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Auspex
Auspex--extrasensory awarness, empathy, and perception.
Level 1--Heightened Senses (sharpening of all five senses)
System: THough this power comes into play largely through Storyteller description, certain circumstances require the use of dice. The Storyteller secretly rolls a character's unmodified Auspex rating whenever danger might be sensed. The difficulty varies according to the circumstances (and whim). For instance, a warning that a gun has been pointed at the back of the character's head may only require a five, while a sudden realization that the prince is scheming against her at the next table may require a nine.
Level 2--Aura Perception (sensing aura of others, color/mood connection)
System: The player must make a Perception+Empathy roll (difficulty 8). The Storyteller may wish to make this roll so that the player doesn't know if he failed or botched. Each success indicates how much of the aura is seen and can be understood (see chart below). A botch indicates a misleading interpretation.
1 success Can only distinguish the shade (pale or bright)
2 successes Can distinguish color as well
3 successes Patterns can be recognized
4 successes Subtle shifts can be detected
5 successes Can identify mixtures of color and patern
Aura Colors
Afraid: Orange
Aggressive: Purple
Angry: Red
Bitter: Brown
Calm: Light Blue
Compassionate: Pink
Conservative: Lavender
Depressed: Gray
Desirous or Lustful: Deep Red
Distrustful: Light Green
Enraged: Crimson
Envious: Dark Green
Excited: Violet
Generous: Rose
Happy: Vermilion
Hateful: Black
Idealistic: Yellow
Innocent: White
Love: Blue
Obsessed: Green
Sad: Silver
Spiritual: Gold
Suspicious: Dark Blue
A Vampire: Appropriate color is pale
Confused: Mottled, shifting colors
Daydreaming: Sharp flickering colors
Diabolist: Black veins in aura
Frenzied: Rapidly rippling colors
Psychotic: Hypnotic, swirling color
Magic Use: Myriad sparkles
Level 3--Spirits Touch (touching objects to gain impressions of former holders)
System: The player must make a Perception+Empathy roll. The difficulty is determined by the age of teh impressions and the mental and spiritual strength of the person who left them.
The number of successes determines the amount of information gained, both in terms of snapshots (images of the scene when the object was being held) and the nature of the person who was holding the object. Generally one snapshot and one aspect of person's identity (Nature, Demeanor, aura, name, sex, or age) is received for each success.
Level 4--Telepathy (probing minds for information)
System: The player must make an Intelligence+Subterfuge roll with a diffuiculty equal to the subject's Willpower. One success must be rolled for each individual item of information plucked and level of consciousness pierced.
The vampire mind cannot normally be read, but a Willpower point may be spent to make the effort. After the point is spent, Intelligence+Subterfuge is rolled as normal.
Level 5--Psychic Projection (leaving your conscious body and travel)
System: Each time the character journeys in astral form, the player must spend a Willpower point and make a Perception+Occult roll (difficulty varies depending on the complexity of the trip) to determine how well the character fares on the journey. Essentially, this determines whether or not he finds his destination.
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