Auspex
This Discipline bestows
uncanny sensory abilities upon the vampire. While Auspex initially heightens
all of the Kindred's senses significantly, that is merely the beginning.
As she grows in power, the vampire can perceive the psychic auras that flow
around her and even project her mind into another being's thoughts. Furthermore,
Auspex can pierce the disguises that Obfuscate creates; see "Seeing
the Unseen," for more details.
Such sensory command gives the vampire a distinct advantage over mortals
and even many supematurals. Whether these talents let her view a distant
haven, sense the prince's mood or pluck secrets from a rival Kindred's ghoul,
Auspex is a powerful tool.
Still, the vampire must be careful lest this heightened sensitivity cause
her to be distracted by beautiful things, startled by loud noises or overwhelmed
by foul smells. Sudden or dynamic events can disorient an Auspex-using character
unless she makes a Willpower roll (difficulty 4) to block them out. The
more potent the source of distraction, the higher the difficulty. Failure
overwhelms the character's senses, making her oblivious to her surroundings
for a turn or two.
Malkavians and Toreador are most susceptible to such distractions. Kindred
from the Tremere and Tzimisce clans seem better able to regulate their sensory
input, but they are not immune to the occasional distraction. A high Perception
Trait is a great boon to using Auspex powers. The better the roll, the greater
the degree of sensory information the character gains.
* Heightened Senses
This power sharpens all of the vampire's senses, 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 hollow space in the floor. The Kindred
may magnify her senses at will, sustaining this heightened focus for as
long as she desires. At the Storyteller's option, this may make hunting
easier.
Occasionally, this talent provides extrasensory 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.
System: This power doesn't normally require the use of
dice, instead being defined through the Storyteller's descriptions and the
player's imagination. In certain circumstances, use of this power requires
a die roll: for a normal Perception roll (the Storyteller may reduce the
difficulty by the character's Auspex rating), to notice a subject using
Obfuscate (see p. 166), or to perceive a threat (the Storyteller privately
rolls the character's unmodified Auspex rating, applying whatever difficulty
he feels best suits the circumstances). For example, in the last instance,
sensing that a pistol is pointed at the back of the character's head may
require a 5, while the sudden realization that a rival for primogen is planning
her assassination may require a 9.
This power does not let characters see in pitch darkness, as does Eyes of
the Beast (Protean), but it does reduce difficulty penalties to act in pitch
darkness from +2 to +1, and the character may make ranged attacks in pitch
darkness if she can hear, smell or otherwise detect her foe.
Aura Perception
Using this power, the vampire can perceive the psychic "auras"
that radiate 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 auras, while intense,
are quite pale; mage auras often flare and crackle with suppressed 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.
System: The player rolls Perception + Empathy (difficulty
8); each success indicates how much of the subject's aura the character
sees and understands (see the table below). A botch indicates a false or
erroneous interpretation. The Storyteller may wish to make this roll, thus
keeping the player in the dark as to just how good (or bad) the character's
interpretation is.
| 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 Aura Colors chart offers examples of some common colors and the emotions
they reflect.
The character may view a particular subject's aura only once with any degree
of clarity. Any subsequent attempts that result in failure should be considered
botches. It is very easy for the character to imagine seeing what she wants
to see when judging someone's intentions. After a full month, the character
may try again at no penalty.
It is possible, though difficult, to sense the aura of a being who is otherwise
invisible to normal sight. Refer to "Seeing
the Unseen," for more information.
Aura Colors
| Condition |
Aura Colors |
| Afraid |
Orange |
| Aggressive |
Purple |
| Angry |
Red |
| Bitter |
Brown |
| Calm |
Light Blue |
| Compassionate |
Pink |
| Conservative |
Lavender |
| Depressed |
Grey |
| Desirous or Lustful |
Deep Red |
| Distrustful |
Light Green |
| Envious |
Dark Green |
| Excited |
Violet |
| Generous |
Rose |
| Happy |
Vermilion |
| Hateful |
Black |
| Idealistic |
Yellow |
| Innocent |
White |
| Lovestruck |
Blue |
| Obsessed |
Green |
| Sad |
Silver |
| Spiritual |
Gold |
| Suspicious |
Dark Blue |
| Confused |
Mottled, shifting colors |
| Diablerist |
Black veins in aura |
| Daydreaming |
Sharp flickering colors |
| Frenzied |
Rapidly rippling colors |
| Psychotic |
Hypnotic, swirling colors |
| Vampire |
Appropriate color is pale |
| Magic Use |
Myriad sparkles in aura |
| Werebeast |
Bright, vibrant aura |
| Ghost |
Weak, intermittent aura |
| Faerie |
Weak, intermittent aura |
*** 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 clear 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 owner leaves a stronger impression than someone who
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
jarring physical sensation breaks the trance instantly.
