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, pre natural awareness of danger or future events
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.
Disciplines | ||
---|---|---|
Aggression - purple | Anger - red | Bitterness - brown |
Compassion - pink | Confusion - colors shift, and are mottled | Conservatism - lavender |
Daydreaming - colors flicker sharply | Depression - gray | Desire - deep red |
Diablerist - black veins in aura | Distrust - light green | Envy - dark green |
Excitement - violet | Fear - orange | Frenzy - colors ripple |
Generosity - rose | Excitement - violet | Fear - orange |
Happiness - vermilion | Generosity - rose | Hatred - black |
Idealism - yellow | Innocence - white | Love - blue |
Lust - deep red | Magic-user - multicolored sparkles in aura | Obsession - green |
Psychosis - colors swirl | Rage - crimson | Sadness - silver |
Serenity - light blue | Spirituality - gold | Suspicion - dark blue |
Vampirism - appripriate color is pale |
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.
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.
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 ghost like pure and simple.
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.
Prediction: Some people are capable of finishing their friend's sentences. Elder Vampires with Prediction sometimes begin their friend's 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.
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.
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.
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.
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.
1 • Heightened Senses (VtM 3rd)
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. The vampire
will also sense things that she would otherwise not sense, that
might be important.
2 • Aura Perception(VtM 3rd)
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 colors, and their corresponding effects,
are in the chart below.
1 suc. The vampire can tell if the aura is pale or bright, IE vampire or
otherwise.
2 suc. The predominant color can be distinguished.
3 suc. Patterns can be recognized.
4 suc. Shifts in color or pattern can be detected.
5 suc. All aspects of the aura can be read.
Disciplines | ||
---|---|---|
Aggression - purple | Anger - red | Bitterness - brown |
Compassion - pink | Confusion - colors shift, and are mottled | Conservatism - lavender |
Daydreaming - colors flicker sharply | Depression - gray | Desire - deep red |
Diablerist - black veins in aura | Distrust - light green | Envy - dark green |
Excitement - violet | Fear - orange | Frenzy - colors ripple |
Generosity - rose | Excitement - violet | Fear - orange |
Happiness - vermilion | Generosity - rose | Hatred - black |
Idealism - yellow | Innocence - white | Love - blue |
Lust - deep red | Magic-user - multicolored sparkles in aura | Obsession - green |
Psychosis - colors swirl | Rage - crimson | Sadness - silver |
Serenity - light blue | Spirituality - gold | Suspicion - dark blue |
Vampirism - appropriate color is pale |
3 • Spirit’s Touch(VtM 3rd)
The vampire may touch an object, and get psychic impressions of the last
one who touched it.
4 • Telepathy(VtM 3rd)
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(VtM 3rd)
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 (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.
6 • Clairvoyance(VPG)
The vampire may see and hear events in a distant place of her choice
without using Psychic Projection. By concentrating on a familiar
person, place or object, the vampire can observe the subject's
immediate vicinity. This does split the vampire's perceptions between
what she is viewing at a distance and what is taking place around her,
therefore, it is more difficult to react quickly to actions that affect
her physical surroundings.
6 • The Dreaming(VPG)
The vampire may dream about her surroundings, or any circumstances that might
affect her, when in torpor or asleep.
6 • Eagle’s Sight(VPG)
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.
6 • Insight of the Talespinner (Clanbook:Toreador)
By spending a blood point, 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.
6 • Prediction(GC)
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.
6 • Sense Emotion(VPG)
The vampire may sense the auras and general moods of everyone within a ten
foot radius. She may also pinpoint instigators of these emotions.
6 • Genius Loci (Clanbook: Tzimisce)
Tzimisce have a natural affinity for places, as their clan weakness
demonstrates. This power augments that letting the vampire tap into the
"spirit" of a particular place and gain insight into situations
affiliated with the nature of the place. If used in a graveyard, she
might gain insight into situations dealing with death. In a burned out
bldg, she might receive warning of an impending fire; insights into
catastrophes in general; or even an awareness of the forces behind
rapid, cataclysmic changes.
