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| Observation | ||||||||||||
| The Observation Aptitude bears certain similarities to the Sixth Sense and Mindsight Aptitudes, but is more closely related to visual perception and its manipulation. Wise inhabitants of the World fear anyone with knowledge of this Aptitude, since it negates all privacy. Being the victim of Observation gives understandable and justification for being paranoid. � Cognisance The first level of Observation is more the result of a training exercise; it allows the character to see and notice things much more readily than others can. The character gains a permanent +2 dice pool bonus and a �2 difficulty reduction to all Perception rolls involving noticing visual stimuli. �� Impression Perception All mystical effects leave undetectable waves in the air or on the person or object affected. The character may pick up on these through use of Impression Perception. Roll Perception + Quintessence (difficulty 7 or higher, at Storyteller�s discretion). Each success grants one piece of information about any mystical effects currently taking place within a 20 feet radius. ��� Avoid Gaze Avoid Gaze is a defensive power, and allows the character to instinctively avert her eyes at exactly the right moments; hence, she is immune to any mystical powers that require eye contact. This cancels out the benefits of the Kylar: Aberrant Eyes. ���� Arcane Eye A highly useful power, Arcane Eye is mostly responsible for the fears associated with being a target of this Aptitude. The power creates a small floating disembodied eye, invisible to anyone without Observation 1: Cognisance or with Perception 4 or lower. The character who conjured the Arcane Eye may view through it at any time, so long as she concentrates on nothing else. The Arcane Eye must be �attached� to a victim, whom it will follow everywhere for up to 1 x (the character�s own Perception rating) hours before it ceases to exist. If, before then, the victim somehow discovers or learns of the presence of the Arcane Eye, it will immediately disappear upon being discovered. To create and attach the Arcane Eye, the character must spend 2 Vita and roll Manipulation + Occult (difficulty of the victim�s Perception + 5; maximum 10). The number of successes rolled indicates how clear an image the character can receive from the Eye. Note that the Eye can only report back imagery; sounds and smells are rendered moot. ����� Recall The useful power of Recall allows the character to remember insignificant details, exact conversations, precise smells, and so on, that she has experienced in the recent past. For each level of Observation that she has, the character may remember details from one week prior to the use of Recall (hence, the minimum amount of time that she can remember from is five weeks, increased each time she progresses in this Aptitude). Recall costs 3 Vita to use, and requires no roll. However, the character must first state what it is she is specifically trying to Recall. ����� � See the Unseeable This power can be used to counter the Illusions and Apparitions Aptitudes, as well as any other miscellaneous effects of relevance (such as invisibility effects and so on) from other Aptitudes. To use the power, the character must spend 3 Vita and roll Perception + Quintessence (difficulty 7). If she is directly trying to counter a mystical effect that she knows about (or suspects), the character must score more successes than were originally scored when the effect was put into place. If she is trying to simply �see� any mystical effects that distort the perception in the area she is in, the number of successes indicates how clearly she sees through the effects, and how far away she might detect such effects. ����� �� Astral Projection Leaving behind the constraints of physical form, the character may project herself mentally to another location, where she may observe and interact with the environment (with the exception of physical interaction). The character must know precisely where she is to project herself, and must then spend 3 Vita and roll Wits + Navigation (difficulty 7, or higher if she must pass through any mystical barriers). Just one success if required, after which she may watch undetected by any characters without Observation 1: Cognisance or with Perception 4 or lower. If she chooses to speak, she may be detected instantly by all characters in the vicinity. She may stay in Psychic Projection for as long as she wishes � though she would do well to remember that her body has been left undefended. If she Botches the roll to activate the power, her mind becomes disconnected from her body, and she is left stranded in the Astral Plane. She is thus stranded until she manages to score more than 30 successes on an extended Wits + Navigation roll (difficulty 8), during which she may find herself in some rather dangerous situations courtesy of the creatures that inhabit the Astral Plane. This roll may be made once per hour. ����� ��� Pierce the Opaque This power allows the character to see through solid, non-mystical barriers such as walls, doors, and so on. To use Pierce the Opaque, the character must spend 3 Vita and roll Perception + Quintessence (difficulty 7, or higher at Storyteller discretion). Each success allows the character to perceive events visually (but not hear, unless she could already) through the barrier for three minutes. If it is necessary to see through further barriers behind the first, successes may be spent on a one-for-one basis to penetrate these as well. Only the character using Pierce the Opaque may see through the barriers. Characters wishing to use this power on mystical barriers may attempt to, but must spend 4 Vita rather than 3, and must make the roll at difficulty 9 (or perhaps even 10). A character may only see through one mystical barrier at a time, unless she uses the power again a following turn. ����� ���� Watch Through Another Watch Through Another is at once a potent and restrictive power. It allows the character to see through another character�s eyes, although again, not hear, touch, taste or smell. However, the watcher may roll Intelligence + Linguistics (difficulty 7) to attempt to lip-read anybody the �vessel� can see. Watch Through Another may only be used on a willing participant, and therein lies the restriction. No roll is required, though the character must spend 4 Vita to enact it. Watch Thorough Another ends whenever the vessel chooses to end it, or of course, if the vessel is killed. The character using Watch Through Another may stop observing for a time, and then later return to it, as she wishes, so long as the power is still active. Watch Through Another may be activated on several people at a time. Perceiving the events through a vessel demands that the observer concentrates on nothing else. ����� ����� Farsight A character with Farsight can perform the same effects as Watch Through Another, but without the need for a willing vessel. She may transcend all distance and see directly through any person or object (including landscape features), so long as she has more than just a passing familiarity with the vessel. Farsight costs 5 Vita and requires a successful Perception + Empathy roll (difficulty 7). Each success allows her to view (but again, not hear, smell, touch or taste, though she may attempt to lip-read as in Watch Through Another) the surroundings of the vessel for up to half an hour. |
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