AUSPEX
THIS POWER DEMONSTRATES A VAMPIRES ABILITIES OF EXTRASENSORY AWARENESS, EMPATHY, AND PERCEPTION.
PRIME ATTRIBUTE: INTELLIGENCE
CLANS WITH AUSPEX: CAPPADOCIAN, MALKAVIAN, TOREADOR, TREMERE, TRUE BRUJAH, TZIMISCE, AND OLD CLAN TZIMISCE
POWERS WITH A CLAN NAME LISTED ARE SPECIFIC ONLY TO THAT CLAN.
REVIEWED AND REVISED ON 10/13/15.
POWER | EFFECT |
ACTION DURATION |
TARGET #/ RESISTANCE ATTRIBUTE | |
LEVEL 1 | AURA PERCEPTION | THE VAMPIRE MAY READ THE AURA OF ANOTHER BEING. WITH THIS POWER THE VAMPIRE MAY BE ABLE TO GAIN INFORMATION FROM A SUBJECT SUCH AS MOODS, MAGICAL ACTIVITY, AND DISTINGUISH MORTALS FROM KINDRED. THE NUMBER OF SUCCESSES INDICATES HOW MUCH INFORMATION THE VAMPIRE MAY ATTAIN. |
complex SUSTAINED |
4/WP |
LEVEL 2 | THE SPIRITS TOUCH | The vampire may touch an object and get psychic impressions from it. the vampire is able to gain information from the object, such as the approximate age of the item, an impression of someone that the item belonged to, or even a significant event that occurred around it, such as a knife that was used in a murder. EVERY TWO SUCCESSES GRANT THE USER ONE PIECE OF INFORMATION. |
complex INSTANT |
6/INT |
LEVEL 3 | TELEPATHY | The vampire may PROBE THE SURFACE THOUGHTS OF NEARLY ANY SUBJECT AND LISTEN TO THEM AS YOU WOULD LISTEN TO THAT PERSON SPEAK. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read. EVERY TWO SUCCESSES GRANT THE USER ONE PIECE OF INFORMATION. |
complex SUSTAINED |
4/WP
|
LEVEL 4 | PSYCHIC PROJECTION | THIS POWER ALLOWS THE VAMPIRE USE OF ASTRAL PROJECTION. 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 MINUTE by spending a karma point. Otherwise, she is nearly imperceptible in physical reality except to OTHERS with AUSPEX. Due to the lack of a physical body, physical attributes are replaced by mental ones as per astral projection. |
complex SUSTAINED |
AUTOMATIC |
LEVEL 5 | THE DREAMING |
The vampire may REMAIN AWARE OF
EVENTS AROUND THEM WHILE ASLEEP OR IN TORPOR. THESE PERCEPTIONS TAKE THE
FORM OF DREAMS WHICH ARE FILLED WITH IMAGES OF THINGS THAT MAY AFFECT THE
CHARACTER, BUT THEY ARE OFTEN HARD TO INTERPRET. THE CHARACTER MAY DREAM
ABOUT ANY EVENT THAT MAY HAVE A SERIOUS IMPACT ON THEM. ONCE TAKEN, THIS
POWER IS ALWAYS CONSIDERED ACTIVE WHENEVER THE VAMPIRE IS ASLEEP. SHOULD THE
VAMPIRE SENSE IMMEDIATE DANGER WHILE SLEEPING, THEY MAY MAKE A WILLPOWER
TEST TO attempt to WAKE UP.
