Auspex
 
BASIC
LEVEL 1  Heightened Senses
At will, you can extend your senses beyond human norms.  Your eyesight and hearing sharpen to twice your mortal limits, while your touch, smell and taste are acute enough to pick out tiny details and features with ease.  Furthermore, you sometimes have flashes of insight, prenatural awareness of danger or future events.

LEVEL 2  Aura Perception
By watching your victim carefully, you can pick out the glowing halo or aura that surrounds all creatures.  The interplay of color in this aura gives you insight in to the subject’s emotions, motives and true nature.  This discipline is noticeable, though, as you stare at the subject with intense concentration.  This discipline also allows you to sense ghosts and astral forms.  If you succeed in locating the “ghost”, you are aware of the ghost’s aura as a pale, flickering light with no particular form; though this is not sufficient for you to identify specific individual ghosts.  The following chart represents aura colors and their meanings.
 

Afraid
Orange
Agressive
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
Vermillion
Hateful
Black
Idealistic
Yellow
Innocent
White
Love
Blue
Obsessed
Green
Sad
Silver
Spiritual
Gold
Suspicious
Dark Blue
A Vampire
Pale Color
Confused
Mottled Shifting Colors
Daydreaming
Sharp Flickering Colors
Diabolist
Black Veins In Aura
Frenzied
Rapidly Rippling Colors
Psychotic
Hypnotic Swirling Colors
Magic Use
Myriad Sparkles

INTERMEDIATE
LEVEL 3  The Spirit’s Touch
Every being leaves traces of its thoughts and emotions wherever it goes.  With this discipline, you can read these psychic impressions from objects that others have handled, or that have strong emotional events tied to them.  A simple touch and a moment of concentration unlocks a flood of images and sensations, possibly giving insight into the past of the item.  Note that you can only use this power on objects and places, not people, vampires, animals or other living creatures.

LEVEL 4  Telepathy
Projecting your senses outward, you can pierce the shroud of reason in the minds of others, drawing forth their very thoughts.  You can link your consciousness to anyone you can see, one person or vampire at a time, sending or receiving concepts that you and the target “hear” in your respective minds.

Steal Secrets
By forming a bridge between her mind and another's, the vampire may speak without words or read a victim's deepest fears.  Thoughts "stolen" thusly are as audible to the Cainite as normal speech would be.  Natuarally, such a talent makes its weilder one to be feared among any court of Cainites, or grouping of mortals and supernatural beings.  Some Houses of Cainites manipulate their mortal servitors through mindplay, some others such as those of House Malkavian disturb their victims by babbling a person's thoughts aloud (often adding their own mad rantings to the torrent).

The deeper the secret or the thought, the harder it is to steal.

ADVANCED
LEVEL 5  Psychic Projection
While your senses are projected, your body lies in a comatose, torpor-like state, unaware of its surroundings.  Your psychic form does not tire from travel, nor is it hindered or injured by the material world, allowing you to pass through any physical barrier and move at the speed of thought to any place on the earth.  In turn, you are completely intangible, unable to affect anything physically.  Your immaterial form is tied to your material corpse through a silver cord, a sort of psychic “line” that keeps you from becoming lost in the realms of spirits.

Although usually invisible to others in this state, you can, for a short time, manifest into an intangible apparition, allowing you to be seen and to speak audibly.  Still intangible, you cannot be harmed by anything physical (weapons, claws, etc.) and in turn cannot pick up a weapon an wield it either.  You are a ghost, or ghostlike…pure and simple.

Anima Walk
By expanding her senses beyond the physical shell, the vampire can step outside her body and travel quickly to any place she can imagine.  She can "fly," cross oceans and descend beneath the ground, so long as she remains below the moon's orbit.  through this power, the ancients are said to watch over their chylder.  Even Caine himself may still walk the world this way...

While the Cainite's anima, or mental self, is separated from her body, that husk lies in a torpid state.  anything can happen while the vampire is gone, and she will never know about it until she returns.  During the journey, an ephermeral silver cord connects body to mind; if this cord is severed, the anima becomes hopelessly lost in the world of shades.  Returning to one's body after such an experience -- if possible-- is a long and terrifying ordeal.  The obvious risks of travel keep many Cainites from leaving "home" for long.  Those who dare, however, may discover much.

