Presence

Nightmare and dream. Presence bends emotion — attracting victims, dispersing crowds in fear, enforcing devotion — leaving its subjects aware but compelled. Powers activate per the mechanics on the Disciplines page; contested powers below carry their own tables.

Using Presence

The Discipline's limits, whatever the power VTMPresence characteristics (VTM pp. 266-267):

Emotions, not minds: Victims stay cognizant — unlike Dominate they are not puppets, and thus often unpredictable.

In person: The subject must be in the vampire's physical presence or at least within earshot. Presence does not transmit electronically — only Star Magnetism (Level 5) lifts this.

Subtle: Detecting Presence in use is very hard without Sense the Unseen (Auspex 1), and even then easy to miss unless looked for.

No stacking: Presence power effects do not stack — using Awe and Entrancement on the same subject adds the \({10}\times{Presence Level}\) bonus once.

In combat: Only Dread Gaze and Majesty function once someone has decided they want you hurt — charm is of little use in a firefight.

Level 1

Awe

Attention bends inexplicably toward the vampire; listeners find themselves agreeing on subjects where they once held different views.

Cost: Free.

System: While active, add \({10}\times{Presence Level}\) to social maneuvers that persuade or captivate — Influence- and Performance-based rolls, and other Presence-flavored rolls at the Storyteller's discretion. Anyone aware they are being affected may try to shake it off: you roll your Presence activation as the passive side, and they roll \(d100_{OE} + 40 + {2}\times{(SD_{bonus} + Re_{bonus})} + BP + (100 - Resistance)\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own. VTMComposure + Intelligence vs Manipulation + Presence (VTM p. 267): at 101+ they resist the effects for one scene; at 176+ they are immune for the whole night. When the power wears off, victims revert to their previous opinions.

Duration: One scene, or until intentionally ended.

Daunt

Presence turned to repulsion: the vampire exudes menace enough to make mortals keep away and vampires think twice.

Cost: Free.

System: While active, add \({10}\times{Presence Level}\) to Influence (Intimidation) maneuvers. Anyone who wants to attack you must first pass \(d100_{OE} + 40 + {2}\times{(Me_{bonus} + SD_{bonus})} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own. at Light (+10) VTMResolve + Composure at Difficulty 2 (VTM p. 267) — on a failure they cannot bring themselves to strike this turn. Awe and Daunt cannot be active simultaneously.

Duration: One scene, or until intentionally ended.

Level 2

Lingering Kiss

A Kiss that leaves all others in the dust: victims are temporarily empowered — and addicted, obsessing over the vampire and seeking them out for repeated feedings. Mortals grow anemic, self-harm, or die of it.

Cost: Free.

System: Usable during any feeding that slakes at least 1 HungerVTM need for blood sustenance. The victim raises one Social stat bonus of their choice (Presence, Empathy, or Self Discipline) by \({5}\times{ceil(\frac{Presence Level}{2})}\) for one night. When it fades, withdrawal strikes: every action not spent working toward the next fix takes \({-10}\times{ceil(\frac{Presence Level}{2})}\). A victim in withdrawal may spend WillpowerVTM tracked value to ignore the penalties for a scene; the withdrawal passes after a number of nights equal to the user's Presence Level VTMHalf Presence (round up) to one Social Attribute; withdrawal penalty equal to the bonus (VTM pp. 267-268). Addicted vampires demanding to be fed soon Blood Bond the user — and once Blood Bound themselves, a user cannot turn this power on other vampires. Vampires with the Unbondable Merit cannot learn this power at all.

Duration: A number of nights equal to the user's Presence Level.

