Auspex
1. Heightened
Senses
Secret
Roll: Auspex, difficulty ???
The vampire
can sharpen any or all of her senses, at will, for as long
as she wants. However, traumas caused by sensory overload
(IE very bright lights, loud noises, etc) while in this
state last much longer. How this comes into play is decided
by the Storyteller, who may describe details more fully.
The vampire will also sense things that she would otherwise
not sense, that might be important. How this danger sense
is used is up to Storyteller whim.
2. Aura
Perception
Roll:
Per. + Empathy, difficulty 8
The vampire
may read the aura of another. If the vampire attempts a
second reading on anyone, treat any failure as a botch (a
wildly inaccurate reading). Conditions contributing to aura
colors, and their corresponding effects, are in the chart
below.
1 suc.
The vampire can tell if the aura is pale or bright, IE vampire
or otherwise.
2 suc. The predominant color can be distinguished.
3 suc. Patterns can be recognized.
4 suc. Shifts in color or pattern can be detected.
5 suc. All aspects of the aura can be read.
CONDITION/AURA COLORS
Afraid/Orange
Aggressive/Purple
Angry/Red
Bitter/Brown
Calm/Light Blue
Compassionate/Pink
Conservative/Lavender
Depressed/Gray
Desirous or Lustful/Deep Red
Distrustful/Light Green
Enraged/Crimson
Envious/Violet
Excited/Rose
Generous/Vermilion
Happy/Black
Idealistic/Yellow
Innocent/White
Love/Blue
Obsessed/Green
Sad/Silver
Spiritual/Gold
Suspicious/Dark Blue
A Vampire/appropriate color is pale
Confused/mottle, shifting color
Daydreaming/sharp, flickering colors
Diabolist/black veins
Frenzied/rapidly rippling colors
Psychotic/hypnotic, swirling color
Magic Use/myriad sparkles
3. The Spirits Touch
Roll:
Per. + Empathy, difficulty ???
The vampire
may touch an object, and get psychic impressions of the
last one who touched it.
4. Telepathy
Roll:
Int. + Subterfuge, difficulty Willpower
The vampire
may read a targets mind. If the target is a vampire,
a willpower point must also be spent. The thoughts perceived
are in a stream-of-consciousness form, which reflects that
reading minds is usually easier than understanding what
is being read.
5. Psychic
Projection
Roll:
Per. + Occult, difficulty ???
The vampire
may leave her body, and travel in astral form. In this state,
she may travel up to 500 miles per hour, connected to her
physical body by a silver cord. The integrity of this cord
is reflected by the number of willpower points she has;
if she goes down to zero willpower points, this cord breaks,
stranding her in the astral plane.
In this
state, the vampire may use mental disciplines, but may not
interact with physical reality, except that she may manifest
as a ghostly form for one turn by spending a willpower point.
Otherwise, she is nearly imperceptible in physical reality
(except to those with Auspex, Mind 2, etc.). Due to the
lack of a physical body, Wits replaces Dexterity, Manipulation
replaces Strength, and Intelligence replaces Stamina. All
damage causes loss of willpower points, rather than Health
levels.
6. Babble
(Clanbook:Malkavian)
Roll:
Cha. + Empathy, difficulty Willpower
The vampire
can converse with a number of other targets up to her Willpower
rating, and a number of additional Malkavians (or similarly
deranged individuals) up to her Empathy rating, at any distance.
However, all such communications must be spoken aloud, at
the same volume as would be necessary to be heard if the
speaker was in the same setting as the listener. No roll
is needed for a willing target.
6. Clairvoyance
Roll:
Per. + Empathy, difficulty 6
The vampire
may see and hear events in a distant place of her choice.
She may also use other Auspex powers in conjunction with
this one, but each such use is rolled separately.
6
The Dreaming
Roll:
Wits + Empathy, difficulty 7
The vampire
may dream about her surroundings, or any circumstances that
might affect her, when in torpor or asleep.
6. Eagles
Sight
The vampire
may psychically scan a birds eye view of an area of
a radius of two miles, from an apparent view of about 250
feet up. If she also has Clairvoyance, she may close in
on a smaller area.
6. Insight
of the Talespinner (Clanbook:Toreador)
By spending
a blood point, the vampire can tell a story off the top
of her head, entrancing others who can hear it, as per the
Toreador clan weakness -- even non-Toreadors. Others so
afflicted may roll Wits + Empathy, difficulty 8, but must
listen until the story is finished if they score less than
three successes. This power also grants a -3 difficulty
modifier to all storytelling-related rolls.
6. Prediction
Roll:
Per. + Empathy, difficulty Willpower
By spending
a blood point, the vampire may predict a targets next
comment. With three successes, she may predict the targets
next action. Each success gives the vampire a one-die bonus
to all Social rolls directed at the target, and each success
beyond the second imposes a one-die penalty to all rolls
directed against the vampire.
6. Sense
Emotion
Roll:
Per. + Empathy, difficulty 7
The vampire
may sense the auras and general moods of everyone within
a ten foot radius. She may also pinpoint instigators of
these emotions.
6. Telepatic
Communication
Roll:
Cha. + Empathy, difficulty Willpower
The vampire
can converse psychically with a target in line-of-sight,
project images, transmit sensory input, etc. No roll is
needed for a willing target.