System: The player rolls Perception + Empathy. The difficulty
is determined by the age of the impressions and the mental and spiritual
strength of the person or event that left them. Sensing information from
a pistol used for murder hours ago may require a 5, while learning who owned
a set of keys found days ago might be a 9.
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, events involving strong emotions (a gift-giving, a
torture, a long family history) likewise leave stronger impressions than
does short or casual contact. Assume that each success offers one piece
of information. While one success tells the character only that "a
man held this pocket watch last," three reveal that he was
petty, middle-aged and afraid. Four successes discover his name, and five
or more reveal his connection to the watch as well as some of the things
he did with it in his possession.
**** Telepathy
The vampire projects a portion other 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.
System: The player rolls Intelligence + Subterfuge (difficulty
of the subject's Willpower). Projecting thoughts into the target's mind
requires one success. The subject recognizes that the thoughts come from
somewhere other than his own consciousness, although he cannot 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 than surface emotions or unspoken comments, requiring five or
more successes to access.
Telepathy does not commonly work upon the undead mind. A character may expend
a Willpower point to make the effort, making the roll normally afterward.
Likewise, it is equally difficult to read the thoughts of other supernatural
creatures. Storytellers are encouraged to describe thoughts as flowing streams
of impressions and images, rather than as a sequence of prose. Instead of
making flat statements like "He's planning on killing his former lover's
new boyfriend," say "You see a fleeting series of visions: A couple
kissing passionately in a doorway, then the man walking alone at night;
you suddenly see your hands, knuckles white, wrapped around a steering wheel,
with a figure crossing the street ahead; your heart, mortal now and hammering
with panic as you hear the engine rev wildly; and above all, a blazing anger
coupled with emotional agony and a panicked fear of loss."
Such descriptions not only add to the story, they also force the player
to decide for herself what her character reads. After all, understanding
minds - especially highly emotional or deranged minds - is a difficult and
often puzzling task.
***** 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
to return to the vampire's physical shell is a long and terrifying ordeal,
especially since there is no guarantee that she will accomplish the journey
successfully. 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 player to
expend a point of Willpower and make a Perception + Occult roll. Difficulty
varies depending on the distance and complexity of the intended trip; 7
is average, with 10 reflecting a trip far from familiar territory (a first
journey from North America to the Far East; trying to shortcut through the
earth). The greater the number of successes rolled, the more focused the
character's astral presence is and the easier it is for her to reach her
desired destination.
Failure means the character is unable to separate her consciousness from
her body, while a botch can have nasty consequences - flinging her astral
form to a random destination on Earth or in the spirit realm, or heading
for the desired destination so forcefully that the silver cord snaps.
Changing course or continuing to another destination requires another point
of Willpower and a new roll. Failure indicates that the vampire has lost
her way and must retrace the path of her silver cord. A botch at this stage
means the cord snaps, stranding the character's psychic form in the mysterious
astral plane.
An astral form may travel at great speeds (the Storyteller can use 1000
miles per hour as a general guide) and carries no clothing or material objects
of any kind. Some artifacts are said to exist in the spirit world, and the
character can try to use one of these tools if she finds one. The character
cannot bring such relics to the physical world when she returns to her body,
however.
Interaction with the physical world is impossible while using Psychic Projection.
At best, the character may spend a Willpower point to manifest as a ghostlike
shape. This apparition lasts one turn before fading away; while she can't
affect anything physically during this time, the character can speak. Despite
lacking physical substance, an astral character can use Auspex normally.
At the Storyteller's discretion, such a character may employ any Animalism,
Dementation, Dominate,
Necromancy, Obtenebration, Presence and/or Thaumaturgy powers she has, though
this typically requires a minimum of three successes on the initial Psychic
Projection roll.
If two astral shapes encounter one another, they interact as if they were
solid. They may talk, touch and even fight as if both were in the material
world. Since they have no physical bodies, astral characters seeking to
interact "physically" substitute Mental and Social Traits for
Physical ones (Wits replaces Dexterity, Manipulation supplants Strength,
and Intelligence replaces Stamina). Due to the lack of a material form,
the only real way to damage another psychic entity is to cut its silver
cord. When fighting this way, consider Willpower points to be health levels;
when a combatant loses all of her Willpower, the cord is severed.
Although an astrally projected character remains in the reflection of the
mortal world (referred to as the Penumbra in other World of Darkness games),
she may venture further into the spirit realms, especially if she becomes
lost. Other beings, such as ghosts, werewolves and even rare magi, travel
the astral plane as well, and can interact with a vampire's psychic presence
normally. Storytellers are encouraged to make trips into the spirit world
as bizarre, mysterious and dreamlike as possible.
The world beyond is a vivid and fantastic place, where the true nature of
things is stronger and often strikingly different from their earthly appearances.
Note: For Storytellers familiar with White Wolf's other
games, the "astral plane" to which the vampire travels is a reflection
of the Umbra in general, not one specific level.