Level 3

Dread Gaze

Fangs bared, face twisted into a predatory grimace, the vampire briefly exposes their true nature and instills a single subject with utter terror.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

Pools: Presence + Presence skill vs Self Discipline + Memory VTMCharisma + Presence vs Composure + Resolve (VTM p. 268)

Resistance (the victim rolls first, as the passive side):

\(Resistance = d100_{OE} + 40 + {2}\times{(SD_{bonus} + Me_{bonus})} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Dread Gaze
\(d100_{OE} + PresenceSkill + (20 + {2}\times{Pr_{bonus}}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The grimace slips: they see a desperate animal, not a predator. The target is immune to your Dread Gaze for the rest of the night, and you take -20 on your next social maneuver against anyone who watched.
1 - 75Failure
The terror does not take hold. A mortal target still backs off for a turn, acting only in their own defense; vampires are unaffected.
UM 66Unusual Event
The mask cracks wider than meant. On a success the terror spreads: every mortal onlooker recoils for a turn, not just the target. On a failure the theatre shows — the target steadies themselves, and you take -10 on social maneuvers against them for the scene.
76 - 100Partial Success
The fear lands shallow: a mortal target runs; a vampire acts only in their own defense this turn unless they spend 1 Willpower.
101 - 175Success
Mortals run in fear. A vampire can act only in their own defense for a turn unless they spend Willpower equal to 1, plus 1 per full +10 above 101.
176 +Absolute Success
Mortals freeze or crumple where they stand. A vampire must test against terror frenzy at Hard (-10) — and even if their will holds, they are still cowed as a Success.
Modifiers
Target
-30The victim is frenzied (the frenzy resists for them)
Artistry
-30Masked terror — no fangs, no grimace: the fear lands with nothing visible to blame (Masquerade-safe)
Pr/SD/Me are the RMU stat bonuses (the user's Presence; the victim's Self Discipline and Memory). The terror frenzy test resolves on the Frenzy table (Core Concepts); V5 prices it at Difficulty 3 = Hard (-10).

Duration: One turn.

Entrancement

The vampire focuses their unnatural allure on one person, instilling rapt infatuation — head over heels, meeting a lifelong idol. The entranced does their best to stay in the vampire's good graces, stopping short of harming themselves or their loved ones.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

Pools: Presence + Presence skill vs Self Discipline + Intuition VTMCharisma + Presence vs Composure + Wits (VTM p. 268)

System: Gain the subject's attention and win the contest below. While entranced, add \({10}\times{Presence Level}\) to your social maneuvers against the subject. Requests causing obvious harm to the subject or their loved ones, or opposing their Tenets, fail outright and force an immediate re-contest — lose it and the Entrancement ends. Renewal is unlimited, but any failed contest ends the effect and makes the subject immune for the rest of the night.

Resistance (the victim rolls first, as the passive side):

\(Resistance = d100_{OE} + 40 + {2}\times{(SD_{bonus} + In_{bonus})} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Entrancement
\(d100_{OE} + PresenceSkill + (20 + {2}\times{Pr_{bonus}}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
Revulsion, not rapture: the subject feels the pull for what it is. They are immune for the rest of the night and know exactly what you tried.
1 - 75Failure
The allure washes past. The subject is unmoved and immune for the rest of the night.
UM 66Unusual Event
The fascination runs wild. On a success the subject’s devotion runs deeper than intended — they volunteer a secret to please you. On a failure the fixation turns: they become obsessed with you in the worst way, hostile and clinging at once.
76 - 100Partial Success
The infatuation flickers: entranced for this scene only, and without the social bonus. You may deepen it next turn at +10.
101 - 175Success
Entranced for one hour, plus one more per full +10 above 101, with the full social bonus.
176 +Absolute Success
Entranced for the whole night — and the subject rationalizes the devotion as entirely their own idea.
Modifiers
Target
-30The victim is frenzied (the frenzy resists for them)
Pr/SD/In are the RMU stat bonuses (the user's Presence; the victim's Self Discipline and Intuition). Duration follows the margin bridge: one hour per +10.

Level 4

Irresistible Voice

The vampire's Presence becomes a conduit for Dominate: the voice alone is enough.

Amalgam: Requires Dominate at Level 1 (ranks 1+).

Cost: No additional cost.

System: Your voice alone suffices to Dominate a target — eye contact is no longer needed. This does not extend to voices transmitted electronically: phones, television, and door buzzers do not carry it.

Duration: Passive.

Summon

The vampire calls to themselves anyone they have touched with Awe, Entrancement, or Majesty — or who has tasted their Blood. The target knows who calls and where they are.

Cost: One Rouse CheckVTM concept to make a single d10 check whether hunger is gained.

