AUSPEX
This Discipline bestows uncanny sensory abilities upon the vampire. While it initially heightens all of the Kindred's senses, that is merely the beginning. As the power grows in power, the vampire can percieve the psychic auras. Furthermore, Auspex can pierce the disguise that Obfuscate creates.
Such sensory command gives the cvampire a distinct advantage over most supernaturals.
Still, the vampire must be careful for this sensitivity causes her to be distracted. Sudden or dynamic events can disorient an Auspex-using vampire, unless she successes with her Willpower (4). Malkavians and Toreador are most susceptible to such distractions.
High Perception is a boon to Auspex.
Auspex also enables Kindred to percieve many things beyong mortal ken. It can detect the presence of a supernatural being who is hidden from normal sight or pierce illusions created by Chimerstry.
Obfuscate: When a vampire tries to use her heightened perceptions to notice a Kindred hidden with Obfuscate, she detects the subject's presence if her Auspex is higher than his Obfuscate. In case they are equal, they try Perception + Subterfudge (7)(Auspex user) against Manipulation + Subterfudge (7)(Obfuscate user).
Chimerstry: Likewise, vampires with Auspex may seek to penetrate illusions created by Chimerstry. The Auspex.wielder must actively seek to pierce the illusion. Then the vampires try Perception + Subterfudge (7)(Auspex user) against Manipulation + Subterfudge (7)(Chimerstry user).
Other powers: Try Perception + Subterfudge (7)(vampire) against Manipulation + Subterfudge (7)(other creature).
Level 1
Heightened Senses
This power sharpens all of the vampire's senses, doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no further than normal, they become far more acute. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. This may even make hunting easier.
Occasionally, this talent provides extrasensory or even precognitive insights.
Expanded senses come with a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power.
System: This power requires no rolls. A vampire nedds to roll only if she is to notice a subject using Obfuscate, in which case a Perception roll is requred and the difficulty may be reduced by the vampire's Auspex, or to percieve a threat roll Auspex (difficulty depends on the circumstances).
This power doesn't allow the Kindred to see in pitch darkness, but it does reduce the difficulties while in pitch dark from +2 to +1, and she may make ranged attacks if she can detect her foe somehow.
Level 2
Aura Perception
Using this power, the vampires can sense the "auras" that radiate from mortals and supernaturals alike. These halos comprise a shifting series of colors; strong emotions predominate, while momentary impressions or deep secrets flash through in streakes and swirls.
The colors change in sympathy with the subject's emotional state. The stronger the emotions involved, the more intense the hues become.
Aside from percieving emotional states, Aura Perception is also used to identify supernational beings.
System: Roll Perception + Empathy (8); each success indicates how much of the subject's aura the vampire sees and understands:
Botch |
False or erroneus interpretation.
|
Failure |
The aura can't be read.
|
1 success |
Can distinguish only the shade (pale or bright). |
2 successes |
Can distinguish the main color. |
3 successes |
Can recognize the color patterns. |
4 successes |
Can detect subtle shifts. |
5+ successes |
Can identify mixtures of color and pattern. |
The vampire may view a particular subject's aura only once with any degree of quality. Any more attempts that result in a failure are considered as botches, as it is very easy to imagine seeing what the Kindred wants to see when judging someone's intentions. After a full month, she may try again at no penalty..
