Presence

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Powers (1–5)

Awe

To activate Awe, spend 1 Blood point and expend a standard action. For the remainder of the scene, you seem larger than life, more impressive than usual, and everyone within conversational distance will pay attention to you and will feel a strong desire to be near you. Characters affected by Awe are not compelled to like, trust, or stop attacking you, but they must pay attention to you. A target affected by Awe is automatically considered to be focused on you, as per the Gaze and Focus rule. Characters may ignore all uses of Awe for one hour, even if they come from multiple individuals, by spending a point of Willpower.
Focus: [appearance]
Characters must spend 2 Willpower instead of 1 to ignore your Awe.

Dread Gaze

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Expend a standard action as your character bares her fangs and hisses or roars at her target, and then make an opposed challenge against your target. If you are successful, she is overcome by fear. She will not willingly come within five steps of you for the next five minutes, and actively seeks to avoid your presence and your anger. A character who has been affected by your Dread Gaze will not attack you unless she has no other option. If forced into a confined place with you, the victim may fight you in order to escape, but will move away and stop fighting at the earliest opportunity.
Focus: [manipulation]
You can use Dread Gaze without baring fangs, avoiding a breach of the Masquerade.

Entrancement

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To activate Entrancement, spend 1 Blood, expend a standard action and make an opposed challenge against your target. If successful, you bend your target's emotions and capture her heart. She becomes immediately receptive to you, rationalizing any disdain or negative feelings she had for you before you used this power. While the target is not your slave and will not blindly obey your commands, the subject admires you greatly and is willing to work toward your goals, within reason. Both during the effects and after this power fades, the subject will rationalize the effect of Entrancement. Those who already felt positively toward you will simply remember that you were particularly alluring; those who moderately disliked you will begrudgingly blame the brief change of heart on your incredible persuasive skills. Only an individual who actively reviled you and wished you harm will clearly see that her actions were manipulated. Others, watching the Entranced individual, may see more clearly that she is under the sway of your emotional control — but it will be difficult to convince the Entranced individual that such is true. Entranced characters cannot bring themselves to harm you, physically or politically, and will generally be as nice to you as reasonably possible. Entrancement is not mind control, and characters you've Entranced are not obligated to follow your instructions to the letter. They will generally try to make you happy, and they will take your side in arguments or conflicts, so long as they are not put in danger by doing so. An Entranced character will not blood bind herself to you or risk her life to defend you, but she will lend assistance as long as the situation isn't dangerous. If you attack someone you've Entranced, this power's effect ends immediately.
Focus: [appearance]
Effects last three hours instead of one.

Summon

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To Summon another individual, spend 1 point of Blood and expend a standard action. Make an opposed challenge against a familiar target. Once you have begun a Summons, you cannot leave the area where you initiated the power, or the Summons will immediately end. If you succeed, the target of your Summons automatically realizes she has been affected by the use of a power, as well as the identity of the individual performing the Summons, and the location where she is to meet with you. If your target doesn't trust you, she can spend a brief period of time, up to 10 minutes, taking precautions before answering your Summons. A summoned target will come as quickly and directly as possible, but she also retains her survival instincts. The target will not walk off a cliff or enter a situation that she realizes may be an ambush. If it is not possible for a character to present herself to you physically without entering a dangerous situation, the target must come as close as possible and contact you in some other way, such as via a phone call, forcing a human to deliver a note, or sending an animal messenger. If the target is not aware of an overt risk to her safety, she will respond to your Summon in person, even if you have sinister plans. Summoned mortals will continue following your call across any distance, no matter how much time it takes to reach your side, so long as you remain on the premises where you initiated the Summon. They will eventually present themselves to you, even if they have to travel for days. Supernatural creatures travel as far as possible until they reach you or until the next sunrise, whichever comes first.
Focus: [manipulation]
You can summon Retainers, ghouls, and blood bound individuals without Blood or an action.

Majesty

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Spend 1 Blood and expend a standard action to activate Majesty. For the next hour, you appear to be the apotheosis of your character's best nature — astonishingly beautiful, terrifyingly evil, regal beyond reproach, or otherwise — as reflects your character's personality. The feeling of a character's Majesty can vary, depending upon the user's personality and current mood. Majesty manifests as a domineering emotional presence, amplifying your character's nature. While this power is active, others cannot show you disrespect, and while they may disagree with you, they must do so with utmost courtesy. Anyone who wishes to attack or be rude to your character must make an opposed challenge, using her Social attribute + Willpower versus your Social attribute + Leadership. If the aggressor fails this challenge, she cannot make another attempt against your Majesty for at least 10 minutes. She becomes trapped in the effects of your Majesty and will continue to treat you with respect and courtesy even if she leaves your locale. After 10 minutes have passed, the aggressor may again attempt to break your Majesty. This effect also applies to powers that don't directly target the Majesty user, but instead target the area encompassing the Majesty user. If a character wishes to engulf a room in fire and one of the characters in the radius has Majesty active, the aggressor must test against that Majesty to do so. If you attack an individual affected by your Majesty, or if you use a power on such an individual, your Majesty immediately breaks for that person. She is rendered immune to your Majesty for the next hour and can treat you as she would normally, even attacking you, as she sees fit. This breaking of Majesty only affects the specific individual; others in the area who are affected by your Majesty are not freed simply by witnessing your aggression toward their friend. During a mass combat scene, if you use the assist defender tactic to force someone to attack you instead of their intended victim, your Majesty automatically breaks for that attacker, as you have acted aggressively towards her. If you attack a character who is aided by the assist defender tactic, your Majesty is broken for both the new target and the original target, unless you choose to forgo your attack when the other players declare their use of the assist defender tactic.
Focus: [appearance]
While Majesty is active, you ignore the Majesty of other characters.

