This power is perhaps the closest thing that Majesty gets to serious command over the thoughts of another. Its power warps the emotional state of the subject, making him a willing servant of the vampire. Subjects retain their sense of identity and free will, believing that every instinct to serve and admire comes of their own volition. When the duration of an Entrancement ends, however, confusion and displacement arise, often leading to mixed feelings. Similar to falling out of love, re-entrancing a former “lover” is difficult at best.
Dice Pool: Manipulation + Empathy + Majesty versus subject’s Composure + Blood Potency
Action: Contested; resistance is reflexive
Dramatic Failure: A dramatic failure offends the subject, making him immune to the vampire’s “advances” for the rest of the night.
Failure: The character loses or ties the contested roll. The Entrancement fails and the subject reacts to the vampire normally.
Success: The character wins the contested roll by getting the most successes, and brings the subject under his sway for an hour or so — long enough to complete a single task or set of tasks.
Exceptional Success: The character wins the contested roll with five or more successes. An exceptional success indentures the target for at least at least a week, and potentially a month or more.
When a period of effect wears off, the subject does not necessarily bear the vampire any ill will. After all, he has no idea that something unnatural has taken place. He merely comes to the conclusion that he no longer feels the way he once did for the character (even if “once” was an hour ago). At this time, he likely returns to going about his own life, content with never seeing the vampire again. Typically, a vampire who wishes to retain the attention of an affected subject calls upon more reliable (or stringent) methods of indenturing, such as the Vinculum.
+2 Power is turned on a vampire with whom the user has a blood tie (see p. 162)
-3 The Kindred has already successfully Entranced the subject within a week.