This chart shows some emotions that can be read off from an aura, as well as describing how to spot other supernatural beings:
Condition |
Aura Colors |
Afraid |
Orange |
Aggressive |
Purple |
Angry |
Red |
Bitter |
Brown |
Black Spiral Dancer |
Black shifting to sickly Yellowish-Deep Red |
Calm |
Light Blue |
Compassionate |
Pink |
Confused |
Mottled shifting colors |
Conservative |
Lavender |
Daemon |
Aura in flames |
Dauntain |
Swirling Grey-Yellow-Black-Dark Brownish "clouds" |
Daydreaming |
Sharp flickering colors |
Dead |
Lack of color |
Depressed |
Grey |
Desirous/Lustful |
Deep Red |
Dispair |
Crimson slashed through with blazing Orange and Grey |
Diabolist |
Black stripes in Aura |
Disassociated |
A Prussian shade overshadows all other colors, making them seem faded |
Disgust |
Purple and Red snake-like patterns melding and turning Black |
Distrustful |
Light Green |
Dying |
Swirling fading Yellow |
Enraged
|
Crimson |
Envious |
Dark Green |
Excited |
Violet |
Faerie
|
Sparkles in Aura (depends on the changeling court, see below) |
Fanatic |
Various colors, criss-crossed with Green and Purple |
Fear |
Sickly Yellow |
Frenzied |
Rapidly rippling colors |
Frustrated |
Red dissolving into spots of flickering Yellow and mottled Orange |
Furious |
Dark Red with ripples of Black |
Generous |
Rose |
Ghost |
Weak, intermittent Aura |
Greed |
Pulsating Purple |
Happy |
Vermilion |
Hateful |
Black |
Hazy |
A White-Grayish fog lies dominant over all other colors |
Idealistic |
Blazing Yellow |
Infected by Bane
|
Aura in flames of a sickly Yellow-Black color |
Innocent |
White |
5Insane |
Hypnotic swirling color |
Intellect-Driven
|
Prussian changing to Cronflower |
Joy |
Golden |
Kindred |
Appropriate color is pale |
Lecherous |
Deep Red and Purple entangled in pulsating knots |
Love |
Brilliant Rose |
Lupus Garou
|
Black shifting to Red |
Magic User
|
Myriad sparkles... see below: |
Hedgewizard
|
...arranged in a flowing pattern like a grass-field |
Kindred Magus
|
...arranged in a strict pattern of circles in circling circles |
Marauder |
...bubbles, squares and sometimes even Yellow smiles |
Nephandi |
...with a dark core around the Nephandus |
Oracle |
...in blazing Gold mixed with the appropriate patterns and colors |
Technocrat |
...captured within a rigid grid of geometrical lines |
Tradition |
...in a random pattern of the Tradition's favoured color, and symbol-pattern |
Murderous Rage
|
Black rippling with Crimson |
Neutral |
Impossible to read the Aura |
Obsessed |
Green |
Pain |
Red with stripes of White moving across the Aura in an electric pattern |
Perverse |
Dark Lavender |
Possessed (by Daemon/Bane)
|
Aura flickers slightly; like a dying fire |
Psychotic |
Pulsating Blue blending with Green, creating pulsating spots of wild colors |
Resolution |
Pulsating Blue |
Sad |
Silver |
Seelie |
Yellow-Red-Purple stripes |
Skin-Ridden (by Wraith)
|
Aura shifts between lack of color, and being complete violet |
Spiritual |
Gold |
Superiour |
Glowing Crimson |
Suspicious |
Dark Blue |
Terrified |
Blazing Orange |
Thoughtful |
Sharp colors in slowly moving patterns - like a jigsaw puzzle |
Uncertain |
Flickering Yellow |
Undead
|
Black Glow |
Unseelie |
Purple-Black-Dark Grey stripes |
Vengeful |
Pulsating Purple criss-crossed with Black and Pulsating Blue |
Werebeast |
Bright, vibrant Aura |
Wondering |
Dark Blue changing between being mottles and sharp |
Level 3
The Spirit's Touch
When someone handles an object for any length of time, she 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.
These visions are seldom clear and detailed, Still, the Kindred can learn a lot even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone eho held the object briefly.
Gleaning information from the 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 a jarring physical sensation breaks the stance instantly.
System: Roll Perception + Empathy. The difficulty depends on the age of the impressions and the mental and spiritual strength of the person or event that left them.
The greater the individual's emotional connection to the object, the stronger the impression he leaves on it - and the more information the Kindred can glean from it. Also, event involving strong emotions likewise leave stronger impressions than does short or casual contact. Basically every success offers one piece of information:
1 success |
Reveals the sex of the user.
|
2 successes |
Also tells the age of the user.
|
3 successes |
Also reveals the rough look of the user and his/her emotion when using the object.
|
4 successes |
Also discovers the name of the user.
|
5+ successes |
Also reveals the users connection to the object and some things (s)he did with it.
|
Level 4
Telepathy
The vampire creates a mental link with a neraby mortal's mind, through which she can communicate wordlessly or even read the target's thoughts. These thoughts are "heared" by the Kindred in her own mind, as if they were spoken to her.
