Auspex: Difference between revisions
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== | == DREAMS OF THE PAST == | ||
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'''Auspex''' •• | |||
'''Amalgam:''' Obfuscate • | |||
''You can restore an item or environment to a previous state of being through illusion and the use of your second sight. A firebombed room, a defaced piece of art, or a book with pages torn out can all be briefly reconstructed with this power.'' | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pools:''' Intelligence + Auspex | |||
'''System:''' Make an Intelligence + Auspex roll versus a Difficulty dependent on how much of the original object or environment remains. A slashed painting would be Difficulty 2, while a book burnt to ashes would be at least Difficulty 6. With a successful roll the item or environment reverts to its state before it was destroyed for the rest of the Scene. This restoration is illusory in nature, but it could allow a book to be partially copied or a puzzle to be deciphered before the object reverts to its destroyed condition. A destroyed room could be investigated by the vampire's Pack, though nothing recreated by the illusion could be carried away or retained once the illusion ended. | |||
'''Duration:''' One scene | |||
<div style='text-align: right;'> | |||
''<sub>The Black Hand, pg. 78</sub>'' | |||
</div></div> | |||
<br> | |||
== ELYSIAN EYE == | |||
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'''Auspex''' •• | |||
'''Prerequisite:''' Sense the Unseen | |||
''You see into the dreams and recent memories of others and can detect if they’ve been manipulated.'' | |||
'''Cost:''' One Rouse Check (plus one Willpower vs non-consenting vampires) | |||
'''Dice Pools:''' None or Wits + Auspex vs Composure + Subterfuge | |||
'''System:''' The vampire can see the dreams of a sleeping vampire or mortal without having to make a roll, though line of sight is required. To glimpse the recent dreams or memories of an awake mortal within line of sight, roll Wits + Auspex vs their Composure + Subterfuge. Success allows the vampire to see the dreams and recent memories in their mind’s eye and to know if any have been modified, though not the details of the changes. | |||
At the Storyteller’s discretion a critical success not only reveals the details of the changes made, but could reveal the identity of the culprit making the changes if they left any evidence behind in the victim’s dreams or memories. | |||
To see the dreams or recent memories of a non-consenting awake vampire, spend one Willpower point before rolling. This power does not allow for telepathic communication, the reading of surface thoughts, or the probing of memories older than a few nights. | |||
'''Duration:''' One scene | |||
<div style='text-align: right;'> | |||
''<sub>The Black Hand, pg. 78</sub>'' | |||
</div></div> | |||
<br> | |||
== FATAL PREDICTION == | |||
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'''Auspex''' •• | '''Auspex''' •• | ||
'''Amalgam:''' Oblivion •• | |||
''The vampire can knit invisible strands of entropy to a target mortal, increasing the odds of them suffering harm or even death within the span of a night and a day. The effect resembles that of a curse, but the vampire is unable to interfere with the doomed mortal lest the effect be broken. | |||
''' | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' Resolve + Oblivion vs Wits + Occult | |||
'''System:''' The vampire makes a Resolve + Oblivion test against the mortal target’s Wits + Occult. For every success in the margin, the target suffers one point of Aggravated damage at some point during the next 24 hours. The source can be anything from sudden illness to freak accidents, but at no point must the vampire interact, directly or indirectly, with the victim as doing so risks negating the power. (The Storyteller decides exactly where the line is drawn on "indirect" interaction, but things like sending flunkies to “hasten” the outcome is definitely on the list.) Use of this power is invisible, though an onlooker can detect some sense of foul play on a Wits + Occult test at Difficulty 3. Only mortals (including ghouls) can be affected by this power, as vampires are dead already and far more resistant to these kinds of entropy manipulations. | |||
'''Duration:''' A night and a day — 24 hours | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 87<br>Replaces "Fatal Precognition" — Edited to be an Auspex/Oblivion amalgam.</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == PANACEA == | ||
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'''Auspex''' •• | '''Auspex''' •• | ||
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'''System:''' The vampire rolls Composure + Auspex against Difficulty 2 and restores a number of superficial Willpower damage levels equal to the margin on the roll. Alternatively, the user restores one | '''System:''' The vampire rolls Composure + Auspex against Difficulty 2 and restores a number of superficial Willpower damage levels equal to the margin on the roll. Alternatively, the user restores one Aggravated Willpower damage level for every three successes in the margin. | ||
If successfully used on a mortal, | If successfully used on a mortal, Panacea similarly calms them if they’re in a turbulent emotional state, or puts them otherwise at ease. | ||
Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. | Use of this power takes a whole turn. If the vampire spends an entire scene instead, reduce the Difficulty to 0. Panacea must be used on someone other than the vampire invoking the power. A subject can be affected by the power only once per night. | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 70<br>Replaces "Obeah"</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == PREMONITION == | ||
