Auspex gives the vampire uncanny sensory abilities. Ze starts with the capacity to heighten zir natural senses significantly, but as ze grows in power, ze can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate — see the sidebar Seeing the Unseen for more.
However, a vampire with Auspex needs to be careful. Zir increased sensory sensitivity can cause zir to be drawn in by beautiful things or stunned by loud noises or pungent smells. Sudden or dynamic events can disorient an Auspex-using character unless zir player makes a Willpower roll to block them out (Difficulty of at least 4, although the more potent the source of distraction, the higher the Difficulty). Failure overwhelms the character’s senses, making zir oblivious to zir surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune.
Dots in Perception are very useful for using Auspex powers, as more successes help the character gain more sensory information.
Seeing the Unseen
Auspex enables Kindred to perceive many things beyond the limits of lesser senses. Among its many uses, Auspex can detect the presence of a supernatural being who is hidden from normal sight (a vampire using Obfuscate, for example, or a ghost) or pierce illusions created by the Discipline of Chimerstry.
Note: “Normal sight” includes regular, non-Auspex use of the Awareness skill.
- Obfuscate: When a vampire tries to use zir heightened perceptions to notice a Kindred hidden with Obfuscate, ze detects the subject’s presence if zir Auspex rating is higher than the subject’s Obfuscate, and ze succeeds at a Perception + Awareness roll (Difficulty equals 7 minus the number of dots by which zir Auspex exceeds xyr Obfuscate). Conversely, if the target’s Obfuscate outranks their Auspex, xe remains undiscovered. If the two ratings are equal, both characters make a resisted roll of Perception + Awareness (Auspex user) against Manipulation + Subterfuge (Obfuscate user). The Difficulty for both rolls is 7, and the character with the most successes wins.
- Chimerstry: Likewise, vampires with Auspex may seek to penetrate illusions created with Chimerstry. The Auspex-wielder must actively seek to pierce the illusion (i.e., the player must tell the Storyteller that zir character is trying to detect an illusion). The Auspex-user and Chimerstry-wielder then compare relative ratings, per Obfuscate, above. The process is otherwise identical to piercing Obfuscate.
- Other Powers: Since the powers of beings like magi and wraiths function differently from vampiric Disciplines, a simple comparison of relative ratings isn’t applicable. To keep things simple, both characters make a resisted roll. The vampire rolls Perception + Awareness, while the subject rolls Manipulation + Subterfuge. Again, the Difficulty is 7, and the character with the most successes wins.
Source: V20 Core
This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range of sight, hearing, and smell. While zir senses of taste and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste the hint of liquor in a victim’s blood or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify zir senses at will, sustaining this heightened focus for as long as ze desires. At the Storyteller’s discretion, this may make hunting easier.
Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.
System: It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character’s sense (such as Perception + Alertness) decrease in Difficulty by a number equal to the character’s Auspex rating when the power is engaged.
The Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever Difficulty they feel best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character’s head may require a roll of Difficulty 5, while the sudden realization that a rival for Primogen is planning zir assassination may require a 9. Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice. It’s not an all-purpose insight or miraculous revelation.
At the character’s discretion, ze may selectively heighten 1 specific sense, rather than leaving them all on. In these cases, the Difficulty to perceive stimuli using that sense drops by 1, but the Difficulty to avoid distraction or temporary bedazzlement increases by 1.
This power does not let characters see in pitch darkness, unlike Eyes of the Beast (Protean 1), but it does reduce Difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if ze can hear, smell, or otherwise detect zir foe.
Source: V20 Core
Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within their aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.
The colors change in sympathy with the subject’s emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from zir subject by reading the nuances of color and brilliance in the aura’s flow.
Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures’ radiance is shot through with capricious rainbow hues.
System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (Difficulty 8); each success indicates how much of the subject’s aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character’s interpretation.
Successes | Result |
---|---|
1 | Can distinguish only the shade (pale or bright) |
2 | Can distinguish the main color |
3 | Can recognize color patterns |
4 | Can detect subtle shifts |
5+ | Can identify mixtures of color and pattern |
The Aura Colors chart offers some example ideas of common colors and the emotions they reflect that Storytellers can use. Note that it is nearly impossible to determine with certainty if a particular character is lying or not with this power – vampires are inherently deceitful by nature, but even mortals might react with anxiety to questions while still being truthful. It is, however, helpful in determining the target’s emotional state, which might lead the vampire to decide that a particular target is suspicious.
