Presence: Difference between revisions

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= '''LEVEL 1''' =
= '''LEVEL 1''' =
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''<sub>Core Book, pg. 267</sub>''
''<sub>Core Book, pg. 267</sub>''
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''<sub>Core Book, pg. 267</sub>''
''<sub>Core Book, pg. 267</sub>''
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''The eyes of the vampire turn into slitted, serpent-like orbs able to freeze a mortal meeting the vampire’s gaze in place. The user can even mesmerize other vampires with this power, though the effect is shortlived and likely to rouse the victim’s ire.''
''The eyes of the vampire turn into slitted, serpentlike orbs able to freeze a mortal meeting the vampire’s gaze in place. The user can even mesmerize other vampires with this power, though the effect is short-lived and likely to rouse the victim’s ire.''




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'''System:''' By catching the eye of a mortal (see avoiding eye contact on p. 255 in the Core book for victims actively trying to avoid it) the vampire can immobilize a victim, keeping them frozen in place as long as they themselves maintain eye contact. The effect can only be maintained on a single victim at a time, and ends if they suffer damage or are forcibly removed. Speech is still possible, though shouting is not. In order to paralyze a vampire in the same way, the user must win a contest of Charisma + Presence vs. Wits + Composure. The vampire victim can escape paralysis on any turn after the first by spending a point of Willpower.
'''System:''' By catching the eye of a mortal (Vampire: The Masquerade, p. 255) the vampire can immobilize a victim, keeping them frozen in place as long as they themselves maintain eye contact. The effect can only be maintained on a single victim at a time, and ends if they suffer damage or are forcibly removed. The victim is still capable of speech, though not shouting.
 
 
In order to paralyze a vampire in the same way, the user must win a contest of Charisma + Presence vs. Wits + Composure. The vampire victim can escape paralysis on any turn after the first by spending a point of Willpower.




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<div style='text-align: right;'>
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''<sub>Anarch Sect Book, pg. 185</sub>''
''<sub>Players Guide, pg. 80</sub>''
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= '''LEVEL 2''' =
= '''LEVEL 2''' =
<br>
== BRING IT ON ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••
''You use your powers of Presence to magnify the threat you pose to your enemies. Taunting them to take a shot at you before you crush them beneath your boots.''
'''Cost:''' Free
'''System:''' All nearby enemies immediately become aware of you. For the rest of the Scene they must make a Resolve + Composure roll at Difficulty 3 to target anyone else with an attack or power. If you display your vampiric nature when initially activating this power, all nearby mortal enemies also gain a -2 penalty on their attack rolls for one round. You cannot use Bring it On and Daunt simultaneously.
'''Duration:''' One Scene
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 85</sub>''
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== DELIRIOUS FEED ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••
'''Amalgam:''' Potence ••
''The vampire uses their enhanced powers to feed in a brutal display of savagery and terror, causing witnesses to repress the memory of the event entirely.''
'''Cost:''' Free
'''Dice Pools:''' Strength + Presence vs. Stamina + Resolve (against Vampires)
'''System:''' The user feeds aggressively from a restrained target or after a bite attack (V5 core, p.213) as usual.
If the victim is mortal, they will immediately forget the scene in which the feeding took place, although they will remember that something vague yet terrible happened.
If the target is a vampire, the user must succeed on a Strength + Presence vs. Stamina + Resolve test. On a success, the victim must roll for Terror Frenzy with a difficulty equal to the margin of success.
In addition, all mortal witnesses have trouble remembering the events that took place with any accuracy, needing to pass a Wits + Resolve check at Difficulty 3 in order to remember any specific details about vampire, feeding, or scene in which the feeding took place. If they fail this roll, their memories will fill the blanks in an effort to rationalize what took place. This will usually include getting some details wrong.
The Storyteller may decide that such a brutal intimidation tactic may cause Stains when used on particularly innocent targets.
'''Duration:''' One feeding
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
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''<sub>V5 Companion, pg. 62</sub>''
''<sub>V5 Companion, pg. 62</sub>''
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== MELPOMINEE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••
 
 
''The voice of the user becomes like that of a siren, able to entrance or terrify by itself, without the user having to be present. The voice can affect anyone within earshot but does not retain its ability if recorded or electronically transmitted.''
 
 
'''Cost:''' Free
 
 
'''System:''' The vampire is able to use ''Awe'', ''Daunt'', ''Dread Gaze'', ''Entrance'', and ''Majesty'' through their voice alone. They do not need to see the target, and the target does not have to be in their presence save to be close enough to hear their voice.
 
 
'''Duration:''' N/A
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 80</sub>''
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== PREDATOR'S LURE ==
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'''Presence''' ••
 
 
''You can call to a nearby victim with your thirst. Your desire becomes a subliminal siren's call that can draw the unwary down dangerous paths and into your waiting arms.''
 