This is one of the most potent vampiric abilities, since a Kindred can learn anything from a subject without him ever knowing. The Tremere and Tzimisce find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.
System: Roll Intelligence + Subterfudge (Willpower). Projecting thoughts requires one success. The target recognizes that the thoughts are not from his/her own mind, but can't discern their actual origin.
To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain, requiring five or more successes to access.
For reading the minds of other supernatural creatures, the Kindred must spend a WP before the roll.
The thoughts should be described as flowing streams of impressions and images. Such descriptions force the vampire to decide what she read. After all, reading minds is a difficult and often puzzling task.
Level 5
Psychic Projection
The Kindred with this 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 and fatigue and can fly with blinding speed (1600 km/h) anywhere acros the earth - or even underground.
The Kindred's material form lies in 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 to return to the physical shell is a long and terrifying ordeal. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.
System: Journeying in astral form requires the expenditure of 1 WP and a Perception + Occult roll. Difficulty depends on the distance and complexity of the intended trip.
Failure means the Kindred is unable to separate her consciousness from her body, while a botch can have nasty consequences - from a random destination to heading for the desired destination so forcefully that the silver cord snaps.
Changing course requires another WP and a new roll. A failure means that the vampire got lost and must retrace the path of her silver cord. A botch here means that the cord snaps.
The vampire may carry nothing in astral form. Some artifacts are said to exist in the spirit world and the Kindred may try to use one of them if she finds any. These relics can't be brought to the physical world, however.
Interaction with thy physical world is impossible from here. At best, with the expenditure of a WP, the Kindred may manifest as a ghostlike shape. This lasts for one turn, and though she can't affect anything physically, the vampire may speak before fading away. Despite no physical substance, a Kindred on the astral plane may use Auspex normally. Other Disciplines such as Animalism, Dementation, Dominate, Necromany, Obtenebration, Presence and/or Thaumaturgy may be allowed as well, though these power require at least three successes on the initial Psychic Projection roll.
If two astral shapes encounter one another, they interact as if they were solid. Since they have no physical bodies, they substitute Mental and Social Traits for Physical ones (Wits = Dexterity, Manipulation = Strength and Inteligence = Stamina). The only real way to damage another psychic entity is to cut its silver cord. WPs are considered Health levels and when a combatant loses all of her WP, the cord is severed.
Other beings, such as ghosts, werewolves and even rare magi travel the astral plane as well. Trips into the spirit world are bizarre, mysterious and dreamlike journeys.
Level 6
Babble (Malkavian Clanbook, Malkavian Clanbook (Revised))
One of the more classic powers among elder Malkavians, this is the ability to communicate at great distances by using the power of the Network. The Malkavian with this ability can link a number of people together, allowing them all to converse at will - however, everyone involved must carry on their conversation out loud. What's more, each person hears their fellows as if the other people were standing next to them; thus, if Rosegarden were in the comfort of her own quiet haven while Pack was in a crowded subway, Pack could murmur quietly and be heard, while Rosegarden would have to raise her voice for Pack to hear her over the crowd.
System: The Malkavian may communicate with as many other people as she has point of Willpower; to link with unwilling targets, roll Charisma + Empathy (Willpower). She may add more people (up to her Empathy rating) over and above her Willpower only if those people have derangements and don't resist the Babble.
Celestial Harmony (Caine's Chosen: Black Hand)
This power is a little dangerous to use, but its effects are well worth any price the vampire may have to pay. It allows the Cainite to open up her mind to the river of thoughts and emotions created by the souls of those nearby, flooding her head with a torrent of unfamiliar images, voices and other less identifyable sensory input. Built in to this power, however, is a screening mechanism by which the user may be able to percieve at least general impressions of whose thoughts belong to who. This influx of information, coupled with the usual complement of skills possessed by all Hand members, provides a quick and efficient way of analyzing one's surroundings and gleaning the most useful information from them without having to expose oneself or interrogate those nearby.