6 • Telepathic Communication(GC)
The vampire can converse psychically with targets and project images, transmit sensory input, etc.
At level 6-3 subjects up to 500 miles
There are levels 7 through 9, the values are by pts so I would suggest
at level 7, it's 6 subjects up to 1000 miles, 8 is 9 subjects at 500
miles and 9 is 12 subjects at 1000 miles.
6 • 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.
6 • The Flaying (Libellus Sanguinis 1)
This power has helped many a Fiend hold onto his domain. Normally, it
is very difficult to effect precise duplication of a specific person
through Vicissitude. With this grisly power, however, a Tzimisce may
“graft” the skin of a flayed victim to his own, enabling the Fiend to
pose as the skinned person. In this manner may Tzimisce infiltrate the
halls of the mighty.
System: The Tzimisce first uses Vicissitude (and perhaps a sharp knife
or two) to flay the victim, then evokes this power while naked and
wrapped in the victim’s bloody skin. The skin “grafts” onto the Fiend’s
own, thus granting an automatic Vicissitude duplication. The Fiend may
maintain the stolen shape as long as he likes. Once a shape is
discarded, the victim’s skin peels away and the power ends. However,
the Tzimisce can maintain a mental “catalog” of “imprinted” shapes (a
number equal to Intelligence, or an infinite number if the Tzimisce has
the Merit of Eidetic Memory). An “imprinted” shape may be assumed with
five minutes’ effort.
6 • Spirit Bond (DAC)
This power allows the Cainite to establish a mental bond with an object
or person. The vampire may “check up on” the object or person at any
time after achieving this bond. Invoking the bond instantly reveals
exactly where the object or person is currently located. This power is
best used sparingly — many who apply it in excess become paranoid and
useless, checking on their bonds every waking hour.
System: The character must physically touch the person or object when she creates the bond. The player spends a Blood Point. Although the bond reveals the geographical location of its subject, it does not reveal any local or “small-scale” information. A Spirit Bond lasts for 10 years.
7 • Stealing the Mind's Eye (DAC)
Cainites
who have been banished by others of their kind developed this power to
spy on their rivals. The vampire links her mind with that of a mortal
slave or ghoul servant, and passively views what that person sees, and
hears what he hears. Although seemingly helpless to the whims of the
“host,” the vampire retains limited access to her Disciplines. Most
Cainites do not like the feeling of helplessness that comes with this
mental link, and engage other Disciplines, such as Dominate or
Presence, to command the comings and goings of the host.
System: The vampire must see her chosen target. The connection lasts as
long as the vampire concentrates. Successes indicate how many other
mental Disciplines the vampire may utilize while within the mortal’s
mind.
1 success No Disciplines may be used
2 successes The vampire may use other Auspex powers
3 successes The vampire may also use Presence
4 successes The vampire may also use Dominate and Dementation
5 successes The vampire may also use Thaumaturgy and Chimerstry
7 • Pluck the Secret (DAC)
The Cainite speaks as little as a single word to her subject. The
subject then reveals everything she knows about that topic to the
vampire. The revelation may be delivered through thoughts or speech,
depending on whether the vampire wants her subject to talk.
System: The vampire must see her subject, though eye contact is not
necessary. The player spends a Blood Point. The number of successes
rolled dictates how lucid the subject’s thoughts are, as well as how
complex a topic the Cainite can stipulate.
1 success Random, garbled thoughts Single-word topic
2 successes Simple ideas and concepts Two-word topic
3 successes Clear, if uncomplicated, ideas, Simple sentence
4 successes Complex ideas presented plainly Simple concept with conditional statements
5 successes Exhaustive and organized revelation Subjects of vast complexity
7 • Melange (Clanbook:Malkavian)
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 (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.
