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Dark World

Auspex

Heightened Senses
The vampire can sharpen any or all of its senses, at will, for as long as it 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 role player, who may describe details more fully. The vampire will also sense things that it would otherwise not sense, that might be important. How this danger sense is used is up to role player whim. Difficulty - 5
Aura Perception
The vampire may read the aura of another. Difficulty - 8
Song Of Serenity
The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned. Difficulty - 7
The Spirit's Touch
The vampire may touch an object, and get psychic impressions of the last one who touched it. Difficulty - 5
Telepathy
The vampire may read a target’s mind. If the target is a vampire, this will take a little longer. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read. Difficulty - ??
Psychic Projection
The vampire may leave its body, and travel in astral form. In this state, it may travel up to 500 miles per hour, connected to its physical body by a silver cord. The integrity of this cord is reflected by how much of willpower it has; if it exahausts its willpower, this cord breaks, stranding the vampire in the astral plane. In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that it may manifest as a ghostly form at will. Otherwise, it 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, rather than Health levels. Difficulty - 10
Babble
The vampire can converse with a number of other targets up to its Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to its 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. Difficulty - 5
Clairvoyance
The vampire may see and hear events in a distant place of its choice. It may also use other Auspex powers in conjunction with this one. Difficulty - 6
The Dreaming
The vampire may dream about its surroundings, or any circumstances that might affect it, when in torpor or asleep. Difficulty - 7
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 it also uses Clairvoyance, it may close in on a smaller area. Difficulty - 5
Insight of the Talespinner
By spending a blood point, the vampire can tell a story off the top of its head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors. Difficulty - 5
Prediction
By spending a blood point, the vampire may predict a target’s next comment. With preparation, it may predict the target’s next action. Difficulty - 5
Sense Emotion
The vampire may sense the auras and general moods of everyone within a ten foot radius. It may also pinpoint instigators of these emotions. Difficulty - 7
Telepathic Communication
The vampire can converse psychically with a target in line-of-sight, project images, transmit sensory input, etc. No preparation is needed for a willing target. Difficulty - 5
What People Want to Hear
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. Difficulty - 7
Melange
The vampire can see an alternate view of reality, gaining whatever insights can be gained from the role player’s descriptions, which should be confusing, gibberish, and/or bullshit. While using this power, the vampire is susceptible to missing details in the "real world". Difficulty - 5
Personality Metamorph
By spending two blood points, the vampire may create a personality, and adopt it as its 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. Difficulty - 5
Soul Scan
The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate. Difficulty - 6
Spirit Link
The vampire may telepathically link one person to itself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading. Difficulty - 6
Malkavian Madness Network
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. Difficulty - 6
Psychic Assault
The vampire may do psychic damage to a target. If the target is a vampire, willpower must also be spent. If this assault reduces the target to zero willpower, the target is rendered unconscious; with three or more actions, if the target is rendered unconscious, it 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 counter if desired. Difficulty - 8
Omniscience
The vampire may perceive anything the role player feels like telling it. It may learn about events, or individuals, and there is no limit to how much can be learned. Individuals with Obfuscate 8 or higher can not be detected or studied in this fashon. Difficulty - 6
Precognition
The vampire may see the future of any location with which it 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 variant. Difficulty - 8
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 preparation. What the vampire learns from using this power is as follows: The vampire senses moods and attitudes. The vampire also senses the potential and future of the group. The vampire also senses the degree to which they are being controlled. The vampire also senses the aura of the controlling force. The vampire also knows who is controlling them, and why. Difficulty - Variable
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