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'''Auspex''' •• | '''Auspex''' •• | ||
''The vampire experiences flashes of insight. These may take the form of raised hackles, sudden inspiration or even vivid visions. While never too precise, these visions can nudge the vampire out of harm’s way or reveal a truth previously overlooked.'' | |||
'''Cost:''' Free or one Rouse Check | |||
'''Cost:''' | |||
'''Dice Pools:''' Resolve + Auspex | '''Dice Pools:''' Resolve + Auspex | ||
'''System:''' | '''System:''' Whenever the Storyteller deems it appropriate, this power gives the character a sudden hint that aids them in some way: letting them find a clue they’ve missed or saving them from danger. Whether it gives the character a sudden vision of themselves walking into | ||
a trap, an inviting red glow over the second right turn during a chase, or the brief flash of a skeleton beneath the floorboards in the Prince’s office, this power always gives the Storyteller license to subtly speed up play or move the story onto a desired track. The suggested limit is one premonition per scene, even if more than one character has Premonition. | |||
The user can also actively provoke a premonition by focusing on a subject, making a Rouse Check and rolling Resolve + Auspex. The number of successes rolled determines the level of insight on the subject, if any. | |||
'''Duration:''' Passive | |||
'''Duration:''' | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Core Book, pg. 249</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == REVEAL TEMPERAMENT == | ||
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'''Auspex''' •• | '''Auspex''' •• | ||
''The vampire can smell the Resonance of the target, as well as any Dyscrasia they harbor in their blood. They can also smell if another vampire has recently fed as well as the Resonance (if any) of their latest victim.'' | |||
'' | |||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' Intelligence + Auspex | '''Dice Pools:''' Intelligence + Auspex vs Composure + Subterfuge | ||
'''System:''' | '''System:''' When the power is active the user can test Intelligence + Auspex vs a target’s Composure + Subterfuge. A win reveals the Resonance of the mortal observed as well as any other particulars of their blood, such as Dyscrasias. On a critical win the user also gains a two-dice bonus to interaction with the target for the duration of the scene as they are able to adapt their approach to the emotional state of the mortal. Versus a vampire, a win reveals the Resonance of the last mortal they fed upon, and a critical win provides a more nuanced picture of the vessel at time of feeding, revealing the method and Predator Type of the vampire. | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 70</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == UNERRING PURSUIT == | ||
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'''Auspex''' •• | '''Auspex''' •• | ||
''' | '''Amalgam:''' Dominate • | ||
'' | ''Locking eyes with a subject, the vampire coaxes forth a supernatural bond between themselves and the victim. For a number of nights, the user is able to view glimpses of the target and their environment whenever the target sees themselves on a reflective surface. The target is generally unaware of the being so observed, but witnesses the presence of their pursuer as someone standing just behind them in their own reflection. While not exclusive to the Sabbat, this power is frequently used to track quarry, whether vampires marked as prey or mortal witnesses requiring silencing.'' | ||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' | '''Dice Pools:''' Resolve + Auspex | ||
'''System:''' The | '''System:''' The user locks eyes with the target, if only for a split second, and rolls Resolve + Auspex. On a win, the effect lasts for one night, plus one for each success in the margin. (If used against a vampire, the Difficulty of the roll is 3.) | ||
While the power is active the user can concentrate for a turn to gain a view of the last position of the target from the perspective of the target’s own reflection. Essentially, they view a mental impression of the most recent moment the victim saw themselves, intentionally or unintentionally, in a mirror or mirror-like surface (including polished chrome, shopping windows, or even someone’s sunglasses). Note that Obfuscate provides no protection from this power, as it relies on the victim’s self-perception. | |||
The user can recognize the surroundings of the target with an Intelligence + Streetwise (for urban areas) or Intelligence + Survival (for rural areas), the Difficulty depending on circumstances, such as being indoors, but should range from 2 to 4. The target can get a glimpse of their pursuer in their own reflection on a Wits + Awareness test at Difficulty 4, and only on a critical win will recognize their face, or recall it from where the individual saw them if they don’t know them personally. | |||
'''Duration:''' One | '''Duration:''' One night plus one for each success (or in the margin, in the case of a vampire target) | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Sabbat Sect Book, pg. 46</sub>'' | ||
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== | == ANIMAL COURIER == | ||
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'''Auspex''' ••• | '''Auspex''' ••• | ||
'''Amalgam:''' Animalism • | |||
'' | ''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 | ||
'''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;'> | |||
''<sub>Homebrew Content, pg. XX</sub>'' | |||
</div></div> | |||
<br> | |||
== FATAL FLAW == | |||
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'''Auspex''' ••• | |||
'''Amalgam:''' Oblivion • | |||
''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 | |||
