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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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Refusing to pay attention to the vampire, rather than fl eeing, can allow a mortal to resist<br />

the spell for a turn, but the power resumes effect if the mortal remains in the Kindred’s<br />

vicinity. <strong>Vampire</strong>s resist Majesty in much the same way (by spending a Willpower point),<br />

but Blood Potency is added to Composure draws made for them. In addition, vampires of<br />

higher Blood Potency than the character invoking Majesty are able to resist his power for<br />

the entire scene with the expenditure of one Willpower point and a successful Composure<br />

+ Blood Potency draw.<br />

Fortunately, by and large the Kindred who choose to develop their Majesty abilities are<br />

those who recognize that one achieves more with honey than with vinegar. Those who swear<br />

by Majesty often fi nd Dominate, seen as “the fl ip side of Majesty,” to be both boorish and<br />

crass, and they would swear to calling upon it only in times of dire need.<br />

• AWE<br />

This power makes the user seem exponentially more charismatic and magnetic than he<br />

normally is. <strong>The</strong> force of his personality issues forth in waves, drawing people to him like<br />

moths to a fl ame. Perhaps the greatest use for Awe is its ability to facilitate public speaking or<br />

debate. Whatever the vampire says, people are likely to lend serious credence to his position<br />

and views, and even the staunchest opponents gladly hear him out. Awe can often turn the<br />

tide in a tense negotiation, tipping the scales from “potentially” to “defi nitely.”<br />

As with other Majesty powers, Awe ceases to be useful when more pressing matters come<br />

to the fore. Personal safety always takes precedence, and any serious commotion pulls even<br />

the most rapt listener from his reverie of attention. Those subjected to the character’s stature<br />

likely remember how good they felt around him, and tailor future reactions accordingly.<br />

Cost: —<br />

Test Pool: Presence + Expression + Majesty<br />

Action: Instant<br />

Roleplaying: To properly indicate this power’s use, the player should announce “Awe” at<br />

the beginning of a speech or scene where she intends to use this power, and quickly count<br />

the number of targets. Any nearby onlooker is a potential target.<br />

Targets of Awe should pay attention to the user, listen closely to what he says and laugh<br />

at his jokes for the duration of the conversation in which Awe was successfully used against<br />

them. For the rest of the night, they should pay some special attention to the Kindred but<br />

need not fawn over him.<br />

Draw Results<br />

Failure: <strong>The</strong> character’s supernatural charisma fails to take hold. <strong>The</strong> Kindred may not<br />

target these subjects with Awe again until the next scene.<br />

Success: <strong>The</strong> character succeeds in dazzling his intended audience with his overwhelming<br />

charisma. For the rest of the night, any social tests he engages in with the Awed subject gain<br />

a bonus equal to the number of successes drawn to activate the power. This bonus applies<br />

only to mundane social tests — say to intimidate, seduce or persuade the target. Disciplines<br />

and other supernatural abilities that use Social traits in their test pools gain no benefi t from<br />

Awe. Once successfully Awed, a target is immune to further attempts from the same Kindred<br />

for the rest of the evening.<br />

<strong>The</strong> user must Awe whoever is present (see the modifi ers table, below). He cannot single<br />

out an individual subject in a crowd, but must simply “turn on the charm” for all. If a<br />

crowd of observers includes persons who are immune to the Kindred’s use of Awe, these<br />

people still count toward the size of the crowd (for purposes of the modifi ers). <strong>The</strong> power<br />

simply has no effect on them.<br />

176<br />

chapter two: character

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