Presence
One of the most subtle disciplines and one of the most common disciplines in the Camarilla, Presence is the power of supernatural alure. It contains many powers that influence the emotions of those around the vampire, from inducing artificial love in a victim to unspeakable terror. One of the most powerful traits of Presence is however, that it works equally well on even powerful supernatural creatures as it does on mortals, and many of it's powers can be used on entire groups at once. However, unlike Dominate Presence does not go beyond such subtle manipulation of emotion, it does not provide the outright control that Dominate grants. Also, anyone who believes he/she is being influenced by Presence can end the effect by simply ignoring the user or apply an effort of will. (Any Presence power can be resisted by spending a Willpower point and making a Willpower roll at diff 8, however if the victim keeps looking at the user or otherwise granting his/her full attention to the user, the victim must continue spending Willpower every turn that Presence is applied to continue resist it's effects. If the intended victim is 3 or more generations lower then the user, the victim need only spend a Willpower point to resist the effects of the Presence power used for the rest of the scene. Any Presence power can also be resisted by simply ignoring the user. On an important note, the use of Presence powers is very subtle, so most of the time a vampire will not realise he/she is being effected by a Presence power.)
Powers:
1 - Awe:
Make your words seem interresting and reasonable to all who hear you. This power can effect entire crowds at a time and can prove especially useful when you need a bit of supernatural leverage to prove your point. However, this power does not take away individual thought, you can use this power to bring your point across more strongly, but it will not convince the most determined of opponents. (The user rolls Charisma + Performance at diff 7. The effect of Awe continues for the entire scene once activated, though the user may voluntarily end it. As long as the victims remain in the area, they continue to be effected by this power, unless ofcourse they ignore the user for whatever reason. However, if victims leave the area or enter a situation of danger, the effect ends, though everyone effected will remember how they felt in the user's presence. Victims may resist by spending Willpower but must continue doing so every turn if the victim continues to be effected, and if a victim spends a number of Willpower points equal to the number of successes rolled on the activation roll, the victim remains unaffected by this power for the remainder of the scene.
Success effect chart:
1 Success: One person
2 Successes: Two people
3 Successes: Six people
4 Successes: Twenty people
5 Successes: Everyone that is listening to the user
2 - Dread Gaze:
Through merely a gaze, send a victim into fits of terror. A single gaze is enough to send a victim screaming in fear, while an extended one might immobilize a victim in terror. (The user rolls Charisma + Intimidation at a difficulty of the victim's Wits + Courage. Success means the victim is cowed by the user, failure indicates the Dread Gaze has no effect. A botch at any time indicates that the victim isn't even slightly impressed, and the victim becomes immune to further uses of Presence powers for the rest of the story. If the user scores 3 or more successes, the victim is send running in fear, and will even claw at the walls hoping to dig a way out rather then face the vampire. Also, every success the user scores removes a die from the victim's action dice pools for the next turn. The user may also use Dread Gaze as an extended action, in which case successes stack on top of eachother. Once the user scores so many successes that the victim cannot preform any action, the victim can do nothing but curl up on the ground and weep in terror. If however the user fails in the extended roll, he/she loses all collected successes and must start over if he/she wishes to terrify the victim again).
3 - Entrancement:
By bending a subject's emotions and desires, they becomed servants wholly devoted to the user in a twisted form of love. Unlike Dominate, which creates nothing short of meat-puppets, this power does not sap a victim's will, thusly the subject retains it's creativity and personality. However, this can lead to unexpected complications that the user may wish to take precautions for to prevent, and the effect of this power is only temporary. (The user rolls Appearence + Empathy at a difficulty of a target's permanent Willpower. The number of successes indicate the duration of the power (see chart below). However, the Storyteller may wish to make this roll for the user in secret, as the user is never certain of how strongly he/she has effected the subject. If the user wishes to keep a victim Entranced he/she may do so but only when the original Entrancement wears off. Using Entrancement while the victim is already entranced has no effect.
Success duration chart:
1 Success: One hour
2 Successes: One day
3 Successes: One week
4 Successes: One month
5 Successes: One year
4 - Summon:
Summon a person you have met before to your location from anywhere in the world. Once summoned, the person will rush to the vampire's location by any means at his/her disposal. Ofcourse, those means might not prove sufficient, in some cases. (The user rolls Charisma + Subterfurge at diff 5 for someone you know or diff 7 for someone thats virtually a stranger. If the user has used any other Presence power successfully on the victim, the difficulty drops to 4. If the Presence power was unsuccessful, it rises to 8. For as long as the Summoning lasts, the subject will continue to make it's way towards the user, making use of any means at the subjects disposal, even violence if it comes to that. However, the victim will not act in a suicidal manner to reach the user. Also, if the user summons someone from inperticulairy far distances then the victim may not be able to reach the user. If a victim has to board the plane to africa to reach the user but does not have the financial means to do so, the victim will take the next best alternative, but this may take much longer then the user has intended. The effect of the summoning dissapears at dawn, and must be reapplied every night if the victim does not reach the user over the span of a single evening.
Success effect chart:
1 Success: The subject will approach the user slowly and hesistantly.
2 Successes: The subject approaches reluctantly and is easily halted by obstacles.
3 Successes: The subject approaches the user with reasonable speed.
4 Successes: The subject moves to the user with haste, overcoming any obstacles he/she encounters.
5 Successes: The subject rushes to the user, doing anything to get to him/her).
5 - Majesty:
Appear as a figure of absolute power and authority to all that see you. Any who see you will feel a paralyizing sense of fear, respect or devotion, or a combination of all. Few dare displease the user, and those that do rise their hand will find them quickly scolded into submission by the others before the user even lifts a finger. (Costs a Willpower point, though no roll is required. The effect lasts for an entire night, during which all who see the user see the user as a sort of supreme leader figure, to be respected or feared. Any who wish to stand up against the user must make a Courage roll against the user's Charisma + Intimidation).