Post by Phsycodelic on Nov 15, 2016 0:15:42 GMT
Presence
Brujah, Followers of Set, Toreador, Ventrue
Brujah, Followers of Set, Toreador, Ventrue
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.
[ 1 ] Awe ( Vampire: The Masquerade 20th Anniversary Edition - Page 193 )
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. Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every scene for as long as they remain in the same area as the vampire. As soon as an individual spends a number of Willpower points equal to the successes rolled, he shakes off the Awe completely and remains unaffected for the rest of the night.
Successes | Result |
1 | One person. |
2 | Two people. |
3 | Six people. |
4 | Twenty people. |
5 | Everyone in the vampire's immediate vicinity (an entire auditorium, a mob). |
[ 2 ] Dread Gaze ( Vampire: The Masquerade 20th Anniversary Edition - Page 194 )
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.
[ 3 ] Entrancement ( Vampire: The Masquerade 20th Anniversary Edition - Page 195 )
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 | One hour. |
2 | One day. |
3 | One week. |
4 | One month. |
5 | One year. |
[ 4 ] Summon ( Vampire: The Masquerade 20th Anniversary Edition - Page 195 )
This impressive power enables the vampire to call to herself any person whom she has ever met. This call can go to anyone, mortal or supernatural, across any distance within the physical world. The subject of the Summons comes as fast as he is able, possibly without even knowing why. He knows intuitively how to find his Summoner - even if the vampire moves to a new location, the subject redirects his own course as soon as he can. After all, he's coming to the vampire herself, not to some predetermined site. Although this power allows the vampire to call someone across a staggering distance, it is most useful when used locally. Even if the desired person books the next available flight, getting to Kyoto from Milwaukee can still take far longer than the vampire needs. Obviously, the individual's financial resources are a factor; if he doesn't have the money to travel quickly, it will take him a far greater time to get there. The subject thinks mainly of reaching the vampire, but does not neglect his own well-being. This is less of a consideration if he only has to cross a room, unless he must get through a gang of gun-wielding punks to do so. The individual retains his survival instincts, and while he won't shirk physical violence to reach the vampire's side, he won't subject himself to suicidal situations. The Summoning dissipates at dawn. Unless the subject is trained to continue toward the vampire after the first call, the immortal must Summon each night until the target arrives. Still, as long as the vampire is willing and able, she is assured to greet her desired subject some night - as long as nothing happens to him along the way, of course.
System: The player spends a blood point and rolls Charisma + Subterfuge. The base difficulty is 5; this increases to difficulty 7 if the subject was met only briefly. If the character used Presence successfully on the target in the past, this difficulty drops to 4, but if the attempt was unsuccessful, the difficulty rises to 8. The number of successes indicates the subject's speed and attitude in responding.
Successes | Result |
Botch | Subject cannot be Summoned by that vampire for the rest of the story. |
Failure | Subject cannot be Summoned by that vampire for the rest of the night. |
1 | Subject approaches slowly and hesitantly. |
2 | Subject approaches reluctantly and is easily thwarted by obstacles. |
3 | Subject approaches with reasonable speed. |
4 | Subject comes with haste, overcoming any obstacles in his way. |
5 | Subject rushes to the vampire, doing anything to get to her. |
[ 5 ] Majesty ( Vampire: The Masquerade 20th Anniversary Edition - Page 196 )
At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful; the homely become hideously twisted. Majesty inspires universal respect, devotion, fear - or all those emotions at once - in those around the vampire. The weak scramble to obey her every whim, and even the most dauntless find it almost impossible to deny her. People affected find the vampire so formidable that they dare not risk her displeasure. Raising their voices to her is difficult; raising a hand against her is unthinkable. Those few who shake off the vampire's potent mystique enough to oppose her are shouted down by the many under her thrall, before the immortal need even respond. Under Majesty's influence, hearts break, power trembles, and the bold shake. Wise Kindred use this power with caution against mortal and immortal alike. While Majesty can cow influential politicians and venerable Primogen, the vampire must be careful that doing so doesn't come back to haunt her. After all, a dignitary brought low before others loses his usefulness quickly, while a humiliated Kindred has centuries to plan revenge.
System: No roll is required on the part of the vampire, but she must spend a Willpower point. A subject must make a Courage roll (difficulty equal to the vampire's Charisma + Intimidation, to a maximum of 10) 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.
[ 6 ] Absent Sway ( XXX - Page X )
Some Toreador have learned to leave a "residual" Presence in their wake. Artists of the clan can imbue their artwork with certain emotions; territorial Toreador may leave palpable claims to a domain wherein it "feels" as if they are a constant, looming threat. When this power is used, the Toreador can inspire those emotions in those who are not even within her presence. Art works in 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 doubt their own worth.
