Förhöjda sinnen (Heightened Senses)
This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; 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 magniiy her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, 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 mentioned above, an especially sudden stimulus – like the glare of a spotlight or a clap of thunder – can blind or deafen the Kindred for an hour or more.
System: This power doesn't normally require the use of dice, instead being defined through the Storyteller's descriptions and the player's imagination. In certain circumstances, use of this power requires a die roll: for a normal Perception roll (the Storyteller may reduce the difficulty by the character's Auspex rating), to notice a subject using Obfuscate, or to perceive a threat (the Storyteller privately rolls the character's unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances). For example, in the last instance, sensing that a pistol is pointed at the back of the character's head may require a 5, while the sudden realization that a rival for primogen is planning her assassination may require a 9.
This power does not let characters see in pitch darkness, as does Eyes of the Beast, but it does reduce difficulty penalties to act in pitch darkness from + 2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell or otherwise detect her foe.
Auraläsning (Aura Perception)
Aurafärger
Rädd — |
Orange |
Aggressiv — |
Purple |
Arg — |
Red |
Bitter — |
Brown |
Lugn — |
Light Blue |
Konservativ — |
Lavender |
Deprimerad — |
Grey |
Lysten — |
Deep Red |
Misstrogen — |
Light Green |
Avundsjuk — |
Dark Green |
Uppspelt — |
Violet |
Generös — |
Rose |
Glad eller lycklig — |
Vermilion |
Hatisk — |
Black |
Idealistisk — |
Yellow |
Oskuldsfull — |
White |
Förälskad — |
Blue |
Besatt — |
Green |
Ledsen — |
Silver |
Spirituell — |
Gold |
Misstänksam — |
Dark Blue |
Förvirrad — |
Mottled, shifting colors |
Diablerist — |
Black veins in aura |
Dagdrömmande — |
Sharp, flickering colors |
Frenetisk — |
Rapidly rippling colors |
Psykotisk — |
Hypnotic, swirling colors |
Vampyr — |
Appropriate color is pale |
Magianvändare — |
Myriad sparkles in aura |
Var-best — |
Bright, vibrant aura |
Spöke — |
Weak, intermittent aura |
Älva — |
Rainbow highlights in aura |
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 his 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 her 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 auras often flare and crackle with suppressed power; werebeasts have strikingly bright, almost frantic, halos; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures' radiance is shot through with rainbow hues.
System: 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 botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to just how good (or bad) the character's interpretation is.
1 Success Can distinguish only the shade (pale or bright).
2 Successes Can distinguish the main color.
3 Successes Can recognize the color patterns.
4 Successes Can detect subtle shifts.
5 Successes Can identify mixtures of color and pattern.
The Aura Colors chart offers examples of some common colors and the emotions they reflect.
The character may view a particular subject's aura only once 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 she wants to see when judging someone's intentions. After a full month, 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.
Psykometri (The Spirit's Touch)
When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, leaming who handled the object, when he last held it and what was done with it recently.
These visions are seldom clear and detailed, registering more like a kind of"psychic snapshot." Still, the Kindred can leam much even from such a glimpse. Although most visions concem 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. She is only marginally aware of her 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 murder hours ago may require a 5, while learning who owned a set of keys found days ago might be a 9.
The greater the individual's emotional connection to the object, the stronger the impression he leaves on it – and the more information the Kindred can glean from it. Also, events involving strong emotions (a gift-giving, a torture, a long family history) likewise leave stronger impressions than does short or casual contact. Assume that each success offers one piece of information. While one success tells the character only that "a man held this pocket watch last," three reveal that he was petty, middle-aged and afraid. Four successes discover his name, and five or more reveal his connection to the watch as well as some of the things he did with it in his possession.
Telepati (Telepathy)
The vampire projects a portion of her consciousness into a nearby mortal's mind, creating a mental link through which she can communicate wordlessly or even read the target's deepest thoughts. The Kindred "hears" in her own mind the thoughts plucked from a subject as if they were spoken to her.
This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him 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 of the subject's Willpower). Projecting thoughts into the target 5 mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, although he cannot discern their actual origin.
To read minds, one 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 five or more successes to access. 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.
Storytellers are encouraged to describe thoughts as flowing streams of impressions and images, rather than as a sequence ofprose. lnstead of making flat statements like "He's planning on killing his furmer lover's new boyfriend," say "You see afleeting series ofvisions: 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, they also force the player to decide fur herself what her character reads. After all, understanding minds – especially highly emotional or deranged minds – is a difficult and often puzzling task.
Astral projektion (Astral Projection)
The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her 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 she remains below the moon's orbit.
The Kindred's material form lies in a torpid state while her astral self is active, and the vampire isn't aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred's psyche to her body. If this cord is severed, her 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 she 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 + Occult roll. Difficulty varies depending on the distance and complexity of the intended trip; 7 is average, with 10 reflecting a trip far from familiar territory (a first journey fromNorth 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 her to reach her desired destination.
Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences ––– flinging her astral form to a random destination on Earth or in the spirit realm, or heading for the desired destination so forcefully that the silver cord snaps.