Condition | Aura Colors |
---|---|
Afraid | Orange |
Aggressive | Purple |
Angry | Red |
Bitter | Brown |
Calm | Light Blue |
Compassionate | Pink |
Conservative | Lavender |
Depressed | Grey |
Desirous or Lustful | Deep Red |
Distrustful | Light Green |
Envious | Dark Green |
Excited | Violet |
Generous | Rose |
Happy | Vermillion |
Hateful | Black |
Idealistic | Yellow |
Innocent | White |
Lovestruck | Blue |
Obsessed | Green |
Sad | Silver |
Spiritual | Gold |
Suspicious | Dark Blue |
Anxious | Auras appear scrambled like static or white noise |
Confused | Mottled, shifting colors |
Diablerist | Black veins in aura |
Daydreaming | Sharp flickering colors |
Frenzied | Rapidly rippling colors |
Psychotic | Hypnotic, swirling colors |
Vampire | Aura colors are pale |
Ghoul | Pale blotches in aura |
Magic User | Myriad sparkles in aura |
Werebeast | Bright, vibrant aura |
Ghost | Weak, intermittent aura |
Faerie | Rainbow highlights in aura |
A character may choose to perform a very cursory aura scan of a large area like a nightclub’s dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras ze’s looking for, and that’s the only information ze’s able to glean if the roll is successful. (At the Storyteller’s discretion, on this general scan roll, more successes on the roll may more quickly yield what the character seeks.) For example, the player may specify, “Who’s the most nervous person in attendance?” or “Are there any vampirically pale auras among the CEO’s entourage?” Thereafter, the player may narrow down zir scrutiny of a single individual, with an additional roll as normal.
The character may focus in on a particular subject’s aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what ze wants to see when judging someone’s intentions. After 24 hours, the character may try again at no penalty.
It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight. Refer to Seeing the Unseen for more information.
Source: V20 Core
When someone handles an object for any length of time, xe leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when they last held it, and what was done with it recently. (For these purposes, a corpse counts as an “object” and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.
Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. Ze is only marginally aware of zir surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.
System: The player rolls Perception + Empathy. The Difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9.
The greater the individual’s emotional connection to the object, the stronger the impression xe leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a gift-giving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do. Assume that each success offers 1 piece of information, as per the chart below.
Successes | Result |
---|---|
Botch | The character is overwhelmed by psychic impressions for the next 30 minutes and is unable to act |
Failure | No information of value |
1 | Very basic information: the last owner’s gender or hair color, for instance |
2 | A second piece of basic information |
3 | More useful information about the last owner, such as age and state of mind the last time xe used the item |
4 | The person’s name |
5+ | A wealth of information: nearly anything you want to know about the person’s relationship with that object is available |
At the Storyteller’s discretion, some impressions on objects may be so strong — a knife plunged into Caesar’s breast, the tip of the Spear of Destiny, a fang pulled from the maw of Dracula — that any use of this power may be deemed a success
Source: V20 Core
The vampire projects a portion of zir consciousness into a nearby mortal’s mind, creating a mental link through which ze can communicate wordlessly or even read the target’s deepest thoughts. The Kindred “hears” in zir own mind the thoughts plucked from a subject as if they were spoken to zir.
This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without xem ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.
System: The player rolls Intelligence + Subterfuge (Difficulty equal to the subject’s current Willpower points). Projecting thoughts into the target’s mind requires 1 success. The subject recognizes that the thoughts come from somewhere other than xyr own consciousness, though xe cannot discern their actual origin without a successful Perception + Awareness roll (Difficulty equal to the vampire’s Manipulation + Subterfuge).
To read minds, 1 success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring 5 or more successes to access.
Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project zir thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target’s mind, but the character may attempt to disguise zir mental “voice” with a roll of Manipulation + Subterfuge (Difficulty equals the target’s Perception + Awareness) so the target doesn’t recognize zir as the “speaker.”
