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1 - Heightened Senses
Roll: None
The vampire can sharpen any or all of her
senses, at will, for as long as she wants. However, traumas caused by
sensory overload (IE very bright lights,
loud noises, etc) while in this state last much longer.
2 - Aura Perception
Roll: Per. + Empathy, difficulty 8
The vampire may read the aura of another.
If the vampire attempts a second reading on anyone, treat any failure as
a botch (a wildly inaccurate reading). Conditions contributing to aura
colours, and their corresponding effects, are in the chart below.
1 suc. The vampire can tell if the aura
is pale or bright.
2 suc. Can distinguish the main colour.
3 suc. Colour patterns can be recognized.
4 suc. Subtle shifts can be detected
5 suc. All aspects of the aura can be read.
Aggressive Angry Bitter Calm Compassionate Conservative Depressed Desirous or Lustful Distrustful Envious Excited Generous Happy Hateful Idealistic Innocent Lovestruck Obsessed Sad Spiritual Suspicious Confused Diablerist Daydreaming Frenzied Psychotic Vampire Magic-use Werebeast Ghost Faerie |
Purple Red Brown Light Blue Pink Lavender Grey Deep Red Light Green Dark Green Violet Rose Vermilion Black Yellow White Blue Green Silver Gold Dark Blue Mottled, shifting colours Black veins in aura Sharp flickering colours Rapidly rippling colours Hypnotic, swirling colours Appropriate colour is pale Myraid sparkles in aura Bright, vibrant aura Weak, intermittent aura Rainbow highlights in aura |
3 - The Spirit’s Touch
Roll: Per. + Empathy, difficulty 5 for
a pistol used for murder hours ago, 9 for a set of keys found days ago.
The vampire may touch an object, and get
psychic impressions of the last one who touched it.
4 - Telepathy
Roll: Int. + Subterfuge, difficulty Willpower
The vampire may read a target’s mind. If
the target is a vampire, a willpower point must also be spent. The thoughts
perceived are in a stream-of-consciousness form, which reflects that reading
minds is usually easier than
understanding what is being read.
5 - Psychic Projection
Roll: Per. + Occult, difficulty ???
The vampire may leave her body, and travel
in astral form. In this state, she may travel up to 500 miles per hour,
connected to her physical body by a silver
cord. The integrity of this cord is reflected by the number of willpower
points she has; if she goes down to zero
willpower points, this cord breaks, stranding her in the astral plane.
In this state, the vampire may use mental
disciplines, but may not interact with physical reality, except that she
may manifest as a ghostly form for one turn by spending a willpower point.
Otherwise, she is nearly imperceptible in physical reality (except to those
with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces
Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina.
All damage causes loss of willpower points, rather than Health levels.
6 - Babble (Malkavian Only)
Roll: Cha. + Empathy, difficulty Willpower
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
thesame setting as the listener. No roll is needed for a willing target.
6 - Clairvoyance
Roll: Per. + Empathy, difficulty 6
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.
6 - Insight of the Talespinner (Toreador
Only)
By spending a blood point, the vampire
can tell a story off the top of her head, entrancing others who can hear
it, asper the Toreador clan weakness -- even non-Toreadors. Others so afflicted
may roll Wits + Empathy, difficulty 8, 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.
6 - Prediction
Roll: Per. + Empathy, difficulty target's
Manipulation + Subterfuge.
By spending a blood point, the vampire
may predict a target’s next comment. With three successes, she may predict
the target’s next action. Each success gives the vampire a one-die bonus
to all Social rolls directed at the target, and each success beyond the
second imposes a one-die penalty to all rolls directed against the vampire.
6 - Telepatic Communication
Roll: Cha. + Empathy, difficulty Willpower-
although a willing subject may allow access without roll.
The vampire may communicate mentally. The
range is limited to the Auspex rating of the user.
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6 - What People Want to Hear (Toreador Only)
Resist: Willpower, difficulty 7
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.
7 - Melange (Malkavian Only)
The vampire can see an alternate view of
reality, gaining whatever insights can be gained from the Storyteller’s
descriptions, 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".
7 - Personality Metamorph (Toreador Only)
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.
7 - Karmic Sight
Roll: Perception + Empathy, difficulty
subject's permanent willpower.
Allows a vampire to probe the inner workings
of a subject's mind and soul. Knowledge acquired in this fashion can be
used in many ways.
Botch: The character gains a Derangment
or Psychological/Mental/Supernatural flaws of the target's for one night,
at Storyteller discretion.
1 Succ: As five succcesses on an Aura Perception
roll.
2 Succ: Subject's Nature/Demeanor and Humanity/Path
can be determined
3 Succ: Any outside influences on the subject's
mind or soul, such as Dominate or a demonic pact, can be detected.
4 Succ:Subject's Willpower, Humanity/ Path
and Virtue scores can be determined.
5 Succ: The state of the subjects' karma
may be determined.This should be a highly abstract piece of information
best left Storyteller discretion, but should reveal "good" and "bad" actions
the subject has taken over the course of her existance. If the plot merits
it the player should recieve a vision of an event that has radically altered
the target's destiny.With this degree of success some fate-related
Merits and Falws (e.g Destiny and Dark Fate) can be identified
as well.
8 - Malkavian Madness Network (Malkavian
Only)
Roll: Empathy + Willpower, difficulty 6
The vampire may inform other Malkavians
of, and organize, the meetings that no one has been able to figure out.
Thisonly 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, at the Storyteller’s discretion) 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.
8 - Psychic Assault
Roll: Man. + Intimidation, difficulty 8
Resist: Willpower, difficulty 8
The vampire may do psychic damage to a
target. If the target is a vampire, a willpower point must also be spent.
If
this assault reduces the target to zero
willpower points, the target is rendered unconscious; with three or more
successes, if the target is rendered unconscious,
she awakens with a derangement. This power does damage as follows:
Botch The target is immune to all further
such assaults from the vampire for the rest of the night.
Failure The target is unharmed, and may
roll Perception + Occult, difficulty 6, to perceive the attack.
1 suc. The target is shaken but unharmed.
Loses a temp willpower point.
2 suc. The target is terribly frightened,
loses 3 willpower points. A Courage roll is required, difficulty Auspex.
3 suc. The target loses 6 willpower points.
A Courage roll is required, difficulty Auspex. If this causes the character
to lose his last temporary willpower point the character loses one permenant
willpower and recieve 3 levels of bashing damage.
4 suc. The target loses all willpower points.
Her Willpower is permanently halved. Recieves 3 levels of lethal damage.
5 suc. The target rolls Willpower, and
dies if the roll fails. If successful, effect is that of four successes.
9 - False Slumber
Roll:None
While in topor, this power allows the vampire's
spirit to leave the body. While seemingly asleep, the vampire is able to
project astrally, think and percieve events normally.