Auspex
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1 � Heightened Senses (VtM 3rd)
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. The vampire will also sense things that she would otherwise not sense, that might be important.

2 � Aura Perception(VtM 3rd)
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).
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.
3 � Spirit�s Touch(VtM 3rd)
The vampire may touch an object, and get psychic impressions of the last one who touched it.

4 � Telepathy(VtM 3rd)
The vampire may read a target�s 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(VtM 3rd)
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)
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(VPG) The vampire may see and hear events in a distant place of her choice without using Psychic Projection. By concentrating on a familiar person, place or object, the vampire can observe the subject's immediate vicinity. This does split the vampire's perceptions between what she is viewing at a distance and what is taking place around her, therefore, it is more difficult to react quickly to actions that affect her physical surroundings.

6 � The Dreaming(VPG)
The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.

6 � Eagle�s Sight(VPG)
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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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.

6 � Prediction(GC)
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.

6 � Sense Emotion(VPG) 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 � Genius Loci (Clanbook: Tzimisce) Tzimisce have a natural affinity for places, as their clan weakness demonstrates. This power augments that letting the vampire tap into the "spirit" of a particular place and gain insight into situations affiliated with the nature of the place. If used in a graveyard, she might gain insight into situations dealing with death. In a burned out bldg, she might receive warning of an impending fire; insights into catastrophes in general; or even an awareness of the forces behind rapid, cataclysmic changes.

6 � Telepathic Communication(GC)
The vampire can converse psychically with targets and project images, transmit sensory input, etc. At level 6-3 subjects up to 500 miles There are levels 7 through 9, the values are by pts so I would suggest at level 7, it's 6 subjects up to 1000 miles, 8 is 9 subjects at 500 miles and 9 is 12 subjects at 1000 miles.

6 � 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.

6 � The Flaying (Libellus Sanguinis 1)
This power has helped many a Fiend hold onto his domain. Normally, it is very difficult to effect precise duplication of a specific person through Vicissitude. With this grisly power, however, a Tzimisce may �graft� the skin of a flayed victim to his own, enabling the Fiend to pose as the skinned person. In this manner may Tzimisce infiltrate the halls of the mighty.
System: The Tzimisce first uses Vicissitude (and perhaps a sharp knife or two) to flay the victim, then evokes this power while naked and wrapped in the victim�s bloody skin. The skin �grafts� onto the Fiend�s own, thus granting an automatic Vicissitude duplication. The Fiend may maintain the stolen shape as long as he likes. Once a shape is discarded, the victim�s skin peels away and the power ends. However, the Tzimisce can maintain a mental �catalog� of �imprinted� shapes (a number equal to Intelligence, or an infinite number if the Tzimisce has the Merit of Eidetic Memory). An �imprinted� shape may be assumed with five minutes� effort.

6 � Spirit Bond (DAC)
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.
System: The character must physically touch the person or object when she creates the bond. The player spends a Blood Point. Although the bond reveals the geographical location of its subject, it does not reveal any local or �small-scale� information. A Spirit Bond lasts for 10 years.

7 � Stealing the Mind's Eye (DAC)
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 helpless 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.
System: The vampire must see her chosen target. The connection lasts as long as the vampire concentrates. Successes indicate how many other mental Disciplines the vampire may utilize while within the mortal�s mind.
1 success No Disciplines may be used
2 successes The vampire may use other Auspex powers
3 successes The vampire may also use Presence
4 successes The vampire may also use Dominate and Dementation
5 successes The vampire may also use Thaumaturgy and Chimerstry

7 � Pluck the Secret (DAC)
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.
System: The vampire must see her subject, though eye contact is not necessary. The player spends a Blood Point. The number of successes rolled dictates how lucid the subject�s thoughts are, as well as how complex a topic the Cainite can stipulate.
1 success Random, garbled thoughts Single-word topic
2 successes Simple ideas and concepts Two-word topic
3 successes Clear, if uncomplicated, ideas, Simple sentence
4 successes Complex ideas presented plainly Simple concept with conditional statements
5 successes Exhaustive and organized revelation Subjects of vast complexity
7 � 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".

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 � Escstatic Agony (Clanbook: Tzimisce)
Many Tzimisce have learned to tolerate and even appreciate pain, but a vampire with this has far transcended others' understanding. Her nerves still register pain, but perceive it as a pleasurable, even spiritually uplifting. This power is continuously in effect. The more injured the vampire is, the more effective she functions.

7 � Soul Scan(VPG)
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(VPG)
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.

7 � Karmic Sight(Guide to Camarilla)
This allows a vampire to take a brief glimpse at the soul of a subject. Nature, Demeanor and Humanity/Path can be determined. Any outside influences such as Dominate or demonic pact. Some fate related merits/flaws can be identified.

7 � Mirror Reflex(Guide to Camarilla)
Allows a vampire to anticipate an enemy's moves in personal combat.
8 � 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.

8 � Psychic Assault(GC)
A direct mind-to-mind attack that uses the sheer force of an elder's will. Victims show little outward sign except for nosebleeds and expressions of intense agony; all injuries inflicted are internal. Vampires killed with this will decay to dust regardless of age. Target's reactions will range from: 1st attack-shaken but not harmed, 2nd attack-being badly frightened-possible frenzy, 3rd-bashing damage, 4-unconsciousness, 5th-lethal damage (soaked normally) then 6th death.

8 � Omniscience(VPG)
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.

8 � The Oracle's Sight (DAC)
At this level of ability, the minds of subjects open to vampiric perusal. Simple desires and surface thoughts bubble out of 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.
System: The vampire is privy to every thought of everyone in her immediate vicinity. The effects of this power are automatic. Unfortunately, the vampire cannot control the flood of images, desires and daydreams. Lasts until the character leaves the area. 9 � Precognition(VPG) 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.

9 � False Slumber(Guide to Camarilla)
This power allows a Methusalah's spirit to leave his body while in torpor. While seemingly asleep, the vampire is able to project astrally, think and perceive events normally. This power is active when vampire enters torpor.

9 � Master of the Dom (Libellus Sanguinis 1)
This mighty power is available to only a few ancient Fiends. The Tzimisce mystically taps into the spirits of the land, effectively becoming one with the realm. Essentially, the Tzimisce metamorphoses into something less like a vampire and more like a guardian spirit; she knows most of what transpires in the realm and gains a measure of control over the land itself. System: Once acquired, this power is always on. The Tzimisce picks a �fiefdom� on which the power centers (this should always include the dom, and the area should be relatively small no more than a 10-mile radius). Within this area, the Tzimisce is lord and master. All difficulties of Dominate, Presence, Animalism and Koldunic Sorcery powers used by the Tzimisce against natives of the fiefdom are reduced by one; the Fiend may control weather and climatic effects in the realm; the vampire may subtly shift landmarks, causing a traveler to become lost, stumble into a pit, overlook a haven, etc.; and she may pinpoint intruders� locations within the fiefdom.
This power has a drawback: The Tzimisce is effectively �bound� to the fiefdom; she will never leave it willingly, and if forced out, she will suffer as though she were cut off from her special soil. If she drops to below one die in all Dice Pools, she withers and dies.

10 � Pulse of the Canaille(VPG)
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.
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