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. |