For example, a Cainite with this power enters a local watering hole in a town unfamiliar to him. After activating this power, she becomes attuned to the souls of those nearby, her mind in harmony with theirs. After a few moments, she has learned that the waitress fears fears for her well-being (strangers aren't very welcome in this bar), the cashier behind him is single and looking, and the stocky man in the cheap suit is an undercover agent of some kind - all in addition to the unwanted realization that the burly trucker at the bar happens to be wearing ladies' underwear for some reason.
System: Roll Willpower (7). With each success garnered on this roll, the vampire can "tune in" for one turn. Successes and turns don't have to be used consecutively, and the vampire can turn the power on and off throughout the scene, if so desired. If she activates the power twine in the same scene, however, or if she uses it more times than she has permanent Willpower in one night, he gains a new derangement (based upon the circumstances) that will plague her for the rest of the story. In addition, the vampire suffers a two-dice penalty to all Perception- and Wits-based rolls while celestially harmonizing.
Unfortunately, this brand of mass telepathy doesn't allow the user to shut out certain stimuli or "target" specific individuals. It is a floodgate into the vampire's mind, one which is either entirely open or entirely closed. If the user wishes to narrow his focus, after having received enough information through the use of her Celestial Harmony to get her started, he may simply shut this power off and activate Telepathy instead - a power better designed for such person-to-person intimacies.
Cipher (Archons and Templars)
The vampire can understand any written material, even in a language with which she is unfamiliar or scribed in code. Only words with some supernatural nature - such as a Malkavian's Scrawl or Thaumaturgical runes - are not always subject to this effect.
System: Spend a BP and roll Intelligence + Linguistics (6). Each success allows the vampire to read a specific language or decipher a specific code for an entire scene. Thus, a vampire who speaks neither French nor Russian could, if she rolled two successes, read both French and Russian for one scene; alternatively, he could read one work written in Frnech and encoded (one success for the language, one for the code) multiple attempts may be made on a single written work, but each new attemp requires a BP. A botch results in a false translation.
If the vampire is attempting to read supernatural writing, compare her total level of Auspex to the level of the writer's relevant Discipline at the time the words were written. If, for instance, the vampire is trying to read a Malkavian's Scrawl, compare her Auspex to the Malkavian's Obfuscate. If the Auspex is higher, the words can be read; if the Obfuscate is equal or greater, they cannot.
Clairvoyance (    Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
By using Clairvoyance, a vampire can percieve distant events without using Psychic Projection. By concentrating on a familiar person, place or object, a vampire can observe the subject's immediate vicinity while staying aware of her own surroundings.
System: Roll Perception + Empathy (6) and describe the target that is tried to look in on. If the roll is successful, the vampire can then perceive the events and environment surrounding the desired target for one turn per success. Other Auspex powers may be used on the scene being viewed; these are rolled normally. Clairvoyance does split the vampire's perceptions between what she is viewing at a distance and what is taking place around her. As a result, while using this power, the vampire is at +3 difficulty on all rolls relating to actions that affect her physical surroundings.
Discern the Aura (Archons and Templars)
A more wide-reaching if less precise enhancement of Aura Sight, Discern the Aura allows the Kindred to glance over a group of individuals and pick out all those who show a specific color, emotion or state of being in their auras. The vampire could, for instance, glance around a room, an auditorium or even at passers-by on the street and pick out everyone who is angry, or frightened or even Kindred.
System: Roll Perception + Empathy (8) and choose to spend a BP or not. The vampire can then identify a number of people with the specific color in their aura up to her number of successes (or up to ten times her number of successes, if she chose to spend a blood point) . The power lasts until the number is reached, or until the end of the scene, whichever occurs first.
Each use of the power can locate only one hue. If the character wishes to find all Kindred (every pale aura) in the crowd, and then wishes to find everyone in the crowd who is currently frightened, that would require two uses of the power. This power can sometimes penetrate Obfuscate, per the standard rules .
