••• The Spirit’s Touch Spell in Cimmerian Shade | World Anvil

••• 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. (For these purposes, a corpse counts as an “object” and can be read accordingly.) 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 a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century 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. Events involving strong emotions (a giftgiving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers one piece of information, as per the chart below.

Successes

  • Botch The character is overwhelmed by psychic impressions for the next 30 minutes and unable to act. Failure information of value.
  • 1 successes Very basic information: the last owner’s gender or hair color, for instance.
  • 2 successes A second piece of basic information.
  • 3 successes More useful information about the last owner, such as age and state of mind the last time he used the item.
  • 4 successes The person’s name.
  • 5 successes A wealth of information: nearly anything you want to know about the person’s relationship with that object is available.
At the Storyteller’s discretion, some impressions on objects may be so strong — a knife plunged into Caesar’s breast, he tip of the Spear of Destiny, a fang pulled from the maw of Dracula — that any use of this power may be deemed a success.

   

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