Storytellers are encouraged to describe thoughts as flowing streams of impressions and images, rather than as a sequence of prose (powers such as Telepathic Communication (Auspex 6)) are of more use for that). Instead of making flat statements like “He’s planning on killing his former lover’s new boyfriend,” say “You see a fleeting series of visions: A couple kissing passionately in a doorway, then the man walking alone at night; you suddenly see your hands, knuckles white, wrapped around a steering wheel, with a figure crossing the street ahead; your heart, mortal now and hammering with panic as you hear the engine rev wildly; and above all, a blazing anger coupled with emotional agony and a panicked fear of loss.” Such descriptions not only add to the story, but they also force the player to interpret for zirself what zir character gleans. After all, understanding minds — especially highly emotional or deranged minds — is a difficult and often puzzling task.
Source: V20 Core
Source: V20 Core
The Kindred with this awesome ability projects zir senses out of zir physical shell, stepping from zir body as an entity of pure thought. The vampire’s astral form is immune to physical damage or fatigue, and can “fly” with blinding speed anywhere across the earth — or even underground — so long as ze remains below the moon’s orbit.
The Kindred’s material form lies in a torpid state while zir astral self is active, and the vampire isn’t aware of anything that befalls zir body until ze returns to it. An ephemeral silver cord connects the Kindred’s psyche to zir body. If this cord is severed, zir consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire’s physical shell is a long and terrifying ordeal, especially since there is no guarantee that ze will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.
System: Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character’s astral presence is, and the easier it is for them to reach zir desired destination.
Failure means the character is unable to separate zir consciousness from their body, while a botch can have nasty consequences — flinging zir astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn’t do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.
The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn.
Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost zir way and must retrace the path of zir silver cord. A botch at this stage means the cord snaps, stranding the character’s psychic form in the mysterious astral plane.
An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if ze finds one. The character cannot bring such relics to the physical world when ze returns to zir body, however.
Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghost-like shape. This apparition lasts 1 turn before fading away; while ze can’t affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller’s discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers they have, though this typically requires a minimum of 3 successes on the initial Psychic Projection roll.
If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact “physically” substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of their Willpower, the cord is severed.
Although an astrally projected character remains in the reflection of the mortal world, ze may venture further into the spirit realms, especially if ze becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire’s psychic presence normally (although the astrally projected character is not considered a “ghost” for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (Difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won’t be able to identify you; you are merely an immaterial shade hovering in the general area. Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.
Source: V20 Lore of the Clans (Malkavians)
This power allows a Kindred to speak with multiple targets using telepathy. All of their minds are linked, but they must communicate with each other by speaking out loud. Furthermore, each person linked speaks as if the person they are talking to is standing right next to them. For example, if Alexandria and Mister E. are connected with Babble, Alexandria can murmur quietly and be heard since he’s in a movie theater, while Mister E. has to shout because she’s on the dance floor of the local dance club.
System: The vampire may link a number of targets equal to their permanent Willpower. Malkavians may push the number of people connected to Babble to their Willpower + Empathy, if all the subjects possess at least 1 Derangement and don’t resist the Discipline. Kindred with the Malkavian Time specialty may choose to use their Awareness instead.
Source: V3/Revised Archons and Templars
The character can understand any written material, even in a language with which ze is unfamiliar or scribed in code. Only words with some supernatural nature — such as a Malkavian’s Scrawl or Thaumaturgical runes — are not always subject to this effect.
System: The vampire spends 1 blood point and rolls Intelligence + Academics (Difficulty 6). Each success allows the character to read a specific language or decipher a specific code for an entire scene . Thus, a character who speaks neither French nor Russian could, if ze rolled 2 successes, read both French and Russian for 1 scene; alternatively, ze could read one work written in French and encoded (1 success for the language, 1 for the code). Multiple attempts may be made on a single written work, but each new attempt requires a blood point. A botch results in a false translation.
If the character is attempting to read supernatural writing, compare zir total level of Auspex to the level of the writer’s relevant Discipline at the time the words were written. If, for instance, the character is trying to read a Malkavian’s Scrawl, compare zir Auspex to the Malkavian’s Obfuscate. If the Auspex is higher, the words can be read; if the Obfuscate is equal or greater, they cannot.
Source: V20 Core
Source: V20 Core
By using Clairvoyance, a vampire can perceive distant events without using Psychic Projection. By concentrating on a familiar person, place, or object, a character can observe the subject’s immediate vicinity while staying aware of zir own surroundings.