Eagle's Sight (    Players' Guide, Players' Guide (2nd Ed.))
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.
Farsight (Dark Ages)
Genious Loci (Tzimisce Clanbook)
Gain insight by meditating at places of high resonance.
Insight of the Talespinner (Toreador Clanbook)
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.
System: 1 BP has to be spent to activate this power. Others so afflicted may roll Wits + Empathy (8), but must listen until the story is finished if they score less than three successes. This power also grants a -3 modifier to all storytelling-related rolls.
Prediction (    Players' Guide, Players' Guide (2nd Ed.)Guide to the Camarilla)
Some people are capable of finishing their friends' sentences. Elder vampires with Prediction sometimes begin their friends' sentences. Prediction is a constant low-level telepathic scan of the minds of everyone the vampire is in proximity to. While this power does not give the vampire the details of the neighbors' conscious thoughts, it does provide a wealth of cues as to the subjects' moods, suppressed reflexes and attitudes toward the topic of conversation.
System: Whenever the vampire is in conversation and either participant in the discussion makes a Social roll, the vampire may pre-empt the roll by spending a BP and roll Perception + Empathy (Manipulation + Subterfudge). Each success is an additional die that can be applied to the vampire's Social roll or subtracted from the dice pool of the Social roll being made against her.
Sense Emotion (    Players' Guide, Players' Guide (2nd Ed.))
The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions.
System: Roll Perception + Empathy (7).
Sibyl's Tongue (Malkavian Clanbook (Revised))
Elder Malkavians have a well-deserved reputation as seers and prophets. The power of the Sibyl's Tongue takes this predilection one step further. The Malkavian so blessed can call on her advanced Auspex to go deliberately questioning into the Legion-mind for the answer to a particular question. If some Malkavian somewhere knows the answer, then the sibyl has a chance of making the connection to that Malkavian's memories and draw forth the information.
Failure carries a penalty, though. To open oneself to the Legion-mind and deliberately tread naked into its waters - that's dangerous stuff. Whenever a Malkavian uses this talent, she runs the risk of having the clan's collective mad thoughts invade her head in a rush. The process is... highly unpleasant.
System: The Malkavian must focus for a turn to attune herself to the Network. Then roll Wits + Investigation (8). If the roll is successful, the Malkavian gets the answer of her choice; the more successes, the less cryptic the reply. However, the answer must be something that some Malkavian somewhere knows (excluding Malkav himself, of course).
If the roll is failed, then the Malkavian is in trouble. The stew of psychoes that makes up the Network invade her personal headspace, at such a speed that it's impossible to filter out what she wants. She immediately gains two additional derangements for the duration of the scene. If the rolled is botched, then the effects are even worse - one of these additional derangements settles into her mind permanently.
Particularly dangerous questions might inflict an extra derangement even if the roll is successful, and have even more severe penalties for failure. This is especially true of questions that require tapping the mind of a Methuselah - a place nobody, no matter how well-prepared, wants to go.
Spirit Bond (Dark Ages Companion)
Create a connection to something so you can find its geographical location.
Telepatic Communication (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
Telepathy allows a vampire to pick up only the surface thoughts of other individuals, and to speak to one at a time. With Telepathic Communication, the vampire can form a link between her mind and that of other subjects, allowing them to converse in words, concepts and sensory images at the speed of thought. Vampires with this level of Auspex can act as "switchboard operators," creating a telepathic web that allows all participants to share thoughts with some or all other members of the network as they choose.
System: Roll Charisma + Empathy (Willpower) to establish contact, although a willing subject may allow the vampire to access and thus obviate the need for a roll. The maximum range at which a subject may be contacted and the maximum number of individuals who may be linked simultaneously with this power depends on the Auspex rating of the vampire who initiates contact:
Auspex Rating |
No. of Targets
|
Range |
Auspex 6
|
3 |
800 km
|
Auspex 7
|
Perception |
1600 km
|
Auspex 8
|
Perception + Empathy |
800 km/point of Intelligence
|
Auspex 9 |
2x(Perception + Empathy) |
1600 km/point of Intelligence
|
The Dreaming (Players' Guide, Players' Guide (2nd Ed.))