1 suc. THE CHARACTER AWAKENS ON THE
NEXT INITIATIVE |
SPECIAL | 10/WP |
LEVEL 6 | TELEPATHIC COMMUNICATION | THIS POWER ALLOWS THE VAMPIRE NOT ONLY TO READ ANOTHER'S MIND, BUT TELEPATHICALLY CONVERSE WITH THE SUBJECT, TRANSMIT IMAGES, EMOTIONS AND SENSORY INPUT WITH ANYONE IN SIGHT. |
complex SUSTAINED |
4/WP |
LEVEL 6 | CLAIRVOYANCE | The vampire may SEE AND HEAR DISTANT EVENTS WITHOUT THE NEED FOR PSYCHIC PROJECTION. THE VAMPIRE ONLY NEEDS TO CONCENTRATE ON A SPECIFIC PLACE OR PERSON TO SEE AND HEAR ALL THAT GOES ON THERE. |
complex SUSTAINED |
6 + any appropriate ranged modifiers |
LEVEL 6 | DISPELLING | AFTER A SUCCESSFUL USE OF AURA PERCEPTION, The VAMPIRE MAY BREAK THE ASTRAL LINK OF ANY QUICKENED SPELL THAT THE CHARACTER POSSESSES AS LONG AS THE USER'S DISCIPLINE POWER LEVEL IS HIGHER THAN THAT OF THE SPELL. |
complex INSTANT |
SPELL FORCE |
LEVEL 6 | EAGLES SIGHT | THE VAMPIRE MAY SCAN A WIDE AREA AS IF THEY WERE AIRBORNE, ALLOWING THEM TO MAKE RAPID SEARCHES OR VIEW LARGE AREAS. IF THE VAMPIRE ALSO POSSESSES CLAIRVOYANCE, THEY MAY 'ZOOM' IN ON A PARTICULAR LOCATION. NOTE, IT IS NOT POSSIBLE TO LOOK THROUGH SOLID OBJECTS USING THIS POWER. |
complex SUSTAINED |
6 + any appropriate ranged modifiers |
LEVEL 6 | foresight | THIS POWER ALLOWS THE VAMPIRE TO PREDICT WHAT PEOPLE WILL SAY AND SOMETIMES DO NEXT. THIS INSIGHT can be used from anything like knowing what drink the hot blonde sitting at the bar is about to order, or realizing that the guy walking up behind you is actually her boyfriend and is planning on taking a swing at you for hitting on her. a successful roll indicates that the CHARACTER CANNOT BE SURPRISED, as long as the threat originates from a living being in the immediate vicinity. hence, it would not provide any benefit against distant threats such as a sniper positioned blocks away or an explosive that had been planted hours earlier. otherwise, should the situation call for an initiative roll, the character is awarded a bonus simple action before any of her opponents are allowed to take their turns, regardless of initiative scores. |
complex INSTANT |
4/WP |
LEVEL 6 |
BABBLE MALKAVIAN |
The vampire can converse with a number of other targets up to her Willpower 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. |
complex SUSTAINED |
4/WP |
LEVEL 6 |
TIER
OF SOULS TZIMISCE |
DURING FEEDING, THE VAMPIRE MAY temporarily GAIN the use of ANOTHER'S ABILITIES FROM THEM. THE VAMPIRE MAY USE ANY ONE OF THE VICTIM'S SKILLS AS IF THEY WERE THEIR OWN, WITH A RATING EQUAL TO ONE POINT PER NET SUCCESS, UP TO THE VICTIM'S MAXIMUM SKILL RATING. THE EFFECTS LAST FOR ONE HOUR PER POINT OF THE VAMPIRE'S INTELLIGENCE RATING. |
complex instant |
4/WP |
LEVEL 6 |
GENIUS LOCI TZIMISCE |
THE VAMPIRE MAY GAIN INSIGHT INTO SIGNIFICANT EVENTS SURROUNDING A SPECIFIC LOCATION, SUCH AS A GREAT TRIUMPH OR TRAGEDY THAT HAS TAKEN PLACE THERE. EVERY TWO SUCCESSES GRANT THE USER ONE PIECE OF INFORMATION. |
complex INSTANT |
6 |
LEVEL 7 | SOUL SCAN |
THE VAMPIRE MAY DISCOVER THE
LOCATION OF ANYONE HE KNOWS, ANYWHERE IN THE WORLD. the number of successes
DETERMINES how specifically the character may pinpoint THE LOCATION.
