Auspex
Basics!! Auspex vs Obfuscate: Higher level of
discipline IMMEDIATELY wins. If both ratings are the same, there is a contested
Manipulation Subterfuge and Perception Subterfuge both against difficulty seven, a tie
goes to the auspex user. Sudden stimulus while using auspex can disorient or blind a user,
willpower diff four to retain control and block out extraneous sensory information.
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 not otherwise sense, that might be important. How this danger sense is used is
up to Storyteller whim. Difficulty of perception rolls decreases by one for every level of
auspex obtained. Reduces darkness penalties by one point.
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.
Auspex Color Chart
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, undetectable by most means. 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 1000 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.
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