The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.
System: Roll Wits + Empathy (7).
The Mind Revealed (Players' Guide to High Clans)
Continuously read someone's thoughts to know what they are thinking and about to do.
The Flaying (Libellus Sanguinis 1)
Graft skin flayed with Vicissitude onto yourself, making you a perfect replica of someone else.
What people Want to Hear (Toreador Clanbook (Revised))
A vampire with this power instinctively understands what one other person in a conversation (living or dead) wants to hear. If she can find a way to phrase what she wants so that it sounds like what that person wants to hear, this may help her get her point across. This also gives her a way to ingratiate herself with people or accumulate favors. This differs from Telepathy in that the subject need not be actively thinking about what he wants to hear - a disinterested club patron may find out that this brash suitor offers him some secret desire, while a lonely student might have found his "soulmate" who shares his same dreams.
System: At least a minute of speaking must be spent with the subject, and a Perception + Empathy (6) roll is needed. For the vampire to phrase her own idea in terms to which the target will respond favorably, assuming, for whatever reason that the situation is not roleplayed, the vampire may be allowed to roll Manipulation/ Charisma + Expression (6). Such reliance on mechanics should only be used as a last resort, however - the very nature of this power is social, and should rarely be directed by dice instead of roleplaying.
Level 7
Anima Gathering (Assamite Clanbook (Revised))
The power of Psychic Projection allows limitless exploration. However, many of the experiences that it grants cannot be adequately conveyed to individuals who cannot shre them. Other would-be observers on the astral plane are left blind and deaf. The viziers believe Anima Gathering originated as a technique for leading warrior-caste mystics on vision quests. It allows a willing seer to bring a small group of companions into the astral realms with him.
System: All individuals who want to benefit from Anima Gathering must be in physical contact with the vampire who possesses the power or with someone who is in contact with her - in effect, they must form an unbroken chain of participants.
Spend a BP for each "follower" the vampire wishes to bring into the astral realm, up to a maximum of her Wits. She then leaves her body as per the system for Psychic Projection. As long as they remain in physical contact with the vampire, all followers are treated as if they know Psyvhic Projection, regardless of their actual Auspex ratings (if any). This temporary power functions as if each follower had rolled a number of successes equal to those that the "leader" rolled.
On the astral plane, followers remain whithin close proximity to their leader - within 30 meters or so - thethere to him by a thin silver leash. they may not break this connection. This imposes no penalties save for a faint awareness of the leader's location at all times.
Any follower who loses his physical connection to the vampire instantly returns to his body and loses a number of WPs equal to 8 - his Wits. If this reduces him to zero Willpower, he falls unconscious until the next sunset.
Karmic Sight (Guide to the Camarilla)
The power of Aura Perception allows a vampire to take a brief glimpse at the soul of the subject. This power takes Aura Perception several steps forward, allowing a vampire to probe the inner workings of a subject's mind and soul. Knowledge acquired in this fashion can be used in many ways, and a vampire who has developed this power is undoubtedly familiar with all of them.
System: Roll Perception + Empathy (Willpower). The degree of success determines the information gainsed:
Botch |
The vampire gains a Derangement or a Psychological/Mental/Supernatural Flaw of the target's for one night.
|
1 success |
As per 5 successes on an Aura Perception roll.
|
2 successes |
Subject's Nature, Demeanor and which Humanity/Path he follows can be determined.
|
3 successes |
Any outside influences on the subject's mind or soul, such as Dominate or a demonic pact, can be detected.
|
4 successes |
Subject's Willpower, Humanity/Path and Virtue scores can be determined.
|
5 successes |
The state of the subject's karma may be determined. This is a highly abstract piece of information, but should reveal the general balance between "good" and "bad" actions the subject has performed, both recently and over the course of his existence. If the plot merits it, the vampire may receive visions of one or more incidents in the subject's past that radically altered his destiny. With this degree of success, some Fate-related Merits and Flaws (eg. Destiny or Dark Fate) can be identified as well.
|
Melange (Malkavian Clanbook)
The vampire can see an alternate view of reality, gaining whatever insights can be gained, which should be confusing, gibberish, and/or bullshit.