Pools: Empathy + Presence vs Self Discipline + Reasoning VTMManipulation + Presence vs Composure + Intelligence (VTM p. 269)

System: Concentrate on the person for five minutes, then roll the contest below. A summoned target feels the pull and tries to reach the vampire, but never at risk to life or livelihood — they will skip work, not sell their house or walk into danger. The call lasts a night and may be repeated night after night.

Resistance (the victim rolls first, as the passive side):

\(Resistance = d100_{OE} + 40 + {2}\times{(SD_{bonus} + Re_{bonus})} + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Summon
\(d100_{OE} + PresenceSkill + (20 + {2}\times{Em_{bonus}}) + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The call rings hollow — and the target senses both the tug and its source. They may simply avoid you, and you cannot Summon them again tonight.
1 - 75Failure
The call dissipates into the night. Nothing reaches them.
UM 66Unusual Event
The call slips its leash. On a success it rides the target’s dreams: they arrive having rationalized a reason of their own, with no idea they were called. On a failure it finds the wrong vessel — someone else who has tasted your Blood feels the pull instead, Storyteller’s choice.
76 - 100Partial Success
The pull is faint: they know someone wants them, but the who and where stay vague. You may call again tomorrow night at +10.
101 - 175Success
The target hears the summons, knows who calls and where, and sets out — within the limits of their safety.
176 +Absolute Success
The target drops what they are doing and arrives as quickly as possible, barring immediate risk to their well-being.
Modifiers
Target
-30The victim is frenzied (the frenzy resists for them)
Em/SD/Re are the RMU stat bonuses (the user's Empathy; the victim's Self Discipline and Reasoning). Requires a prior Awe, Entrancement, or Majesty on the target — or a taste of your Blood.

Duration: One night.

Level 5

Majesty

The pinnacle of the Discipline: heart-rending beauty, monstrous terror, or absolute command. All who look upon the vampire are struck — staring slack-jawed or averting their eyes, unable to move against them.

Cost: Two RouseRouse the blood for supernatural usage checks.

System: While active, everyone in the vampire's presence can act against them only in self-preservation — anything more takes the Breaking Majesty maneuver below. The vampire rolls their Presence activation once as the passive side:

\(Resistance = d100_{OE} + PresenceSkill + (20 + {2}\times{Pr_{bonus}}) + BP\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.

Breaking Majesty
\(d100_{OE} + 40 + {2}\times{(SD_{bonus} + Me_{bonus})} + BP + (100 - Resistance) + Modifiers\)BPBP is the Blood Potency power bonus: +5 per point of Blood Potency — for example +5 at BP 1 and +30 at BP 6. In a victim’s Resistance formula, use the victim’s own.
RollResult
< 1Absolute Failure
The divine image fills your whole mind. You can only stare or kneel: -20 to everything you attempt in their presence for the rest of the scene.
1 - 75Failure
Your resolve dissolves in their radiance. You stare, avert your eyes, or step back — no action against them this turn.
UM 66Unusual Event
The light flickers. On a success you alone glimpse the seams — act freely this turn and gain +10 on further attempts to break the Majesty. On a failure you drop whatever you hold and sink to your knees.
76 - 100Partial Success
You tear free for a single action against them; then the weight of their image descends again.
101 - 175Success
You shake the image off: act freely for one turn, plus one more per full +10 above 101.
176 +Absolute Success
You see them for what they are. You are free of this Majesty for the rest of the scene.
Modifiers
Resister
+30You are frenzied — the Beast kneels to no image (frenzied vampires resist mental Disciplines)
Rolled by anyone trying to act against the user (the user's roll is the passive Resistance). SD/Me are the resister's Self Discipline and Memory bonuses. V5: a win buys one turn plus one per margin; only a critical win resists the scene (VTM p. 269).

Duration: One scene.

Star Magnetism

The vampire's magnetism survives the camera: live audiences on screens and phone lines feel it too.

Cost: One additional Rouse CheckVTM concept to make a single d10 check whether hunger is gained on top of the power transmitted.

System: Awe, Daunt, and Entrancement now work through live feeds and phone calls — recordings do not retain the effect. Entrancement over a feed requires the victim's name spoken clearly, as it affects only one person at a time; everyone else watching merely finds the user charming, not supernaturally so.

Duration: As per the power transmitted.