Discipline: Majesty

Majesty is an ancient Discipline, gifted to the **Anducite** Bloodline, and to a lesser extent the Cappodocian clan, though offshoots, such as a Samedi, and usurpers, such as the Giovanni, have only tiny scraps of knowledge that it even exists at all. As a set of powers, Majesty is diverse, both physical and mental depending on the power used. Its effects tend to be tyrannical and overwhelming in nature, bringing out the sovereign might that is inherent to the first born, by channeling the "holy" power of the Arbiter-King himself. In general, most of the mainline powers are subtle, however the amalgams tend to be varied and easily noticed, though noticing them as a power of Majesty would be unlikely for anyone outside of the Clan of Death.

■ Type: Mixed
■ Masquerade Threat: Low-High. The individual appearance of the powers in Majesty varies greatly. Certain skills are subtle, such as Royal Domain, even to aged elders, while the more physical powers are readily apparent as masquerade violations.
■ Blood Resonance: Sanguine. Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles

## **Lvl 1**

### **Royal Domain**

While within your Domain, or one of your Havens, you appear as a figure of authority to those around you, causing them to listen to what the wielder of this power has to say before they make any other action, even if they were originally dead-set on ignoring you. So great is your importance and standing to those around you, that if someone arrives to covertly kill you, they will hesitate and listen to what you have to say if you're able to speak with them.

**Cost**: None.
**Dice Pools**: None.
**System**: The first time someone intends to ignore or take an offensive action towards the Vampire in a scene (including social attacks), they are forced to first make Willpower check; Difficulty equal to the user's Majesty. On a Success they can proceed with their action, otherwise they cannot make any offensive action until the next turn. Furthermore, all Social Dice Pools used on contests against the Vampire have a 1 die penalty.
Unprepared mortals who converse with a user of this power will always be subject to this power, possibly for an extended duration if the user is able to maintain their air of authority.
**Duration**: As long as the Vampire resides in their Haven or Domain

### **Regent Loyalty**

Holding domineering Majesty prevents the vampire's Ghouls and Thralls from physically betraying or hurting them, however they can still mentally harbor sentiments of betrayal, and strong-willed individuals can resist the effects enough to set up betrayals by proxy.

**Cost**: None.
**Dice Pools**: Majesty + Bond Strength vs Resolve + Intelligence
**System**: Whenever a thrall of the user attempts to resist their wishes, add the user's Majesty to the Blood Bond Strength.
**Duration**: Passive.

## **Lvl 2**

### **Sovereign Land**

**Amalgam**: **Animalism 1**

The user marks ownership of an area, usually a Domain or Haven, by coating surfaces of it with their blood. Once initiated the area becomes explicitly owned by the Vampire, at a level beyond mere financial acquisition, giving all those who might intend to pass into the area an uneasy feeling, perhaps of unplaced danger and fear. Mortals who would normally trespass will simply turn back, feeling unable to continue, while others, such as Ghouls or other supernatural beings, will hesitate, and then struggle to remain.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: The Vampire makes a Rouse Check, and then spills their blood, smearing it over a surface that they have purchased with **Experience** as an **Advantage**. At sunrise the blood will seep into the surface and vanish. Each rouse creates enough blood to smear over a number of surfaces equal to the Vampire's **Blood Potency**. Once the blood seeps into a surface, it covers an area of 3 yard radius, effectively marking that as the Vampire's **Territory**.
Mortals that are near, and look into the **Territory** will feel an inherent need to avoid it, as it will appear dangerous or forbidden on a subconscious level. Supernatural, or especially strong-willed mortals, who pass into the **Territory** perform a Resolve + Composure contest against the Vampire's Majesty + Blood Potency. On a loss they cannot enter or must spend Willpower equal to the Vampire's Animalism. On a **Bestial Failure** they will flee in **Terror Frenzy**.
Ghouls, Contacts, Allies, and other beings that are welcomed by the Vampire can enter the area without issue, however they might still have a general feeling of unease.
**Duration**: Until ownership of that area is lost, or the surface the blood was seeped into is destroyed.