System: The character begins this process when he undertakes a work of art or decides to imbue a room with his essence. He must decide ahead of time which single emotion he wishes to inspire. The player then spends a blood point (which the character mixes into his paint or ink, or secretes in the general area) and rolls Manipulation + Expression (difficulty 7). Success indicates that whoever experiences the work or visits the area feels intensely the emotion the Toreador wished to inspire. Obviously, roleplaying is the best way to illustrate this; much of this power is left in the hands of the Storyteller, and its effects are best handled by the players. Storytellers may wish to mechanically "assist" players whose characters do not react appropriately to the power's effect - not allowing belligerent characters to spend Willpower in the presence of a frieze that inspires dread, for example.
[ 6 ] Aire Of Elation ( XXX - Page X )
Characters skilled in Presence and comedy can actually combine the two for new results. The effect is similar to Majesty, but instead of making the Toreador feared and respected, it makes her hilariously funny. At any time when the character is speaking, she can make the audience perceive what she says as in incredibly funny joke. Listeners can hurt themselves from laughing too much. This power is more effective than Majesty. It makes the character less threatening and more friendly and harmless.
System: This power can temporarily Incapacitate a target. Victims may make a Self-Control roll [difficulty of the character's Wits + Artistic Expression (Comedy)] to act for a turn. Otherwise, the effects lasts for up to one scene.
[ 6 ] Capture Reality ( XXX - Page X )
Some Toreador filmmakers and photographers pour an amazing amount of reality into their work. Clever Toreador create films or photographs conveying various sorts of subconscious messages. This is easier to do in a film - the message will be clearer and more detailed than in a photograph. However, a series of photographs bearing the same message will convey the message just as clearly as a film.
System: The character must succeed in a Creativity + Artistic Expression (Photography or Film) roll (difficulty 8).
Successes | Result |
1 | Viewers feel there is something unusual about the photograph or film. |
2 | Viewers feel as if they know exactly what the people in the photograph or film are feeling. |
3 | Viewers feel as if they are in the photograph or film, witnessing the events first-hand. |
4 | Viewers believe that they are smelling, hearing and seeing things in the photograph or film. They might also form a strong sympathetic bond to a particular character in the work or to the work itself. |
5 | Some as above, but the viewer will also have flashbacks from the photograph or film that goes beyond the scope of the work itself. If possible, she will begin having regular dreams concerning the work's setting or the characters in it. |
[ 6 ] Force Of Personality ( XXX - Page X )
This power takes the abilities granted by Majesty to a new level. The Cainite’s personality becomes so powerful that people are actually physically forced away from her.
System: The player spends a point of Willpower to activate Force of Personality and then rolls Charisma + Intimidation or Leadership (the player chooses which when this power is first purchased). The roll is then compared to the Willpower rating of each person in the character’s vicinity as a difficulty - most mortals have a Willpower rating of 2–3. Each success indicates one step that the person must take directly away from the character and also the difficulty of the Willpower roll needed to advance toward the character. Should a person be unable to retreat directly away from the character (due perhaps to a wall or a deep chasm), she still tries to move away in some direction. After the initial activation of this power, the area of the force shrinks to about six feet, which makes it a quick way to move through a crowd. In addition, the character has all the benefits of Majesty (Presence 5) while Force of Personality is in effect. Force of Personality lasts for one scene.
When first activating Force of Personality, the player may nominate any number of individuals who are simply affected by the Majesty - a wise thing to do when one has to have allies close by.
[ 6 ] Intensification ( XXX - Page X )
Certain Toreador, including artists, sculptors, filmmakers, photographers, writers and composers (i.e., Artists who create work instead of performing them) can put part of their Presence in their work. The viewer of the work will feel particularly intense emotions towards it. The object must carry at least some obvious symbolism for the emotion conveyed in the work. With this power, a Toreador can produce a magical item of sorts, such as a photograph which makes the viewers feel sad, a goofy-looking wooden figure which causes those viewing it to laugh, and so on.
System: Twenty Blood Points must be spent to make one of these objects, although no more than five may be spent in one night. Anyone who views the object can resist it by making a Self-Control roll (difficulty 7). Only one emotional response may be conferred per object. The effects on the object are permanent.
[ 6 ] Love ( Vampire: The Masquerade 20th Anniversary Edition - Page 196 )
The blood bond is one of the most powerful tools in an elder's inventory. However, more and more childer are aware of how to avoid being bound, so alternatives are needed. The Presence power called Love is one such alternative, as it simulates the effects of the bond without any of the messy side effects. While not as sure a method of control as a true blood bond, nor as long-lasting, Love is still an extremely potent means of command.
System: The player spends a blood point and rolls Charisma + Subterfuge (difficulty equal to the target's current Willpower points). Success on the roll indicates that the victim feels as attached to the character as if he were blood bound to her. Each success also reduces the victim's dice pool by one die for any Social rolls to be made against the character. A botch makes the target immune to all of the character's Presence powers for the rest of the night. This power lasts for one scene and can be applied to the same victim over multiple scenes in the same night.