7 • Escstatic Agony (Clanbook: Tzimisce)
Many Tzimisce have learned to tolerate and even appreciate pain, but a
vampire with this has far transcended others' understanding. Her nerves
still register pain, but perceive it as a pleasurable, even spiritually
uplifting. This power is continuously in effect. The more injured the
vampire is, the more effective she functions.
7 • Soul Scan(VPG)
The vampire may locate a target, anywhere in the world. The difficulty to
use this power is 8 if the target has Obfuscate.
7 • Spirit Link(VPG)
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.
7 • Karmic Sight(Guide to Camarilla)
This allows a vampire to take a brief glimpse at the soul of a subject.
Nature, Demeanor and Humanity/Path can be determined. Any outside
influences such as Dominate or demonic pact. Some fate related
merits/flaws can be identified.
7 • Mirror Reflex(Guide to Camarilla)
Allows a vampire to anticipate an enemy's moves in personal combat.
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.
8 • Psychic Assault(GC)
A direct mind-to-mind attack that uses the sheer force of an elder's
will. Victims show little outward sign except for nosebleeds and
expressions of intense agony; all injuries inflicted are internal.
Vampires killed with this will decay to dust regardless of age.
Target's reactions will range from: 1st attack-shaken but not harmed,
2nd attack-being badly frightened-possible frenzy, 3rd-bashing damage,
4-unconsciousness, 5th-lethal damage (soaked normally) then 6th death.
8 • Omniscience(VPG)
The vampire may perceive anything the Storyteller feels like telling her.
She may learn about events, or individuals, and there is no limit to how
much can be learned, except for how successful she is on the roll. Individuals
with Obfuscate 8 or higher can not be detected or studied in this fashon.
8 • The Oracle's Sight (DAC)
At this level of
ability, the minds of subjects open to vampiric perusal. Simple desires
and surface thoughts bubble out of subjects’ brains, filling the
vampire’s mind with a cacophony of voices. Only Cainites with the
greatest self- discipline dare use this power; weaker ones have been
overwhelmed by the deluge of thoughts and have lost their minds or been
driven to self-destruction. Of all the clans, the Malkavians seem best
able to sift through the flood of mental images. Elders of other clans
typically shy away from this power, while elder Malkavians embrace the
confusion it creates.
System: The vampire is privy to every thought of everyone in her
immediate vicinity. The effects of this power are automatic.
Unfortunately, the vampire cannot control the flood of images, desires
and daydreams. Lasts until the character leaves the area. 9 • Precognition(VPG)
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.
9 • False Slumber(Guide to Camarilla)
This power allows a Methusalah'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 active when
vampire enters torpor.
9 • Master of the Dom (Libellus Sanguinis 1)
This mighty power is available to only a few ancient Fiends. The
Tzimisce mystically taps into the spirits of the land, effectively
becoming one with the realm. Essentially, the Tzimisce metamorphoses
into something less like a vampire and more like a guardian spirit; she
knows most of what transpires in the realm and gains a measure of
control over the land itself.
System: Once acquired, this power is always on. The Tzimisce picks a
“fiefdom” on which the power centers (this should always include the
dom, and the area should be relatively small no more than a 10-mile
radius). Within this area, the Tzimisce is lord and master. All
difficulties of Dominate, Presence, Animalism and Koldunic Sorcery
powers used by the Tzimisce against natives of the fiefdom are reduced
by one; the Fiend may control weather and climatic effects in the
realm; the vampire may subtly shift landmarks, causing a traveler to
become lost, stumble into a pit, overlook a haven, etc.; and she may
pinpoint intruders’ locations within the fiefdom. This power has a
drawback: The Tzimisce is effectively “bound” to the fiefdom; she will
never leave it willingly, and if forced out, she will suffer as though
she were cut off from her special soil. If she drops to below one die
in all Dice Pools, she withers and dies.
10 • Pulse of the Canaille(VPG)
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.