Presence
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 vampires 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 vampires
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 vampires
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 (Clanbook:Toreador)
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. Enrage
Roll:
Manipulation + Subterfuge, difficulty 8
The vampire
may enrage others. Vampires so enraged must immediately
spend a willpower point to avoid frenzy. The number of victims
affected is as follows:
1 suc.
two people
2 suc. four people
3 suc. eight people
4 suc. twenty people
5 suc. everyone in the vicinity
6. Intensification
(Clanbook:Toreador)
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. Sirens
Song (Clanbook:Toreador)
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 (Clanbook:Toreador)
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 (Clanbook:Toreador)
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. Mask
Empathy
Roll:
Manipulation + Subterfuge, difficulty Willpower
Resist
(vampires): Willpower, difficulty 6
The vampire
may make a group of people lose all special interests, like
love, friendship, or comraderie, in each other. The number
of victims affected is as follows:
1 suc.
three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity
7. Mind
Numb
Roll:
Manipulation + Intimidation, difficulty Willpower
Resist
(vampires): Willpower, difficulty 6
The vampire
may make a group of people apathethic, even if in danger,
or insulted. The number of victims affected is as follows:
1 suc.
three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity
8. Invoke
Frenzy
Roll:
Manipulation + Empathy, difficulty Willpower
Resist:
Self-Control, difficulty 7
The vampire
may put a vampire into a frenzy. The type of frenzy is at
the discretion of the vampire.
9. Heart
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
10. Dream
World
Roll:
Wits + Etiquette, difficulty 9
The vampire
may broadcast messages, in dreams, to the entire world,
or one city, or one individual. The impact of these dreams
is as follows:
1 suc.
The target may or may not remember the dream, but it may
have subconscious effect.
2 suc. The target remembers bits and pieces of the dream.
3 suc. The target remembers most of the dream.
4 suc. The target remembers all of the dream, and will later
reflect on it.
5 suc. The target has probably been permanently traumatized
by the dream, and will certainly never forget it.