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(Alphabetized powers. Updated "Fatal Precognition" to "Fatal Prediction" from Players Guide.)
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== PREMONITION ==
== DREAMS OF THE PAST ==
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'''Auspex''' ••
'''Auspex''' ••


'''Amalgam:''' Obfuscate •


''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.''


''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:''' Free or one Rouse Check


'''Dice Pools:''' Resolve + Auspex
'''Cost:''' One Rouse Check


'''Dice Pools:''' Intelligence + 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.


'''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.


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


<div style='text-align: right;'>
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''<sub>Core Book, pg. 249</sub>''
''<sub>The Black Hand, pg. 78</sub>''
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== PANACEA ==
== ELYSIAN EYE ==
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'''Auspex''' ••
'''Auspex''' ••


'''Amalgam:''' Fortitude •
'''Prerequisite:''' Sense the Unseen




''The vampire soothes the mental or emotional turmoil of their subject, restoring to them a modicum of steadfastness. It is especially effective when used on mortals, either to help them through momentary agitation, or to calm them before feeding on them.''
''You see into the dreams and recent memories of others and can detect if they’ve been manipulated.''




'''Cost:''' One Rouse Check and additional Willpower depending on circumstances
'''Cost:''' One Rouse Check (plus one Willpower vs non-consenting vampires)


'''Dice Pools:''' Composure + Auspex
'''Dice Pools:''' None or Wits + Auspex vs Composure + Subterfuge




'''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.
'''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.




If successfully used on a mortal, Panacea similarly calms them if they’re in a turbulent emotional state, or puts them otherwise at ease.
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.




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.
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.




If the user soothes more than one subject per night, the user suffers superficial Willpower damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.
'''Duration:''' One scene
 
 
'''Duration:''' N/A


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''<sub>Players Guide, pg. 70</sub>''
''<sub>The Black Hand, pg. 78</sub>''
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== UNERRING PURSUIT ==
== PREMONITION ==
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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.''
''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:''' One Rouse Check
'''Cost:''' Free or 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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== REVEAL TEMPERAMENT ==
== FATAL PREDICTION ==
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'''Auspex''' ••
'''Auspex''' ••
'''Amalgam:''' Oblivion ••




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


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


'''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.


'''Duration:''' A night and a day — 24 hours


'''Duration:''' One scene


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''<sub>Players Guide, pg. 70</sub>''
''<sub>Players Guide, pg. 87<br>Replaces "Fatal Precognition" — Edited to be an Auspex/Oblivion amalgam.</sub>''
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== DREAMS OF THE PAST ==
== PANACEA ==
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'''Auspex''' ••
'''Auspex''' ••


'''Amalgam:''' Obfuscate
'''Amalgam:''' Fortitude
 
 
''The vampire soothes the mental or emotional turmoil of their subject, restoring to them a modicum of steadfastness. It is especially effective when used on mortals, either to help them through momentary agitation, or to calm them before feeding on them.''
 
 
'''Cost:''' One Rouse Check and additional Willpower depending on circumstances
 
'''Dice Pools:''' Composure + Auspex
 


'''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.


''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.''


If successfully used on a mortal, Panacea similarly calms them if they’re in a turbulent emotional state, or puts them otherwise at ease.


'''Cost:''' One Rouse Check


'''Dice Pools:''' Intelligence + Auspex
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.




'''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.
If the user soothes more than one subject per night, the user suffers superficial Willpower damage equal to half the number of successes in the margin for every additional subject, as they take on the burden of so many charges.




'''Duration:''' One scene
'''Duration:''' N/A


<div style='text-align: right;'>
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''<sub>The Black Hand, pg. 78</sub>''
''<sub>Players Guide, pg. 70</sub>''
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<br>
<br>


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


'''Prerequisite:''' Sense the Unseen
'''Amalgam:''' Dominate •




''You see into the dreams and recent memories of others and can detect if they’ve been manipulated.''
''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 (plus one Willpower vs non-consenting vampires)
'''Cost:''' One Rouse Check


'''Dice Pools:''' None or Wits + Auspex vs Composure + Subterfuge
'''Dice Pools:''' Resolve + Auspex




'''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.
'''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.)




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.
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.




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.
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 scene
'''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>The Black Hand, pg. 78</sub>''
''<sub>Sabbat Sect Book, pg. 46</sub>''
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<br>


== FATAL PRECOGNITION ==
== REVEAL TEMPERAMENT ==
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'''Auspex''' ••
'''Auspex''' ••


'''Amalgam:''' Oblivion ••


 
''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.''
''It is said by many necromancers that the Lady of Fate rules the Underworld through her Stygian servants, and through communion with her certain death dealers have learned this power. Fatal precognition allows a vampire to scry any non-vampire and experience a vision of their impending death, whether it’s due a minute from now or several decades away. The Kindred’s eyes turn black and they stand, sit, or lie completely still as the fate plays out in their mind. Fate can of course be cheated, though there’s a cost for doing so.''




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


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




'''System:''' The vampire must be able to see or hear their target when they use this power. After rolling Resolve + Oblivion (Difficulty 3 or more at the Storyteller’s discretion), the vampire becomes paralyzed in place as the vision plays out, preventing them from any form of physical or social interaction for that turn. '''The higher the margin, the clearer the vision.''' A win grants sight of the corpse, and with each point of margin an additional clue is provided, such as the manner of death, time and place of death, or the name and face of the first living person to find the corpse. A critical win on this roll grants the vampire a vision of crystal clarity, along with a sense of the motive, if the target is intentionally killed. A total failure renders the vampire blind for the remainder of the scene, and unable to use this power on the same target again.
'''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.




If anyone attempts to subvert the fate observed in this way, they find everything working against their hubristic ambition. Add one to all Difficulties while working to directly circumvent the precognition as cars break down, storms erupt from nowhere, and people become hostile for no reason. This penalty applies until the prophecy is fulfilled or avoided, or the current story ends.
'''Duration:''' One scene
 
 
'''Duration:''' Until fulfilled, avoided, or the story ends.


<div style='text-align: right;'>
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''<sub>Cults of the Blood Gods, pg. 204</sub>''
''<sub>Players Guide, pg. 70</sub>''
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Revision as of 14:24, 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.