System: 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."
Mirror Reflex (Guide to the Camarilla)
This power was developed by a Toreador elder who made a fearsom reputation through her fencing prowess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is in essence a low-level telepathy scan of an opponent, but this power taps into physical (rather than social) reflexes, allowing the vampire to anticipate an enemy's moves in personal combat.
System: Spend a BP and roll Perception + the combat skill the opponent is using (Manipulation + combat skill in use). Each success is an additionaly die that can be applied to the vampire's dice pools during the next turn of combat for any actions taken against the scanned opponent. The use of Mirror Reflex does take one combat action, and the power has a maximum range in metres equal to the vampire's Willpower.
Personality Metamorph (Toreador)
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.
System: Expend 2 BPs before using the other personality. Once the other personality is created, it cannot be changed (but buying this power again for another personality is possible). This power lasts for one scene, though the vampire may pay one BP per scene to extend its effects.
Pluck the Secret (Dark Ages Companion)
Learn what a target knows about a specific subject.
Soul Scan (Players' Guide, Players' Guide (2nd Ed.))
The vampire may locate a target, anywhere in the world.
System: Roll Perception + Investigation (6). It's (8) if the target has Obfuscate.
Spirit Link (Players' Guide, Players' Guide (2nd Ed.))
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.
System: Roll Wits + Etiquette (6).
Stealing the Mind's Eye (Dark Ages Companion)
See and hear what a target does and even use some Disciplines through them.
Level 8
Malkavian Madness Network (Malkavian Clanbook)
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.
System: Roll Empathy + Willpower (6). The results are as follows:
1 success |
All Malkavians within 3 blocks. |
3 successes |
All Malkavians within 10 blocks. |
5 successes |
All Malkavians within 3 miles. |
7 successes |
All Malkavians within 10 miles. |
10 successes |
All Malkavians in the city. |
13 successes |
All Malkavians in the country. |
15 successes |
All Malkavians on the continent. |
20 successes |
All Malkavians in the world. |
All Malkavians so contacted (and all similarly insane individuals) then get a secret try of Perception + Malkavian Time (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 success |
The meeting just started. If you hurry, you might make it before it's over. |
2 successes |
The meeting is tomorrow. |
3 successes |
The meeting is in a week. |
4 successes |
The meeting is in a week, and you have some idea about its purpose. |
5+ successes |
The meeting is in a week, and you know exactly what will be discussed. |
Omniscience (Players' Guide, Players' Guide (2nd Ed.))
The vampire may perceive anything.
System: 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 a Perception + Empathy (6) roll. Individuals with Obfuscate 8 or higher can not be detected or studied in this fashon.
Psychic Assault (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
Psychic Assault is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder's will to overpower his target. Victims of Psychic Assault show little outward sign of the attack, save for nosebleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. A medical examination of a mortal victim of a Psychic Assault invariably shows the cause of death to be a heart attack or aneurysm, while vampires killed with this power decay to dust instantly, regardless of age.
System: The vampire must touch or make eye contact with her target. Spend 3 BPs (and a WP, if assaulting a vampire or other supernatural being) and roll Manipulation + Intimidation in a contested roll against the victim's Willpower. The result depends on the number of net successes the attacker rolls:
Botch |
The target becomes immune to the attacker's Psychic Assault for one night per"1" rolled.
|
Failure |
The target is unharmed, and may determine that a psychic assault is taking place by succeeding on a Perception + Occult (6) roll.
|
1 success |
The target is shaken but unharmed. He loses a WP.
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2 successes |
The target is badly frightened. He loses 3 WPs and, if a vampire, must roll Courage (Auspex) to avoid Rötschreck.
