Presence

“Lilith then showed me […] how she demands respect.”
—The Book of Nod

Majesty.jpg
So yeah, I snuck in late at night, only to find a whole load of people with picks and shovels, brushes and you know, the normal archaeological paraphernalia. Nobody seemed to notice I was even there, at least not at first. They were all too hard at work, and the odd thing for how late at night it was? They all seemed happy. Like drugged happy.

I got to see the hole they were digging. I got to see the big black sarcophagus—I guess obsidian, but why’s there an obsidian coffin in this part of the world? I wanted to get closer, but then this woman, she seemed to be leading the dig, stopped me. She was… I guess “beautiful” is a simple word when describing her poise, her confidence, and her clarity of voice… She asked why I wasn’t working and I stuttered and stumbled over myself. I was bewitched. Is that the word? I couldn’t look away from her.

Then her eyes narrowed. She told me I shouldn’t be there. She looked unhappy. My heart broke. It sounds ridiculous, but somehow I’d fallen head over heels in love with her within a minute. I fell to my knees, but she commanded me to leave, and it was like she was a nightmare from my childhood all of a sudden. She was… She went from love to hate.

I couldn’t help but get the hell out of there and never look back. I know where the dig is, and it’s still going on, but I’m too terrified to return. What did she do to me?

Clans: Brujah, Salubri, Setites, Toreador, Ventrue
Nicknames: Charm (common), enthrallment (common), star mode (slang), sublimitas (archaic), superstardom (slang)

Overview

Vampire the Masquerade (4th ed.)

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.

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 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.

The Brujah, Followers of Set, Salubri, Toreador, and Ventrue clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.

Vampire the Requiem (1st ed.)

One of the most legendary powers of the undead is the ability to attract, sway and control the emotions of others, especially those of mortals. Presence is perhaps the most versatile of Disciplines, for its potential uses and applications are both varied and multitudinous. The more savvy the practitioner, the more use they can get out of each of the Discipline’s levels.

By and large, the Kindred who choose to develop their Presence abilities are those who recognize that one achieves more with honey than with vinegar. Those who swear by Presence often find Dominate, seen as “the flip side of Presence,” to be both boorish and crass, and they would swear to calling upon it only in times of dire need.

Vampire the Requiem (2nd ed.)

Presence draws on the Beast’s animal magnetism to amplify a vampire’s force of personality, making people like them and want to make them happy even though normally those people wouldn’t give a shit about them. People like the vampire and want to be around them just because it feels good. Presence also has another application, but it’s not inspiring fear like many Kindred think. The Beast doesn’t need fear. Fear is rational, understandable—a reaction to a presented stimulus. Any idiot can make people fear them. Presence indulges the Beast’s desire to cause abject terror.

Vampire the Masquerade (5th ed.)

Most vampires are creatures of grace and lethality. Associated with horrific violence and devastating beauty, Kindred embody opposites, alternating between nightmare and dream depending on the onlooker and the vampire’s whims. Presence is a Discipline that expresses this bipolar existence. Used to attract victims or disperse them in fear, Presence allows crowd control, emotional manipulation, and enforced devotion. A mortal’s greatest fear could stand before them and suddenly look like the most radiant creature on Earth.

Many Presence practitioners use this Discipline to easily acquire feeding vessels, while others use it do stalk the night as creatures of horror, making weak-willed kine flee terrified, unsure of what they’ve just seen. Effective as a lure as well as a defense, vampires with Presence enjoy an easier nightlife at the expense of forgetting what feelings projected at them are normal and which are compelled.

Characteristics

Type: Mental
Masquerade threat: Low-Medium. A subtle power, people seldom realize Presence has affected them at all. As with most Disciplines, its higher powers can leave puzzled wit- nesses behind, especially once the effects wear off.
Blood Resonance: Sanguine. The beautiful and lustful, those completely infatuated with the vampire, models and actors and movie stars, compelling public and private speakers from politicians to car salesmen, YouTube sensations and Instagram influencers

Detecting Presence: Unlike Dominate, Presence is a subtle Devotion, and other night-folk don’t always know they’ve been targeted with it.

• Victims can know if the vampire tries to use Presence on them and gets a setback.
• Victims always know if they are compelled to perform out of character actions (including revealing secrets they wouldn’t have).
• If the victim only performed actions they could have plausibly performed on their own, they are likely to conclude their actions were fully their own. As such, vampires who use Presence in a subtle rather than blunt manner can get away with quite a lot.

