Nocturne V.2
A World of Darkness Sim
VAMPIRES
THE CHILDREN OF CAINE
PRESENCE
Presence is the Discipline of emotional manipulation. Vampires with this power can inspire passionate fervor or unreasoning terror in mortals and Kindred alike. In addition, unlike most Disciplines, some of Presence's powers can be used on entire crowds at one time. Presence can transcend race, religion, gender, class, and (most importantly) supernatural nature. As such, this subtle power is one of the most useful Disciplines a vampire can possess.
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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.
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NOTE: The effects of presence are too subtle to usually recognize, however those that are experienced with it might later recognize it for what it was. Also any obscene displays might raise questions.
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LEVEL 1
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â—‰ Awe
This makes vampire appear magnetic, drawing people's attention to them. Those listening to the vampire speak might suddenly agree on subjects where they once held different viewpoints. While this power doesn’t cause rapt infatuation, it is still strong enough to sway the minds of most mortals.
System:
Free Action
Duration: A Scene
Vampire may add their Presence rating to any Charisma rolls.
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While Awe is activated the vampire does draw attention and appear to be either attractive or fascinating. However it does not mean that others going to act on it, throw themselves at the vampire's feet, or do anything that vampire asks them to do but they would note vampires magnetism.
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LEVEL 2
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◉◉ 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 victim, stupefying him into madness, immobility, or reckless flight. Even the most stalwart individual will fall back from the vampire's horrific visage.
System:
Resisted Action
ROLL: Resolve + Presence vs Resolve + Composure
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Successes Result
Failure target is startled but no actual benefit is gained.
1 victim is cowed and unable to act for a turn unless in self defense.
3+ victim runs away in fear.
Victims who have nowhere to run claw at the walls, hoping to dig a way out rather than face the vampire.
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LEVEL 3
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◉◉◉ Entrancement
The vampire focuses their unnatural allure on a single person, instilling in them a rapt fascination or infatuation akin to falling head over heels in love or meeting one’s lifelong idol. The person affected does their best to remain in the vampire’s good graces, but stops short of causing themselves or their other loved ones physical harm.
System:
Resisted Action
ROLL: Charisma + Presence vs Wits + Composure
Costs 1 Blood Point
Duration: A Scene + 1 hour per level of Presence after the scene ends.
This Power is NOT usable in Combat.
Upon success vampire may add their Presence rating to any Manipulation rolls against the victim of this power. The one under the effect of this power will also not harm vampire in any way but they may defend themselves if attacked. ​
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LEVEL 4
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◉◉◉◉ 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.
System:
Resisted Action
ROLL: Resolve + Presence vs Resolve + Composure
Costs 1 Blood Point
The number of successes indicates the subject's speed and attitude in responding. ((please note movement speed and distance play a factor))
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Successes Result
Botch Subject cannot be Summoned by that vampire for one month
Failure Subject cannot be Summoned by that vampire for one week.
1 - 4 Subject hears the call and will approach or may not if they know this is dangerous
5+ Subject rushes to the vampire, doing anything to get to the summoner, even if it is dangerous. ​​
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LEVEL 5
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◉◉◉◉◉ Majesty
At this pinnacle of the Discipline the vampire can amplify their countenance to supernatural levels. Whether they appear as heartrendingly beautiful, monstrously terrifying, or wielding absolute command, everyone who views them is struck by their image, unable to act or even speak against the vampire. To experience Majesty is to be in the presence of the divine - or the infernal.
System:
Resisted Action
Costs 1 Blood Point
Duration: A Scene
People in the presence of the user can only stare, slackjawed, or avert their eyes in fear or submission. The result depends on amount of successes scored by the target of the power.
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Roll Charisma + Presence, Difficulty 10. Then everyone in the scene rolls Wits + Composure, Difficulty 10.
Majesty User's Successes - Resist Roll Successes = Majesty effect.
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Successes Result
Botch Your attempt at majesty fails and backfires as everyone in the scene sees you as a loathsome figure.
Failure Majesty just did not work.
1 - 4 Successes scored over someone dictates for how many turns they are able to resist your power before they succumb to it's full effect.
5+ The target will go to obscene lengthsa to please you, ready to humiliate themselves. Yet this does not make them attack allies.
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While under the effect of Majesty you may not attack the vampire verbally or physically in any way.
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NOTE: If vampire attacks the someone who is under effect of their Majesty then the effect breaks. Also Majesty does not allow you to actually control someone, which means that while you can stop others from attacking you, you still can't turn allies to attack each other even if they are under the effect of this power.
NOTE II: As a user of this power please remember that consent is required on this sim. This means that even someone botches their resist roll, do not ask them to do something they are uncomfortable with in OOC. ​​
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=========================[GENERATION 7 ONLY]=========================
Generation 7 characters who have achieved ranks 1-thru 5 in this discipline may purchase ONE of the following disciplines below. The character may buy all level 6 ranks providing it is an IN CLAN discipline.
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◉◉◉◉◉◉ 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 not 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:
Resisted Action
ROLL: Charisma + Presence vs Wits + Composure
Costs 1 Blood Point
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 Social rolls against the character by 1. 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.
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◉◉◉◉◉◉ Paralyzing Glance
Some elders have honed their mastery of Dread Gaze to such a degree that they are said to be able to paralyze with a look. 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:
Resisted Action
ROLL: Charisma + Presence vs Wits + Composure
Costs 1 Blood Point
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 Willpower roll (Difficulty set by Paralyzing Glance roll). One success ends the paralysis. A botch sends the victim into a continuous state of Rötschreck for the rest of the night.
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Successes Result
1 Three turns
3 Remainder of the scene
4 One hour
5 Rest of the night
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=========================[GENERATION 6 NPC ONLY]=========================
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◉◉◉◉◉◉◉ 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:
Resisted Action
SPEND 2 Blood Point
ROLL: Resolve + Composure, (Difficulty 14)
Others may try to resist it by Rolling Resolve + Composure (Difficulty set by Cooperation roll.)
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
While this power is in effect, 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. For example, difficulties to resist frenzy in response to insults from within the target group are decreased by 5 and certain Social Flaws may be decreased in impact for the duration of Cooperation.
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Successes Result
1 Two people
2 Four people
3 Eight people
4 20 people
5 Everyone in the character's immediate vicinity
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◉◉◉◉◉◉◉ Fires of Conviction
Embolden a crowd to riot in the name of some cause
System:
Resisted Action
SPEND 2 Blood Point
ROLL: Resolve + Composure, (Difficulty 14)
Others may try to resist it by Rolling Resolve + Composure (Difficulty set by Fires of Convitcion roll.)
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
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Successes Result
1 Two people
2 Four people
3 Eight people
4 20 people
5 Everyone in the character's immediate vicinity
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◉◉◉◉◉◉◉ Mind Numb
Drain the people around you of motivation or incentive to act
System:
Resisted Action
SPEND 1 Blood Point
ROLL: Resolve + Composure vs Resolve + Composure
The victim losses all motivation and stops what they are doing. Can't be used in combat.
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◉◉◉◉◉◉◉ Phobia
Make someone irrationally afraid of something
System:
Resisted Action
SPEND 1 Blood Point
ROLL: Resolve + Composure vs Resolve + Composure
The victim can be scared away from doing something.
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