In A World Of Darkness...
Auspex

1 Heightened Senses
Either no roll or secret roll by ST: difficulty depending on circumstance. The vampire can sharpen any or all of her senses, at will, for as long as she 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 Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important.

 

2 Aura Perception

Roll: Per. + Empathy, difficulty 8

The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Each success reveals one information about the target (nature, personality, state of mind, etc)

 

3 The Spirit's Touch

Roll: Per. + Empathy, difficulty determined by age of impression and the mental/spiritual strength of the person or event that left them.

The vampire may touch an object, and get psychic impressions of the last one who touched it.

 

4 Telepathy

Roll: Int. + Subterfuge, difficulty Willpower

The vampire may read a target's mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.

 

5 Psychic Projection

Roll: Per. + Occult, difficulty ???, 7 being average

The vampire may leave her body, and travel in astral form. In this state, she may travel up to 1000 miles per hour, connected to her physical body by a silver cord. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane.

 

[The following are 2nd/3rd Edition some variation may occur]

6 Babble (Clanbook:Malkavian)

Roll: Cha. + Empathy, difficulty Willpower

The vampire can converse with a number of other targets up to her Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to her 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. No roll is needed for a willing target.

 

6 Clairvoyance

Roll: Per. + Empathy, difficulty 6

The vampire may see and hear events in a distant place of her choice. She may also use other Auspex powers in conjunction with this one, but each such use is rolled separately.

 

6 The Dreaming

Roll: Wits + Empathy, difficulty 7

The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.

 

6 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 she also has Clairvoyance, she may close in on a smaller area.

 

6 Insight of the Talespinner (Clanbook:Toreador)

By spending a blood point, the vampire can tell a story off the top of her head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors. Others so afflicted may roll Wits + Empathy, difficulty 8, but must listen until the story is finished if they score less than three successes. This power also grants a -3 difficulty modifier to all storytelling-related rolls.

 

6 Prediction

Roll: Per. + Empathy, difficulty Willpower

By spending a blood point, the vampire may predict a target's next comment. With three successes, she may predict the target's next action. Each success gives the vampire a one-die bonus to all Social rolls directed at the target, and each success beyond the second imposes a one-die penalty to all rolls directed against the vampire.

 

6 Sense Emotion

Roll: Per. + Empathy, difficulty 7

The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions.

 

6 Telepatic Communication

Roll: Cha. + Empathy, difficulty Willpower

The vampire can converse psychically with a target in line-of-sight, project images, transmit sensory input, etc. No roll is needed for a willing target.

 

6 What People Want to Hear (Clanbook:Toreador)

Resist: Willpower, difficulty 7

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.

 

6 Capture Realily (Clanbook: Toreador)

Some Toreador filmmakers and photographers pour an amazing amount of reality into their work. Clever Toreador create films or photographs conveying various sorts of subconscious messages. This is easier to do in a film-- the message will be clearer and more detailed than in a photograph. However, a series of photographs bearing the same message will convey the message just as clearly as a film.

 

System: The character must succeed in a Creativity + Artistic Expression (Photography or Film) roll (difficulty 8).

 

1 successViewers feel there is something unusual about the photograph or film.2 successesViewers feel as if they know exactly what the people in the photograph or film are feeling.3 successesViewers feel as if they are in the photograph or film, witnessing the events first-hand.4 successesViewers believe they are smelling, hearing and seeing things in the photograph or film. They might also form a strong sympathetic bond to a particular character in the work or to the work itself.5+ successesSame as above, but the viewer will also have flashbacks from the photograph or film that go beyond the scope of the work itself. If possible, she will begin having regular dreams concerning the work's setting or the characters in it.

 

6 Genius Loci (Clanbook: Tzimisce)

Tzimisce have a natural affinity for places, as their clan weakness demonstrates. This power augments that affinity, enabling the vampire to tap into the "ambience" or "spirit" of a specific place and thereby gain insight into situations affiliated with the nature of that place. For example, if the vampire uses (Genius Loci while in a graveyard, she might gain insight into situations dealing with death. If she uses the power amid the burned-out shell of a building, she might receive a warning of an impending fire; insight into catastrophes in general; or even an awareness of the forces behind rapid, cataclysmic change.

 

System: The vampire must medilate in a certain location for at least an hour. The place must be symbolic of a given force or have been the site of strong passions or trauma (i.e., a shopping mall is not likely to give much valuable insight, but a shopping mall where a mass murderer killed 23 victims with an assault rifle might well provide insight into situations involving violence or mass panic). The vampire must then roll Perception + Empathy (difficulty 8). Each success provides a clearer, less nebulous understanding.