It goes without saying that ordinary mortals are likely to believe their actions on their own, though sufficiently out of character actions may cause them to question their own sanity.

After it Wears Off: The victim’s attitude towards the vampire when Presence wears off depends on their previous attitude and how they were treated. This applies equally to victims who are mortals or other vampires.

• A neutral or well-disposed victim who was treated well (and who doesn’t realize they were affected with Presence) is likely to remain well-disposed towards the vampire.
• An unfriendly victim who was treated well may improve their attitude, or go back to their old attitude, depending on their previous relationship with the vampire and how the vampire continues to treat them.
• A victim who realizes the vampire used Presence on them (see above) is likely to regard it as an attack on their person and respond accordingly.

Obviously, none of this applies to Presence Devotions that inspire fear or other negative emotions towards the vampire.


Presence • Devotions


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Common Devotions


Awe

The vampire broadcasts an aura of power, importance, and desirability. They take Advantage on related Social rolls against the people around them. Everyone ignores or laughs off anything inappropriate the vampire does that doesn’t directly harm them or people they care about. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.

Behind the Throne

(Obfuscate • amalgam)
Presence is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them allows one to direct attention while unobserved. This Devotion allows the vampire to focus the effects of Presence Devotions on someone else, as if they had used it instead of the vampire.

Confess

The vampire tells the victim to confess a recent bad deed they’ve personally committed. (“Recent” is recent enough to still weigh on the victim’s mind—the past few days for most garden-variety sins, but longer for especially vile ones.) If the victim isn’t in a setting or emotional state where they might believably confess their sins, they are likely to react with hostility and alarm.
This Devotion is very popular among the Sanctified.
Prerequisite: The victim must be a mortal.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 2+.
Dice Pool: Carisma + Presence. Don’t roll against non-agitated mortals.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.

Dread Presence

The vampire exudes an aura of fear and subtle menace. They take Advantage on Intimidation rolls against the people around them. People shy away from the vampire and back down from confrontations that don’t risk harm to things they seriously care about. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.

Enchanting Gaze

The vampire stares deeply into a victim’s eyes and makes themselves the center of their victim’s world. The victim won’t leave or break eye contact until the vampire lets them, and ignores anything happening nearby that doesn’t physically harm them or people they care about. The vampire also takes Advantage on Social rolls against the victim.
Dice Pool: Charisma + Presence. You don’t need to roll against non-agitated mortals.
Duration: Scene.

Honeyed Words

(Auspex • amalgam)
Kindred are preternaturally skillful at telling their listeners what they want to hear. So skillful, in fact, that a vampire sometimes doesn’t even need to know what they’re talking about. This Devotion assures the vampire that, no matter what words tumble out of their mouth, they are always the perfect response (or at least not the wrong one). Whenever the vampire says something that might offend, confuse, or worry the target, the GM will tell the player so, allowing them to revise any typed response.
Prerequisite: The target must be a mortal or lesser night-folk.
Cost: 1 Rouse check per warning given. Reduce this Rouse cost by 1 at Blood Potency 2+.
Duration: Scene.

Honeyed Words

(Auspex •• amalgam)
This Devotion functions like the one-dot version, except the vampire can also use it against true night-folk.

Passion

The vampire stirs their victim’s emotions, either heightening them to a fevered pitch or blunting them until the victim is completely desensitized. The vampire may only amplify or dull emotions already present in the target. In this way, a vampire can inflame mild irritation into quivering rage or atrophy true love into casual interest. Take Advantage on rolls that play to the victim’s emotion (or lack thereof) in question.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: Scene.

Trustworthy

The vampire broadcasts an aura of trustworthiness, as though they were someone’s long-time neighbor or co-worker. The vampire takes Advantage on Social rolls to earn or exploit people’s trust. People disclose things or take the vampire’s word over things they’d normally be wary of around strangers, such as giving out their phone number or getting into a car with the vampire. Night-folk with higher Supernatural Tolerance than the vampire are unaffected by this Devotion.
Duration: Scene.
PCs: If you have equal or lower Supernatural Tolerance than the vampire, you can spend (6 – Composure) Willpower to ignore this Devotion’s effects for one scene.


Uncommon Devotions


Command from Afar

(Auspex •••• amalgam)
This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by it for its impeccable security. By combining the mental pull of Dominate or Presence with the communicative benefits of Auspex, the vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.