[ 6 ] Melusine's Song ( XXX - Page X )
Named for the legendary (and supposedly fae) progenitor of the Anjou and Lusignan houses, this power grants a Toreador the ability to sway another through song. If the Artisan can phrase her requests in song form, those words can take on the power of nigh-irresistible commands.
System: Initiating this power costs two points of blood and a point of Willpower, at which point the player must write down for the Storyteller both the suggestion she wishes to weave into her song and the nature of the song itself. All those in earshot must immediately roll Willpower (difficulty 8) or submit to the request without realizing they are doing so. The effect lasts for as long as the Toreador continues to sing or until the target leaves the singer's presence. Commands that require the victim to leave the Toreador's presence can be resisted with an additional Willpower roll (difficulty 8) once the sound of the sound of the enchanting voice fades.
Those within earshot, but not within the Toreador's immediate presence, may notice something odd (Wits + Subterfuge, difficulty 8) about the ensorcelled singing, but little more than an exceptionally good performance. Toreador within earshot of this sort of performance are immediately entranced.
As an additional bonus, knowledge of this power reduces the difficulty by 1 of all rolls related to singing.
[ 6 ] Paralyzing Glance ( Vampire: The Masquerade 20th Anniversary Edition - Page 196 )
Some elders have honed their mastery of Dread Gaze to such a degree that they are said to be able to paralyze with a look. The power's name is something of a misnomer, as victims of this power are not precisely paralyzed in a physical sense, but rather frozen with sheer terror.
System: The character must make eye contact (p. 152) with her intended victim. The player then rolls Manipulation + Intimidation (difficulty equal to the target's current Willpower points). Success renders the victim so terrified that he falls into a whimpering, catatonic state, unable to take any actions except curling into a fetal position and gibbering incoherently. The condition lasts for a length of time determined by the number of successes rolled. If the victim's life is directly threatened (by assault, impending sunrise, etc.), the poor wretch may attempt to break out of his paralysis with a Courage roll (difficulty equal to the character's Intimidation + 3). One success ends the paralysis. A botch sends the victim into a continuous state of Rötschreck for the rest of the night.
Successes | Result |
1 | Three turns. |
2 | Five minutes. |
3 | Remainder of the scene. |
4 | One hour. |
5 | Rest of the night. |
6+ | A week (or more, at Storyteller discretion). |
[ 6 ] Passion ( XXX - Page X )
This power allows the vampire to create wild passions within an individual. It is usually used wither to inspire love or to incite the victim to rage. When inspiring love, the power works similar to Entrancement, but is much more compelling. This power duplicates the effects of a Blood Oath for as long as the target is in the presence of the character. Alternatively, the vampire may induce feelings of irritation and hostility in those around him. The slightest spark provokes arguments and fights.
System: Successful use of this power requires Manipulation + Subterfuge roll (difficulty of the target's Willpower). If successful, the power allows the character an immense amount of influence over the victim. This power affects a variable number of targets depending on the number of successes.
If this power is used to incite rage, all vampires who are affected must spend a Willpower point or immediately fall into a frenzy. If the character again rolls successfully, another Willpower point must be spent each turn in the character's presence. The only way to avoid the need to spend a Willpower point is to leave the vampire's presence.
Successes | Result |
1 | Two people. |
2 | Four people. |
3 | Eight people. |
4 | Twenty people. |
5 | Everyone in the character's immediate vicinity. |
[ 6 ] Renew The Earthly Pleasures ( XXX - Page X )
Vampires can no longer experience the simple pleasures of a mortal life. With this ability, a Cainite can overwhelm another vampire with a flood of kine emotions and sensations that have been long only fragile memories. The subject of this power finds herself reeling under an onslaught of long-dead passions and pleasures. Unable to cope with or control these feelings, she may be incapacitated with ecstasy.
Some vampires actually crave the effects of this power and seek out vampires who posses it. These creatures become addicted to the flood of raw emotion they are incapable of feeling on their own. Powerful cold-blooded Ventrue have fallen to wily Setites who employ this power.
System: The player must roll Charisma + Empathy (difficulty equals the target's Self-Control/Instincts + 3). The difficulty also varies according to the target's Humanity/Path score: for each point below 5 that the target's Humanity/Path rating is, the difficulty increases by one (maximum of 10). This power has no effect on mortals, At the Storyteller's discretion, however, it might affect a particularly passionate one.
Successes | Effect |
1 | Nostalgic human feelings. |
2 | Mild pleasure (-1 to Dice Pools). |
3 | Increased sensations (-2 to Dice Pools). |
4 | Ecstasy (-5 to Dice Pools). |
5 | Target looses consciousness for a number of turns equal to 10 minus Self-Control / Instincts. |
[ 6 ] Siren's Song ( XXX - Page X )
This power allows a Toreador musician to reach a state of awareness using one particular type of musical instrument. She will feel as though it is an extension of her own body and soul. It also lets Toreador singers produce similar effects. In this way the character can create some of the most beautiful music the world has ever heard. The character can influence the emotions of all listeners. The effect is based on the type of music created. Additionally, the audience will be drawn to the music and unable to take any action to either harm the music-maker or run away.
