This power sharpens all of the vampire's sense, effectively doubling the
clarity and range of sight, hearing and smell. While her senses of taste
and touch extend no farther than normal, they likewise become far more
acute; the vampire could taste the hint of liquor in a victim's blood,
or feel the give of the board concealing a hallow space in the floor. The
Kindred may magnify her senses at will, sustaining this heightened focus
for as long as she desires.
Occasionally, this talent provides extransensory or even precognitive insights.
These brief, unfocused glimpses may be odd premonitions, flashes of empathy
or eerie feelings of foreboding. The vampire has no control over these
perceptions, but with practice can learn to interpret them with a fair
degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.
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II. Aura Perception
Using this power the vampire can percieve the psychic "auras" that raidate
from mortals and supernatural beings alike. These halos comprise a shifting
series of colors that take practice to discern with clarity. Even the simplest
individual has many shifting hues within his aura; strong emotions predominate,
while momentary impressions or deep secrets flash through in streaks and
swirls.
The colors change in sympathy with the subject's emotional state, blending
into new tones in a constantly dancing pattern. The stronger the emotions
involved, the more intense the hues become. A skilled vampire can learn
much from her subject by reading the nuances of color and brilliance in
the aura's flow.
Aside from perceiving emotional states, vampires use Aura Perception to
detect supernatural beings. The colors in Kindred Aura's, while intense,
are quite pale; mage auras often flare and crackle with supressed power;
werebeasts have strikingly bright, almost frantic, halos; ghosts have weak
auras that flicker fitfully like a dying flame; and faerie creatures' radiance
is shot through with rainbow hues.
| Disciplines | ||
|---|---|---|
| Aggression - purple | Anger - red | Bitterness - brown |
| Compassion - pink | Confusion - colors shift, and are mottled | Conservatism - lavender |
| Daydreaming - colors flicker sharply | Depression - gray | Desire - deep red |
| Diablerist - black veins in aura | Distrust - light green | Envy - dark green |
| Excitement - violet | Fear - orange | Frenzy - colors ripple |
| Generosity - rose | Excitement - violet | Fear - orange |
| Happiness - vermilion | Generosity - rose | Hatred - black |
| Idealism - yellow | Innocence - white | Love - blue |
| Lust - deep red | Magic-user - multicolored sparkles in aura | Obsession - green |
| Psychosis - colors swirl | Rage - crimson | Sadness - silver |
| Serenity - light blue | Spirituality - gold | Suspicion - dark blue |
| Vampirism - appripriate color is pale | ||
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III. The Spirit's Touch
When someone handles an object for any length of time, he leaves a psychic
impression on the item. A vampire with this level of Auspex can "read"
these sensations, learning who handled the object, when he last held it,
and what was done with it recently.
These visions are seldom clean and detailed, registering more like a kind
of "psychic snapshot." Still, the Kindred can learn much even from such
a glimpse. Although most visions concern the last person to handle the
item, a long-time ownder leaves a stronger impression than someone who
held the object briefly.
Gleaning information from a spiritual residue requires the vampire to hold
the object and enter a shallow trance. She is only marginally aware of
her surroundings while using The Spirit's Touch, but a loud noise or jarring
physical sensation breaks the trance instantly.
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IV.Telepathy
The vampire projects a portion of her consciousness into a nearby mortal's
mind, creating a mental link through which she can communicate wordlessly
or even read the target's deepest thoughts. the Kindred "hears" in her
own mind the thoughts plucked from a subject as if they were spoken to
her.
This is one of the most potent vampiric abilities, since, given time, a
Kindred, can learn virtually anything from a subject without him ever knowing.
The Tremere and Tzimisce in particular find this power especially useful
in gleaning secrets from others, or for directing their mortal followers
with silent precision.
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V. Psychic Projection
The Kindred with this awesome ability projects her senses out of her physical
shell, stepping from her body as an entity of pure thought. The vampire's
astral form is immune to physical damage or fatigue, and can "fly" with
blinding speed anywhere across the earth - or even underground - so long
as she remains below the moon's orbit.
The Kindred's material form lies in a torpid state while her astral self
is active, and the vampire isn't aware of anything that befalls her body
until she returns to it. An ephemeral silver cord connects the Kindred's
psyche to her body. If this cord is severed, her consciousness becomes
stranded in the Astral plane, the realm of ghosts, spirits and shades.
Attempting the return to the vampire's physical shell is a long and terrifying
ordeal, especially since there is no guarentee that she will accomplish
the journey successfully.
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VI. Spirit Bond
This power allows the Cainite to establish a mental bond with an object
or person. The vampire may "check up on" the object or person at any time
after achieving this bond. Invoking the bond instantly reveals exactly
where the object or person is currently located.
This power is best used sparingly - many who apply it in excess become
paranoid and useless, checking on their bonds every waking hour.
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VI. Babble (Clanbook:Malkavian)
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.
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VI. Clairvoyance
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.
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VI. The Dreaming
The vampire may dream about her surroundings, or any circumstances that
might affect her, when in torpor or asleep.
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VI. Eagle’s Sight
The vampire may psychically scan a bird’s 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.
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VI. Prediction
By spending a blood point, the vampire may predict a target’s next comment.
With three successes, she may predict the target’s 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.
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VI. Sense Emotion
The vampire may sense the auras and general moods of everyone within a
ten foot radius. She may also pinpoint instigators of these emotions.
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VI. Telepatic Communication
The vampire can converse psychically with a target in line-of-sight, project
images, transmit sensory input, etc.
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VI. What People Want to Hear
(Clanbook:Toreador)
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 vampire’s statement to be fundamentally wrong, she may resist, as above.
This power usually doesn’t permanently change a person’s viewpoint, but
it can.
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VII. Stealing the Mind's Eye
Cainites who have been banished by others of their kind developed this
power to spy on their rivals. The vampire links her mind with that of a
mortal slave or ghoul servant, and passively views what that person sees,
and hears what he hears. Although seemingly helpess to the whims of the
"host", the vampire retains limited access to her Disciplines.
Most Cainites do not like the feeling of helplessness that comes with this
mental link, and engage other disciplines, such as Dominate or Presence,
to command the comings and goings of the host.
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VII. Pluck the Secret
The Cainite speaks as little as a single word to her subject. The subject
then reveals everything she knows about that topic to the vampire. The
revelation may be delivered through thoughts or speech, depending on whether
the vampire wants her subject to talk.
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VII. Melange (Clanbook:Malkavian)
The vampire can see an alternate view of reality, gaining whatever insights
can be gained from the Storyteller’s 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".
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VII. 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.
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VII. Soul Scan
The vampire may locate a target, anywhere in the world.
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VII. Spirit Link
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.
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VIII. The Oracle's Sight
At this level of ability, the minds of subjects open to vampiric perusal.
Simple desires and surface thoughts bubble out of the subjects' brains,
filling the vampire's mind with a cacophony of voices. Only Cainites with
the greatest self-discipline dare use this power; weaker ones have been
overwhelmed by the deluge of thoughts and have lost their minds or been
driven to self-destruction.
Of all the clans, the Malkavians seem best able to sift through the flood
of mental images. Elders of other clans typically shy away from this power,
while elder Malkavians embrace the confusion it creates.
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VIII. Malkavian Madness Network
(Clanbook:Malkavian)
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.
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VIII. Psychic Assault
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 percieve the attack.
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VIII. Omniscience
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.
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IX. Precognition
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.
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X. Pulse of the Canaille
The vampire may learn about a group of people. The difficulty varies according
to the size of the group being studied. If the group of people is being
controlled, then all aspects of all controlling forces will be seen, with
enough successes.