Enfeebling Aura

(Celerity • or Fortitude • or Potence • amalgam)
Many Brujah masters of Celerity and Potence claim that Presence means nothing when you’re staring down a skull-crushing fist. This Devotion seeks to disprove that notion. It brings forth the vampire’s supernatural presence not to awe a crowd, but to cow and enfeeble a victim. While it won’t completely stop an assailant, it will even the playing field in a tussle.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Every success removes one dot from the victim’s highest physical Discipline. The vampire can also specify a Discipline to remove dots from.
Duration: Scene.

Toughest SOB In The Room

(Fortitude • amalgam)
Sometimes people won’t listen. Sometimes things get physical before you’re done talking. But goddammit, they’re going to listen, because you’re the toughest sonuvabitch in the room. When the vampire activates this Devotion, any penalty they’d take on Charisma rolls from the Injured Condition gives them an equal bonus instead.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.


Rare Devotions

Anesthetic Touch

The vampire can ease a target’s pain or place them into a deep, soothing sleep with a touch.
When the vampire eases pain, the target takes no penalties to dice rolls from having the Injured Condition. They can still be hurt and still risk dying when they reach Injured -6.
If the vampire puts the target to sleep, they sleep peacefully and don’t suffer mundane nightmares or parasomnias. Preventing supernatural nightmares and parasomnias takes a Clash of Wills.
The vampire can’t use this Devotion on themselves.
This Devotion is almost exclusive to the Salubri.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 target’s Resolve + Supernatural Tolerance) + 1. Don’t roll against willing targets or non-agitated mortals.
Duration: Scene (ease pain) or however long is normal for the target (sleep).


Presence •• Devotions


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Common Devotions


Confess

This Devotion functions like the one-dot version of Confess, except the bad deed the victim confesses doesn’t have to be recent. They could have committed it years ago.
Prerequisite: Confess •. The victim must be a mortal.
Cost: 1 Rouse check. First use in a scene is free at Blood Potency 3+.
Dice Pool: Carisma + Presence. Don’t roll against non-agitated mortals.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.

Confidant

The vampire can make someone like and trust them as if the vampire were their best friend. Take Advantage on Social rolls that rely on goodwill.
Prerequisite: Trustworthy •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One night or until the vampire does something to the victim they would consider an out of character action from a best friend.

Dread Gaze

Briefly exposing their vampiric nature by hissing and baring their fangs, the vampire instills a single subject with utter terror. Mortals are cowed, run, or freeze with fear, while other vampires either submit like whipped dogs or flee in frenzy. The vampire chooses what reaction to instill.
Prerequisite: Dread Presence •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: Scene.

Easy Lay

The vampire fills someone with feelings of lust for them. Mortals want sex; vampires and ghouls want to share blood. As soon as the victim is alone with the vampire, they’ll try to consummate their feelings. Take Advantage on Social rolls that play on the victim’s lust.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+. Free against mortals.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals. Take Disadvantage against mortals who aren’t sexually attracted to the vampire’s gender.
Duration: Scene.

Instant Entourage

This Devotion functions like Awe, except the victims can’t get enough of the vampire. Short of their elderly mother being on her deathbed in the hospital, or equally pressing personal business, they’ll drop whatever they were doing to follow the vampire around for the rest of the night. They’ll do anything to impress or curry favor with the vampire that doesn’t cross a serious personal line.
Prerequisite: Awe •
Cost: 1 Rouse check if the vampire targets other night-folk. Free against mortals.
Dice Pool: Charisma + Presence. Don’t bother rolling against non-agitated mortals.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Roll once and compare the result against every victim’s DC: some may succumb and some may resist.
Duration: One night.

Kingmaker

The vampire can lend their Presence to other people. For every dot the vampire lowers their Presence, the subject gains equally many Presence dots, up to a maximum of Presence 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Presence dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”

Passion

This Devotion functions as the one-dot version of Passion, except its duration increases as below.
Prerequisite: Passion •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One night.

Respect Your Betters

(Fortitude •• amalgam)
Characters with lower Supernatural Tolerance than the vampire’s Blood Potency can’t attack the vampire unless they’re frenzying or the vampire attacks them first. PCs can spend (vampire’s Blood Potency – their Blood Potency) Willpower to still attack vampires with this Devotion. This Devotion is widely taught among the Ventrue.

