Majesty

Majesty

Type: Clan Discipline, Social Discipline
Clan Favored: Daeva

• Awe
When the vampire speaks, he can use this ability to ensure that all those present listen. They might not like what he has to say or think less of him for it, but the successful application of this ability ensures they will all at least pay attention.

Cost: None
Activation Time: Instant
Activation Roll: Presence + Expression + Majesty contested reflexively by the target’s Composure + Blood Potency
Duration: One scene
Target: A group of sentient beings all within line of sight

For each individual that rolls fewer successes than the vampire, they must listen to what the vampire has to say for the duration of the scene. Successfully resisting this discipline allows the target to walk away or ignore the vampire for the duration of the scene. A botch on this activation roll renders all those present immune to this ability until the following evening. Successfully using Awe does not prevent the target from arguing with or even attacking the vampire, it simply makes ignoring the vampire impossible. This Discipline need not be used aggressively towards targets, as many vampire thespians use Awe while on stage to ensure that their audience remains thoroughly entertained. The vampire may not target specific individuals within a crowd using Awe.

Unique Clan Ability
Vampires with Majesty as a favored discipline gain the 9 again quality on their Awe activation roll.

•• Revelation
Vampires often use revelation to help others realize things about themselves they never knew before, and would likely never realize on their own.

Cost: 1 Vitae
Activation Time: Instant
Activation Roll: Presence + Persuasion +Majesty contested reflexively by the target’s Composure + Blood Potency
Duration: Indefinite
Target: One sentient being within line of sight

A vampire must be engaged in conversation with a single target in his immediate presence in order to use Revelation and can only do so in response to a topic the target has already brought up or is freely discussing. If the vampire fails to gain more successes than the target, the target is free to disagree with the vampire. Should the vampire botch the activation roll, the target is offended and will often leave the conversation. Should the vampire gain more successes than the target, the target changes their opinion about the discussed topic to match the vampire’s spoken outlook. The target doesn’t just like the band he hears, he absolutely loves him! The target doesn’t just want to get his ex girlfriend back; he absolutely does everything in his power to win her heart! The target doesn’t just think the vampire is a cool Goth chick; he absolutely worships the ground she walks on!

Revelation’s only limit is that it cannot inspire a feeling about a topic specifically contrary to the target’s existing attitude, such as making the target adore someone she loathes. Otherwise Revelation can be used on any topic the vampire can actively discuss with the target in any related emotional context, even downplaying existing emotions from extreme infatuation to passing fancy. The vampire need only verbally admit the way the target should feel about the topic in any context (and win the opposed roll) for it to be so. Should the vampire desire, the target can be given the Charmed condition with a successful application of this Discipline.

Unique Clan Discipline
Vampires that favor Majesty can even change an emotion in a target to something completely contrary to their current feelings, such as making a target loathe someone they adore, provided they mention one thing about the subject that such a feeling could stem from. The mention is often something completely mundane and minor, such as an annoyance with a loved one’s habit, which the vampire then twists into the emotional context of his choice to override the target’s current overall feelings on a subject.

••• Entrancement
Like the legends of vampires in children’s fairy tales, the vampire may catch the gaze of another and enrapture them in her sight.

Cost: 1 Vitae
Activation: Instant
Activation Roll: Presence + Empathy + Majesty contested reflexively by the target’s Composure
Duration: Indefinite
Target: One sentient being within line of sight

If the vampire fails to accumulate more successes than the target, the target becomes immune to the vampire’s Entrancement for the remainder of the scene. Should the vampire botch, the target becomes immune to Entrancement until the following night. If the vampire accumulates more successes than the target, however, the vampire subjects the target to his force of personality rendering the target virtually helpless to resist. Successful use of this Discipline bestows the Enraptured condition on the target. This Discipline may only target mortal sentient creatures that are in the presence of and can understand the vampire. The vampire can only use Entrancement on one target at any given time.