Emotions instilled by the music may vary, but despite the emotion created, the Toreador will not have any direct control over the listeners' actions. While the music and lyrics can direct the audience to perform particular actions, the listeners will not all interpret the music the same way.
System: The character automatically receives a bonus of three dice to his Music of Singing Skill and can make music that has startling results. When this power is used, anyone within listening distance will be hit with effects similar to Awe unless a Willpower point is spent. The effects of this power vary. In certain cases, such as trying to induce bravery, the music might just add one or more dice to half of the listener's Courage ratings while making the other half Frenzy. The exact effects are left up to the Storyteller. Effects of this power last as long as the music is continuously played, up to a maximum of one scene.
[ 6 ] Spark Of Rage ( Vampire: The Masquerade 20th Anniversary Edition - Page 197 )
A vampire possessing this power can shorten tempers and bring old grudges and irritations to the boiling point with a minimum of effort. Spark of Rage causes disagreements and fights, and can even send other vampires into frenzy.
System: The player spends a blood point and rolls Manipulation + Subterfuge (difficulty 8). The number of individuals affected is determined by how many successes are rolled. If this power is used in a crowd, those affected are the people in closest proximity to the character. A vampire affected by this power must spend a Willpower point or roll Self-Control/Instinct (difficulty equal to the character's Manipulation + Subterfuge); failure sends the target into a frenzy. A botch by the vampire using Spark of Rage sends the invoking character into immediate frenzy.
Successes | Result |
1 | Two people. |
2 | Four people. |
3 | Eight people. |
4 | Twenty people. |
5 | Everyone in the character's immediate vicinity. |
[ 6 ] Star Magnetism ( Lore Of The Clans - Page 200 )
Prerequisite: Toreador
This power allows the Kindred's Presence to carry over onto photographs or video, whether digital, video tape, or even film. It even carries over to paintings or drawings, if the portrait is an accurate representation. The vampire may consciously turn this power off, but it will otherwise snap into effect whenever a camera turns toward the Kindred.
System: The representation resembles Awe, and the effects are permanent. Anyone who sees an image may spend a Willpower point to resist the effect until the next time he sees it again.
[ 6 ] Temptation ( Lore Of The Clans - Page 68 )
Prerequisite: Follower of Set
This power lets a Setite tempt the victim into some action that she normally wouldn't do. This is usually some sinful action, but Temptation works just as well to provoke unwanted generosity as greed, or chastity as well as lust. The Setite must talk to the victim for at least a minute and allude to the action she wants the victim to perform.
System: To goad the victim, the character must make a successful Manipulation + Leadership roll (difficulty of the target's Humanity or Path of Enlightenment rating). A simple success results in a change to the victim's personality and goals for a scene. If the number of successes exceeds the victim's Conscience or Conviction rating, the change lasts indefinitely (although the victim may overcome it with time and expenditure of Willpower, like a Derangement).
The Setites have created many variations on this power. The player chooses which variation at the time of purchasing this power. Sample variations include:
Obsession: The victim suffers an ovewering lust for a certain substance, action, or condition. She may fly into a rage (the victim receives a frenzy check) if she cannot possess or experience the object of her desire before her next sleep.
True Will: This persuades the victim, for a time, to act on any passing desire, or according to his Nature, without self-restraint.
[ 6 ] Two-Tiered Communication ( XXX - Page X )
The Toreador can speak to someone in such a way that everything she says has a hidden meaning to it. The Toreador may even talk about one thing and actually tell the listener something else, even if it is in radical opposition to the surface message. While the listener only hears the normal conversation, he will subconsciously understand the underlying message.
A Toreador using this power might tell a person her art work is incredibly beautiful, while on the subconscious level be telling her that he would not even use it to start a fire. A Toreador using this power might openly profess her love for someone while she's really telling him to jump off the nearest building. If the character spends more than one Blood Point per turn, this power may be used in conjunction with Domination.
System: This power lasts one turn per Willpower point spent. How well the underlying message is conveyed requires a Manipulation + Empathy roll (difficulty 10 - the listener's Perception, with a minimum of 3. Once success conveys a simple message, and elaborate messages may require as many as seven successes.
[ 6 ] Vengeance Of The Martyr's Legacy - Impulse Variant ( Anarchs Unbound - Page 112 )
Prerequisite: Anarch
When a Kindred invokes the Vengeance of the Martyr's Legacy, she sends a surge of blood-rage through her bloodline, causing all those descended from her to enter frenzy at that moment, no matter where they are or what they're doing. Even those Kindred on opposite side of the world succumb to this frenzy, even if they've entered their daily slumber. It is outmoded in a similar manner to Scourging the Instinct, above, but such are the realities of the earliest nights of the Movement.