 
'''Cost:''' None or One Rouse Check
 
'''Dice Pools:''' Manipulation + Presence vs Composure + Resolve
 
 
'''System:''' You summon a victim within 50 meters to your current location. If you cannot see your victim this power requires a Rouse check. Mortals normally succumb to this power without a roll but paranoid, wary, or particularly alert mortals may attempt to resist your call. A victim can only be targeted by this power once per Scene and they are drawn to you by an inexplicable urge, almost as if following a barely perceptible melody or scent.
 
 
'''Duration:''' One Scene
 
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 85</sub>''
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''<sub>Core Book, pg. 267</sub>''
''<sub>Core Book, pg. 267</sub>''
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<br>
 
== THE ECLIPSING SUN ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' •••
 
'''Amalgam:''' Dominate •••
 
 
''The user shines with a radiant glow, forcing others to subjugate and prostrate themselves before their glory.''
 
 
'''Cost:''' Two Rouse Checks
 
 
'''System:''' The user shines with blinding light, forcing anyone who sees them to make a Willpower roll against the user’s Presence rating. Those who fail must bow or kneel for two turns, completely immobilized. If they are attacked, the targets snap out of it and are able to defend themselves in time.
 
 
'''Duration:''' Two turns
 
<div style='text-align: right;'>
''<sub>Fall of London, pg. 165</sub>''
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''<sub>Core Book, pg. 268</sub>''
''<sub>Core Book, pg. 268</sub>''
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== TRUE LOVE'S FACE ==
== SIREN'S SONG ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
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'''Presence''' •••
'''Presence''' •••


'''Amalgam:''' Obfuscate •••
'''Amalgam:''' Dominate ••




''Using a potent cocktail of concentrated emotion and illusions, the vampire can alter a mortal’s blood resonance or even risk a vampire’s connection to Humanity. The victim (and only the victim) perceives the vampire as a mortal they hold strong emotional ties with (such as hate for a rival, passion for a new lover, or the complicated feelings a vampire holds for their Touchstone).''
''When a Siren performs, they evoke intense emotions in their audience. Lust, fear, rage, or more subtle drives are theirs to command. Though oft associated with the Daughters of Cacophony, Malkavians and Toreador have also been known to make use of this power.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Presence vs. Composure + Wits
'''Dice Pools:''' Manipulation + Performance vs Composure + Resolve
 
 
'''System:''' Make a Manipulation + Performance vs Composure + Resolve. If you win, you instill an emotion of your choice into one listener. They lose a number of dice equal to the roll’s margin on tests that don’t directly align with your chosen emotion (e.g., fleeing from fear; or satisfying lust).
 
 
Alternatively, the vampire may apply their Siren’s Song to a crowd of people. Make a Manipulation + Performance test versus the highest Composure + Resolve pool in the room. If successful, the Kindred affects a number of people determined by the roll’s result. If only part of an audience is affected, those with lower Composure + Resolve are affected first. When affecting a crowd, those affected all have one fewer die to take actions not related to your chosen emotion.
 
<br>
 
* One success: one person
* Two successes: a handful of people
* Three successes: a dozen or so people
* Four successes: a medium-sized crowd (Storyteller’s discretion)
* Five or more successes: a large crowd (Storyteller’s discretion).
 
'''Duration:''' One scene
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
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== THROWN VOICE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' •••
 
'''Amalgam:''' Auspex •
 
 
''The vampire can cause their voice to emanate from any point within sight, whether as a whisper or shout. The voice is audible as if the vampire was standing in that spot and can be heard by anyone within earshot, depending on strength. The voice can also be left in a location, continuing to lure or terrify those who stray, depending on the power used.''




'''System:''' To impersonate someone the victim has strong emotions for, the vampire must know their appearance and what the victim feels
'''Cost:''' One Rouse Check
for them. How they uncover this will vary between vampires. When activated the Storyteller rolls a hidden contest between the user’s Manipulation + Presence and the victim’s Composure + Wits, where failure means the visage holds no emotional charge, which is deeply uncanny and sours any social interaction with the victim. It also prevents them from falling victim to this power for the rest of the story.




On a win, the vampire adds their Presence rating to any rolls for affecting a mortal’s resonance or a vampire’s emotional state. Appearing as a vampire’s Touchstone is a dangerous game, especially if the victim possesses Sense the Unseen (see Vampire: The Masquerade, p. 249), but played right it can lead to Stains for the victim as their Touchstone appears to become damaged or detached entirely through shifts in behavior, ideals, or even apparent death.
'''System:''' No roll is required, apart from the Rouse Check. If using this power in combination with ''Irresistible Voice'', ''Melpominee'', or similar powers, they must roll as usual.