1 suc. CONTINENTAL - north America |
complex INSTANT |
6/WP |
LEVEL 7 | SPIRIT LINK | THIS POWER ALLOWS THE VAMPIRE TO Engage in telepathic communication with a number of people, ANYWHERE IN THE WORLD. EVERYONE within the link may communicate with Anyone else within. ONE ADDITIONAL person BEYOND THE FIRST may be added to the link for EVERY TWO successes. |
complex SUSTAINED |
6 |
LEVEL 7 |
MÉLANGE MALKAVIAN |
The vampire may perceive a level of the world beyond the current state of reality. This looks like a collage of shifting forms, but the MALKAVIAN understands it and can see all within the plane without regard to physical barriers, distance or time. The vampire may see things such as obfuscated creatures (UNLESS THE SUBJECT'S POWER LEVEL IS HIGHER THAN THE MALKAVIANS), the inside of a locked safe, and even detect magical illusions. While the MALKAVIAN may gain such insight through use of this power, it is often difficult to merge this perception with that of the true physical world. The GAMEMASTER should present the available information to the player in the form of riddles, metaphors, and stream of consciousness babbling for the player to interpret. While using this power, the vampire is susceptible to missing details in the "real world". |
complex SUSTAINED |
6 |
LEVEL 8 | PSYCHIC ASSAULT | THIS POWER ALLOWS THE VAMPIRE TO Engage A telepathic "ASSAULT" UPON A TARGET CAUSING ACTUAL DAMAGE. THE CHARACTER USES THEIR INTELLIGENCE ATTRIBUTE TO ATTACK AND THE POWER OF THE ATTACK IS USER'S WILLPOWER RATING. EACH NET SUCCESS INFLICTS ONE BOX OF DAMAGE STARTING AT SERIOUS (STUN). WITH FOUR NET SUCCESSES THE TARGET WOULD SUFFER A DEADLY WOUND AND EACH ADDITIONAL SUCCESS WOULD BE TREATED AS OVERFLOW. |
complex INSTANT |
4/WP |
LEVEL 8 | OMNISCIENCE | THE VAMPIRE IMMEDIATELY GAINS AN UNDERSTANDING OF THE PERSONALITIES AND IDENTITIES OF THOSE AROUND HIM WITHIN THE LINE OF SIGHT. THIS MAY INCLUDE THE EMOTIONS, HOPES AND FEARS OF OTHER INDIVIDUALS AS WELL AS DETECTING THE PRESENCE OF KINDRED, LYCANS, AND SPIRITS. VAMPIRES WITH AN OBFUSCATE RATING EQUAL TO OR HIGHER THAN THE USER'S ARE IMMUNE TO THIS POWER. |
complex SUSTAINED |
6, 4/WP IF TARGET IS RESISTING |
LEVEL 8 |
MALKAVIAN MADNESS NETWORK MALKAVIAN |
THE MALKAVIAN MAY CALL A MEETING OF ALL OTHER MALKAVIANS ON "MALKAVIAN TIME". EVEN IF THIS CALL IS HEARD, OTHERS ARE NOT OBLIGATED TO ATTEND. THIS CAN BE AN ACTUAL PHYSICAL GATHERING OR THEY MAY CHOOSE TO HAVE A "TELECONFERENCE" VIA THE BABBLE POWER. |
SIMPLE INSTANT |
6 |
LEVEL 9 | PRECOGNITION | THIS POWER ALLOWS THE VAMPIRE TO GAIN AN INSIGHT INTO EVENTS THAT MAY OCCUR AT A SPECIFIC PLACE AT A SPECIFIC TIME. THIS POWER IS SOMEWHAT VAGUE AND DOES NOT ENABLE THE USER TO READ THE FUTURE, INSTEAD IT GIVES ONE INSIGHT AS TO WHAT IS LIKELY TO HAPPEN SHOULD ALL CURRENT CIRCUMSTANCES REMAIN THE SAME. THE GAMEMASTER SHOULD DECIDE WHAT AND HOW MUCH INFORMATION A CHARACTER MAY LEARN USING THIS POWER. |
complex INSTANT |
10 |
LEVEL 10 | PULSE OF THE CANAILLE | THIS IS A MORE POWERFUL VERSION OF PRECOGNITION ALLOWING THE VAMPIRE TO ALSO SENSE THE CURRENT MOODS, ATTITUDES AND DIRECTIONS OF WHICH ENTIRE GROUPS OF MORTALS ARE HEADING. THIS POWER ALSO ENABLES THE CHARACTER TO SENSE WHO INFLUENCES OR CONTROLS ANY EFFECTED MORTALS, ASSUMING IT IS SUPERNATURAL BEINGS. |
complex INSTANT |
10 |