6. What
People Want to Hear (Clanbook:Toreador)
Resist:
Willpower, difficulty 7
By spending
a blood point, the vampire can know exactly what to say
to get a desired response from another. If the target of
this power believes the vampires statement to be fundamentally
wrong, she may resist, as above. This power usually doesnt
permanently change a persons viewpoint, but it can.
7. Melange
(Clanbook:Malkavian)
The vampire
can see an alternate view of reality, gaining whatever insights
can be gained from the Storytellers descriptions,
which should be confusing, gibberish, and/or bullshit. While
using this power, the vampire loses half of all of her dice
pools (rounding down the loss), and is susceptible to missing
details in the "real world".
7. Personality
Metamorph (Clanbook:Toreador)
By spending
two blood points, the vampire may create a personality,
and adopt it as her own. This personality has its own Nature,
Demeanor, abilities, mental and social attributes, Willpower,
and Humanity. Sometimes, the new personality will even have
a different set of disciplines, or a different Path of Enlightenment.
Usually, physical attributes and Appearance remain unchanged.
This power lasts for one scene, though the vampire may pay
one blood per scene to extend its effects.
7. Soul
Scan
Roll:
Per. + Investigation, difficulty 6
The vampire
may locate a target, anywhere in the world. The difficulty
to use this power is 8 if the target has Obfuscate.
7. Spirit
Link
Roll:
Wits + Etiquette, difficulty 6
The vampire
may telepathically link one person to herself for each success.
All targets so linked will also hear each other. This power
does not facilitate mind-reading.
8. Malkavian
Madness Network (Clanbook:Malkavian)
Roll:
Empathy + Willpower, difficulty 6
The vampire
may inform other Malkavians of, and organize, the meetings
that no one has been able to figure out. This only informs
other Malkavians about the meeting; it does not obligate
them to attend.
1 suc.
All Malkavians within three blocks.
3 suc. All Malkavians within ten blocks.
5 suc. All Malkavians within three miles.
7 suc. All Malkavians within ten miles.
10 suc. All Malkavians in the city.
13 suc. All Malkavians in the area (IE county).
15 suc. All Malkavians on the continent.
20 suc. All Malkavians in the world.
All Malkavians
so contacted (and all similarly insane individuals, at the
Storytellers discretion) then get a secret roll of
Perception + Malkavian Time, difficulty 6, to determine
how far in advance they learn of the meeting. Those not
contacted have no way of detecting the use of this power.
1 suc.
The meeting just started. If you hurry, you might make it
before its over.
2 suc. The meeting is tomorrow.
3 suc. The meeting is in a week.
4 suc. The meeting is in a week, and you have some idea
of its purpose.
5 suc. The meeting is in a week, and you know exactly what
will be discussed.
8. Psychic
Assault
Roll:
Man. + Intimidation, difficulty 8
Resist:
Willpower, difficulty 8
The vampire
may do psychic damage to a target. If the target is a vampire,
a willpower point must also be spent. If this assault reduces
the target to zero willpower points, the target is rendered
unconscious; with three or more successes, if the target
is rendered unconscious, she awakens with a derangement.
This power does damage as follows:
Botch
The target is immune to all further such assaults from the
vampire for the rest of the night. Failure The target is
unharmed, and may roll Perception + Occult, difficulty 6,
to perceive the attack.
1 suc.
The target loses a willpower point. Also, a Courage roll
may be required, at the option of the Storyteller.
2 suc. The target loses 3 willpower points. A Courage roll
is required, difficulty Auspex.
3 suc. The target loses 6 willpower points. A Courage roll
is required, difficulty Auspex.
4 suc. The target loses all willpower points. Her Willpower
is permanently halved.
5 suc. The target rolls Willpower, and dies if the roll
fails. If successful, effect is that of four successes.
8. Omniscience
Roll:
Per. + Empathy, difficulty 6
The vampire
may perceive anything the Storyteller feels like telling
her. She may learn about events, or individuals, and there
is no limit to how much can be learned, except for how successful
she is on the roll. Individuals with Obfuscate 8 or higher
can not be detected or studied in this fashon.
9. Precognition
Roll:
Int. + Alertness, difficulty 8
The vampire
may see the future of any location with which she is familiar.
These visions are based on the assumption that none of the
current circumstances will change, and they do not take
into account the plans of those who might act to change
the future. The length of time by which the vampire can
see ahead is as follows:
1 suc.
one hour.
2 suc. one day.
3 suc. one week.
4 suc. one month.
5 suc. one year.
10. Pulse
of the Canaille
Roll:
Humanity, difficulty variable
The vampire
may learn about a group of people. The difficulty varies
according to the size of the group being studied, as follows:
dif. 6 an organization.
dif. 7 a city.
dif. 8 a region.
dif. 9 a country.
dif. 10 the world.
If the
group of people is being controlled, then all aspects of
all controlling forces will be seen, with enough successes.
What the vampire learns from using this power is as follows:
1 suc.
The vampire senses moods and attitudes.
2 suc. The vampire also senses the potential and future
of the group.
3 suc. The vampire also sense the degree to which they are
being controlled.
4 suc. The vampire also senses the aura of the controlling
force.
5 suc. The vampire also knows who is controlling them, and
why.