This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses significantly, that is merely the beginning. As she grows in power, the vampire canperceive the psychic auras that flow around her and even project her mind into another being's thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate creates.

Such sensory command gives the vampire a distinct advantage over mortals and even many supematurals. Whether these talents let her view a distant haven, sense the prince's mood or pluck secrets from a rival Kindred's ghoul, Auspex is a powerful tool.

Still, the vampire must be careful lest this heightened sensitivity cause her to be distracted by beautiful things, startled by loud noises or overwhelmed by foul smells. Sudden or dynamic events can disorient an Auspex-using character unless she makes a Willpower roll (difficulty 4) to block them out. The more potent the source of distraction, the higher the difficulty. Failure overwhelms the character's senses, making her oblivious to her surroundings for a turn or two.

Malkavians and Toreador are most susceptible to such distractions. Kindred from the Tremere and Tzimisce clans seem better able to regulate their sensory input, but they are not immune to the occasional distraction.

A high Perception Trait is a great boon to using Auspex powers. The better the roll, the greater the degree of sensory information the character gains.

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.

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