This is a dangerous power to use, for few Kindred (and even fewer Anarchs) know where all their childer, grand-childer, and others are located at any given time or what they might be doing. As such, some Kindred believe that the powerful patron of a small and localized brood developed Legacy of Frenzy, likely in preparation for them to wreak havoc upon the moment of his betrayal or some other situation in which such a death-trigger would prove useful.
System: This power comes in two variants. The impulse variant (Presence 6) costs 1 Willpower to invoke and causes the Kindred's descendants to make a Self-Control roll against a difficulty of 8, wherever they are. The mandate variant (Presence 7) costs 1 Willpower to activate and provokes the frenzy in all of the Kindred's descendants without requiring a roll (though the frenzying Kindred may briefly subvert the frenzy with Willpower as normal).
[ 7 ] Cooperation ( Vampire: The Masquerade 20th Anniversary Edition - Page 198 )
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 Clan's mastery of this Presence effect 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 test just how effective Cooperation is.
System: To invoke Cooperation, the player spends a blood point and rolls Charisma + Leadership (difficulty 8). The number of individuals affected is determined by how many successes the player rolls. Cooperation lasts for the remainder of the scene in which it is invoked, though particularly strong users of Presence may create longer-lasting feelings of non-aggression (at Storyteller discretion) 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 cooperative plans. For the most part, players should simply roleplay Cooperation's effects, but there are some concrete ramifications to the power's use. For example, Self-Control/Instinct difficulties to resist frenzy in response to insults from within the target group are decreased by three, and certain Social Flaws may be decreased in impact for the duration of Cooperation.
Successes | Result |
1 | Two people. |
2 | Four people. |
3 | Eight people. |
4 | Twenty people. |
5 | Everyone in the character's immediate vicinity. |
[ 7 ] Fires Of Conviction ( XXX - Page X )
With this power, a Cainite may whip a crowd into frenzy, convincing them of the truth in a certain matter and sending them into action. This can be used by a general to inspire his troops, a firebrand preacher to send peasants after heretics or a shrewd manipulator to send an enraged, devil-hunting mob away from her own haven to that of her rival. The Brujah Furore and diablerist Gonsalves de Cruz have caused problems for princes in both Christian and Muslim Iberia with this power.
System: In order to use Fire of Conviction, the character must first command the attention of at least 3/4 of the crowd she wishes to affect, usually by shouting at them, though other Presence effects can be used. She must then speak passionately about a certain topic (heretics, rich nobles, corrupt bishops), and what must be done about it, for at least one minute. The player then rolls Charisma + Expression. The difficulty varies according to a number of factors. If the character speaks for only a minute, the difficulty is 9. If she speaks for five minutes, it is 8, and if she manages to hold the crowd's attention for 15 minutes, the difficulty is 7. If the character actually does not believe in the cause, or if what is being suggested is especially dangerous, the difficulty rises by one. The power affects a part of the crowd depending on the number of successes, starting with those of the lowest Willpower.
Successes | Result |
1 | 1/10 of the crowd responds. |
2 | 1/3 of the crowd responds. |
3 | 1/2 the crowd responds. |
4 | 2/3 of the crowd responds. |
5+ | The whole crowd responds. |
If the roll is successful, the people affected immediately start on the suggested course of action, generally in a loud and destructive manner. Important characters (such as those controlled by players) may resist Fire of Conviction with a Willpower roll (difficulty equal to the orator's Charisma + Expression). Anyone affected by Fire of Conviction is considered to have a Willpower rating of three higher than normal for the purpose of Willpower rolls and difficulties based on Willpower. In addition, he may draw upon an extra point of Willpower, above and beyond his normal pool, for such things as automatic success or ignoring wound penalties.
[ 7 ] Mask Empathy ( XXX - Page X )
Like Mind Numb, Mask Empathy removes emotions instead of creating 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 character's vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliances fade like fog. People begin to behave like completely autonomous units, without any perception of or desire for community.
System: The character must make a Manipulation + Subterfuge roll (difficulty 8); the number of successes determines the number of individuals potentially affected (see the chart below). Other vampires may resist the effect of this power by rolling Willpower (difficulty 8). If a target obtains more successes than the user received, that target is not affected.
Successes | Result |
1 | One person. |
2 | Three people. |
3 | Six people. |
4 | Twelve people. |
5 | Twenty people. |
[ 7 ] Mind Numb ( XXX - Page X )
While Presence generally creates emotions in people, Mind Numb actually removes them. When a character uses this power, those around him lose whatever emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for action 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 (thus they might begin to vacuum if that is what they were doing a short time before). While this power does not lower victims' Intelligence, they think about nothing except whatever sensory input they are currently receiving. They will not react to anything but simple and immediate input (such as a hot object put in their hand) because they feel nothing about it. They will not get angry at someone who yells at them and will not become frightened if put in danger.
System: Mind Numb requires a Manipulation + Intimidation roll (difficulty 8); the number of successes determines the number of individuals potentially affected (see the chart below). The effect lasts as long as the character remains in the targets' presence. Other vampires may resist the effect of this power by rolling Willpower (difficulty 8). If a target obtains more successes then the user scored, that target is not affected.
