breaks Eye Contact if used on a Mortal.

Cooperation

  Sometimes cooler heads need to prevail. This power is greatly prized amongst Camarilla Princes who rule over cities with diverse courts.   This power has 2 effects.
Initially the Vampire adds a 1 Point Bonus, for each dot he possesses in Presence, to any Leadership and Politics tests or rolls. This effect occurs regardless if the test is passed or not.
Secondly, if the test was passed successfully, the current gathering becomes calmer. This is up to the Storyteller to determine but it can prevent a squabble from breaking out and for all parties to be more amenable to cooperation.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Any individual in Vocal Range.
  • Cost: 1 Turn
  • Conditions: Targets must be in Vocal Range
  • Risk: None
  • Test: Presence + Charisma (3)
  • Resistance Roll: Composure + Charisma (1+1 for each dot the user has in Presence)
  • Duration: 1 Scene

Shiver

  Instead of projecting his aura of terror via visual or vocal means the Vampire instead decides that a more personal touch is needed.   This power works exactly like Eye of the Serpent with the exception hat Physical Touch is needed instead of Eye Contact for the power to have an effect.
  • Type: Power
  • Tag: Mental
  • Range & Targets: A single individual within Touch Range.
  • Cost: 1 Turn
  • Conditions: Must make Physical Contact.
  • Risk: None
  • Test: None
  • Resistance Roll: Composure + Charisma (1+1 for each dot the user has in Presence)
  • Duration: 1 Turn if used on a Supernatural Creature or Enhanced Mortal and until the Vampire breaks Eye Contact if used on a Mortal.

Level 2

 

Lingering Kiss

  The act of feeding is naturally sensual for the target. Presence however allows the Vampire to bind the Mortal vessel they are feeding from to themselves more permanently.   The Vampire may choose to activate this effect when feeding to leave an impression on their target. From this point on the target will actively seek the Vampire out for the ecstasy of the kiss every night. The Vampire will be able to add their Presence rating to any Charisma based test when targeting the victim. For his part the target can attempt to make a resistance roll every week to see if they can break the spell. This power can only affect Mortals and Enhanced Mortals.
  • Type: Ritual
  • Tag: Spiritual, Mental and Physical
  • Range & Targets: Can only affect 1 target at the time and while the Ritual can be repeated the Vampire can only properly maintain the Ritual’s effects on one target per dot in Presence at the same time.
  • Cost: 1 Turn
  • Conditions: The Vampire must Successfully Feed from a Mortal or Enhanced Mortal and activate the ritual during it.
  • Risk: The actual act of feeding is obviously very apparent. Afterwards an onlooker might wonder if the victim has an unhealthy love interest or affair. There is also the possibility that a victim can develop an obsession with the Vampire and become a stalker or worse.
  • Test: Willpower test (5) every night after if the target actually has a reason to resist its effects.
  • Resistance Roll: Presence + Charisma (3)
  • Duration: Permanent, until the target manages to break from the Vampires’ control or the Vampire is destroyed.

Force of Personality

  The Vampire enhances his ability in Presence so much that others do not need to see him, they instinctively make way as if sensing a predator in their mist.   This is an Upgrade for Daunt. Add a 2 Point Bonus to all Daunt rolls. In addition, no Visual Range is needed for Mortals within 10 meters of the individual, they will instinctively remove themselves from the area or otherwise distance themselves from the Vampire.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Requires Daunt.
  • Risk: The upgrade only effects Daunt so all the same risks still apply however it does make the power slightly more subtle as the closest targets no longer need to see the Vampire to be affected.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Suggestive Thought

  The Vampire had learned well the art of subliminal control.   With this power the Vampire can whisper a suggestive thought to their victims’ ears. The suggestion must be something the target had either considered in the past or is actively struggling to come to terms with. Basic suggestions (like killing someone) might not stick as they do not hold a deep resonance with the target (unless they have an actual inclination for murder). After which the target will inevitably carry out the thought at some point within the next 3 days.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Targets a single individual within 1 meter and Vocal Range.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: The thought must be something that is feasibly acceptable for individual so telling a committed family man to murder his family will likely fail.
  • Risk: There is no way of knowing if, how or when exactly the command will be carried out.
  • Test: Presence + Charisma (3)
  • Resistance Roll: Willpower Test (5)
  • Duration: 3 days for the power to manifest at longest.