### **Ear of the Throne**

**Amalgam**: **Auspex 1**

The Vampire's lordly being knows of when those below them speak of their royalty, this power grants a preternatural sense that allows the Vampire to know when someone speaks their name, and possibly more.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: Whenever someone the Vampire has seen or heard, speaks their name, they immediately know and may make a Majesty + Blood Potency test against a Difficulty equal to the speaker's Blood Potency. On a success, the Vampire hears, in a garbled and unearthly voice, the a number of words immediately following their spoken name equal to their Auspex rating. On a critical success the Vampire will innately know who spoke the words.
**Duration**: Passive

### **Know Your Place**

**Amalgam**: **Blood Sorcery 1**

Royal blood holds power, and so to does yours now that you wield the power of the most ancient Clan. Force other Vampires to know who they are in the majesty of your sovereignty, thinning their blood to weakness.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: The Vampire makes a Rouse Check and then performs a subtle motion, like holding out their royal ring to be kissed, in the direction of the intended, then rolls Majesty + Blood Potency vs the intended victim's Resolve + Blood Potency. On a success, the victim's Blood Potency is reduced by 1. On a critical success, the maximum level of Disciplines the victim can use are also reduced by 1, to a minimum of 1.
Vampires who are at Blood Potency 1 become **Thin-Blooded**.
**Duration**: One night.

### **Grand Flourish**

**Amalgam**: **Celerity 1**

The Vampire who knows this Discipline can make a fool of those who would attempt to strike them, setting the stage for a humiliating defeat.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When the Vampire successfully dodges an attack, they may Rouse Check and then roll Majesty + Blood Potency vs the Dice Pool of the attack that was just dodged. On a success, they immediately close a distance up to a number of yard/meters equal to twice their Celerity rating, and attack with a preferred method, be it unarmed, weapon, claw, etc. Dealing superficial damage equal to **Grand Flourish's** margin of success to the attacker's Health *and* Willpower. On a **Critical Win** the result is especially embarrassing for the attacker, and they are knocked prone, preventing them from taking any other action. This counter-attack is a free action that is performed within the same turn as the initial Dodge contest.
If the Vampire performs **Grand Flourish** while being attacked by multiple foes, it counts in place as a subsequent second dodge for the next attack, and suffers equivilent defensive action penalties against multiple opponents.
**Example**: *Two thugs attack Dani. He successfully dodges the first attack and activates **Grand Flourish** to attack the first thug back. Activating it in this way will count as a defensive action towards the second thug's attack, effectively making it a defensive action in addition to an attack. Because of this **Grand Flourish** dice pool suffers a penalty of 1.*

### **Our Royal Hound**

**Amalgam**: **Dominate 1**

So prestigious is the Vampire's majesty that they can give commands to Vampires in Frenzy, commanding the beast, so long as it feeds its nature.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When using Dominate on Frenzied Vampires, the user make an additional Rouse Check, and then rolls Majesty + Blood Potency in place of the normal Dice Pools used to Dominate, reducing the victim's defending Dice Pool but a number of Dice equal to the user's Dominate rating. On a success the command is carried out, but as if it were a **Messy Critical**. On a failure, the Frenzied Vampire will continue as normal.
**Duration**: As per the duration of the used Dominate Discipline.

### **In Marble Relief**

**Amalgam**: **Fortitude 1**

Your rest is sacred, blessed with a touch of divinity, fitting of a monarch. While sleeping, either during the day or when in torpor, the vampire and their garments and equipment, become marble stone, appearing as a statue.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When going into sleep or torpor, the Vampire can choose to activate this power. While under the effect of this power, the Vampire and any worn or held items becomes as marble stone. Sunlight, fire, and superficial damage will not affect the Vampire at all, allowing them to effectively sleep in the sun. **Aggravated Damage ()** will only damage the Vampire if it breaks through their Fortitude bonus from **Resilience** (). After this **Aggravated Damage ()** will begin to breaking their statue-form, causing the Vampire to awaken the next night with those injuries.
When damaged under the effects of **In Marble Relief**, the Vampire can perform a Rouse Check and roll Majesty + Blood Potency against the attack. On a success the marble hardens and the vampire takes no damage. On a Critical Success the Vampire may choose to waken from their slumber to take one action, maintaining the effect of their marble composure, before immediately losing consciousness and once again becoming like a statue.
**Duration**: During sleep or for 1 action after a successful wakening.

