This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor,
devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful disciplines
a vampire can have. Presence is notable since, unlike virtually all other disciplines, some of its powers can be used on entire
crowds at a time. The vampire may bring large groups under her sway, so long as her face is visible to those she wishes to
affect - Presence doesn't even require eye contact. Further, this Discipline transcends race, religion, gender, class and
(most importantly) supernatural nature. In theory, the powers have the same chance of affecting a Methuselah as they do a
cab driver. In practice, while Presence can sway virtually any immortal, older and more canny Kindred are much more likely
to notice the influence and resist with preternatural will. Quite aside from its deliberate uses, Presence conveys upon the
vampire an indescribable mystique. She stands out in any crowd, drawing the interest (and often desire) of those around her
even when she's merely standing still. The higher the vampire's Presence, the greater this allure and the more powerful its
impact on others.
Level 1: Awe
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.
Level 2: Dread Gaze
The vampire can adopt a threatening presence against a victim.
Level 3: Entrancement
The vampire may enchant the target, who will seek to please the
vampire, of her own free will.
Level 4: Summon
The vampire may make another target come to him. The difficulty varies
according to how well the vampire knows the target.
Level 5: Majesty
The vampire is automatically respected and feared.
Level 6: Aire of Elation (Clanbook:Toreador)
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.
Level 6: Enrage
The vampire may enrage others. Vampires so enraged must immediately spend
a willpower point to avoid frenzy.
Level 6: Intensification (Clanbook:Toreador)
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.
Level 6: Love
The vampire can influence a victim as if the victim was blood-bound to
her, and under the influence of Entrancement.
Level 6: Siren’s 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.
Level 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.
Level 6: Two-Tiered Communication (Clanbook:Toreador)
By spending a blood point, the
vampire may tell a target one thing verbally, and send a different message subliminally.
Level 7: Mask Empathy
The vampire may make a group of people lose all special interests,
like love, friendship, or comraderie, in each other.
Level 7: Mind Numb
The vampire may make a group of people apathetic, even if in danger,
or insulted.
Level 8: Invoke Frenzy
The vampire may put a vampire into a frenzy. The type of frenzy
is at the discretion of the vampire.
Level 9: Heart of the City
The vampire may make all in a city feel any emotion she wants
them to feel.
Level 10: Dream World
The vampire may broadcast messages, in dreams, to the entire world,
or one city, or one individual.