Summoning

The vampire puts out a psychic call to anyone who is under a third stage blood bond and in the same city. The thrall knows who is summoning them and their regnant’s current location. They try to reach their regnant as quickly as they can without endangering themselves physically or financially.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Charisma + Presence. Don’t bother rolling if the thrall would freely come to the vampire’s aid.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1
Duration: One scene. After the duration elapses, the thrall loses their instinctive sense of where to find the vampire.


Uncommon Devotions


Behind the Throne

(Obfuscate • amalgam)
This Devotion functions like the one-dot version of Behind the Throne, only instead of projecting the Presence Devotion onto a person, they can direct it onto an inanimate object instead.
Prerequisite: Behind the Throne •

Repeat Customer

Independently developed by several Kindred involved in mortal business enterprises, this Devotion instills the victim with a compulsion to return to the vampire’s place of business sometime within the next week. If the vampire’s service was bad, the victim comes back despite their misgivings. If the vampire’s service was good, repeated applications can make the victim an unshakably loyal client.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Blood Potency) + 1. Don’t roll against non-agitated mortals.
Duration: One week.


Presence ••• Devotions


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Common Devotions


Beast’s Face

This Devotion functions as Dread Gaze, except its use isn’t obvious, and the vampire can choose to make the victim afraid of a source besides them. The vampire can fill the victim with terror over specific people, places, or situations, or just instill them with formless, nameless dread.
Prerequisite: Dread Presence •, Beast’s Face ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: Scene.

Cupid’s Arrow

The vampire can inspire feelings of lust between any two individuals within the same room. Many Toreador use this Devotion to set up couples who are ‘right for each other’ or ‘need a nudge.’
Prerequisite: Easy Lay ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Manipulation + Presence. Charisma if the vampire makes themselves a target. Roll once and compare the result against both victims’ DC: some may succumb and some may resist. Don’t roll against non-agitated mortals, but roll with Disadvantage if one of the victims isn’t sexually attracted to the other’s gender.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: One night, though it’s possible the victims’ feelings could persist if they hit off well.

Dread Gaze

This Devotion functions like the two-dot version of Dread Gaze, except its duration increases to one night. The victim comes to their senses when they leave the vampire’s presence, but seeing the vampire makes them overcome with terror again.
Prerequisite: Dread Presence •, Dread Gaze ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: One night.

Dumbstruck

The vampire can befuddle the mental faculties of a victim whose mind they’ve already touched, reducing the victim’s Intelligence or Wits by any amount (to a minimum of 1). This can make Social DCs against the victim lower or simply result in them being less on the ball and more pliable while under the vampire’s influence.
Prerequisite: The vampire must have used another Presence Devotion on the victim that takes a dice roll against night-folk and agitated mortals.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night or the original Presence Devotion’s duration, whichever is less.

Entrancement

The vampire can make someone regard them as a trusted leader and superior. The victim won’t undertake any actions they wouldn’t for a beloved boss, but they’ll otherwise follow the vampire’s orders without hesitation.
Prerequisite: Trustworthy •
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t bother to roll against non-agitated mortals.
Duration: One night or until the victim makes a significant sacrifice for the vampire.

Green Eyes

The vampire can shift someone’s emotional state to anything (envy, lust, confusion, grief, shame, etc.) besides true happiness. Take Advantage on Social rolls that play to the emotion in question.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One night.

Summoning

This Devotion functions as the two-dot version of Summoning, except it affects anyone who is either the vampire’s descendant (childe, grandchilde, etc.) or who currently has the vampire’s blood in their system, and they can be anywhere in the world. The victim knows who is summoning them and the vampire’s current location. They try to reach the vampire reasonably quickly without endangering themselves physically or financially. They won’t sell their house to buy a ticket or miss a vital meeting, but they might skip out of normal work or social commitments.
Prerequisite: Summoning ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Bonuses and penalties from blood sympathy apply.
Duration: One night. The victim can choose whether to keep making their way towards the vampire after the Devotion wears off. The vampire is also free to use the Devotion again.


Uncommon Devotions


Kiss of the Succubus

The vampire can blood bond someone who engages in an act of passion with them such as kissing, fondling, or intercourse. The vampire secretes the vitae through their pores. This costs a Rouse check as normal and the victim gets a dice roll to resist being blood bound, but they might not even realize they’ve been turned into the vampire’s thrall.
Prerequisite: Easy Lay ••
Dice Pool: (Charisma or Manipulation) + Presence. Don’t roll against non-agitated mortals.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.

