1 - Awe
Roll: Charisma + Acting, difficulty 7
The vampire can make others attracted to
her. Once a target has spent one willpower point for each success, the
effect is ignored, and the target can not be affected for the rest of the
scene. The number of victims affected is as follows:
1 suc. one person
2 suc. two people
3 suc. six people
4 suc. twenty people
5 suc. everyone in the vicinity
2 - Dread Gaze
Roll: Charisma + Intimidation, difficulty
Wits + 3
The vampire can adopt a threatening presence
against a victim. In addition to the loss of one die per success on the
next action, the victim is affected as follows:
botch The victim is immune to all further
uses of Presence by the vampire for the remainder of the story.
failure All accumulated successes are lost.
1 suc. The victim is cowed.
3 suc. The victim flees in horror. If cornered,
she will often adopt the fetal position at the vampire’s feet.
3 - Entrancement
Roll: Appearance + Empathy, difficulty
Willpower
The vampire may enchant the target, who
will seek to please the vampire, of her own free will. The effects last
for the following time periods:
1 suc. one hour.
2 suc. one day.
3 suc. one week.
4 suc. one month.
5 suc. one year.
4 - Summon
Roll: Charisma + Subterfuge, difficulty
variable
The vampire may make another target come
to him. The difficulty varies according to how well the vampire knows the
target, as follows:
dif. 4 The target has previously succumbed
to the vampire’s use of Presence.
dif. 5 The target is someone the vampire
knows.
dif. 7 The target is a stranger.
dif. 8 The target has previously resisted
the vampire’s use of Presence.
The effect only lasts for 24 hours, and
may therefore have to be repeated. The target will home in on the vampire
as quickly as possible, without knowing why, The target will always find
the Caster even if the vampire changes location after using this power.
The degree of the effect is as follows:
1 suc. The target approaches, but with
hesitation.
2 suc. The target approaches, but tentatively.
3 suc. The target approaches.
4 suc. The target approaches with great
haste.
5 suc. The target rushes as quickly as
possible.
5 - Majesty
Resist: Courage, difficulty Charisma +
Intimidation
The vampire is automatically respected
and feared.
6 - Aire of Elation (Toreador Only)
Resist: Self-Control, difficulty Wits +
Expression (Comedy)
The vampire can invoke laughter in others;
they will find whatever she does or says to be hilarious. In fact, they
will have to make a resistance roll to do anything more than laugh.
6 - Intensification (Toreador Only)
Resist: Self-Control, difficulty 7
By spending twenty blood points (no more
than five per day), the vampire can cause an inanimate object to provoke
an emotion of her choice in anyone who looks at it. This object must be
one that looks like it was intended to provoke such a reaction.
6 - Love
Roll: Charisma + Acting, difficulty Willpower
The vampire can influence a victim as if
the victim was blood-bound to her, and under the influence of Entrancement,
as described above.
6 - Siren’s Song (Toreador Only)
The vampire may use her music to invoke
Awe in all who hear it, even on a recording. She may also try to inspire
certain emotions with her music, but this can be unpredictable. This power
also grants three extra dice in all music-related rolls.
6 - Star Magnetism (Toreador Only)
The vampire can extend the influence of
the power Awe to anyone who sees her on film, or sees a painting of her,
if it is a good likeness. She may consciously refrain from doing this,
but at all other times, if someone takes a picture of her (even without
her knowledge), the resulting film will exhibit the effects. Anyone who
sees the film who wishes to resist must do so each time they see the film.
6 - Two-Tiered Communication (Toreador
Only)
Roll: Manipulation + Empathy, difficulty
10 - Perception
By spending a blood point, the vampire
may tell a target one thing verbally, and send a different message subliminally.
The number of successes required is determined by the extent of the difference
between the superficial message and the real message.
7 - Paralyzing Glance
Roll: Man. + Intimidation, difficulty victim's
Willpower
Pumped up Dread Gaze. Success renders the
victim so terrified they can only curl into a fetal position a whimper.
Must make eye contact
1 Suc: Three turns
2 Suc: Five Minutes
3 Suc: Remainder of scene
4 Suc: One hour
5 Suc: Rest of night
6 Suc: A week (or more a storyteller discretion)
8 - Cooperation
Roll:Char. + Leadership
The character may force others to cooperate
for a scene, all those effected by this power are well disposed toward
eachother and are more likely to extend trust and work togeth
1 Suc: Two people
2 Suc: Four people
3 Suc: Eight people
4 Suc:20 people
5 Suc: Everyone in the character's immediate
vicinity
9 - Pulse of the City
Roll: Charisma + Area Knowledge, difficulty
10
The vampire may make all in a city feel
any emotion she wants them to feel, for the following time periods:
1 suc. one minute
2 suc. ten minutes
3 suc. one hour
4 suc. one day
5 suc. one week