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3 successes |
The target loses 6 WPs and, if a vampire, must roll Courage as above. If this causes him to lose his last WP, he loses a permanent Willpower point and receives three levels of bashing damage (soaked normally).
|
4 successes |
The target loses all WPs and half of his permanent Willpower points (rounded down) and receives three levels of lethal damage (soaked normally).
|
5+ successes |
The target must roll Willpower (7). If he succeeds, apply the effect of 4 successes. If he fails, thy Psychic Assault kills him instantly.
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Any result that causes the victim to lose his last WP also renders him unconscious for the rest of the night.
The Call (Malkavian Clanbook (Revised))
Although many clan gatherings happen spontaneously, the Call arising from a general subconscious need shared by a city's Malkavian population, it is possible to send the Call deliberately. Both Auspex and Dementation offer the ability to send the Call, although it's a much easier art to perform when expressed through Dementation.
System: To send the Call, a Malkavian (and only a Malkavian) must roll Perception + Empathy (6). As always, other clan members will hear (and attend if they so choose) only if they make their Malkavian Time rolls.
1 success |
All within three city blocks.
|
3 successes |
All within 5 kilometers.
|
5 successes |
All within 15 kilometers.
|
7 successes |
The city's entire Malkavian population.
|
10 successes |
All within the greater metropolitan area.
|
13 successes |
All within 500 kilometers.
|
15 successes |
All Malkavians on the continent.
|
20 successes |
Every Malkavian in the world.
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The Call as broadcasted is not a verbal thing; it merely conveys the impression of a place and a time. There is no sense of purpose, not even the name of the gathering point; still, neither is really necessary. The Call is so instinctive that if an American Malkavian who didn't speak a word of French were visiting Paris, and heard the Call, he'd be able to follow his impressions and visions to the gathering place as readily as any native Lunatic.
The Oracle's Sight (Dark Ages Companion)
Hear and see the thoughts of everyone around you.
Level 9
False Slumber(Guide to the Camarilla)
Possibly the source many Malkavians' conviction that their sire is alive and well on the astral plane, this power allows a Methuselah's spirit to leave his body while in torpor. While seemingly asleep, the vampire is able to project astrally, think and perceive events normally.
System: No roll is needed. This power is considered to be active whenever the vampire's body is in torpor, and astral travels are handled as per the rules for Psychic Projection. The vampire may not be able to awaken physically at will, however - waking from torpor is handled per the normal rules.
A vampire with this power whose silver cord is severed in astral combat loses all WPs, as per the rules for astral combat under Psychic Projection, but is not killed. Instead, she loses the use of this Auspex power and half of her permanent Willpower points. Both False Slumber and the Willpower must be bought back with XPs. The vampire's soul slowly returns to her body over the course of a year and a day, during which time she may not be awakened from torpor by any means.
Master of the Dom (Libellus Sanguinis 1)
Merge with a land and know everything that transpires on it while gaining power over the land and its residents
Precognition (Players' Guide, Players' Guide (2nd Ed.))
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.
System: After an Intelligence + Alertness (8) roll the Kindred may glance into the future. The length of time by which the vampire can see ahead is as follows:
1 success |
1 hour |
2 successes |
1 day |
3 successes |
1 week |
4 successes |
1 month |
5 successes |
1 year |
Sight of the Oracles (Players' Guide to High Clans)
Always know what is happening around you, gain visions of past and future events, and increase other supernatural senses.
Level 10
Pulse of the Canaille (Players' Guide, Players' Guide (2nd Ed.))
The vampire may learn about a group of people.
System: Roll Humanity.The difficulty varies according to the size of the group being studied, as follows:
6 |
an organization |
7 |
a city |
8 |
a region |
9 |
a country |
10 |
the world |
If the group of people is being controlled, then aspects of controlling forces will be seen. What the vampire learns from using this power is as follows:
1 success |
The vampire senses moods and attitudes. |
2 successes |
The vampire also senses the potential and future of the group. |
3 successes |
The vampire also senses the degree to which they are being controlled. |
4 successes |
The vampire also senses the aura of the controlling force. |
5 successes |
The vampire also knows who is controlling them, and why. |
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