Living Masquerade

(Obfuscate •••• amalgam)
The vampire is surrounded with a glamour of sorts, an aura of the ordinary and the expected which occults even the most egregious demonstration of their inhuman nature. Their nocturnal lifestyle never raises any questions, and people don’t wonder why the vampire never eats, goes out during the day, or seems to get any older. Even when someone points out those things, people just shake their heads and dismiss it.
Mortals with Awareness scores are immune to this Devotion, as are other night-folk.
Prerequisite: False Identity •••
Dice Pool: Normally none; Manipulation + (Obfuscate or Presence) if the victim sees direct or compellingly presented evidence of the vampire’s true nature.
DC: (1/2 victim’s Resolve + Composure) + 1. On a setback, the victim either realizes the truth or suffers a psychotic break as the two incompatible realities smash together in their brains.


Presence •••• Devotions


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Common Devotions


Cupid’s Arrow

This Devotion functions as the three-dot version of Cupid’s Arrow, except its duration increases and it doesn’t require the two victims to be in the same room. If the vampire sees at least of one the victims face-to-face when they use this Devotion, the second victim is affected once they see the first victim, whether or not the vampire is still there.
Prerequisite: Cupid’s Arrow •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: As three-dot Cupid’s Arrow.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: One week, though it’s possible the victims’ feelings could persist if they hit off well.

Green Eyes

This Devotion functions as the three-dot version of Green Eyes, except its duration increases as below.
Prerequisite: Green Eyes •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+. Once the vampire shifts the victim’s emotions once, shifting them again during the same night doesn’t cost anything.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Don’t roll against non-agitated mortals.
Duration: One week.

Loyalty

The vampire can inspire fanatical loyalty from someone. They’ll freely kill or risk their life, so long as they think it’ll help the vampire.
Prerequisite: Trustworthy •, Confidant ••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. You don’t need to roll against non-agitated mortals.
Duration: One night or until the victim makes a significant sacrifice for the vampire.

Paralyzing Glance

The vampire can flood their victim’s mind with terror, reducing them into a whimpering, catatonic state. Mortal victims can take no actions except curling up into fetal position and gibbering incoherently. Vampiric victims flee in frenzy, and automatically do so whenever they see the vampire again.
Prerequisite: Dread Presence •, Dread Gaze ••, Dread Gaze •••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1.
Duration: One week.

Summoning

This Devotion functions as the three-dot version of Summoning, except it affects anyone who shares blood sympathy with the vampire or who has ever tasted the vampire’s vitae.
Prerequisite: Summoning ••, Summoning •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Bonuses and penalties from blood sympathy apply.
Duration: One night. The victim can choose whether to keep making their way towards the vampire after the Devotion wears off. The vampire is also free to use the Devotion again.


Uncommon Devotions


Cooperation

Peaceful coexistence is not a common tenet of vampiric society. This Devotion nudges everyone in the vampire’s immediate vicinity (they can choose to leave out some people) into a spirit of cooperation and goodwill. The vampire states a single goal: affected individuals stop at nothing to achieve it unless it would risk serious harm to them or people they care about. Even bitter enemies will lay down their arms to work together in pursuit of the vampire’s goal.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Charisma or Manipulation) + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals.
Duration: Scene or until the vampire’s goals is achieved.

Espirit de Corps

(Potence •••• amalgam)
The vampire can stir the hearts of their allies, granting them courage and strength in the cause for which they fight. For as long as the vampire’s allies can see and hear them, allies can use the vampire’s Potence dots in place of their own and are immune to fear. Supernaturally induced fear only affects the vampire’s allies if the vampire fails a Clash of Wills. The Brujah are credited with developing this Devotion, and have historically used it to lead followers into battle against even the most overwhelming odds.
Cost: 3 Rouse checks at Blood Potency 0-4. 2 Rouse checks at Blood Potency 5+.
Duration: Scene.

Star Magnetism

The vampire can use Presence Devotions on people viewing them on live feeds or hearing them over the phone. If the vampire uses a single-target Devotion, such as Loyalty, they must clearly enunciate the victim’s name. Recorded images or messages do not retain this effect.
Prerequisite: The victim must be a mortal or under a blood bond to the vampire.
Cost: As Devotion used, plus 1 additional Rouse check.
Dice Pool: As Devotion used.
Duration: As Devotion used.