'''Dice Pools:''' Intelligence + Auspex vs Composure or Stamina + 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. | |||
'''Duration:''' One | '''Duration:''' One scene | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 71</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == LETHE'S KINDNESS == | ||
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'''Auspex''' ••• | '''Auspex''' ••• | ||
'''Amalgam:''' Dominate •• | |||
'' | |||
''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:''' | '''Dice Pools:''' Manipulation + Auspex vs Intelligence + Resolve | ||
'''System:''' Roll | '''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:''' | '''Duration:''' Indefinitely | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>The Black Hand, pg. 79</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == SCRY THE SOUL == | ||
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'''Auspex''' ••• | '''Auspex''' ••• | ||
''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.'' | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pools:''' Intelligence + Auspex vs Composure + Subterfuge | |||
'''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: | |||
* The emotional state of the subject | |||
* The Resonance in the subject’s blood | |||
* Whether the subject is a vampire, werewolf, ghoul or any other supernatural being | |||
* Whether the subject is under the influence of Blood Sorcery or other magic | |||
* Whether the subject has committed diablerie in the last year | |||
* A critical win allows discovery of something unexpected, as determined by the Storyteller | |||
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.) | |||
'''Duration:''' | '''Duration:''' One turn, or Storyteller’s discretion | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Core Book, pg. 250</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == SHARE THE SENSES == | ||
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'''Auspex''' ••• | '''Auspex''' ••• | ||
''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.'' | |||
'' | |||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' | '''Dice Pools:''' Resolve + Auspex | ||
'''System:''' Roll | '''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:''' | '''Duration:''' One scene | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Core Book, pg. 250</sub>'' | ||
</div></div> | </div></div> | ||
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'''Amalgam:''' Dominate ••• | '''Amalgam:''' Dominate ••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Panacea | ||
''As seekers of the promises of Golconda, some vampires explore ways to remedy the turbulent souls of their fellow Damned. This power shares some amount of the vampire’s moral serenity with a repentant Kindred, allowing some semblance of remorse to be restored while also keeping the Beast at bay. It does require the user to take on part of the mind and spirit of their subject, shackling their will to that of the user. (Most often seen among the Salubri, this power has no doubt contributed to their reputation as monstrous soul-thieves | ''As seekers of the promises of Golconda, some vampires explore ways to remedy the turbulent souls of their fellow Damned. This power shares some amount of the vampire’s moral serenity with a repentant Kindred, allowing some semblance of remorse to be restored while also keeping the Beast at bay. It does require the user to take on part of the mind and spirit of their subject, shackling their will to that of the user. (Most often seen among the Salubri, this power has no doubt contributed to their reputation as monstrous soul-thieves.)'' | ||
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'''System:''' The vampire spends a scene in seclusion with the subject and rolls Composure + Auspex vs. the Humanity of the subject. For every success in the margin, they can remove one Stain from the subject, or erect a psychological | '''System:''' The vampire spends a scene in seclusion with the subject and rolls Composure + Auspex vs. the Humanity of the subject. For every success in the margin, they can remove one Stain from the subject, or erect a psychological “shield” that protects the subject from future Stains on a one for-one basis. For example, a margin of three applied to a subject with no Stains would effectively “cancel out” up to three Stains acquired later in the session. | ||
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Unburdening the Bestial Soul works only on vampires, and | Unburdening the Bestial Soul works only on vampires, and automatically fails if the subject has a higher Humanity than the user. | ||
No matter the benefits received, for the rest of the session the subject is numbed, having part of their mind merged with the user, and any Dominate powers used on them by this power’s user succeed automatically with no eye contact necessary. | No matter the benefits received, for the rest of the session the subject is numbed, having part of their mind merged with the user, and any Dominate powers used on them by this power’s user succeed automatically with no eye contact necessary. | ||
When the power expires, all psychological "shields" not used up are lost, though Stains removed or Humanity gained on initial application do not revert. | When the power expires, all psychological "shields" not used up are lost, though Stains removed or Humanity gained on initial application do not revert. | ||
'''Duration:''' One | '''Duration:''' One session | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 71</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | <br><br> | ||
</div> |
Latest revision as of 15:24, 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
- 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.