### **Rest Undisturbed**

**Amalgam**: **Obfuscate 1**

Those would know better than to disturb the rest of their monarch. A Vampire with this power can enter daysleep and go virtually unnoticed by all those around them for the entire duration of their rest, wearing off only when they wake. Users of this power can sleep relatively anywhere that sunlight or fire doesn't touch, on subway trains, in lobbies, bathroom stalls, or even in the homes of the unsuspecting, and worry little about being discovered.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When entering sleep each sunrise, the Vampire can choose to go effectively invisible, causing others to ignore their presence entirely. Even if the Vampire sleeps in an area with high foot traffic, people will subconsciously step around or over them, or even go out of their way to avoid that spot entirely. This "invisibility" effectively follows the normal rules of Obfuscate.
If someone or something tries to notice the Vampire with Sense the Unseen, or something similar the Vampire will unconsciously know. In this case roll Majesty + Blood Potency vs Wits + Auspex. On a success the Vampire remains hidden. On a critical success Vampire can "sleep walk" to another spot entirely within twenty feet, maintaining the effect of **Rest Undisturbed**, and the one that tried to detect them will rationalize that nothing was ever there to begin with.
**Duration**: So long as the Vampire remains asleep.

### **Projection of Oblivion**

**Amalgam**: **Oblivion 1**

The true Majesty of the shadows is now within your grasp. Vampires with this power can project their darkness in a straight line as a travelling force that pushes all things to the left or right of its path.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: The Vampire makes a Rouse Check and then rolls Majesty + Blood Potency, then sending forth a shadowy projection of themselves as a semi-physical mass of darkness, which will then travel in a straight line, knocking down all beings it collides with, including non-corporeal entities such as demons or ghosts, for one turn. This shadow passes through non-animate objects without affecting them, allowing it to be projected through walls and other barricades, though supernatural defenses still deflect or destroy it. Non-Mortals in the path of this shadow can dodge it or contest the projection with a Strength + Brawl roll to stay in place. On a critical success, the projection also deals superficial damage equal to the number of successes.
**Duration**: --

### **Overpower**

**Amalgam**: **Potence 1**

The slippery, tricky, and dishonorable opponents get their due under your reign. Strike them down with power previously unseen by the lesser bloodlines.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When the Vampire's unarmed or melee attack is dodged, they may perform a rouse check and then roll Majesty + Blood Potency against the dodge roll that their opponent just succeeded with. On a win, the Vampire's next attack against the same opponent in that scene requires no rolls and cannot be contested, immediately dealing damage equal to their Potence plus any further modifiers from weapons or other effects.
**Duration**: One use.

### **Command Solidarity**

**Amalgam**: **Presence 1**

Conflict within your court is a sure way to ruin in matters of urgency. Vampires with this discipline hold the power to preternaturally enforce harmony from chaos, ensuring that rivals work in tandem, and that those who despise one another will act as comrades, even if only temporarily.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency vs Wits + Resolve
**System**: When a group is supposed to be working towards a common goal, but breaks down into inter-group conflict, the user can rouse their blood and roll Majesty + Blood Potency vs the highest pool of Wits + Resolve in the group they're trying to affect. On a success the group will ignore their inter-group conflict for a scene, listening to the user instead, for a number of scenes equal to the user's Presence rating. On a critical success it lasts for the remainder of the night instead. If any of the commanded are the user's Childe or Thrall, they also get +1 to all Dice Pools towards carrying out their goal for the duration.
This always works on Mortals and Ghouls requiring no rolls.
**Duration**: One or more Scenes.

### **Your False Shape Offends Me**

**Amalgam**: **Protean 1**

Those that would seek to shift their body beyond its natural confines will be unable to maintain their transformations when set against your Majesty.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**: When someone uses a transformation technique in the Vampire's presence, they may roll Majesty + Blood Potency vs Stamina + Protean, Vicissitude, or another applicable transformation rating. On a success the victim's transformation immediately ends, and they return to their true form. On a critical success they cannot transform at all until they leave the Vampire's presence. When used against those fleshcrafted by Vicissitude, all of their flesh crafting changes immediately revert or vanish, *painfully*, and only return a few moments later, or on a critical success, after the Vampire leaves.
**Duration**: One scene.

## **Lvl 3**

### **Demand an Audience**

By concentrating their attention on an individual, the Vampire can cause the victim's sense of everything else to fade. Colors of the victim's surroundings will slowly fade to black and white, definition will blur, and sounds will become muffled. Eventually this will result in the victim seeing only a vague colorless and silent void around them, able to only see and hear the Vampire.

