Auspex

The gift of supernatural senses lies in Auspex. Through this discipline, the user may see what otherwise cannot be seen. (Auspex-wielding characters can see through the illusions created by Obfuscate or Chimerstry. If the user encounters an effect created by either, the user's Auspex and the subjects Obfuscate ratings are compared. If the Obfuscate wielding character has a higher Obfuscate rating then the user has Auspex, the user cannot see through the illusion created by Obfuscate. If the user's Auspex is higher then the opponents Obfuscate, then the effect is broken. If the two are equal however, the two engage in a contested roll of the user's Perception + Subterfurge and the opponent's Manipulation + Subterfurge, both at diff 7. The one with the most successes at the end of the roll wins, and the process is identical when comparing other similiar illusions to Auspex.)

Powers: 

1 - Heightend Senses:
Using this power the user can heighten the five senses to truly supernatural heights. Thusly while using this power, the user may taste the faint hint of liquor in a victim's blood, smell the passing of werewolves through a house or spy on a house from far away. (No roll required, the user simply concentrates to activate this power and it becomes active for as long as the user wishes. While it is active, all of the user's senses are supernaturally heightened, allowing the user to sense things that no human or other kindred may be able to sense. However, it comes at a price. If the user is caught offguard by an effect such as the loud clap of thunder or a sudden bright light, the user must roll Willpower (diff is at least 4, but the Storyteller may raise this as he/she sees fit based on the intensity of the effect) to block it out. If the user fails, then he/she will be stunned due to overstimulation of that sense(s), lasting up to an hour. (duration also determined by the Storyteller) Additionally, this power also grants a sort of supernatural 6th sense, allowing the user to percieve events that no other sense can detect. In such a case the Storyteller may call for a Perception roll, with a diff of 5 giving the user the knowledge that a gun is being pointed at his/her head and a diff of 9 the knowledge that a rival is planning his/her assassination.)

2 - Aura Perception:
Using this power, the user may gaze into a subject's soul, seeing that person's aura. Using this power, the user can determine a subject's current mood, that subject's opinion towards the user or even if that subject is a human, vampire or otherwise. (The user rolls Perception + Empathy at diff 8, each success indicating how much of the target's aura is revealed and how much the user understands. A botch will mean the user recieves false information. As such, the ST may opt to make this roll in secret and pass only the resulting reading to the user. Also, the user cannot make an aura reading on any one person more then once per month.

Success effect chart:
1 Success: The user sees only the shade of the aura, pale or bright.
2 Successes: The user can distinguish the main colour of that person's aura.
3 Successes: The user may recognize colour patterns in the aura.
4 Successes: The user can detect subtle shifts in the aura.
5 Successes: The user can identify the mixtures of colour and pattern in a person's aura.)

An aura is by nature a fickle thing, and as such it takes time to master reading auras. The colours in the aura are dictated by a subject's mood and personality, with strong emotions dominating the colour of the aura, while momentary impressions or deep secrets flash through momentarily. The stronger the emotion seen, the more intense the related colour in the aura. Vampires have naturally intense, but very pale auras. Werebeast have bright, vibrant auras. Magic users have a myriad of sparkles in their aura. Ghosts have weak flickering auras, like a candle in the wind. Faeries have rainbow highlights in their aura.

Aura chart:



3 - The Spirit's Touch:
Whenever a person handles an object, that person leaves a psychic imprint on that object. Using this power, the user can read this imprint, to see what the object was used for and who used it.  (The user holds the item and enters a shallow trance (the user will only be marginally aware of his/her surroundings at this time, and loud noise or jarring distraction will break the trance), rolling Perception + Empathy, the diff set by the Storyteller.  The difficulty would be 5 for reading the imprint of a pistol used for murder mere hours ago, while the diff would be 9 to see who owned a set of keys several days ago. In essence, the longer a person used an item or the more emotional the events that the item was used in, the stronger the imprint on the object and the easier the imprint will be to read and the more information the user may gain from that item. Assume that each success grants one piece of information. Only one success may just indicate that "a man held this watch several nights ago" while 3 successes may indicate that he was handsome, middle-aged and afraid, 4 successes yield the man's name and 5 successes reveal that man's connection with the watch and several things the man did while carrying the watch.)

