Auspex: Difference between revisions

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== SCRY THE SOUL ==
== ANIMAL COURIER ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••
'''Auspex''' •••
'''Amalgam:''' Animalism •




''By focusing on a person, the vampire can perceive the state of that person’s psyche as a shifting [[Resonance|aura]] of colors. Auras reveal little precise information, but do provide clues regarding many subjects, e.g., emotional state, Resonance, and supernatural traits. If looking for a specific condition, the vampire can cursorily scan the crowd to detect it. Such cursory scans provide no further information.''
''Thanks to a deeper understanding, the vampire’s perception becomes attuned with the minds of the animals they command, allowing them to communicate without words. Practitioners of this power are known for imprinting mental messages that the animals can later deliver.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Intelligence + Auspex vs Composure + Subterfuge


'''System:''' The vampire is able to create a telepathic link with the animals under the effect of their Animalism powers. Mental images, short bits of sound, or even smells can be transferred in this fashion. In addition, the vampire may do a Rouse Check to imprint the animal with a mental message, which the animal can deliver to specific individuals or after certain conditions decided by the user. The animal carries this imprint until the conditions are met or dies. This does not automatically allow two-way communication.
'''Duration:''' Passive


'''System:''' Make an Intelligence + Auspex vs Composure + Subterfuge roll. On a win, the Storyteller truthfully answers a number of questions equal to the margin of the roll about the target’s aura and psyche, including:
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
 
<br>


== FATAL FLAW ==
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'''Auspex''' •••


* The emotional state of the subject
'''Amalgam:''' Oblivion •


* The Resonance in the subject’s blood


* Whether the subject is a vampire, werewolf, ghoul or any other supernatural being
''Everything breaks, and the vampire using this power can see the signs before they happen. By observing the subtle work of entropy the vampire can glean the Achilles’ heel of a target, whether it is a crack in their mental facade or a weakness in their actual armor.''


* Whether the subject is under the influence of Blood Sorcery or other magic


* Whether the subject has committed diablerie in the last year
'''Cost:''' One Rouse Check


* A critical win allows discovery of something unexpected, as determined by the Storyteller
'''Dice Pools:''' Intelligence + Auspex vs Composure or Stamina + Subterfuge




If scanning a crowd, roll versus a Difficulty determined by the size of the crowd and external distractions, as well as the type of trait being sought. (Finding the vampire in the living room might only be a Difficulty 3, while finding the most nervous person at a crowded rave is most likely Difficulty 6 or higher.)
'''System:''' The user spends a turn intently observing the target, looking for a flaw in their defenses, and tests Intelligence + Auspex against the target’s Composure (for mental weaknesses) or Stamina (for physical ones) + Subterfuge. A win shows how they best attack their target, revealing the lowest defense pool in either category, and provides a two dice bonus to attacks against that pool. If the user informs anyone about said weakness they gain a one-die bonus.




'''Duration:''' One turn, or Storyteller’s discretion
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 250</sub>''
''<sub>Players Guide, pg. 71</sub>''
</div></div>
</div></div>


<br>
<br>


== SHARE THE SENSES ==
== LETHE'S KINDNESS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••
'''Auspex''' •••


'''Amalgam:''' Dominate ••


''By reaching out with their mind, the vampire can tap into the senses of another mortal or vampire, seeing, hearing, and feeling what they do. The user still retains their own perceptions and is still aware of their own surroundings, though the effect requires some getting used to. The user decides whether to tap into only one, some, or all of the target’s senses. When used on a stranger this power requires line of sight to initiate. However, it can be used over longer distances on someone who still has some of the user’s Blood in their body.''
 