**Cost**: Rouse Check.
**Dice Pools**: None.
**System**: Has no initial roll and always succeeds. The victim can make a Intelligence + Resolve vs Manipulation + Majesty to break the effect. The Vampire can maintain the focus for as long as desired, which will slowly amplify the fading effect until the victim can only see, hear, and feel the Vampire. Mental Disciplines used against the Vampire get +2 to Dice Pools, as the victim will not be distracted by anything else, and able to fully focus on the Vampire. In this case the Vampire can roll with Composure + Majesty to resist the mental Discipline.
**Duration**: For as long as the Vampire can maintain their focus.

## **Lvl 4**

### **Grand Proclamation**

You hold sway over your peers and the lessers that surround you. One activated, the vampire's voice drowns out all others regardless of the spoken volume, preventing them from speaking over the user of this power, and also diminishing the use of manipulative disciplines against you and those who hear you. Your blood is the blood of the King, and all will be made to listen to its will.

**Cost**: One Rouse Check
**Dice Pools**:
**System**: Upon use, the vampire's voice drowns out all other voices in a radius of yards equal to the user's Majesty + Blood Potency. Other Vampires attempting to use Presence, Dominate, or Majesty have their associated Disc Pools reduced by 2, as they struggle to overcome your speaking. All Social Rolls that are made in agreement with your Grand Proclamation have their pools increased by 1, while rolls made against the proclamation have their pools reduced by 1.
**Duration**: One scene

### **Royal Hand**

The royal bloodline must have worthy servants, and so does this power imbue the Vampire's Thralls with power enough to act out a ruler's will, making them a "Royal Hand". The Vampire and the Hand become telepathically bound by their **Blood Bond**, allowing the Vampire to use all of their Disciplines through the Hand, and even empower the Hand through Blood Surge.

**Cost**: Three Rouse Checks; One Rouse Check
**Dice Pools**: None
**System**: The user chooses a single thrall in full **Blood Bound** with them, and feeds them three rouse checks worth of blood, turning that thrall into their "Royal Hand". A Royal Hand is empowered by the Majesty of their Domitor's blood, becoming linked by the powers of the blood, granting the following traits:
* The Domitor knows where the Royal Hand is and if they're in danger or under duress.
* If the Hand is a Ghoul, the Domitor grants up to two additional 1-dot Discipline powers that they know.
* When using or resisting Disciplines, the Hand is treated as having a Blood Potency of half their master's rounded down.
* Once per scene, the Hand can Rouse at no cost to Blood Surge, heal, or Mend.
* The Domintor can Rouse their own blood in place of a Hand's need, allowing the use of various Disciplines, or empowered Mending and Blood Surge effects.
* The Vampire can also expend a point of Willpower to re-roll Dice in place of their Hand.

**Duration**: Until the Hand dies.

## **Lvl 5**

### **Animalism 4**

**Amalgam**: **Animalism 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**:
**Duration**:

### **Auspex 4**

**Amalgam**: **Auspex 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Auspex
**System**:
**Duration**: Passive

### **Tithe**

**Amalgam**: **Blood Sorcery 4**

The Vampire draws upon the terrifying unholy power wielded by the fabled Arbiter-King to take from those what is rightfully theirs, channeling a sovereign power that shreds flesh and sears into the soul of their victims. The appearance of this power reflect's the user's attitude and general outlook, with some channeling bolts of lightning, others conjure golden blades, and some geysers of blood, etc. Regardless of the power's appearance, the effect remains the same.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Sorcery
**System**: The Vampire makes a Rouse Check, then rolls Majesty + Blood Sorcery to charge themselves with power, taking a full turn. On any subsequent turn in the scene, the Vampire can release this power to devastating effect with a Blood Sorcery + Occult roll for a ranged attack, which can be dodged or contested as normal. On a success, any victims hit takes 1 **Aggravated Damage ()** for every 2 successes on the initial Charge roll, even if the Blood Sorcery + Occult attack pool is split among multiple targets, each of them that loses the contest will take the damage calculated by the Charge roll.
Does not damage **Angelic**-aligned beings, such as Angel Vessels.
**Duration**: One night.