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<div style='text-align: right;'>
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''<sub>Cults of the Blood Gods, pg. 85</sub>''
''<sub>Players Guide, pg. 80</sub>''
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== THE ECLIPSING SUN ==
== TRUE LOVE'S FACE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' •••
'''Presence''' •••


'''Amalgam:''' Dominate •••
'''Amalgam:''' Obfuscate •••
 
 
''Using a potent cocktail of concentrated emotion and illusions, the vampire can alter a mortal’s blood resonance or even risk a vampire’s connection to Humanity. The victim (and only the victim) perceives the vampire as a mortal they hold strong emotional ties with (such as hate for a rival, passion for a new lover, or the complicated feelings a vampire holds for their Touchstone).''




''The user shines with a radiant glow, forcing others to subjugate and prostrate themselves before their glory.''
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Manipulation + Presence vs. Composure + Wits




'''Cost:''' Two Rouse Checks
'''System:''' To impersonate someone the victim has strong emotions for, the vampire must know their appearance and what the victim feels
for them. How they uncover this will vary between vampires. When activated the Storyteller rolls a hidden contest between the user’s Manipulation + Presence and the victim’s Composure + Wits, where failure means the visage holds no emotional charge, which is deeply uncanny and sours any social interaction with the victim. It also prevents them from falling victim to this power for the rest of the story.




'''System:''' The user shines with blinding light, forcing anyone who sees them to make a Willpower roll against the user’s Presence rating. Those who fail must bow or kneel for two turns, completely immobilized. If they are attacked, the targets snap out of it and are able to defend themselves in time.
On a win, the vampire adds their Presence rating to any rolls for affecting a mortal’s resonance or a vampire’s emotional state. Appearing as a vampire’s Touchstone is a dangerous game, especially if the victim possesses Sense the Unseen (see Vampire: The Masquerade, p. 249), but played right it can lead to Stains for the victim as their Touchstone appears to become damaged or detached entirely through shifts in behavior, ideals, or even apparent death.




'''Duration:''' Two turns
'''Duration:''' One scene


<div style='text-align: right;'>
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''<sub>Fall of London, pg. 165</sub>''
''<sub>Cults of the Blood Gods, pg. 85</sub>''
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''<sub>Core Book, pg. 268</sub>''
''<sub>Core Book, pg. 268</sub>''
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<br>
 
== MAGNUS OPUS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••••
 
'''Amalgam:''' Auspex •••
 
 
''A favored power of the Roses, with this ability, the users may sublimate and infuse the powers of the blood into their works of art — capable of rendering sculptures so beautiful as to make the viewer fall in love with them, or paintings of such ghastly disquiet they make even the most visceral Caravaggio seem facile by comparison. This masterwork is merely an illusion, however — a flash-in-the-pan beauty that does not withstand deep scrutiny.''
 
 
'''Cost:''' One or more Rouse Checks
 
'''Dice Pools:''' Charisma, Manipulation + Crafts
 
 
'''System:''' Before embarking on a '''Project Roll''' to create a work of art the user must make one Rouse Check for each roll made. The difficulty of the project must be 10 or higher. Upon successful completion of the project, the user finds that residual traces of their Presence linger with the work itself.
 
 
When your artwork is on display, audiences must roll Composure + Resolve (Difficulty equal to the user's Presence rank)or succumb to the rough equivalent of either Awe or Daunt exuding from the piece. A Critical Success on the resistance roll renders the subject immune to further influence by the piece.
 
 
Note: By integrating Disciplines into its creation, the work of art has no true staying power, aside from the initial exposure. Critics and observers may find themselves suddenly able to critique flaws or imperfections once they have left the immediate area.
 
 
'''Duration:''' n/a
 
<div style='text-align: right;'>
''<sub>Winter's Teeth, vol. 3</sub>''
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== SUFFUSE THE EDIFICE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••••
 
 
''While present in a building or similar locale the vampire is able to extend the powers of Awe, Daunt, and Majesty through the very structure of the building. Anybody in the building or looking at it will be affected by these powers, reacting to the building as if the vampire themself is present.''
 
 
'''Cost:''' N/A
 
'''Dice Pools:''' As power transmitted
 
 
'''System:''' Anyone seeing the building from outside or who are present inside it needs to resist the power used as if the vampire was present, unless the vampire is within eyesight, at which point they themselves becomes the focus. As a building does not generally make Skill checks, apply the bonuses instead to any reaction the victim has to the place. A nightclub under the influence of Awe will have queues stretching around the block, while a haven under Daunt will turn away all but the most staunch investigators. Use of Majesty has to be done with extreme caution, as the results can be spectacular and volatile, far exceeding the effect of the more subtle powers.
 