Successes | Result |
1 | 3 people. |
2 | 6 people. |
3 | 15 people. |
4 | 30 people. |
5 | Everyone in the character's immediate vicinity. |
[ 7 ] Phobia ( Lore Of The Clans - Page 68 )
Prerequisite: Follower of Set
By talking to her victim, the Setite can instill an irrational fear of a certain object, substance, person, or condition. The object of the phobia can be broad (cars) or very specific (pink '79 Fords), although the victim must be able to recognize and distinguish what the vampire wants him to fear. The latter example, for instance, would not work on a person who was color blind.
System: Implanting the Phobia requires success on a Manipulation + Intimidation roll (difficulty of the target's Courage + 3). A simple success confers a Phobia that lasts a single scene. Rolling more successes than the victim's Courage results in a Phobia that lasts indefinitely, although the victim may overcome the Phobia as if it were a Derangement.
[ 7 ] Scourging The Instinct ( Anarchs Unbound - Page 111 )
Prerequisite: Anarch
Used by elder firebrands of nights long past, this power is a bit too dangerous to see much modern usage. The Kindred stands before his assembled followers and whips them into a righteous frenzy using the power of his personality and the force of his charisma. Those who heed his call succumb to the rages of the Beast that dwells deep in all of them, hopefully placing it on a short leash that allows them some control over their fury.
System: The player rolls Charisma + Leadership (difficulty 7). If he is successful, those who hear him speak his words of revolution allow their Beasts to rise to the fore. Those affected are considered to be "riding the wave" of frenzy regardless of whether they have Instinct or Self-Control as their Virtue.
The number of successes scored on the roll indicate how many Kindred are swayed by the revolutionary fervor.
Successes | Number Of Kindred Swayed |
1 | One person. |
2 | Two people. |
3 | Six people. |
4 | Twenty people. |
5 | Everyone in the Kindred's immediate vicinity (an auditorium filled with people; a gathered mob). |
[ 7 ] Unholy Penance ( XXX - Page X )
Just as the Lasombra organize themselves after the Church, so do they use Disciplines that mirror religious practices. This variation of Presence was developed brom the Lasombra's long-standing association with the holy orders. The vampire creates overwhelming feelings of guilt in his chosen victim, forcing him to his knees in supplication. The target begs forgiveness from whomever will listen - most often the unforgiving Lasombra standing unforgiving over her stricken enemy. Lasombra commonly use this power on members of the Church. They learn all their victims' dirty secrets in just a few moments and can blackmail the kine for the remainder of their lives.
System: The player must successfully roll Manipulation + Empathy (difficulty is the opponent's conscience/Conviction + 4). The storyteller may reduce the difficulty against a victim who has led a particularly debauched life. He may also reduce the difficulty against a target who is exceptionally penitent. Those who are currently suffering from guilt - a target in the midst of giving confession, for example - are the most susceptible.
The effects of this power are twofold. First, each success incapacitates the victim for one turn. Second, the victim whispers his darkest secrets and the vilest sins for as long as the effect lasts. The power will even quell a subject into the ravages of frenzy.
[ 7 ] Vengeance Of The Martyr's Legacy - Mandate Variant ( Anarchs Unbound - Page 112 )
Prerequisite: Anarch
When a Kindred invokes the Vengeance of the Martyr's Legacy, she sends a surge of blood-rage through her bloodline, causing all those descended from her to enter frenzy at that moment, no matter where they are or what they're doing. Even those Kindred on opposite side of the world succumb to this frenzy, even if they've entered their daily slumber. It is outmoded in a similar manner to Scourging the Instinct, above, but such are the realities of the earliest nights of the Movement.
This is a dangerous power to use, for few Kindred (and even fewer Anarchs) know where all their childer, grand-childer, and others are located at any given time or what they might be doing. As such, some Kindred believe that the powerful patron of a small and localized brood developed Legacy of Frenzy, likely in preparation for them to wreak havoc upon the moment of his betrayal or some other situation in which such a death-trigger would prove useful.
System: This power comes in two variants. The impulse variant (Presence 6) costs 1 Willpower to invoke and causes the Kindred's descendants to make a Self-Control roll against a difficulty of 8, wherever they are. The mandate variant (Presence 7) costs 1 Willpower to activate and provokes the frenzy in all of the Kindred's descendants without requiring a roll (though the frenzying Kindred may briefly subvert the frenzy with Willpower as normal).
[ 8 ] Bloodlust ( XXX - Page X )
The Cainite uses her beguiling charm and preternatural leadership to inspire her troops to do battle for her. This power instills its targets with unshakable confidence. The victims obey the commands of their vampiric master, even to the death. The enraged horde will attack superior forces, charge mounted cavalry, and enter into suicidal battle. Those affected will do whatever is necessary to win the night.