System: The player rolls Perception + Empathy (Difficulty 6) and describes the target ze’s trying to look in on. If the roll is successful, the character can then perceive the events and environment surrounding the desired target for 1 turn per success. Other Auspex powers may be used on the scene being viewed; these are rolled normally. Clairvoyance does split the vampire’s perceptions between what ze is viewing at a distance and what is taking place around zir. As a result, while using this power, a character is at +3 Difficulty on all rolls relating to actions that affect zir physical surroundings.
Source: V3/Revised Clanbook Toreador
A character with this power instinctively understands what 1 other person in a conversation (living or undead) wants to hear. If ze can find a way to phrase what ze wants so that it sounds like what that person wants to hear, this may help zir get zir point across. This also gives zir a way to ingratiate zirself with people or accumulate favors. This differs from Telepathy in that the subject need not be actively thinking about what xe wants to hear — a disinterested club patron may find out that this brash suitor offers her some secret desire, while a lonely student might have found his “soulmate” who shares his same dreams.
System: The character must spend at least a minute speaking with the subject, and the player must make a successful Perception + Empathy roll (Difficulty 6). For the character to phrase zir own idea in terms to which the target will respond favorably, assuming, for whatever reason that the Storyteller chooses not to roleplay such a situation, they may allow the player to roll Manipulation or Charisma + Expression (Difficulty 6). Such reliance on mechanics should only be used as a last resort, however — the very nature of this power is social, and should rarely be dictated by dice instead of roleplaying.
Source: V3/Revised Archons and Templars
Source: V3/Revised Archons and Templars
A more wide-reaching if less precise enhancement of Aura Perception, Discern the Aura allows the Kindred to glance over a group of individuals and pick out all those who show a specific color, emotion or state of being in their auras. The character could, for instance, glance around a room, an auditorium or even at passersby on the street and pick out everyone who is angry, or frightened or even Kindred.
System: The player rolls Perception + Empathy (Difficulty 8) and may choose to spend a blood point or not, as ze prefers. The character can then identify a number of people with the specific color in their aura up to zir number of successes (or up to 10 times zir number of successes, if ze chose to spend a blood point). The power lasts until the number is reached, or until the end of the scene, whichever occurs first.
Each use of the power can locate only 1 hue. If the character wishes to find all Kindred (every pale aura) in the crowd, and then wishes to find everyone in the crowd who is currently frightened, that would require 2 uses of the power. This power can sometimes penetrate Obfuscate, per the standard Seeing the Unseen rules.
Source: V20 Core
Some people are capable of finishing their friends’ sentences. Elder vampires with Prediction sometimes begin their friends’ sentences. Prediction is a constant low-level telepathic scan of the minds of everyone the character is in proximity to. While this power does not give the vampire the details of their neighbors’ conscious thoughts, it does provide a wealth of cues as to the subjects’ moods, suppressed reflexes, and attitudes toward the topic of conversation.
System: Whenever the character is in conversation and either participant in the discussion makes a Social roll, the player may preempt the roll to spend a blood point and make a Perception + Empathy roll (Difficulty equals the target’s Manipulation + Subterfuge). Each success is an additional die that can be applied to the player’s Social roll or subtracted from the dice pool of the Social roll being made against the character.
Source: V20 Lore of the Clans (Malkavians)
Many Kindred look to the Malkavians as seers and prophets, but elders of the clan are the ones who are most often consulted for their augury. Those with Sibyl’s Tongue can take their propensity for prediction one step further and actually seek out the answer to a question from the gestalt-mind of the clan. If anyone in the clan knows the answers, the elder will be able to pluck it out of their mind. However, there is a price: those elders who are unable to navigate the churning rivers of madness might find themselves dragged along in a direction they didn’t intend.
System: The vampire must spend a turn focusing on the collective madness of the Malkavian clan, and then rolls Wits + Investigation, Difficulty 8. If the roll is successful, and if it is an answer that some Malkavian knows somewhere, the vampire gets an answer to zir question, with each success adding clarity to the answer that comes back.
If the roll is failed, however, the collective madness begins to overwhelm the vampire. Ze gains 2 additional Derangements (Storyteller’s choice) for the duration of the scene. On a botch, 1 of the acquired Derangements becomes permanent, although it can be removed as normal (unlike the Derangement gained from the Malkavian clan weakness). For particularly dangerous or powerful questions, the Storyteller may give the vampire a temporary Derangement even on a successful roll, and even more dire consequences for failure.