LEVEL 6  Babble (Clanbook:  Malkavian)
The vampire can converse with a number of other targets up to her Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to her Empathy rating, at any distance. However, all such communications must be spoken aloud, at the same volume as would be necessary to be heard if the speaker was in the same setting as the listener. No roll is needed for a willing target.

Clairvoyance
By using Clairvoyance, a Vampire can perceive distant events with using Psychic Projection.  By concentrating on a familiar person, place or object, a Vampire can observe the subject’s immediate vicinity while staying aware of his or her own surroundings.  Visions seen through the use of Clairvoyance last only for a very short amount of time.

Clairvoyance
The vampire may see and hear events in a distant place of her choice. She may also use other Auspex powers in conjunction with this one, but each such use is rolled separately.

Crocodile's Tongue
A vampire with this power instinctively understands what one other person in a conversation (living or undead) wants to hear.  If he can find a way to phrase what he wants so that it sounds like what the person wants to hear, this may help him get his point across.  This also gives him a way to ingratiate himself with people or accumulate favors.  This differs from Telepathy in that the subject need not be actively thinking about what she 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.

The Dreaming
The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.

Eagle’s Sight
The vampire may psychically scan a bird’s eye view of an area of a radius of two miles, from an apparent view of about 250 feet up. If she also has Clairvoyance, she may close in on a smaller area.

Farsight
At this level of ability, distance becomes immaterial to the Cainite.  with a minor effort, she can see and hear distant activities without leaving her body.  By concentrating upon a given place, thing, or person, she may hear or see everything around it as if she were there herself.  Naturally, she must be familiar with that place or person before she can spy on it, but immortals have plenty of time to build up such familiarities.

Insight of the Talespinner (Clanbook:  Toreador)
By spending a blood point (or trait), the vampire can tell a story off the top of her head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors. Others so afflicted may resist at a high difficulty, but must listen until the story is finished if they score less than three successes. This power also grants a -3 difficulty modifier to all storytelling-related rolls.

Prediction
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 discipline does not give the Vampire the details of his neighbor’s conscious thoughts, it does provide a wealth of cues as to the subjects’ moods, surpassed reflexes and attitudes toward the topic of conversation.  This power does not count as an action during combat.

Sense Emotion
The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions.

Telepathic Communication
Telepathy allows a Vampire to pick up only the surface thoughts of other individuals, and to speak to one at a time.  With Telepathic Communication, a Vampire can form a link between his mind and that of other subjects, allowing them to converse in words, concepts and sensory images at the speed of thought.  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.

What People Want to Hear (Clanbook:  Toreador)
By spending a blood point, the vampire can know exactly what to say to get a desired response from another. If the target of this power believes the vampire’s statement to be fundamentally wrong, she may resist, as above. This power usually doesn’t permanently change a person’s viewpoint, but it can.

LEVEL 7  Karmic Sight 
The discipline Aura Perception allows a Vampire to take a brief glimpse at the soul of a subject.  This discipline takes Aura Perception several steps further, allowing a Vampire who has mastered Aura Perception to probe further to the inner workings of a subject’s mind and soul.  Knowledge acquired in this fashion can be used in many ways, and a Vampire who has developed this power is undoubtedly familiar with all of them.

Melange (Clanbook:  Malkavian)
The vampire can see an alternate view of reality, gaining whatever insights can be gained from said vision, which should be confusing, gibberish, and/or bullshit. While using this power, the vampire loses half of all of her dice pools (rounding down the loss), and is susceptible to missing details in the "real world".

Mirror Reflex 
Mirror Reflex is similar to Prediction in that it is in essence a low-level telepathic scan of an opponent, but this discipline taps into the physical (rather than social reflexes, allowing the Vampire to anticipate an enemy’s moves in personal combat.  This power does count as an action during combat.

Personality Metamorph (Clanbook:  Toreador)
By spending two blood points, the vampire may create a personality, and adopt it as her own. This personality has its own Nature, Demeanor, abilities, mental and social attributes, Willpower, and Humanity. Sometimes, the new personality will even have a different set of disciplines, or a different Path of Enlightenment. Usually, physical attributes and Appearance remain unchanged. This power lasts for one scene, though the vampire may pay one blood per scene to extend its effects.