The Brujah perfected this technique, although too late to prevent the sack of Carthage. Still, noble Ventrue fear the repercussions of this newfound power. Under its influence, peasant armies have overthrown castles and common mobs have defeated armed guards.
System: After the vampire assembles her troops and rouses them for battle, the player must successfully roll Appearance + Leadership (difficulty 7). Those influenced by this power ignore Health Level penalties up to Crippled. Also, mortals under the influence of this ability automatically pass any Courage rolls. Once a mortal reaches Crippled, she can no longer fight, and collapses. The number of successes indicates the number of mortals affected.
Successes | Result |
1 | Two mortals. |
2 | Six mortals. |
3 | Ten mortals. |
4 | Twenty mortals. |
5 | Everyone who can see the character. |
[ 8 ] Corruption ( XXX - Page X )
This terrible power enables a Setite to break down the mental barriers between the target's Beast and libido. As a result, the victim becomes addicted to sadism and he takes pleasure in rage and aggression. The Setite can also reverse the connection, so that pleasure might rouse the Beast to frenzy. These two effects produce a spiral of desire and violence dragging the victim to madness.
System: To corrupt a victim, the player must pit the Setite's manipulation + Empathy vs the victim's Humanity (or Path of Enlightenment). If the Setite can accumulate net successes equal to the victim's Humanity or Path rating, the victim suffers the Corruption effect. A character with a Humanity greater than 3 will automatically lose a point of Humanity for using this power (generally not a problem for the few elder Setites who know this power).
A corrupted victim must receive a frenzy check for anything that gives her pleasure, from sex to her favorite food. Like a frenzying vampire seeking blood, the victim will try to indulge her lust in the most brutal and immediate way. Note that Corruption works on mortals as well as vampires (although the human Beast is weaker, resulting in lower difficulties to resist frenzy). Conversely, a frenzying vampire might seek out more than blood in her rage. This may result in bizarre situations such as a maddened vampire smashing into a record store to hear his favorite music and killing anyone who tries to stop him.
The victim cannot overcome Corruption by expending Willpower: Corruption is no mere induced derangement, but a fundamental alteration to the Curse of Caine. The Inconnu might know how to remove a Corruption - if they really do know the secret of Golconda. The Setite who laid the Corruption could remove it at will, but the Setite would probably urge the victim to view the Corruption as an opportunity for self-discovery.
[ 8 ] Invoke Frenzy ( XXX - Page X )
Like the sun or a flame, the character can send other Kindred into frenzy at will.
System: The frenzy is initiated on a resisted roll of Manipulation + Empathy (difficulty equal to the target's Willpower) versus the target's Self-Control (difficulty of 7). If the character wins, the target flies into a frenzy.
[ 8 ] Ironclad Command ( Vampire: The Masquerade 20th Anniversary Edition - Page 198 )
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.
System: This power is always in effect once it has been learned. A mortal may not spend Willpower to resist the character's Presence (for puses of this power, the definition of "mortal" does not include supernaturally active humans such as ghouls or those who possess True Faith). A supernatural being must roll Willpower (difficulty of the character'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 character's Presence. For the rest of the night, the maximum number of Willpower points he can spend to resist the vampire's Presence powers is equal to the number of successes he rolled. A botch doubles the character's Presence dice pools against the hapless victim for the remainder of the night.
[ 8 ] Perfect Paragon ( XXX - Page X )
Perfect Paragon allows the user to appear as everyone's ideal — a knight sees a master general or virtuous lady, a greedy merchant sees a wealthy individual, and a devout peasant sees a saint. This power is subtler than Majesty, but a crafty Cainite can exploit Perfect Paragon for a substantial benefit, especially if using it against other Cainites to appear as an elder of their clan or road.
System: Perfect Paragon can be used in one of two ways: either to affect a single target or to make the character seem exceptional in the eyes of all who see him... If used to target a specific victim, the player rolls Charisma + Subterfuge (difficulty equal to the target's Willpower). If successful, the target sees the character as a perfect example of whatever her ideals are and anything the character says is subtly twisted to correspond with this perception. The player makes all Social rolls against this victim at -3 difficulty and any uses of mind-affecting or emotion-altering Disciplines, such as Dementation, Dominate or Presence, receive three extra dice. Should the character do something that violates the illusion (swearing when appearing to be a pious knight, disrobing in public while appearing to be a noble lady), the victim may roll Perception + Empathy (difficulty of the character's Charisma + Performance) in order to realize that the character is not what he appears to be. If this roll succeeds, the character immediately loses all mechanical benefits of Perfect Paragon, although viewers do not see him for what he truly is.
Note that, unless high levels of Auspex are used, the character does not know what she is appearing to be. For example, if a person sees the user of this power as a noblewoman, the character will only know that she is treated with respect, not that the person in question sees her as a noblewoman (though if he calls her "milady," she might figure it out). A Perception + Empathy roll (difficulty 6) allows the character some idea of how people perceive her.