Source: V20 Core
Telepathy (Auspex 4) allows a character to pick up only the surface thoughts of other individuals, and to speak to 1 at a time. With Telepathic Communication, a character can form a more powerful link between zir mind and that of other subjects, allowing them to converse in words, concepts, and sensory images at the speed of thought (and without the need for Willpower expenditure, unlike with Telepathy). Vampires with this level of Auspex can act as “switchboard operators,” creating a telepathic web that allows all participants to share thoughts with some or all other members of the network as they choose.
System: The player rolls Charisma + Empathy (Difficulty equals the target’s current Willpower points) to establish contact, although a willing subject may allow the vampire access and thus obviate the need for a roll. The maximum range at which a subject may be contacted and the maximum number of individuals who may be linked simultaneously with this power depends on the Auspex rating of the vampire who initiates contact (see table below).
Auspex Rating | Max. Number of Targets | Approximate Range |
---|---|---|
6 | 3 subjects | 500 miles/800 kilometers |
7 | Perception rating | 1000 miles/1500 kilometers |
8 | Perception + Empathy | 500 miles/800 kilometers per point of Intelligence |
9 | 2x Perception + Empathy | 1000 miles/800 kilometers per point of Intelligence |
Source: V3/Revised Clanbook Assamite
The power of Psychic Projection allows limitless exploration. However, many of the experiences that it grants cannot be adequately conveyed to individuals who cannot share them. Other would-be observers on the astral plane are left blind and deaf. The Viziers believe Anima Gathering originated as a technique for leading warrior-caste mystics on vision quests. It allows a willing seer to bring a small group of companions into the astral realms with zir.
System: All individuals who want to benefit from Anima Gathering must be in physical contact with the character who possesses the power or with someone who is in contact with zir — in effect, they must form an unbroken chain of participants.
The player spends a blood point for each “follower” the character wishes to bring into the astral realm, up to a maximum of zir Wits. Ze then leaves zir body as per the system for Psychic Projection. As long as they remain in physical contact with the character, all followers are treated as if they know Psychic Projection, regardless of their actual Auspex ratings (if any). This temporary power functions as if each follower had rolled a number of successes equal to those that the “leader” rolled.
On the astral plane, followers remain within close proximity to their leader — within 100 feet or so — tethered to zir by a thin silver leash. They may not break this connection. This imposes no penalties save for a faint awareness of the leader’s location at all times.
Any follower who loses xyr physical connection to the leader instantly returns to xyr body and loses a number of temporary Willpower points equal to [8 – the character’s Wits]. If this reduces xem to 0 Willpower, xe falls unconscious until the next sunset.
Source: V20 Core
The power of Aura Perception (Auspex 2) allows a vampire to take a brief glimpse at the soul of a subject. This power takes Aura Perception several steps forward, allowing a vampire who has mastered Auspex 2 to probe the inner workings of a subject’s mind and soul.
System: The player rolls Perception + Empathy (Difficulty equals the subject’s current Willpower). The degree of success determines the information gained.
Successes | Result |
---|---|
Botch | The character gains a Derangement or Mental/Supernatural Flaw similar to one of the target’s for 1 night, at the Storyteller’s discretion |
1 | As per 5 successes on an Aura Perception roll |
2 | Subject’s Nature, Demeanor, and Humanity/Path can be determined |
3 | Any outside influences on the subject’s mind or soul, such as Dominate or a demonic pact, can be detected |
4 | Subject’s Willpower, Humanity/Path, and Virtue ratings can be determined |
5+ | The state of the subject’s karma may be determined. This is a highly abstract piece of information best left to Storyteller discretion, but should reveal the general balance between “good” and “bad” actions the subject has performed, both recently and over the course of xyr existence. If the plot merits it, the character may receive visions of 1 or more incidents in the subject’s past that radically altered xyr destiny. With this degree of success, some fate-related Merits and Flaws (e.g. Dark Fate) can be identified as well. |
Source: V20 Core
This power was developed by a Toreador elder who made a fearsome reputation through her fencing prowess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is in essence a low-level telepathic scan of an opponent, but this power taps into physical (rather than social) reflexes, allowing the character to anticipate an enemy’s moves in personal combat.
