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Auspex

These powers are available only to those with access to the Auspex Discipline.   If the character possesses 1-2 dots in Auspex than he adds 1 Bonus Point to any non-supernatural rolls involving Wits.
If the character possesses 3-4 dots in Auspex than he adds 2 Bonus Points to any non-supernatural rolls involving Wits.
If the character possesses 5 dots in Auspex than he adds 3 Bonus Points to any non-supernatural rolls involving Wits.   Auspex exposes its user to sights, sounds, smells and sensations that can be extreme or alien. Due to this the user might on occasion have to pass a Wits + Composure roll to prevent himself from suffering a sensory overload when exposed to extreme disturbances (those that would cause an individual to receive the Blinded or Deafened condition for instance).   

Level 1

 

Heightened Senses

  One of the Vampires senses heighten to a supernatural degree.  
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  • Type: Power
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Action to activate and 1 Action to deactivate.
  • Conditions: Must choose which of the five sense he is heightening.
  • Risk: This power is very covert and cannot be truly picked up on. If a Vampire is stunned onlookers might take note of the Vampire’s reaction.
  • Test: None
  • Resistance Roll: None
  • Duration: Until the Vampire decides to end the power by sacrificing an Action, is Stunned or is incapacitated.

Surge of Senses

  The Vampires finds his receptors alive as he finds he is able to heighten sight, scent, taste, touch and hearing to a supernatural degree all at one.   This is an upgrade to Heightened Senses. Instead of choosing only a single sense to heighten the Vampire can instead select several.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Must choose which of the five sense he is heightening but can heighten several at once now.
  • Risk: With more senses heightened the chance for a sensory overload also increases.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent.

Focused Senses

  The Vampires can increase his supernatural senses even further than what most Kindred can perceive.   This is an upgrade to Heightened Senses. Instead of 2 Bonus Points the Kindred now adds X + 2 Bonus Points to his roll where X is the number of dots, he currently possesses in Auspex.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Must choose which of the five sense he is heightening but can heighten several at once now.
  • Risk: None.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent. 

Ancestral Vigilance

  Drawing upon the wisdom of his bloodline the Kindred finds that he is able to handle sensory overload much better than his peers.   If the Vampire fails a sensory overload test than he receives the Staggered Condition instead of the Stunned Condition.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Only applies when exposed to a possible sensory overload in relation to using an Auspex power.
  • Risk: None.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent.

Sense the Unseen

  The Vampire’s senses now extended to the realm of spirits.   The Vampire can see objects, creatures and entities which are invisible to mortals or otherwise obscured by supernatural means. This power allows a Vampire to see Sin Eater Geists, Ghosts and Nature Spirits amongst others. If the Kindred possesses 2 dots in Auspex than he can see past the powers of Obfuscate as well.
  • Type: Power
  • Tag: Mental and Spiritual
  • Range & Targets: Targets only the Vampire himself.
  • Cost: 1 Action to activate and 1 Action to deactivate.
  • Conditions: None.
  • Risk: This power is very covert and cannot be truly picked up on. If a Vampire reacts to something others cannot see onlookers might take note of the Vampire’s reaction.
  • Test: None
  • Resistance Roll: None
  • Duration: Until the Vampire decides to end the power by sacrificing an Action, is Stunned or is incapacitated.

Level 2

An Ear for Lies

  Lies are a Kindreds bread and butter so it is only prudent that some develop an actual sixth sense for it.   Heightening his understanding of duplicity, the Vampire can now pick up on lies told to him. Note that the power will only work against targets whose Manipulation rating is equal to or lower than the users Auspex rating. If successful, the Vampire will be able to pick up on a lie spoken by a target. Note this only works on obvious lies and will not function if the target is unintentionally lying or carefully omitting the truth.
  • Type: Reflexive
  • Tag: Mental
  • Range & Targets: Must be within Visual and Vocal range of the target. Can only target a single individual at a time.
  • Cost: None
  • Conditions: Must be able to make Eye contact with the target. Must have an Auspex rating equal or higher than the targets Manipulation rating. Can only be used once every hour per target.
  • Risk: This power is very covert and cannot be truly picked up on. A target might question how the Vampire knows it was a lie but that can be easily explained as being well informed.
  • Test: None
  • Resistance Roll: None
  • Duration: 1 Lie