Jester’s Taunt

  Not all powers of Presence are meant to inspire fear or adoration, some are meant to force a reaction from an opponent.   The Vampire can force an opponent into a violent reaction. If targeting a Mortal or Enhanced Mortal than the target becomes angry and starts looking for a fight. If targeting a Supernatural Creature, the effect is the same, however if the user rolled more than double the successes of the target’s Resistance Roll than the target enters Frenzy if able. The Vampire can only make the target angry at the first thing it sees after the power manifests or direct it towards themselves.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Vocal Range. Can only target a single individual at a time.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: The Vampire must form his words in a meaningful taunt for it to have an effect.
  • Risk: None
  • Test: Presence + Manipulation (3)
  • Resistance Roll: Wits + Composure (Mortals have no defence against this power)
  • Duration: Until the event runs its course or the target is incapacitated.

Level 3 

 

Dread Gaze

  The Discipline of Presence is meant to endear the Vampire to his potential victims. Some kindred however find they can reverse this ability to cause terror and panic. Brujah are especially skilled in this type of manipulation.   The Vampire causes Delirium.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Anyone with Visual Range to the Vampire.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Requires Daunt.
  • Risk: The reaction to this power can be extreme.
  • Test: Presence + Charisma (4)
  • Resistance Roll: Willpower Test
  • Duration: Until the end of the Scene, the Vampire is incapacitated or spends an Action to end the power.

Entrancement

  The Vampire focuses their considerable powers of Presence on a single individual.   If successful the power makes the Mortal be completely rapt with fascination for the Vampire, fall in love with them and do any task to remain in their good graces short of causing harm to themselves or loved ones. Mortals have no defence against this ability unless specifically trained. Enhanced Mortals and Supernatural Creatures can be affected but always make a Resistance roll with a 1 Point Bonus.
  • Type: Power
  • Tag: Presence + Charisma (4)
  • Range & Targets: Visual and Vocal range. Can only target a single individual.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Requires Awe. Must be able to make Eye Contact with target and be within Vocal range.
  • Risk: This power is extremely subtle and can only be identified by other users of Presence
  • Test: Presence + Charisma (4)
  • Resistance Roll: Composure + Wits
  • Duration: Permanent or until the target is no longer able to interact with the Vampire for more than 12 hours.

Passion

  The Vampire had learned how to manipulate others by being the center of attention or being the source of dread. Now he learns how to subtly manipulate the emotions of a crowd with none being any the wiser of his passing.   The Vampire can manipulate the emotions of a crowd, turning them to passion, anger, or fear (user’s choice). For every Success, the user makes past the minimum requirement the larger the crowd affected and the more profound the reaction. This power can only affect Mortals.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Anyone within 10 m. At his normal success, the Vampire can manipulate about 10 targets at once.
  • Cost: 2 Rouse Checks + 1 Action
  • Conditions: Must be within 10 meters of the target(s).
  • Risk: This power is very subtle however its effects can be extreme. One of the drawbacks of this ability is that while the Vampire can choose the emotion it is influencing, he has no idea how badly the crowd will react or against who it will be directed towards.
  • Test: Presence + Manipulation (4)
  • Resistance Roll: None
  • Duration: 1 Scene

Level 4

 

Irresistible Voice

  The discipline of Presence now fills the Vampires voice allowing him to use the full scope of his abilities by Vocal means alone.   Any Presence power which depends on Visual range or Eye Contact now only needs Vocal range to function. This has no effect on Presence powers which specify a range or have other requirements.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: None
  • Risk: None
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Paralysing Glance

  By deepening his understanding of Dread Gaze and making use of his strengthening powers over Presence the Vampire is able to enhance the feeling of dread and terror further than ever before.   The Vampire now causes Lunacy.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Anyone with Visual Range to the Vampire.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Requires Dread Gaze.
  • Risk: The reaction to this power is extreme.
  • Test: Presence + Charisma (4)
  • Resistance Roll: Willpower test
  • Duration: Until the end of the Scene, the Vampire is incapacitated or spends an Action to end the power.

Level 5

 

Majesty

  The Vampire’s power of Presence is such that those who lay their eyes on him fall completely under his spell as if witnessing the divine.   Those in the Vampire’s presence make an initial Resistance Roll. All those who fail are affected by the power of Majesty and will from now on carry out any of the Vampires commands with the exception of those meant to bring harm to their loved ones or which will outright result in their death.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Affects any individual who meets the Vampire’s gaze.
  • Cost: 2 Rouse Checks + 1 Action
  • Conditions: Requires Entrancement. Visual Range and Eye Contact needed.
  • Risk: Depends on which commands the Vampire issues.
  • Test: Presence + Charisma (6)
  • Resistance Roll: Willpower Test (mortals have no defence against this power, 5 for enhanced mortals, 3 for supernatural creatures)
  • Duration: 1 Scene

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