 
'''Duration:''' As power transmitted
 
<div style='text-align: right;'>
''<sub>SUFFUSE THE EDIFICE, pg. 80</sub>''
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''<sub>Core Book, pg. 268</sub>''
''<sub>Core Book, pg. 268</sub>''
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== MAGNUS OPUS ==
== WINGMAN ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Presence''' ••••
'''Presence''' ••••
'''Amalgam:''' Auspex •••




''A favored power of the Roses, with this ability, the users may sublimate and infuse the powers of the blood into their works of art — capable of rendering sculptures so beautiful as to make the viewer fall in love with them, or paintings of such ghastly disquiet they make even the most visceral Caravaggio seem facile by comparison. This masterwork is merely an illusion, however — a flash-in-the-pan beauty that does not withstand deep scrutiny.''
''The Kindred’s Presence can be extended to another subject, helping in all sorts of situations from tense negotiations to hitting the town in search of romance, prey, or both.''




'''Cost:''' One or more Rouse Checks
'''Cost:''' One Rouse Check in addition to power used


'''Dice Pools:''' Charisma, Manipulation + Crafts


'''System:''' As a full action and with an additional Rouse Check, the user can provide the benefits of one of their Presence powers to another willing vampire, using the Presence rating and Blood Potency bonus of the vampire using Wingman.


'''System:''' Before embarking on a '''Project Roll''' to create a work of art the user must make one Rouse Check for each roll made. The difficulty of the project must be 10 or higher. Upon successful completion of the project, the user finds that residual traces of their Presence linger with the work itself.


If the subject also possesses Presence, use the higher of the bonuses but not both. The subject cannot gain the benefit of the same Presence power twice. The vampire using Wingman cannot use the same power on themselves while extending it to another subject. Both the user or the subject must be visible to anyone affected by the extended power.


When your artwork is on display, audiences must roll Composure + Resolve (Difficulty equal to the user's Presence rank)or succumb to the rough equivalent of either Awe or Daunt exuding from the piece. A Critical Success on the resistance roll renders the subject immune to further influence by the piece.


 
'''Duration:''' As power used.
Note: By integrating Disciplines into its creation, the work of art has no true staying power, aside from the initial exposure. Critics and observers may find themselves suddenly able to critique flaws or imperfections once they have left the immediate area.
 
 
'''Duration:''' n/a


<div style='text-align: right;'>
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''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Blood-Stained Love, pg. 152</sub>''
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''<sub>Core Book, pg. 268</sub>''
''<sub>Core Book, pg. 268</sub>''
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''<sub>Core Book, pg. 269</sub>''
''<sub>Core Book, pg. 269</sub>''
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Latest revision as of 23:10, 10 January 2024

PRESENCE

Enthrallment | Superstardom | Melpominee | Sublimitas


Most vampires are creatures of grace and lethality. Associated with horrific violence and devastating beauty, Kindred embody opposites, alternating between nightmare and dream depending on the onlooker and the vampire’s whims. Presence is a Discipline that expresses this bipolar existence. Used to attract victims or disperse them in fear, Presence allows crowd control, emotional manipulation, and enforced devotion. A mortal’s greatest fear could stand before them and suddenly look like the most radiant creature on Earth.


Many Presence practitioners use this Discipline to easily acquire feeding vessels, while others use it do stalk the night as creatures of horror, making weak-willed kine flee terrified, unsure of what they’ve just seen. Effective as a lure as well as a defense, vampires with Presence enjoy an easier nightlife at the expense of forgetting what feelings projected at them are normal and which are compelled.




CHARACTERISTICS


Discipline presence.png
  • Type: Mental
  • Masquerade Threat: Low-Medium.
    A subtle power, people seldom realize Presence has affected them at all. As with most Disciplines, its higher powers can leave puzzled witnesses behind, especially once the effects wear off.
  • Blood Resonance: Sanguine.
    The beautiful and lustful, those completely infatuated with the vampire, models and actors and movie stars, compelling public and private speakers from politicians to car salesmen, YouTube sensations and Instagram influencers.


Presence affects the emotions of those subject to it, not the minds. While this is useful in that victims are cognizant (unlike Dominate), they are not under the direct control of the user and are thus often unpredictable. In order to be affected by Presence, the subject must be in the physical presence of the user or at least within earshot. The Discipline does not transmit electronically unless the user possesses Star Magnetism (Presence 5). Detecting the use of Presence is very hard unless one has access to Sense the Unseen (Auspex 1) and can even then be too subtle to notice unless one is looking for it specifically.


Presence power effects do not stack, so someone using Awe and Entrancement on the same subject would only add their Presence rating once for any Social-based Persuasion rolls.


In combat, only the Dread Gaze and Majesty powers have any effect, as charm is of little use when someone has decided they want you hurt.