Obeah

  Not all powers are meant to give the predator an advantage and some can calm a troubled mind.   The Vampire reaches out and soothes the tormented mind of an ally. The Kindred can calm their ally and remove conditions such as Confusion, Frightened or Terrified. Although this power cannot stop Frenzy once it has happened, it can possibly prevent it (depending on the source of the Frenzy).
  • Type: Power
  • Tag: Mental
  • Range & Targets: A singled individual within Eye Contact.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Must make Eye Contact.
  • Risk: None
  • Test: Auspex + Composure (3)
  • Resistance Roll: None
  • Duration: 1 Action.

Aura Perception

  The world around the Vampire comes to life in a cornucopia of shimmering colors as the Kindred finds he is able to see the spiritual emanations of those around him.   The Vampire can see auras. This will take the form of shimmering colors around a targets outline. The intensity of the color can reveal a targets relative strength or vitality while the colors have different meanings:   Yellow: energetic, optimistic, confident, connected with nature…
Orange: creative, independent, adventurous, mentally focused…
Blue: loving, nurturing, compassionate, protector…
Red: strong, passionate, honest, raw courage…
Green: organized, driven, ambitious, healing…
Magenta: strong willed, unique, innovative, attention-seeker…
Tan: practical, cautious, calm, controlled…
Violet: artistic, inspirational, visionary, leader…
Lavender: fragile, sensitive, enchanting, daydreamer…
Indigo: wise, intuitive, non-judgmental, spiritually gifted…
White: pure, balanced, clairvoyant, peaceful…
Black: unbalanced, cruel, in pain, corrupt…  
  • Type: Power
  • Tag: Spiritual
  • Range & Targets: Targets anyone in Visual range.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: Must have Visual range.
  • Risk: None
  • Test: Auspex + Wits (3)
  • Resistance Roll: None
  • Duration: Until the Vampire decides to end the power by sacrificing an Action, is Stunned or is incapacitated. 

Sense Vibrations

  The Vampire can sense the surface emotions of those around him.   The Vampire can sense the most powerful emotion emanating from those around him and even pinpoint the individual they are coming from.
  • Type: Power
  • Tag: Mental
  • Range & Targets: All individuals within 100 meters. The more individuals there are the harder it might be to pinpoint where a certain emotion is coming from.
  • Cost: 1 Rouse Check + 1 Action
  • Conditions: None
  • Risk: None
  • Test: Auspex + Wits (1 – in a relatively empty space, 3 – in a relatively crowded space like the center of a city, 5 – in a very packed room such as a nightclub).
  • Resistance Roll: None
  • Duration: 1 Action.

Level 3

 

Share Senses

  Sometimes one’s word is not enough and others must see the truth for themselves.   Using his power over the senses the Vampire can temporarily share what it can perceive with an ally. To achieve this the Vampire must be able to physically touch the target. If successful the target will be able to see, smell, feel and hear the world as the user perceives it. If the user possesses at least 4 dots in Auspex he can pick and choose which sense to share with the target.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Within Touch range, can target up to 2 individuals at the same time.
  • Cost: 1 Action
  • Conditions: Must be able to Touch the target(s).
  • Risk: This power is very covert and cannot be truly picked up on, aside from the target’s reaction to their newly expanded senses.
  • Test: Charisma + Resolve (only if the target is actively trying to resist the power)
  • Resistance Roll: Charisma + Resolve (only if the target is actively trying to resist the power)
  • Duration: Until the Physical touch is broken.

Crocodile Tongue

  Knowing when to say the right thing and when to say it is a gift few can master. But it can be mastered.   Heightening his senses, the Vampire knows instinctively what to say to get someone’s best reaction, provided he was able to successfully interpret his targets true nature. If successful, in addition to any immediate reactions, all of the Vampire’s future Charisma or Manipulation based rolls add a 2 Point Bonus for the rest of the conversation. The Vampire can perform this power at any point during the conversation. Note he will still have to spend an Action to actually interact with the target afterwards.
  • Type: Reflexive
  • Tag: Mental
  • Range & Targets: A single individual within Visual Range.
  • Cost: 1 Rouse Check
  • Conditions: Must have Eye Contact and study the target for at least 1 minute.
  • Risk: This power is very covert and cannot be truly picked up on, other than by those with similar abilities.
  • Test: Auspex + Wits (3)
  • Resistance Roll: Wits + Manipulation (if the target is aware of the power being used)
  • Duration: 1 Scene

