Majesty
From SuspireWiki
It is possible to resist Majesty for one turn. Willpower may be spent and then a successful Composure + Blood Potency roll must be done to resist effects of Majesty powers for one turn (see Pg 129, VtR, for more detailed information). This check is reflexive.
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Majesty Powers
Awe
This power makes the user seem exponentially more charismatic and magnetic than he normally is. The force of his personality issues forth in waves, drawing people to him like moths to a flame. Perhaps the greatest use for Awe is its ability to facilitate public speaking or debate. Whatever the vampire says, people are likely to lend serious credence to his position and views, and even the staunchest opponents gladly hear him out. Awe can often turn the tide in a tense negotiation, tipping the scales from "potentially" to "definitely". As with other Majesty powers, Awe ceases to be useful when more pressing matters come to the fore. Personal safety always takes precedence, and any serious commotion pulls even the most rapt listener from his reverie of attention. Those subjected to the character’s stature likely remember how good they felt around him, and tailor future reactions accordingly.
Cost: —
Dice Pool: Presence + Expression + Majesty vs Initial resist roll of Composure + Blood Potency but with no additional resists possible for the length of the activated power
Action: Instant
Roleplaying Assistance: Any nearby onlooker is a potential target. Targets of Awe should pay attention to the user, listen closely to what he says and laugh at his jokes for the duration of the conversation in which Awe was successfully used against them. For the rest of the night, they should pay some special attention to the Kindred but need not fawn over him.
Roll Results
Failure: The character’s supernatural charisma fails to take hold. The Kindred may not target these subjects with Awe again until the next scene.
Success: The character succeeds in dazzling his intended audience with his overwhelming charisma. For the duration of the power, any social rolls he engages in with the Awed subject gain a bonus equal to the number of successes rolled to activate the power. This bonus applies only to mundane social rolls — say to intimidate, seduce or persuade the target. discipline and other supernatural abilities that use Social skills in their dice pools gain no benefit from Awe. Once successfully Awed, a target is immune to further attempts from the same Kindred for the rest of the evening. The user must Awe whoever is present (see the modifiers table, below). He cannot single out an individual subject in a crowd, but must simply "turn on the charm" for all. If a crowd of observers includes persons who are immune to the Kindred’s use of Awe, these people still count toward the size of the crowd (for purposes of the modifiers). The power simply has no effect on them.
Exceptional Success: Exceptional success in and of itself by number of successes is its own benefit.
Modifier Situation
— Character attempts to Awe one person -1 Character attempts to Awe two people -2 Character attempts to Awe six people -3 Character attempts to Awe 20 people -4 Character attempts to Awe a vast number of people in the vampire’s immediate vicinity (an auditorium, a mob)
Revelation
- Uses of this should probably be brought to a ST's attention if either of the players involved feel unsure about what should be said.
Entrancement
We have altered the time table for successes.
1 success - 1 hour
2 successes - 1 day
3 successes - 3 days
4 successes - 1 week
5 successes - 2 weeks
Summon
Uses should always be brought to the attention of a Storyteller. Due to our gaming enviroment, we have had to modify how Majesty 4 works on our server. The initating roll is the same as the book for the vampire with Majesty 4, however, the resist is different. To resist, the character must spend a Willpower point first and then succeed on a Composure + Blood Potency check which allows a resist for one round's worth of time (3-5 minutes of real time, which should be monitored by a Storyteller). This roll can be made more than one time to try and resist the Majesty 4 power for one night, but it is based on the Summoner vs. the Summoned's Blood Potency rating.
If you are a higher Blood Potency rating than the summoner, if you succeed on the resist check 3 times, you may completely resist the power for the night.
If you are equal in Blood Potency rating to the summoner, you must succeed on the resist check 4 times to resist for the night.
And, if you are of a lesser Blood Potency rating than the summoner, you must succeed on the resist check 5 times to resist for the night.
Also, a failure on the resist check means that your character immediately is under sway of the Summon and may not make another resist check at all.
Sovereignty
- Uses should always be brought to the attention of a Storyteller.