Auspex: Difference between revisions

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(Alphabetized powers. Updated "Fatal Precognition" to "Fatal Prediction" from Players Guide.)
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''<sub>The Black Hand, pg. 78</sub>''
''<sub>The Black Hand, pg. 78</sub>''
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<br>
== PREMONITION ==
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'''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
'''Dice Pools:''' Resolve + Auspex
'''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
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''<sub>Core Book, pg. 249</sub>''
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''<sub>Players Guide, pg. 70</sub>''
''<sub>Players Guide, pg. 70<br>Replaces "Obeah"</sub>''
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<br>
<br>


== UNERRING PURSUIT ==
== PREMONITION ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' ••
'''Auspex''' ••


'''Amalgam:''' Dominate •


''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.''


''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:''' Free or one Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Resolve + Auspex
'''Dice Pools:''' Resolve + Auspex




'''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.)
'''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.




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 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.




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:''' Passive
 
 
'''Duration:''' One night plus one for each success (or in the margin, in the case of a vampire target)


<div style='text-align: right;'>
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''<sub>Sabbat Sect Book, pg. 46</sub>''
''<sub>Core Book, pg. 249</sub>''
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''<sub>Players Guide, pg. 70</sub>''
''<sub>Players Guide, pg. 70</sub>''
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<br><br>
= '''LEVEL 3''' =


<br>
<br>


== SCRY THE SOUL ==
== UNERRING PURSUIT ==
<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 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.''
''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:''' Intelligence + Auspex vs Composure + Subterfuge
'''Dice Pools:''' Resolve + Auspex




'''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:
'''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.)




* The emotional state of the subject
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 Resonance in the subject’s blood


* Whether the subject is a vampire, werewolf, ghoul or any other supernatural being
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.


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


* Whether the subject has committed diablerie in the last year
'''Duration:''' One night plus one for each success (or in the margin, in the case of a vampire target)


* A critical win allows discovery of something unexpected, as determined by the Storyteller
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 46</sub>''
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<br><br>


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.)
= '''LEVEL 3''' =  
 
 
'''Duration:''' One turn, or Storyteller’s discretion
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 250</sub>''
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<br>
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== SHARE THE SENSES ==
== ANIMAL COURIER ==
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'''Auspex''' •••
'''Auspex''' •••


'''Amalgam:''' Animalism •


''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.''
 
''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:''' Resolve + Auspex


'''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.


'''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:''' Passive
'''Duration:''' One scene


<div style='text-align: right;'>
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''<sub>Core Book, pg. 250</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
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== ANIMAL COURIER ==
== LETHE'S KINDNESS ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••
'''Auspex''' •••


'''Amalgam:''' Animalism •
'''Amalgam:''' Dominate ••




''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.''
''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




'''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.
'''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:''' Passive
'''Duration:''' Indefinitely


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>The Black Hand, pg. 79</sub>''
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</div></div>


<br>
<br>


== LETHE'S KINDNESS ==
== 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:''' Dominate ••
 
''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:''' One turn, or Storyteller’s discretion
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 250</sub>''
</div></div>
 
<br>
 
== SHARE THE SENSES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Auspex''' •••




''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.''
''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:''' 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>



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


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.