The Dreaming

  While some may sleep the long sleep in utter darkness, others find that they are able to maintain an active hand in the world around them.   If the Kindred enters Torpor, he can still use all of his Auspex abilities without having to make further Rouse checks. Be mindful though that the range of his abilities is greatly reduced as he is no longer capable of motion. Visual Range especially tends to be impacted.
  • Type: Upgrade
  • Tag: Mental
  • Range & Targets: Targets only the Vampire himself.
  • Cost: None
  • Conditions: Only comes into effect if the Vampire is in Torpor.
  • Risk: Seeing a Vampire in Torpor is already confronting. Using the abilities granted by the power is easily overlooked.
  • Test: None
  • Resistance Roll: None
  • Duration: Permanent

Level 4

Spirit’s Touch

  The Vampire can use any personal item to glean information about his prey.   The user’s Auspex abilities now extend to inanimate objects. By touching an object, the Vampire can sense the emotional residue of the last person to have handled it. This information manifests as images and flashes of the users actual life. The more successes the Vampire rolls on the test pass the minimum the more information he will be able to extract.
  • Type: Power
  • Tag: Mental
  • Range & Targets: Touch range. Can only interact with one item at a time.
  • Cost: 1 Rouse Check + 1 Turn
  • Conditions: Must be able to Touch the item.
  • Risk: To an onlooker the Vampire is simply handling an item with great interest.
  • Test: Auspex + Intelligence (4)
  • Resistance Roll: None
  • Duration: 1 Turn

Telepathy

  There is no hiding from the summons of this Kindred.   The power of Auspex now becomes so powerful that the Vampire can project its thoughts to others and communicate with them remotely. If this power is used on those who have drank of the Vampire’s vitae than the range increases and the test is passed automatically. During the conversation the Vampire has complete control on whether or not he wishes to shut the recipient out, silence them or “speak” over them.
  • Type: Power
  • Tag: Mental
  • Range & Targets: 10 kilometers (or 100 kilometers if targeting someone who ingested the user’s blood). The Vampire can communicate with multiple individuals at once in this manner but can only form a single reply at a time.
  • Cost: 1 Rouse Check + 1 Turn to establish the link
  • Conditions: None
  • Risk: This power is very covert and cannot be truly picked up on by mortals. Those who possess Mental abilities might be able to listen in on the conversation.
  • Test: Auspex + Charisma (4 + 1 for each person the Vampire is trying to communicate with at once past his current Auspex rating). No test needed when communicating with those who ingested the Vampire’s vitae.
  • Resistance Roll: Resolve + Charisma (if target is attempting to block out the communication)
  • Duration: 1 Scene

Level 5

Spirit Travel

  At its highest tier, the power of Auspex grants its user very unique abilities.   The Vampire can travel the Umbra in astral form. In this form he is treated as a Spirit and can reach the Upper and Lower Umbra but cannot enter any of the more exotic locations like the Underworld, Arcadia, or Hell. The Vampire cannot use any other powers during this point and his body is treated as being in Torpor until the Spirit returns. Note certain creatures possess the ability to harm a Vampire through his astral projection.
  • Type: Ritual
  • Tag: Spiritual
  • Range & Targets: Targets only the Vampire himself. Can travel the Upper and Lower Umbra.
  • Cost: 2 Rouse Checks + 2 Actions
  • Conditions: Must be able to meditate for 1 hour before activating the power.
  • Risk: To an onlooker the Vampire simply seems deep in meditation. Those with the ability to see the Spiritual world will be able to see the Vampire’s Astral form.
  • Test: Auspex + Resolve (5)
  • Resistance Roll: None
  • Duration: 1 hour per Blood Potency point or until the Vampire sacrifices 1 Actions to end the power and his Spirit returns or until his Spirit is forced to return via other means. Note it is possible for the Vampire’s spirit to become trapped un the Umbra.

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