Soul Scan
The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate.

Spirit Link
The vampire may telepathically link one person to herself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading.

LEVEL 8  Malkavian Madness Network (Clanbook:  Malkavian)
The vampire may inform other Malkavians of, and organize, the meetings that no one has been able to figure out. This only informs other Malkavians about the meeting; it does not obligate them to attend.
1 suc. All Malkavians within three blocks.
3 suc. All Malkavians within ten blocks.
5 suc. All Malkavians within three miles.
7 suc. All Malkavians within ten miles.
10 suc. All Malkavians in the city.
13 suc. All Malkavians in the area (IE county).
15 suc. All Malkavians on the continent.
20 suc. All Malkavians in the world.

All Malkavians so contacted (and all similarly insane individuals, as per availability and proximity) then get a secret roll of Perception + Malkavian Time, difficulty 6, to determine how far in advance they learn of the meeting. Those not contacted have no way of detecting the use of this power.
1 suc. The meeting just started. If you hurry, you might make it before it’s over.
2 suc. The meeting is tomorrow.
3 suc. The meeting is in a week.
4 suc. The meeting is in a week, and you have some idea of its purpose.
5 suc. The meeting is in a week, and you know exactly what will be discussed.

Psychic Assault
Nothing less than a direct mind-to-mind attack which uses the sheer force of an elder’s will to overpower his target.  Victims of Psychic Assault show little outward signs of stack, 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.  The Vampire must touch or make eye contact with the target.  One invoking of Psychic Assault on anyone will cause them immense internal pain and agony.  Two more successive attacks can kill mortals, while a total of 5 Psychic Assault attacks can kill almost any Vampire.

Omniscience
The vampire may perceive anything at random, usually completely mundane details about the world at large. She may learn about events, or individuals, and there is no limit to how much can be learned, except for how successful she is in the use of the power. Individuals with Obfuscate Level 8 or higher can not be detected or studied in this fashion.

LEVEL 9  Backlash
This power is highly useful in repelling mental attacks, including, but not limited to, Psychic Assault.  At the expenditure of two Willpower points or traits, the Caininte focuses their attention on the source of the attack, essentially "turning the attack back" on the attacker, following the "cord" of energy back to the original source.  This power can even be used against an attacker present by use of a Psychic Projection, or a Wraith invoking an attack due to their innate ability to see into the minds of other beings.

False Slumber
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 his body while in torpor.  While seemingly asleep, the vampire is able to project astrally, think and perceive events normally.

This power is considered to be automatic whenever the possessor's body is in torpor, and astral travels are handled as per the rules for Psychic Projection.  The Cainite may not be able to awaken physically at will however -- waking from torpor is handled per the normal method for such an action.

A Cainite with this power whose silver cord is severed in astral combat loses all Willpower, as per the rules for astral combat under Psychic Projection, but is not killed.  Instead, he loses the use of this power, and half of his permanent Willpower.  both of these loses can be regained, but only through the experince being repeated to gain them.  The vampire's soul slowly returns to his body over the course of a year and a day, during which time he may not be awakened from torpor by any means.

Precognition
The vampire may see the future of any location with which she is familiar. These visions are based on the assumption that none of the current circumstances will change, and they do not take into account the plans of those who might act to change the future. The length of time by which the vampire can see ahead is as follows:
1 suc. one hour.
2 suc. one day.
3 suc. one week.
4 suc. one month.
5 suc. one year.

LEVEL 10  Pulse of the Canaille
The vampire may learn about a group of people. The difficulty varies according to the size of the group being studied, as follows:
dif. 6 an organization.
dif. 7 a city.
dif. 8 a region.
dif. 9 a country.
dif. 10 the world.

If the group of people is being controlled, then all aspects of all controlling forces will be seen, with enough successes. What the vampire learns from using this power is as follows:
1 suc. The vampire senses moods and attitudes.
2 suc. The vampire also senses the potential and future of the group.
3 suc. The vampire also sense the degree to which they are being controlled.
4 suc. The vampire also senses the aura of the controlling force.
5 suc. The vampire also knows who is controlling them, and why. 

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