In order to invoke Perfect Paragon upon all in the character's presence, the player spends a point of Willpower and chooses whether to invoke the power subtly or powerfully. If invoked subtly, all present who can see the character ascribe to her traits and virtues that they find appealing. This translates to a -1 difficulty on all Social rolls while this is in effect (unless she grossly violates people's perception of her) as well as one additional die on mind-affecting and emotion-altering Disciplines, as above. If invoked powerfully, the player must spend a blood point. All who can see the character react as if the character had targeted each of them specifically, as above. This usually results in the character suddenly having a small crowd following her, which is usually a boon but can be troublesome at times. Also, since each person in the crowd sees something different, fights occasionally break out over the true nature of the being before them. Perfect Paragon lasts for a single scene.
[ 8 ] The Decaying Orbit ( Lore Of The Clans - Page 68 )
Prerequisites: Follower of Set
This terrible power enables a Setite to break down the mental barriers between the target's Beast and libido. As a result, the victim becomes addicted to sadism as he takes pleasure in rage and aggression. The Setite can also reverse the connection, so that pleasure might rouse the Beast to frenzy. These two effects produce a spiral of desire, the decaying orbit to madness.
Once started, the decay cannot be stopped. The Inconnu might know how to remove a Corruption, as might a member of the Cult of Ra or Isis. The esoteric knowledge might be found in the writings of a dead Child of Osiris. However, killing the Setite in question certainly will.
System: To corrupt a victim, the player must pit the vampire's Manipulation + Empathy vs. the victim's Humanity (or Path of Enlightenment) in an extended roll. If the vampire can accumulate net successes equal to the victim's Humanity or Path rating, the victim suffers the Decaying Orbit effect. A character with a Humanity greater than 3 will automatically lose a point of Humanity for using this power.
A corrupted victim must receive a frenzy check for anything that gives her pleasure, from sex to her favorite food. Like a frenzying vampire seeking blood, the victim will try to indulge her lust in the most brutal and immediate way. Conversely, a frenzying vampire might seek out more than blood in her rage. This may result in bizarre situations such as a maddened vampire smashing into a record store to hear his favorite music and killing anyone who tries to stop him.
The victim cannot overcome this Corruption by expending Willpower (unlike most Presence powers). The Decaying Orbit is no mere induced derangement, but a fundamental alteration to the Curse of Caine. Killing the Setite who laid the Corruption will immediately end its effects. The Setite who laid the Corruption could remove it at will, but the Setites would probably urge the victim to view the Corruption as an opportunity for self-discovery.
[ 9 ] A Perfect World ( XXX - Page X )
This manifestation of Presence is one of the most dangerous - not only to those affected, but also to the user herself. With it, she affects an exceptional number of people, either a huge city or an entire barony, forcing all to act toward making the area the perfect representation of the character’s dream. The only Cainite known to possess this power was the Toreador Michael, Patriarch of Constantinople, and it not only drove him mad but also indirectly led to the chaos, death and destruction that afflicted his city when the Fourth Crusade reached it.
System: The exact effects of his power are best left up to the Storyteller. In general, all mortals and Cainites of sixth generation or higher work toward making the area correspond with the ideals of the user. Each month, the player rolls Charisma + Empathy (difficulty 7). If a character has a good reason not to work toward the user’s dream, her player may spend a point of Willpower and roll Willpower, difficulty 6. If she gains more successes than the user, she can act normally, but only for one night. The next night, the expenditure and roll must be repeated. Theoretically, this power can be turned off - but why?
A Perfect World can also be used in torpor.
[ 9 ] Pulse Of The City ( Vampire: The Masquerade 20th Anniversary Edition - Page 198 )
A vampire 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 Kindred'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 at the time but who still have strong ties to the affected city.
System: The character must be present in the city in question, and have at least a casual, personal knowledge of its streets and makeup (maps won't help). The player spends a Willpower point and rolls Charisma + Streetwise (difficulty 9, though specializations or Storyteller fiat may decrease this difficulty if the character is intimately familiar with a particular city). The number of successes indicates how long mortal residents are affected by the particular emotion that the character broadcasts; visitors with no ties to the area and supernatural beings are affected for a duration one success step lower. The character can choose to terminate this effect at any time before it expires. Pulse of the City can be used by a character in tor.
[ 10 ] Dream World ( XXX - Page X )
A character with this potent power can affect the dreams of everyone in the world (though she can focus on one city, or even on one individual if she so wishes). The character can send symbols, themes, stories, images - anything she wants, even nightmares.
System: Such a broadcast requires a successful Wits + Etiquette roll (difficulty 9). The number of successes indicates how profoundly people are affected by the dream.
Successes | Result |
1 | Don't necessarily remember the dream, but it may affect them unconsciously. |
2 | They remember bits and pieces of the dream. |
3 | It is firmly embedded in their imaginations, and parts of it emerge into consciousness over the day. |
4 | They remember it all, and brood upon it over the day. |
5 | Many of them wake up screaming, and the entire dream is forever engraved in their brains. |