With this discipline, the vampire can project their charisma and personality outwards in a superhuman way. Unlike powers like Dominate, which take direct control of the victim's will, Presence distorts the victim's perception of the vampire. A vampire who masters this ability can appear as anything from wonderful to terrifying without the victim even understanding what is going on. However, it is worth considering that the result of the power is not always what the practitioner might have wanted.
Awe
With this power, the vampire appears significantly more beautiful, pleasant and remarkable in the eyes of other people. People in the environment feel drawn to the vampire, listen more attentively to what they say and find themselves agreeing with the vampire more often than usual. The power can be used in a multitude of ways ranging from getting people to listen a little extra during a speech, to more surgically pitching a specific question or compliment to another individual.
Daunt
Instead of projecting their charisma and attraction, the vampire instead creates a menacing feeling around themself. Just like with Awe, the people around them have a tendency to listen, but in this case it's more out of fear and horror instead of admiration. Threats appear more realistic and the surrounding people generally become more careful not to give the vampire a reason to get upset.
Cost: None
System: The player holds up a clenched fist at shoulder height with the palm facing forward. No mental duel required. People in the environment find the character more interesting, fascinating and listen more attentively when they speak. The power may make people agree with the character more easily, but it is not strong enough to make someone hold opinions that go against their personal values.
Cost: None
System: The player holds up a clenched fist at shoulder height with the palm facing backwards. The power has the opposite effect compared to Awe in that it creates fear and a feeling of menace rather than awe. The environment still listens attentively when the character speaks, but attempts to persuade other people do not have the same effect. Threats, however, are much more effective when this power is active and are taken more seriously than before.
NOTE: It should be noted for both of these powers that they gain their effect in comparison to how the environment normally perceives the character. Overuse of Awe or Daunt causes the mind to gradually become accustomed to the effect and temporarily stop perceiving the projected emotion as unusual.
Dread gaze
With a glance, the character momentarily exposes a victim to his own Best enhanced with the social effects of the discipline. This is often accompanied by hissing, baring of fangs or similar behavior. People usually flee in panic, while kindred either back away like whipped dogs or fall into utter terror.
Cost: Hunger +1
System: The player looks at their victim, hisses and says "dread gaze" followed by their MV. If the player wins, the victim is paralyzed with terror for the next five minutes and cannot act against the player except in direct self-defense. If the power is successfully used on a character with hunger 3 or higher, the character is instead hit by Rötschreck and flees from the player. If the victim has a higher MV, they are not affected. Humans and ghouls instead flee immediately if they have a lower MV and are stunned if they win. Although the power is visible to those around it, it only affects one victim at a time.
Entrancement
The character focuses their supernatural charisma on a chosen victim who suffers a temporary but extremely strong attraction and obsession with the character. The effect can be compared to a sudden infatuation or admiration and is to some extent comparable to the blood bond. During the effect, the victim will do anything they can to impress or gain praise from the character, in any way they think would get that result. The effect ends abruptly after a time, which often leads the victim to suspect that they have been manipulated with potentially dramatic reactions as a result.
Cost: Hunger +1
System: The power is activated during a conversation between the player and the victim. The player says "entrancement" followed by their MV. If the player wins, the victim will for one month do everything they can to help the player and impress them. The power cannot cause the victim to carry out directly self-destructive actions or violate deeply held ideals or beliefs. After the month is over, the effect disappears as suddenly as it came. Most kindred realize at this point that they have been manipulated in some way and react accordingly. Mortals have more of a tendency to dismiss it as a sudden crush.
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