PRESENCE:
This is the Discipline of supernatural attraction. Kindred who develop Presence
can inspire zealous fervour, 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 practise, while Presence can sway almost 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 role (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. Vampire 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 again 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 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 dot - 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 favour 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.
2 dots - 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.
3 dots - 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 it 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 are 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).
4 dots - Summon.
This impressive power enables the vampire to call to herself any person 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
wellbeing. This is less of a consideration if he only has to cross a room, unless he has to get through a gang of gun-wielding
punks to do so. The individual retains his survival instincts, and while he won’t shirk physical 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.
5 dots - Majesty.
At this stage, the vampire can augment 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 of 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 his revenge.