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Presence

Presence
This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have.
Presence is notable since, unlike virtually all other Disciplines, some of its powers can be used on entire crowds at a time. The vampire may bring large groups under her sway, so long as her face is visible to those she wishes to affect - Presence doesn't even require eye contact. Further, this Discipline transcends race, religion, gender, class and (most importantly) supernatural nature. In theory, the powers have the same chance of affecting a Methuselah as they do a cab driver. In practice, while Presence can sway virtually any immortal, older and more canny Kindred are much more likely to notice the influence and resist with preternatural will.
Quite aside from its deliberate uses, Presence conveys upon the vampire an indescribable mystique. She stands out in any crowd, drawing the interest (and often desire) of those around her even when she's merely standing still. The higher the vampire's Presence, the greater this allure and the more powerful its impact on others.
Anyone can resist Presence for one turn by spending a Willpower point and succeeding on a Willpower roll (difficulty 8), but the affected individual must keep spending points until he can no longer see the vampire (or, in the case of Summon, until the effect wears off). The simplest way to deal with this is to turn around and stop looking. Those who don't understand that they're dealing with supernatural influences (as is the case with most mortals) seldom think of this tactic, but it's a simple assumption for clever vampires. Vampires three or more generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire scene 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 mosts forever engraved in their brains. Skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.


O Awe
Awe amplifies the sublime magnetism this Discipline gives the vampire. Those near the vampire suddenly desire to be
closer to her and are very 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 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 scores first. The power stays in effect for the remainder of the scene or until the
character chooses to drop it.
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 (an entire auditorium, a mob)
Those affected can use Willpower points to overcome the effect, but must continue spending Willpower every turn 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 scene.

-

OO Dread Gaze
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 victims, stupefying them 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 of 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 mn 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, 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.

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OOO Entrancement
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 out of love (albeit a perversion of
it) instead of through sapping the subjects' wills, these servants retain their creativity and individuality.
While these obedient minions are more pleasant 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 rolls Appearance + Empathy (difficulty of the target's permanent Willpower); the number of successes
determines how long the subject is entranced (see the chart below). 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.
1 success One hour
2 successes One day
3 successes One week
4 successes One month
5 successes One year

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OOOO Summon
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 rolls Charisma + Subterfuge. The base difficulty is 5; this increases to difficulty 7 if the subject is
virtually a stranger. If the character used Presence successfully on the target in the past, this difficulty drops to 4 - however,
if the attempt was unsuccessful, then the difficulty is 8.
The number of successes indicates the subject's speed and attitude in responding:
1 success Subject approaches slowly and hesitantly.
2 successes Subject approaches reluctantly and is easily thwarted by obstacles.
3 successes Subject approaches with reasonable speed.
4 successes Subject comes with haste, overcoming any obstacles in his way.
5 successes Subject rushes to the vampire, doing anything to get to her.

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OOOOO Majesty
At this stage, the vampire can augment her supernatural mien a thousandfold. The attractive become paralyzingly beautiful;
the homely become hideously demonic. 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 later. After all, a dignitary brought low before others loses his
usefulness quickly, while a humiliated Kindred has centuries to plan revenge.

 

Presence Overrides
Any vampire with Presence 6 or higher may employ Presence upon a character with the Merit Blasé (see Clanbook: Toreador, p. 40), 
but at a +2 difficulty. Presence 7 reduces this to +1 difficulty, and Presence 8 or higher allows the character to apply Presence 
to Blase victims as if they did not possess the Merit at all.

OOOOO OAbsent Sway
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 prresence. 
Art works it effect on those who view it an 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 inthose 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.

SYSTEM: The chacter 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 panit or ink, or 
secretes in the general area) and rolls manipulation + Expression (diff 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 Sotryteller, and it's 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 chracters to spend willpower in 
the presence of a frieze that inspires dread, for example.

OOOOO O Love
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 neither 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 rolls Charisma + Acting (difficulty equal to the target's Willpower). 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.