4 - Telepathy:
This power allows the user to read the minds of those around him/her or even speak to another person using nothing but thought. Given time, this power can allow the user to steal secrets from other people without these people ever knowing what happened. (The user rolls Intelligence + Subterfurge at a diff of the subject's Willpower. If the target is undead or otherwise supernatural, the user must spend a Willpower point and then make the roll normally. One success on the activation roll means the user can place thoughts in the subject's mind. The subject will realise those thoughts are not his/her own, but will not be able to discern their origin. If the user wishes to read the subject's mind, each success may be used to gain a piece of information or pierce a deeper layer of thought. The user would require at least 5 successes to read deep secrets or buried memories. If the user gains information in this manner, the Storyteller is encouraged to show the information gained as a streak of related images, rather then a flat "he is planning on doing this or that". For example,  the user reads the memory of a victim using this power, and sees images and feels the emotions in the mind of the subject related to whatever the user is trying to pry out of him, all from the point of view of the subject. As such, the user may find it very difficult to read highly emotional minds or deranged minds.)

5 - Psychic Projection:
Using this power, the user may seperate his/her spirit from his/her physical body. While the user's body remains behind in a torpid state, the user's mind is free to wander the entire world on the astral plane. Though the user cannot interact with the world from the astral plane, the user is able to travel at incredible speeds and can spy on locations invisibly. (The player spends a Willpower point and rolls Perception + Occult at a diff set by the Storyteller depending on the distance travelled. Diff 7 is for an average trip, diff 10 for a trip from america to china, taking a shortcut through the earth. Failure at the activation roll means the vampire is unable to seperate his/her spirit from his/her body, while a botch can have most nasty consequences, from flinging the user to an unintended location on earth, to sending the spirit straight into the spirit realm. While in this incorporeal form, the user can pass through physical objects freely, is completely invisible to anyone on the physical plane and can travel at very high speeds, ST's may use 1000 miles per hour as a general rule, and travel is limited to the orbit of the moon. The user cannot in any way interact with the physical world, although the user may spend a Willpower point to appear as a vaguely ghost-like shape for 3 seconds in the physical plane, as well as allowing the user to speak to anyone there. There is also rumour of some artifacts in the Astral plane, but what these do is left up to the Storyteller, the only set rule for these artifacts is that the user cannot take these back to the physical plane. The user is bound to his/her physical body through a silver cord extending from his/her body to his/her astral form. This silver cord is so to speak, the lifeline of the user, if it snaps because the user strains it too much such as travelling too far or otherwise, the user must scour the astral plane for his/her body, with no garantuee that he/she will succeed. The user can use Auspex in the astral plane, though it's up to the Storyteller if the user can use Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence or Thaumaturgy in the astral plane, typically being able to use anything but Auspex in astral form requires at least 3 successes on the activation roll. If two characters meet in the astral plane while both having used this power, then both characters may interract freely with eachother. They may talk, touch or even fight in the astral plane. However, as they dont have physical bodies, physical attributes are instead replaced by the character's Mental and Social attributes. Wits replaces Dexterity, Manipulation replaces Strength and Intelligence replaces Stamina, and each combatant has Healthlevels equal to that character's Willpower. However, again because neither combatant has a physical body, the only way for two user's to damage eachother is by cutting their silver cord, which is done by removing all healthlevels of the opponent. The user may also travel from the astral plane to the spirit world (which is not where anyone wishes to be), especially if the user becomes lost, which may happen if the user botches on the activation roll. The user may also encounter other creatures who visit the astral plane, primarily ghosts, wraiths and specters, but werewolves, mages and other creatures have also been known to stalk the astral plane.)

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