The Wish

“For three nights, you’ll be fast, you’ll be strong, you’ll be beautiful, and you’ll stand above the flock. After that, you’re mine. Do you understand?” This classic Setite Devotion is a common fixture of the serpents’ Embrace. The vampire finds someone they want to exalt, then makes them an offer. So long as the victim agrees to the terms without supernatural coercion, then seals the deal by drinking 1 Rouse check’s worth of blood from the vampire, they gain the vampire’s dots in Celerity, Fortitude, Potence, and Presence. If the Devotion has a Rouse cost, the victim can pay it by spending Willpower instead. The victim also doesn’t need to sleep, eat, or drink if they’re a mortal or ghoul. After three nights, the victim becomes enslaved to the vampire and three steps blood bound. They are also considered to always have some of the vampire’s blood in their systems, for purposes of other Devotions where that would benefit the vampire.
Prerequisite: The victim must be a mortal, ghoul, or vampire. Victims who become true night-folk other than vampires instantly lose any Disciplines gained from this Devotion.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+. The blood the victim drinks is included in this cost.
Duration: Permanent. If the victim is a mortal or ghoul, the blood bond never breaks, no matter how much time passes or how heinously the vampire treats them. The bond can break normally for vampires, or for a mortal or ghoul who is Embraced or turned into another true night-folk. The vampire can choose to release their thrall from the bond at any time—though usually only does this if someone is willing to cut another deal…


Presence ••••• Devotions


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Common Devotions


Mortal Terror

The vampire can summon horrific visions from the depths of a victim’s soul. The vampire twists everything around their victim to present one of the victim’s worst fears made flesh.
Prerequisite: Dread Presence •, Dread Gaze ••, Dread Gaze •••, Paralyzing Glance ••••
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Victims take Injured -1 and accrue 1 Stain for every success that meets or exceeds their DC. They also take a fear-related Condition or permanent Flaw of the vampire’s choice. Ordinary mortals can be made to die on the spot from sheer fright. The vampire can “hold back” from inflicting these full penalties if they wish to torment rather than kill their victim.

Sovereign

The vampire can amplify their force of presence to nigh-godly levels, radiating an aura of irresistible desire, terror, or authority. Everyone in the room does whatever the vampire wants unless the order would risk direct and fatal harm to them or people they care about. Even then, the victim is left quavering or simply struck dumb.
Prerequisite: Awe •
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Resolve + Composure + Supernatural Tolerance) + 1. Roll once and compare the result against every victim’s DC: some may succumb and some may resist. You don’t need to roll against non-agitated mortals. This Devotion is intended to affect large numbers of weaker vampires rather than peers, hence the higher DC.
Duration: Scene.

Summoning

This Devotion functions as the four-dot version of Summoning, except the victim will do everything in their power to reach the vampire as quickly as possible: e.g., selling their house to buy a plane ticket. Its duration also increases from one night to permanent.
Prerequisite: Summoning ••, Summoning •••, Summoning ••••
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Dice Pool: Charisma + Presence.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Bonuses and penalties from blood sympathy apply.
Duration: Permanent. The victim won’t stop trying to reach the vampire until they succeed or one of them dies or enters torpor.


Uncommon Devotions


Espirit de Corps

(Potence ••••• amalgam)
This Devotion functions as the four-dot Espirit de Corps, except it lasts for an entire night and continues to affect allies even when they’re no longer able to see or hear the vampire. While this Devotion’s applicability is more limited in the modern era, its longer duration and ability to function throughout a battlefield’s chaos (where individual followers could easily get separated from the vampire) still makes it invaluable in turning the tides of battles—the larger and longer, the better.
Prerequisite: Espirit de Corps ••••
Cost: 3 Rouse checks at Blood Potency 0-5. 2 Rouse checks at Blood Potency 6+.
Duration: One night.

Star Magnetism

This Devotion functions as the four-dot Star Magnetism, except it can also affect any vampires and night-folk, not just ones under a blood bond to the vampire.
Prerequisite: Star Magnetism ••••
Cost: As Devotion used, plus 1 additional Rouse check.
Dice Pool: As Devotion used.
Duration: As Devotion used.


Disciplines Portal


Malism
Auspex
Sorcery
Celerity
Dom
Animalism
Auspex
Blood
Sorcery
Celerity
Dominate
Fort
Obf
Pote
Pres
Prot
Fortitude
Obfuscate
Potence
Presence
Protean

Presence

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