''You can steal memories from your victims, leaving behind ragged gaps in their recollections. These memories now become your own, although they can sometimes require deciphering or further study to fully understand.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Resolve + Auspex
'''Dice Pools:''' Manipulation + Auspex vs Intelligence + Resolve




'''System:''' Roll Resolve + Auspex at Difficulty 3. This Difficulty can go up depending on distraction, distance, and other factors, such as the amount of the user’s Blood that remains in the target. The target usually remains unaware of the intrusion, but Sense the Unseen can allow the passenger to be noticed. To get rid of an unwanted rider, the victim must beat the intruder at a Wits + Resolve vs Wits + Resolve roll. An Auspex user thrown out this way cannot make another Sharing attempt until the next night.
'''System:''' Roll a contest of Manipulation + Auspex vs Intelligence + Resolve. Each point of margin allows the user to remove an additional memory. The victim is left with lost time and empty gaps in their memory. A critical win leaves the victim unsure of who stole their memories. The vampire using this power now experiences these memories as their own, although they impart no special skills or training on their own they could form the basis for learning new skills or even Disciplines in the future. This power gives no ability to search through a victim's memories and a vampire using it often steals memories surrounding an event or person known to the user and the victim.




'''Duration:''' One scene
'''Duration:''' Indefinitely


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 250</sub>''
''<sub>The Black Hand, pg. 79</sub>''
</div></div>
</div></div>


<br>
<br>


== FATAL FLAW ==
== SCRY THE SOUL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••
'''Auspex''' •••


'''Amalgam:''' Oblivion •


 
''By focusing on a person, the vampire can perceive the state of that person’s psyche as a shifting [[Resonance|aura]] of colors. Auras reveal little precise information, but do provide clues regarding many subjects, e.g., emotional state, Resonance, and supernatural traits. If looking for a specific condition, the vampire can cursorily scan the crowd to detect it. Such cursory scans provide no further information.''
''Everything breaks, and the vampire using this power can see the signs before they happen. By observing the subtle work of entropy the vampire can glean the Achilles’ heel of a target, whether it is a crack in their mental facade or a weakness in their actual armor.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Intelligence + Auspex vs Composure or Stamina + Subterfuge
'''Dice Pools:''' Intelligence + Auspex vs Composure + Subterfuge




'''System:''' The user spends a turn intently observing the target, looking for a flaw in their defenses, and tests Intelligence + Auspex against the target’s Composure (for mental weaknesses) or Stamina (for physical ones) + Subterfuge. A win shows how they best attack their target, revealing the lowest defense pool in either category, and provides a two dice bonus to attacks against that pool. If the user informs anyone about said weakness they gain a one-die bonus.
'''System:''' Make an Intelligence + Auspex vs Composure + Subterfuge roll. On a win, the Storyteller truthfully answers a number of questions equal to the margin of the roll about the target’s aura and psyche, including:




'''Duration:''' One scene
* The emotional state of the subject


<div style='text-align: right;'>
* The Resonance in the subject’s blood
''<sub>Players Guide, pg. 71</sub>''
</div></div>


<br>
* Whether the subject is a vampire, werewolf, ghoul or any other supernatural being


== ANIMAL COURIER ==
* Whether the subject is under the influence of Blood Sorcery or other magic
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••


'''Amalgam:''' Animalism •
* Whether the subject has committed diablerie in the last year


* A critical win allows discovery of something unexpected, as determined by the Storyteller


''Thanks to a deeper understanding, the vampire’s perception becomes attuned with the minds of the animals they command, allowing them to communicate without words. Practitioners of this power are known for imprinting mental messages that the animals can later deliver.''


If scanning a crowd, roll versus a Difficulty determined by the size of the crowd and external distractions, as well as the type of trait being sought. (Finding the vampire in the living room might only be a Difficulty 3, while finding the most nervous person at a crowded rave is most likely Difficulty 6 or higher.)