### **Lord of the Melee**

**Amalgam**: **Celerity 4**

You have ruled not only upon the throne, but upon the field of battle as well. With speed unmatched, Vampires with this ability find themselves capable of combating multiple opponents at once without a notable difference in combat performance.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Celerity
**System**: Upon activation, the Vampire makes a Rouse Check and rolls Majesty + Celerity against a difficulty equal to three times the number of opponents. On a Win, they gain an impossible burst of speed, allowing them to attack, or defend against, each opponent simultaneously without splitting their Dice Pools between them, or suffering a penalty when attempting to defend against them. If opponents are a significant distance from one another (greater than 5 yards/meters), or has a safer vantage point, the vampire can also activate Blink or Traversal within the same turn to attempt to close the gap.

### **Imperial Edict**

**Amalgam**: **Dominate 4**

So great is your rule that your commands are followed beyond their normal capacity, and commanding others becomes as natural as a mortal draws breath. Using Imperial Edict causes your instructions to be carried out at, foregoing all other thought, desire and distraction until the action is completed. This can extend even to feats that Dominate cannot accomplish on its own, such as forcing a physical or bodily response, allowing the Vampire to verbally command others into torpor, or a mortal into sleep.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Dominate vs Wits + Resolve
**System**: No roll is required against an unprepared mortal or against Vampires that are descendants of your Bloodline, otherwise they can resist with a contest of your Majesty + Dominate vs Wits + Resolve. Once activated, make a rouse check, and then convey a command. The command must be generally simple, unless used in tandem with Mesmerize and/or Submerged Directive. Unlike with typical Dominate powers, those commanded by Imperial Edict will carry out the instruction even if they are not immediately able or it is not easily apparent, as they glean a subconscious knowledge of your intention. While carrying out the command the victim's mind effectively shuts down to a bare-minimum of conscious capacity to focus solely on carrying out the Vampire's will, and they will generally be unable to recall anything that took place in the time between the Imperial Edict and the fulfillment of the command.
This power can be activated simultaneously with Dominate Powers, and benefits from most powers that directly affect Dominate, such as Mass Manipulation and Terminal Decree.
**Duration**: Until the command is carried out.

### **The Crown Eternal**

**Amalgam**: **Fortitude 4**

Though the crown may weight heavily upon others, its weight is now familiar to a Vampire as majestic as one with this power. So great is their constitution that they become readily immortal beyond their lesser kin, as if the hand of the Arbiter-King himself judges those who would attempt to end your rule as unworthy of such an act.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Fortitude
**System**: If the vampire would suffer Final Death, they instead make a Rouse Check and roll Majesty + Fortitude, removing 1 Aggravated Health Damage per success, are set to **5 Hunger**, and must immediately make a **Hunger Frenzy** check; Difficulty 4. If the Vampire Frenzies, they will have the sole focus of trying to feed on whatever or whoever it was that tried to kill them, if that individual escapes, they will attack others at random. A Vampire feeding in this way will always attempt to fully drain and Diablerize their victim. This ability does not activate if the Vampire is in Frenzy.
**Duration**: --

### **Obfuscate 4**

**Amalgam**: **Obfuscate 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Obfuscate
**System**:
**Duration**:

### **Pierce the Veil**

**Amalgam**: **Oblivion 4**

So intrinsically linked to death is a Vampire with this ability, that they can push themselves through physical reality and move limb and body across great distances at a near-instant, piercing, pulling and ripping through the fabric of god's creation.

**Cost**: Rouse Check
**Dice Pools**: Majesty + Oblivion
**System**: When activated, the Vampire rolls Majesty + Oblivion, and can then instantly push a limb, or their entire body, through a tear in reality that leads up to a number of meters equal to the successes on their role away from their current position. If used to dodge an attack, the user must first make a Wits + Survival; Difficulty 3, test, on a fail they get hit, on a win they teleport safely away. Generally the user must know where they're going, either by memory or sight. When used within the Domain of the user, requires no roll for distance so long as the user teleports within the borders of their Domain.
**Duration**: None.

### **Potence 4**

**Amalgam**: **Potence 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**:
**Duration**: One use.

### **Presence 4**

**Amalgam**: **Presence 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**:
**Duration**: One scene.

### **Protean 4**

**Amalgam**: **Protean 4**

**Cost**: Rouse Check
**Dice Pools**: Majesty + Blood Potency
**System**:
**Duration**: One scene.