Presence Presence can be seen as sort of a supernatural magnitude of charisma, personality and appeal. Particularly among mortals, Kindred possessing this Discipline are often seen as being magnetic or having an intangible quality that draws people to them. While Dominate controls the logical and conscious mind, Presence appeals to the emotions of the subject. Basic Awe: When you employ this power, everyone near you becomes intensely attracted to you. They will do nearly anything to be close to you, although their fascination is not so complete that they will endanger themselves. The effects last only as long as the subjects are in your presence, but the next time they see you, the feelings are likely to be reawakened. Dread Gaze: You are able to inject others with feelings of terror and fear by looking into their eyes. By defeating your target in a Social Challenge, you can cause her to run from you in a panic. Unable to take any action against you or to initiate a challenge, the victim must flee the area without stopping until out of your presence. For the next hour, he actively avoids you and leaves immediately should you appear. If somehow forced to remain in your presence, the individual will be extremely uncomfortable and must bid an additional Trait in all challenges against you. If you attack the victim, he may defend himself as normal. Advanced Entrancement: This Discipline describes your ability to attract, sway and control others. Your seductive glamour ensnares everyone you look upon - even those who despise you and wish you harm can be rendered civil, if not docile. You may attempt to Entrance an individual by engaging him in a Social Challenge. If you are successful, the target must speak to you politely and in a civil manner. Furthermore, he may not attack you while Entranced. The Entrancement is broken if you initiate an act of aggression against the subject or behave in an obviously insulting or crude manner towards him - otherwise, the power lasts for one hour. If the user breaks the Entrancement by attacking the individual, she may not Entrance that individual again for the remainder of the night. Summon: You can demand the immediate appearance of a person known to you, and he will come. Even across great distances, your mental summoning is not easy to resist. The standard method of employing this power is to select an out-of-game envoy to carry out your summons. This should be someone who doesn't mind or who can take the time out to perform the duty. You declare to the envoy the number of Social Traits you wish to devote to the power. Each Social Trait beyond the first allows a retest if the subject wins the Social Challenge or resists the power of the call. In the meantime, you must remain in the same place so that the subject can find you if he loses the challenge. Any Social Traits invested in the call are considered lost, even if the subject relents. There will often be quite a time lag when using this power. This is easy to understand when one considers the amount of time it will take to find the subject, engage in a challenge and respond. Players are therefore advised not to use this power frivolously. Majesty: You exude an aura of power an insurmountable might. Those around you find it difficult to think about, let alone act out, offenses against your person. You can expect to be treated with great respect, if not awe. The effect of this Discipline extends about ten paces from you and immediately fades if you take offensive actions against anyone within range of your power. This effect is always active while you are conscious and takes no effect on your part. However, when in question, your should signify that you have Majesty by holding your arms out from your sides when you enter a room or other area. Anyone attempting an offensive or aggressive action against you must first defeat you in a Social Challenge. If the attacker fails, she cannot continue with the planned action and cannot challenge your Majesty again that evening. Furthermore, unlike other powers, the subject may not spend a Willpower Trait to ignore Majesty's initial effects, although at a later time, she may spend one to challenge its effects. At least and hour mst pass before the next attempt. Master Love: Similar to Entrancement, only much more compelling, this power duplicates the effects of Blood Bond for as long as the target is in the presence of the character. Rage: The vampire may induce feelings of irritation and hostility in those around him. The slightest spark will generally be enough to cause arguments and fights. Mind Numb: While Presence generally creates emotions in people, Mind Numb actually removes them. When a character uses this power, those around him lose whatever emotions they were feeling, retaining only a dull numbness. They lose all motivation or reason for action and tend to do nothing. They do continue any rote tasks to which they have been habituated, and even begin such tasks if left with nothing else to do. While this power does not lower victim's Intelligence, they think about nothing except whatever sensory input they are currently receiving. They will not react to anything but simple and immediate input, because they feel nothing about it. They will not get angry at someone who yells at them and will not become frightened if put in danger. Mind Empathy: Like Mind Numb, Mind Empathy removes emotions instead of creating them. However, where Mind Numb is a bludgeon, Mask Empathy is a scalpel, delicately cutting awat at the ties between people. Essentially, it removes the links between people in the character's vicinity by cutting off emotional bonds. Lovers stop loving, friends care nothing for one another and alliances fade like fog. People begin to behave like completely autonomous units, without amy perception of or a desire for community. Invoke Frenzy: Like the sun or a flame, the character can send other Kindred into frenzy at will. Heart of the City: A character with this level of Presence has become so integral to the life of an urban area that she can affect the emotions of all who call it home. The character can make everyone in it's confines feel one emotion of her choice, though only in a subtle manner. This power cannot, for example, cause the residents of a city to turn upon one another in rage - unless, perhaps they were already in a state of great anger. Tourists are much less affected than the cities residents. Those with a close tie to the city, but living elsewhere, will be almost as powerfully affected as current citizens. Demigod Dream World: A character with this potent power can affect the dreams of everyone in the world. The character can send symbols, themes, stories, images - anything she wants, even nightmares.
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