'''Cost:''' One Rouse Check


 
'''Duration:''' One turn, or Storyteller’s discretion
'''System:''' The vampire is able to create a telepathic link with the animals under the effect of their Animalism powers. Mental images, short bits of sound, or even smells can be transferred in this fashion. In addition, the vampire may do a Rouse Check to imprint the animal with a mental message, which the animal can deliver to specific individuals or after certain conditions decided by the user. The animal carries this imprint until the conditions are met or dies. This does not automatically allow two-way communication.
 
 
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Core Book, pg. 250</sub>''
</div></div>
</div></div>


<br>
<br>


== LETHE'S KINDNESS ==
== SHARE THE SENSES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••
'''Auspex''' •••


'''Amalgam:''' Dominate ••


 
''By reaching out with their mind, the vampire can tap into the senses of another mortal or vampire, seeing, hearing, and feeling what they do. The user still retains their own perceptions and is still aware of their own surroundings, though the effect requires some getting used to. The user decides whether to tap into only one, some, or all of the target’s senses. When used on a stranger this power requires line of sight to initiate. However, it can be used over longer distances on someone who still has some of the user’s Blood in their body.''
''You can steal memories from your victims, leaving behind ragged gaps in their recollections. These memories now become your own, although they can sometimes require deciphering or further study to fully understand.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Auspex vs Intelligence + Resolve
'''Dice Pools:''' Resolve + Auspex




'''System:''' Roll a contest of Manipulation + Auspex vs Intelligence + Resolve. Each point of margin allows the user to remove an additional memory. The victim is left with lost time and empty gaps in their memory. A critical win leaves the victim unsure of who stole their memories. The vampire using this power now experiences these memories as their own, although they impart no special skills or training on their own they could form the basis for learning new skills or even Disciplines in the future. This power gives no ability to search through a victim's memories and a vampire using it often steals memories surrounding an event or person known to the user and the victim.
'''System:''' Roll Resolve + Auspex at Difficulty 3. This Difficulty can go up depending on distraction, distance, and other factors, such as the amount of the user’s Blood that remains in the target. The target usually remains unaware of the intrusion, but Sense the Unseen can allow the passenger to be noticed. To get rid of an unwanted rider, the victim must beat the intruder at a Wits + Resolve vs Wits + Resolve roll. An Auspex user thrown out this way cannot make another Sharing attempt until the next night.




'''Duration:''' Indefinitely
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 79</sub>''
''<sub>Core Book, pg. 250</sub>''
</div></div>
</div></div>



Revision as of 15:23, 2 April 2023

AUSPEX

Scrying | Anima Visus | Mytherceria | Voyeurism


Among the greatest gifts and worst curses afflicting vampires, the Discipline of Auspex allows Kindred to discern truth from lies, probe the minds of those around them, and perceive reality on a different level than other beings. What appears to be the ultimate power in foresight and vision grants its wielders perhaps too much knowledge. They may detect an assassin’s blade before it strikes or get into an enemy’s head to turn them around, but they can also sense every shift in emotion, good and bad, see things they wish they had not, and discern futures they may not wish to explore. Users of Auspex invite paranoia, but using it is addictive. Once you know the truth rests within your grasp, you seek it out at every opportunity.


Kindred use Auspex in many ways. Some vampires act as spies for their courts or factions. Others act on their own, blackmailing mortals and immortals with secrets gleaned from quiet conversations, subtle emotional shifts, and telepathic intrusion. Auspex allows its user to play the role of domain detective, studying the scene of a vampire’s destruction for tell-tale spiritual clues or interrogating suspects with unnatural accuracy.



CHARACTERISTICS


Discipline auspex.png
  • Type: Mental
  • Masquerade Threat: Low.
    Auspex never by itself manifests in a way visible to the naked eye or causes effects that can’t be rationalized, if only as dumb luck.
  • Blood Resonance: Phlegmatic.
    Artists (especially photographers) and visionaries, certain schizophrenics, users of psychoactive substances, detectives.

Storytellers may wish to make Auspex rolls for characters in order to more convincingly provide wrong or incomplete answers after failed rolls.