Swarm Master
••••
Puissance du Sang 3 & Humanity no greater than 5
NH-WD, p.108
Seize control of a swarm of larvae

The vampire’s Beast resonates with the Larvae, allowing her to seize control of a swarm. Whenever the character is in close enough proximity to a Larva to trigger the Predator’s Taint, the player may roll Presence + Resolve + Blood Potency in a contested roll vs. the Larva’s (or the pack leader’s, if applicable) Resolve + Composure. If the vampire wins, the swarm is under the vampire’s control until she is physically separated from the swarm for a period of one hour per dot of Blood Potency. At the end of that time, the swarm regains its independence, though the vampire can attempt to assume control again. During the separation, the Larvae will follow the vampire’s last orders, or, if no orders were given, attempt to find her.

While in control of a swarm, the vampire can issue verbal commands to the swarm. The Larvae follow the Kindred’s commands to the best of their abilities. In order to force the swarm to undertake especially dangerous actions (entering a burning building, fighting a more powerful vampire without the rest of the pack, etc.), the vampire’s player must roll Presence + Intimidation. If the command involves facing fire or sunlight, apply a –3 to the roll.

Another vampire can attempt steal the pack away from the master, but incurs a –5 penalty on the attempt to do it, whether using this Merit or another method.

Drawback:
The swarm doesn’t feel safe away from the master. The Larvae follow the vampire around, which can make maintaining the Masquerade difficult. Clever masters find ways to compensate, but one Larva running off after a vessel can ruin the whole enterprise.