AUSPEX
Practiced by: Malkavian, Toreador, Tremere, Tzimisce
This discipline bestows uncanny sensory abilites upon the vampire. White Auspex intitially heightens all of the Kindred's senses significantly, this is merely the beginning. As she grows in power, the vampire can perceive 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 and Chimerstry create.
 
 
Seeing the Unseen
Obfuscate- If the character has a higher Auspex than the person using Obfuscate, she can instantly see the other being. If the target's Obfuscate outranks her Auspex, he remains hidden If both scores are equal, both characters must make a resisted roll of Perception + Subterfuge (Auspex user) against Manipulation + Subterfuge (Obfuscate user). The difficulty for both rolls is 7 and the most successes wins.

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.
 
 
Condition
Afraid
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
Aura Colours
Orange
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.
 
Auspex Rating
No. of Targets
Range
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
1000 miles for every point of intelligence

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.