Sixth Sense
Sixth Sense is extrasensory perceptions granted by an affinity with the mystical world. The Aptitude represents training in the Sixth Sense, and can be used to great effect in battle. All powers of Sixth Sense are considered automatic, although the character may elect at any time not to use any or all of the powers. Effects are cumulative.

� Heightened Senses
A character with Heightened Senses may increase the capability of any one sense at a time, allowing her to eavesdrop on conversations, detect poisons in food, and watch the subtlest of gestures from a distance. However, she must beware that if confronted with an intense stimuli while the affected sense is Heightened, she could suffer serious damage.

�� Vigilo
Characters with the Vigilo power can never be ambushed.

��� Anticipation
Characters with the Anticipation power are able to anticipate their enemies� actions in combat before they even make them. The character is granted a +2 dice pool bonus to all Dodge rolls. In addition, she can often Anticipate what other characters are going to do when out of combat, and therefore has the option of pre-empting any non-combat action.

���� Blindfighting
Blindfighting allows the character to fight opponents in the poor lighting conditions, or even total darkness, without any penalty.

����� Prophecies
Prophecies is a power best left in the hands of the Storyteller. In essence, it grants the character brief and obscure visions of the future. These visions are usually, but not always, accurate, and are never even remotely clear. For example, the character might be granted a vision of her best friend�s murder, but all she would see in the actual vision is an image of a large crack in the well near where they used to play together near when they were children. The character may roll Intelligence + Enigmas (difficulty 8) to decipher these visions, but even that is not a guarantee.

����� � Break the Veil

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.

����� �� What People Want To Hear
Social situations are so much easier when the character knows exactly What People Want To Hear, and that is what this power does. It grants two benefits; first, it gives an automatic +3 bonus to all Charisma rolls (not including any required for the use of an Aptitude power). The second benefit is that the character will hardly ever �put her foot in it�, and in any instance that the player does so accidentally, the Storyteller may elect to let the player �rewind time� for a few seconds, and say something different instead.

����� ��� Avert
Avert is a very effective power, allowing the character to attempt to Avert something from happening before it does. Essentially, this allows the player to �rewind time� for no more than 10 seconds or so, in order to stop something from happening. For example, a character witnesses a murder take place while she is sitting reading; the player may elect to instead have her character instinctively know about it, and instead of reading, be ready to stop the murder from taking place. However, Avert comes with a hefty toll on the character�s mind � after every use, the character must succeed on a Stamina roll (difficulty 9, with no modifiers or bonuses), or lose 1 permanent dot of Intelligence, which may only be regained through spending Experience. Although Avert may be used to initiate or stop combat, it may not be used during combat.

����� ���� Preaction
Preaction allows the character to perceive an attack before it is even made, and use her action to act first with that knowledge. Preaction is a reflexive action but still costs 1 Vita to activate, after which the effects will remain for the rest of the scene. Preaction also requires that the character have a higher Initiative than the opponent she intends to pre-empt.

����� ����� Shape Destiny
This power is extremely potent, and Storytellers are advised to think very carefully before allowing a character to advance to this final level of the Sixth Sense Aptitude. Those that do, however, may spend 3 Vita to use Shape Destiny at any time. Once this is done, she will in the near future gain knowledge of the events to come, and to actually alter the events to come before they have even been conceived. In game terms, this allows the player to �sit in� on a planning session for a future chapter of the chronicle, and co-write the chapter with the Storyteller. Anything revealed to the player in that session will be known by her character.
Back to Common Aptitudes
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