Elder Powers

Paralyzing Glance

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To activate Paralyzing Glance, you must spend 2 Blood, expend your standard action to stare intently at your target, and make an opposed challenge against your opponent, using the Presence test pool. If you succeed, your target becomes utterly frozen and abjectly terrified. She is unable to move, speak, flee, or take any other actions. Your target remains paralyzed so long as you continue to expend a simple action each round to maintain your focus, although you do not need to continue looking at your target. This paralysis continues until you leave the target's presence, until she is the target of an attack, or until she takes damage. If the paralysis breaks for any reason, the victim suffers the effects of Dread Gaze, and must flee your presence immediately. For the rest of the evening, the target will avoid you, acting as if you'd achieved an exceptional success with Dread Gaze.

Love

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Love is a dangerous thing, as it completely alters its subject's emotions and personality toward the enthralling vampire. Such a victim is suddenly affected by a stage three blood bond for the next hour. Once Love wears off, the subject attempts to rationalize the actions she took while under the sway of this discipline. However, unlike Entrancement, a user of this power can persuade her target to do dangerous and atypical things. If, while affected by Love, the target engaged in particularly abnormal activities or acted against her ethics or beliefs, she will almost certainly realize her emotions were forcibly manipulated. To activate Love, spend 3 Blood, expend your standard action, and make an opposed Social challenge against your opponent, using the Presence test pool. If you succeed, your target is suddenly affected by a stage three blood bond toward you for the next hour. If you use this power on the same target twice in one evening, reduce the duration of the second application of Love in half, so that it lasts for 30 minutes. This penalty is cumulative. The second time you use Love on one target, the duration is a half hour; the third time you use Love on that target in the same evening, the duration becomes 15 minutes; and so forth.

Capricious Visage

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When attempting to use the Presence powers of Dread Gaze or Entrancement, you may choose to spend 1 additional point of Blood to activate Capricious Visage and target a number of individuals within your line of sight for each dot you possess of the Leadership skill. When using this elder power against multiple targets, you must make a separate opposed challenge using the Presence test pool against each defender. Should you expend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend the Willpower to retest after some challenges have been resolved, you cannot go back to previous challenges you have lost and apply that Willpower retest retroactively.

Comrades in Arms

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Spend one point of Blood and your simple action as you rally a group to your cause designating a number of targets up to the number of dots you have in the Leadership skill as your comrades. You may only activate this power during combat. Whenever you achieve an exceptional success, your designated comrades become Inspired by your exceptional feat and are motivated to redouble their efforts. Likewise, whenever one of your designated comrades scores an exceptional success, you become Inspired. While a character is Inspired, the next time she spends a point of Willpower for a retest, she regains a point of Willpower, and is no longer Inspired. Being Inspired lasts only the duration of the current combat; if combat ends, you will no longer be Inspired. In order to activate this benefit, the exceptional success must be earned through normal means; powers or effects that convert a success into an exceptional success such as Bull's Eye, Strength of the Titans, or the merit Breaking Point do not activate this power. You may be subject to multiple applications of this power, able to grant and receive benefits to and from multiple people. However, you cannot carry more than a single application of Inspired at any one time.

Luminary Powers

Cooperation

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When activating Majesty, you may spend 3 additional points of Blood to enact Cooperation. As a result, those affected by your Majesty must cooperate with your intended efforts to the best of their ability. This could mean stopping combat, building a bridge, leaving a location, etc. Until a character breaks your Majesty or spends a point of Willpower she must go along with your wishes. For each turn a character that has not broken your Majesty wants to take an action that does not directly conform to your wishes, she must spend a point of Willpower. Once spent, she may proceed with her desired action; however, a character cannot attack you or be rude to you without first breaking your Majesty. A character cannot be made to spend more than a single point of Willpower per turn in this way. When a character breaks your Majesty the effects of Cooperation end against that character. Characters with the Appearance focus for Majesty do not ignore Cooperation unless they also possess Cooperation.

Scourge of Arikel

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Spend 1 point of Blood and your simple action as an overwhelming and baleful aura surrounds you. Any who look upon you will intuitively understand that crossing you is likely to carry harmful consequences. For the next 10 minutes, anyone who loses to you in a Social challenge who is within your line of sight suffers 3 points of aggravated damage if you choose. The other party suffers this damage regardless of whether you are the aggressor or defender. If the other party relents to you, they do not suffer this damage. This damage does not constitute an attack or damage for the purpose of powers where such actions could cause them to end, such as Majesty or Eyes of the Cobra. If you are engaging in a mass challenge, each defender who loses to you suffers the damage individually. If you are the aggressor in a challenge where the outcome would cause the defender damage, such as Horrid Reality, calculate the damage from this power as separate for the purpose of damage reduction effects such as Fortitude. Note that the category of a challenge is tied to the defender's test pool; you may use this power only if you are defending with your Social attribute or if the defender is defending with her Social attribute.