 

Obviously, this power is extremely subjective. The Storyteller must use discretion when adjudicating its use.

 

7 Melange (Clanbook:Malkavian)

The vampire can see an alternate view of reality, gaining whatever insights can be gained from the Storyteller's descriptions, which should be confusing, gibberish, and/or bullshit. While using this power, the vampire loses half of all of her dice pools (rounding down the loss), and is susceptible to missing details in the "real world".

 

7 Personality Metamorph (Clanbook:Toreador)

By spending two blood points, the vampire may create a personality, and adopt it as her 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.

 

7 Soul Scan

Roll: Per. + Investigation, difficulty 6

The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate.

 

7 Spirit Link

Roll: Wits + Etiquette, difficulty 6

The vampire may telepathically link one person to herself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading.

 

7 Ecstatic Agony (Clanbook: Tzimisce)

Many Tzimisce have learned to tolerate and even appreciate the sensation of pain, but a vampire with this power has far transcended others' understanding. Her nerves still register pain, but perceive it as pleasurable, even spiritually uplifting.

 

System: A vampire with this power adds wound penalties to her dice Pools. Thus, the more injured the vampire is, the more effectively she functions. A vampire in the Crippled state adds five dice to all dice Pools! Obviously, if injuries entail the loss of body parts, the vampire may not perform actions necessitating those body parts. Furthermore, a vampire who reaches the Incapacitated state is still incapacitated.

 

This power is continuously in effect.

 

8 Malkavian Madness Network (Clanbook:Malkavian)

Roll: Empathy + Willpower, difficulty 6

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.

1 suc. All Malkavians within three blocks.

3 suc. All Malkavians within ten blocks.

5 suc. All Malkavians within three miles.

7 suc. All Malkavians within ten miles.

10 suc. All Malkavians in the city.

13 suc. All Malkavians in the area (IE county).

15 suc. All Malkavians on the continent.

20 suc. All Malkavians in the world.

All Malkavians so contacted (and all similarly insane individuals, at the Storyteller's discretion) then get a secret roll of Perception + Malkavian Time, difficulty 6, to determine how far in advance they learn of the meeting. Those not contacted have no way of detecting the use of this power.

1 suc. The meeting just started. If you hurry, you might make it before it's over.

2 suc. The meeting is tomorrow.

3 suc. The meeting is in a week.

4 suc. The meeting is in a week, and you have some idea of its purpose.

5 suc. The meeting is in a week, and you know exactly what will be discussed.

 

8 Psychic Assault

Roll: Man. + Intimidation, difficulty 8

Resist: Willpower, difficulty 8

The vampire may do psychic damage to a target. If the target is a vampire, a willpower point must also be spent. If this assault reduces the target to zero willpower points, the target is rendered unconscious; with three or more successes, if the target is rendered unconscious, she 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 roll Perception + Occult, difficulty 6, to perceive the attack.

1 suc. The target loses a willpower point. Also, a Courage roll may be required, at the option of the Storyteller.

2 suc. The target loses 3 willpower points. A Courage roll is required, difficulty Auspex.

3 suc. The target loses 6 willpower points. A Courage roll is required, difficulty Auspex.

4 suc. The target loses all willpower points. Her Willpower is permanently halved.

5 suc. The target rolls Willpower, and dies if the roll fails. If successful, effect is that of four successes.

 

8 Omniscience

Roll: Per. + Empathy, difficulty 6

The vampire may perceive anything the Storyteller feels like telling her. She may learn about events, or individuals, and there is no limit to how much can be learned, except for how successful she is on the roll. Individuals with Obfuscate 8 or higher can not be detected or studied in this fashon.

 

9 Precognition

Roll: Int. + Alertness, difficulty 8

The vampire may see the future of any location with which she 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 as follows:

1 suc. one hour.

2 suc. one day.

3 suc. one week.

4 suc. one month.

5 suc. one year.

 

10 Pulse of the Canaille

Roll: Humanity, difficulty variable

The vampire may learn about a group of people. The difficulty varies according to the size of the group being studied, as follows:

dif. 6 an organization.

dif. 7 a city.

dif. 8 a region.

dif. 9 a country.

dif. 10 the world.

If the group of people is being controlled, then all aspects of all controlling forces will be seen, with enough successes. What the vampire learns from using this power is as follows:

1 suc. The vampire senses moods and attitudes.

2 suc. The vampire also senses the potential and future of the group.

3 suc. The vampire also sense the degree to which they are being controlled.

4 suc. The vampire also senses the aura of the controlling force.

5 suc. The vampire also knows who is controlling them, and why.