Unique Clan Ability
If the vampire has Majesty as a favored discipline, he may attempt Entrancement on a target he can freely communicate with that is not within his line of sight at a -4 die penalty. It may take place over a phone call or a camera feed, but the communication must be in real time and the vampire must know who he’s speaking with. Should the vampire fail the attempt, the target becomes immune to this function of Entrancement until the vampire successfully uses it on the target in person.

•••• Summoning
Summoning ensures that an individual the vampire wishes to speak with makes every effort to contact them.

Cost: 1 Willpower
Activation: Instant
Activation Roll: Presence + Persuasion + Majesty contested reflexively by the target’s Composure + Blood Potency
Duration: One day
Target: One sentient being

The vampire need only think of the individual whose council he seeks and spend a few moments reaching out to them with his supernatural power, regardless of the distance separating them. If the vampire’s roll garners more successes than the contested roll, the target is instantly compelled to contact the vampire to speak with him (so merely writing a letter would not suffice). Before telecommunications, this meant almost exclusively the target must attempt to travel to the vampire’s location. In modern times, if the target has a way of instantly communicating with the vampire (such as a phone or internet chat) they may do so. If the vampire cannot be reached on their first few attempts to do so, then the target feels compelled to find the vampire.

Activating this Discipline, at the vampire’s discretion, instinctively imparts knowledge of how to contact the vampire. Individuals will mistakenly dial the vampire’s cell phone number (if the vampire leaves his phone on and provided the vampire does not wish for the number to remain secret) without realizing it or feel an instinctive pull toward a certain location. The target must make every reasonable effort to reach the vampire without risking harm until the following night effectively imparting the Beguiled condition. At the end of the day, the vampire may choose to continue compelling the target to his presence with another contested roll (though the vampire need not spend an additional willpower on continued activations). The target is aware the vampire is responsible for summoning him but using this ability does not reveal any hidden or additional information to the target, such as a private cell phone number or the vampire’s home address. The vampire, in turn, is instinctively aware of the target’s progress toward contacting him which prevents the target from catching the vampire off guard. The vampire may choose to discontinue a successful Summoning at any time reflexively. Should the vampire drop into torpor, all targets of Summoning are released from the Beguiled condition and their compulsion to seek out the vampire.

Unique Clan Ability
A vampire with Majesty as a clan favored Discipline need only make one opposed roll to successfully use Summoning. Thereafter the target will continue to pursue contacting the vampire until successful or the vampire chooses to free the target from his compulsion.

••••• Sovereignty
The ultimate expression of a vampire’s force of personality is the ability to sway crowds with an impassioned speech. The vampire need only speak to a group gathered before him which must be able to understand him, be within his presence, and by within line of sight for the vampire’s will to be done.

Cost: 1 Willpower
Activation Time: Instant
Activation Roll: Presence + Intimidation + Majesty contested reflexively by the target’s Composure + Blood Potency
Duration: One scene
Target: All sentient creatures within line of sight

Targets of this discipline are aware they are being supernaturally influenced, even if they fail the contested roll and must obey the vampire’s command. Targets that accumulate at least an equal number of successes remain immune to the vampire’s Sovereignty for the remainder of the scene. Should the vampire botch, all those present remain immune to Sovereignty until the following night. All those present the vampire gains more successes than become loyally subjects of the vampire and gain the Enraptured condition.

Unique Clan Ability
Vampires with Majesty as a clan favored Discipline that have mastered Sovereignty gain the ability to stir the Vitae of those he has sired. With the expenditure of an additional Vitae, the vampire can attempt to exercise Sovereignty on all vampires that were sired by the vampire. Should any of them equal or exceed the vampire’s activation roll, they are immune to Sovereignty in this manner until the vampire once again successfully exercises control on the target in person. Those who do not meet or beat the vampire’s activation roll understand the vampires will inherently and feel compelled to appease the demand before the night ends. This functions as a lesser version of Beguiled and effectively grants the vampire’s desire as a “high priority” to the affected targets though they need not subject themselves or any they care for to danger for the sake of completing the task.

Majesty

Corporate Woman Jonathonathon