Changing course or continuing to another destination requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her 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 1000 miles 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 she finds one. The character cannot bring such relics to the physical world when she returns to her 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 ghostlike shape. This apparition lasts one turn before fading away; while she 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 any Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence and/or Thaumaturgy powers she has, though this typically requires a minimum of three 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 her Willpower, the cord is severed.
Although an astrally projected character remains in the reflection of the mortal world (referred to as the Penumbra in other World of Darkness games), she may venture further into the spirit realms, especially if she becomes lost. Other beings, such as ghosts, werewolves and even rare magi, travel the astral plane as well, and can interact with a vampire's psychic presence normally. 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.
Note: For Storytellers familiar with White Wolf's other games, the "astral plane" to which the vampire travels is a reflection of the Umbra in general, not one specific level.
Klärvoajans (Clairvoyance)
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 her own surroundings.
System: The player rolls Perception + Empathy (difficulty 6) and describes the target she'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 one turn per success. Other Auspex powers may be used on the scene being viewed; these are rolled normally. Clairvoyance does the split the vampire's perceptions between what she is viewing at a distance and what is taking place around her. As a result, while using this power, a character is at +3 difficulty on all rolls relating to actions that affect her physical surroundings.
Förutsägelser (Prediction)
Some people are capable of finishing their friends' sentences. Elder vampires with Prediction somtimes 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 his 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 pre-empt the roll (difficulty of 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.
Telepathic Communication
Telepathy allows a character to pick up only the surface thoughts of other individuals, and to speak to one at a time. With Telepathic Communication, a character 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.
System: The player rolls Charisma + Empathy (difficulty of the target's current Willpower) 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.
Auspex 6 3 subjects — 500 miles
Auspex 7 Perception rating — 1000 miles
Auspex 8 Perception + Empathy combined — 500 miles for every point of Intelligence
Auspex 9 2x Perception + Empathy combined — 1000 miles for every point of Intelligence
Babble
Klaner:
Sibyl's Tongue
Klaner:
Crocodile's Tongue
Klaner:
Cipher [A&T]
Discern the Aura [A&T]
Horoscopic Forecast [LotH]
Skåda karma (Karmic Sight)
The power of Aura Perception 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. 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.
System: The player rolls Perception + Empathy (difficulty of the subject's permanent Willpower). The degree of success determines the information gained.
Botch The character gains a Derangement or Psychological/Mental/Supernatural Flaw of the target's for one night, at Storyteller discretion.
1 Success As per five successes on an Aura Perception roll.
2 Successes Subject's Nature, Demeanor and Humanity/Path can be determined.
3 Successes Any outside influences on the subject's mind or soul, such as Dominate or a demonic pact, can be detected.
4 Successes Subject's Willpower, Humanity/Path and Virtue scores can be detected.
5 Successes 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 his existence. If the plot merits it, the character rnay receive visions of one or more incidents in the subject's past that radically altered his destiny. With this degree of success, some fate-related Merits and Flaws (e.g. Destiny or Dark Fate) can be identified as well.
Mirror Reflex
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 of 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 tum of combat for any actions taken against the scanned opponent. The use of Mirror Reflex does take one combat action, and the power has a maximum range in yards equal to the character's Willpower rating.
Anima Gathering
Klaner:
Supernal Awareness
[LotH]
Psychic Assault (Psykisk attack)
Psychic Assault is 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 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 his target. The player spends three blood points (and a Willpower point, if assaulting a vampire or other supernatural being) and rolls Manipulation + Intimidation in an contested roll against the victim's permanent Willpower. The result depends on the number of net successes the attacker rolls.
Botch The target becomes immune to the attacker's Psychich Assault for one night per "1" rolled.
Failure The target is unharmed and may determine that a psychic assault is taking place by succeeding on a Perception + Occult roll (difficulty 6).
1 Success The target is shaken but unharmed. He loses a temporary Willpower point.
2 Successes The target is badly frightened. He loses three temporary Willpower points and, if a vampire, must roll Courage (difficulty of the attacker's Auspex score) to avoid Rötschreck.
3 Successes The target loses six temporary Willpower points and, if a vampire, must roll Courage as above. If this causes him to lose his last temporary Willpower point, he loses a permanent Willpower point and receives three health levels of bashing damage (soaked normally).
4 Successes The target loses all temporary Willpower points and half of his permanent Willpower points (round down) and receives three health levels of lethal damage (soaked normally).
5 Successes The target must roll Willpower (difficulty 7). If he succeeds, apply the effect of four successes. If he fails, the Psychic Assault kills him instantly.
Any result that causes the victim to lose his last temporary Willpowerpoint also renders him unconscious for the rest of the night.
The Call
Klaner: 
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.
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 (Auspex 5). The vampire may not be able to awaken physically at will, however waking from torpor is handled per the normal rules for such an action (see p.216, Vampire: The Masquerade).
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, he loses the use of this Auspex power and half of his 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 his body over the course of a year and a day, during which time he may not be awakened from torpor by any means.