With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way, alternatively, the command simply confuses the victim and fails.
No roll is required against an unprepared mortal
victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.
The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies and smell the fear of cowering prey.
The user adds their Auspex rating to all perception rolls. If exposed to extreme sensations, such as loud bangs, flashes of intense light or overpowering smells while the power is active the user must succeed on a Wits + Resolve
(Difficulty 3 or more) roll to dampen their senses in time, or the overload causes them to sustain a -3 dice penalty to all perception-based rolls for the rest of the scene.
Having the power active for longer stretches of time without rest (more than a scene), especially so for high-stimulus environments, might necessitate spending Willpower, at the Storyteller’s discretion.
Add the user’s Presence rating to any Intimidation rolls. Attacking the user requires a Resolve+Composure roll at Difficulty 2.
Vampires cannot use Awe and Daunt simultaneously.
Add the Presence rating to any Skill roll involving
Persuasion or Performance as well as to other Charisma related rolls, at the Storyteller’s
discretion.
Anyone aware that they’re being affected can try to resist with a contest of Composure + Intelligence vs the user’s Manipulation + Presence. On a win, the target can resist the effects for one scene, a critical win makes the target immune for the entire night.
Once the power wears off, victims revert
to their previous opinions.