OOOOO O Temptation (Presence level 6)
This power lets a Setite tempt the victim into some action that he normally wouldn't do. This 
is usually some sinful action, but that's up to the Setite: Temptation works just as well to 
provoke unwonted generosity as greed. or castity 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 receive a successful Manipulation + Leadership 
roll (diff 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 last indefinitely (although 
the victim may overcome it with time and expenditure of willpower, like a Derangement).
The Setites have created many variation on this power, such as:
OBSESSION: The victim suffers an overpowering lust for a certain substance, action or condtion. 
She may fly into a rage (the victim receives a frenzy check) if she cannot possesss or 
experience the object of his desire before his next sleep.
TRUE WILL: For a time, the victim is persuaded to act on any passing desire, or according to 
his Nature, without Self-restraint.

OOOOO O 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. Paralyzing Glance is not quite as effective as all that, but its 
impact isn't anything to sneeze at, either. 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 with her intended victim. The player then rolls 
Manipulation + Intimidation (difficulty equal to the target's Willpower). 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 of the character's Intimidation + 3). One success ends the paralysis. A botch 
sends the victim into a
continuous state of Rštschreck for the rest of the night.

No. Of Successes    Duration
1 success        Three turns
2 successes        Five minutes
3 successes        Remainder of the scene
4 successes        One hour
5 successes        Rest of the night
6+ successes        A week (or more, at Storyteller discretion)


OOOOO O Spark of Rage
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 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 (difficulty equal to the character's Manipulation + Subterfuge); 
failure sends the target into a frenzy. A botch sends the character into immediate frenzy.

No. Of Successes    No. of Targets Affected
1 success        Two people
2 successes        Four people
3 successes        Eight people
4 successes        20 people
5 successes        Everyone in the character's immediate vicinity


OOOOO OO 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 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 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 affect, 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. 
Self-Control difficulties to resist frenzy in response to insults from within the target group are 
decreased by three. The game effects of appropriate Intolerance Flaws are removed, and Hatred Flaws are
treated as if they were Intolerances.

No. Of Successes    No. of Targets Affected
1 success        Two people
2 successes        Four people
3 successes        Eight people
4 successes        20 people
5 successes        Everyone in the character's immediate vicinity

OOOOO OO Scourging The Instinct
Used by elder firebrands of nights long past, this power is a bit too dangerous to see much modern usage, 
since the destruction it can engender is appreciable. Like a firebrand, 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 leach 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 Beast 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.

1 success    one person
2 successes    two people
3 successes    six people
4 successes    20 people
5 successes    everyone in the kindred's immediate vicinity (an auditorium filed with people; a gathered mob)


OOOOO OO Phobia (Presence level 7)
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 
(diff of the target's Courage +3). A simple success confers a Phobia that lasts a single scene. 
Rolling m ore 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.


OOOOO OOO 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.

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 purposes of this power, the definition of "mortal" does not 
include supernaturally active humans such as ghouls, hedge magicians 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. He may then spend a maximum number of Willpower points for 
the rest of the scene 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.


OOOOO OOO Corruption (Presensce level 8)
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 and violence dragging the 
victim to madness. 

SYSTEM: To corrup 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 mortalsl 
as well as vampires *althought 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 reult in bizarre situations such as amaddened vampire smashing into a record store to 
hear his favorite music and killing anyone who tries to stop him.
The victim cannot overcome the Corruption by expending willpower: Corruption is no mere induced 
derangement, but a fundamental alteraction to the Curse of Caine. The Inconnu might know how to 
remove Corruption -- if they really do know the secret of Golconda. The Setite who laid the 
Corruption could remove it at will, but the Setite wold probably urge the victim to view the 
Corruption as an opportunity for self-discovery.


OOOOO OOOO 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 at the time but who still have strong ties to the affected city.

System: The player 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 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.

No. Of Successes    Duration
1 success        One minute
2 successes        10 minutes
3 successes        One hour
4 successes        One day
5 successes        One week

Pulse of the City can be used by a character in torpor.

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