System: The player spends a blood point and rolls Perception + the combat skill the opponent is using (Difficulty equals the subject’s Manipulation + combat skill in use). Each success is an additional die that can be applied to the character’s dice pools during the next turn of combat for any actions taken against the scanned opponent. The use of Mirror Reflex does take 1 combat action, and the power has a maximum range in yards or meters equal to the user’s Willpower rating.
Source: V3/Revised Clanbook Malkavian
Although many clan gatherings happen spontaneously, the Call arising from a general subconscious need shared by a city’s Malkavian population, it is possible to send the Call deliberately. Both Auspex and Dementation offer the ability to send the Call, although it’s a much easier art to perform when expressed through Dementation.
System: To send the Call, a Malkavian (and only a Malkavian) rolls Perception + Empathy, Difficulty 6. As always, other clan members will hear (and attend if they so choose) only if they make their Malkavian Time rolls.
Successes | Malkavians Reached |
---|---|
1 | All within 3 city blocks |
3 | All within a 3-mile radius |
5 | All within a 10-mile radius |
7 | The city’s entire Malkavian population |
10 | All within the greater metropolitan area |
13 | All within 300 miles |
15 | All Malkavians on the continent |
20 | Every Malkavian in the world |
The Call as broadcasted is not a verbal thing; it merely conveys an impression of a place and a time. There is no sense of purpose, nor even the name of the gathering point; still, neither is really necessary. The Call is so instinctive that if an American Malkavian who didn’t speak a word of French were visiting Paris, and heard the Call, ze’d be able to follow zir impressions and visions to the gathering place as readily as any native Lunatic.
Source: V20 Core
Psychic Assault is nothing less than a direct mind-to-mind attack which uses the sheer force of an elder’s will to overpower their target. Victims of Psychic Assault show little outward sign of the attack, save for nosebleeds and expressions of intense agony; all injuries by means of this psychic pressure inflicted are internal. A medical examination of a mortal victim of a Psychic Assault invariably shows the cause of death to be a heart attack or aneurysm, while vampires killed with this power decay to dust instantly, regardless of age.
System: The character must touch or make eye contact with their target. The player spends 3 blood points (and a Willpower point, if assaulting a vampire or other supernatural being) and rolls Manipulation + Intimidation in a contested roll against the victim’s Willpower. The result depends on the number of net successes the attacker rolls.
Successes | Result |
---|---|
Botch | The target becomes immune to the attacker’s Psychic Assault for 1 night per each 1 rolled |
Failure | The target is unharmed and may determine that a psychic assault is taking place by succeeding on a Perception + Awareness roll (Difficulty 6) |
1 | The target is shaken but unharmed. Xe loses a temporary Willpower point |
2 | The target is badly frightened. Xe loses 3 temporary Willpower points and, if a vampire, must roll Courage (Difficulty of the attacker’s Auspex rating) to avoid Rötschreck |
3 | The target loses 6 temporary Willpower points and, if a vampire, must roll Courage as above. If this causes xem to lose xyr last temporary Willpower point, xe loses a permanent Willpower point and receives 3 health levels of Bashing damage (soaked normally) |
4 | The target loses all temporary Willpower points and half of xyr permanent Willpower points (round down) and suffers 3 health levels of Lethal damage (soaked normally) |
5+ | The target must roll xyr permanent Willpower (Difficulty 7). If xe succeeds, apply the effect of 4 successes; xe is also rendered unconscious for the rest of the night. If xe fails, the Psychic Assault kills xem instantly |
Source: V20 Core
Possibly the source of many Malkavians’ conviction that their sire is alive and well on the astral plane, this power allows a Methuselah’s spirit to leave zir body while in torpor. While seemingly asleep, the vampire is able to project astrally, think, and perceive events normally.
System: No roll is needed. This power is considered to be active whenever the vampire’s body is in torpor, and astral travels are handled as per the rules for Psychic Projection. The vampire is not able to awaken physically at will, however — waking from torpor is handled per the normal rules for such an action.
A vampire with this power whose silver cord is severed in astral combat loses all Willpower points, as per the rules for astral combat under Psychic Projection, but is not killed. Instead, ze loses the use of this Auspex power and half of their permanent Willpower points. Both the Auspex 9 power and the Willpower must be bought back with experience points. The vampire’s soul slowly returns to zir body over the course of a year and a day, during which time ze may not be awakened from torpor by any means.