Auspex
* Heightened Senses
You can sharpen some or all of your five senses to an extraordinary degree. This is done at will,
and lasts as long as you choose. Heightened Senses can be utilized to spy on conversations, see in
inky (but not complete) darkness, identify an individual's scent and so on.
A Storyteller may determine that a Mental Challenge is necessary for particularly difficult tasks.
Additionally, if your character is bombarded by a large amount of sensory input, you will totally
lose the sense in question for fifteen minutes.
** Aura Perception
Any sentient being possesses a halo of energy that surrounds her and shifts constantly with her
mental and emotional state. With this Discipline, you have honed your senses to such a degree that
you can actually perceive and interpret these auras.
You may demand that the target answer one of the following questions honestly:
"What is your present mood?",
"Have you committed diablerie within the last six months?",
"What sort of creature are you (mortal, vampire or other)?",
and "What is your Demeanor?"
This can be done once per night for each Mental Trait you have. The target is unaware that this
power is being used, and you may ask the question of a Storyteller if you wish to maintain secrecy.
*** The Spirit's Touch
This Discipline allows you to sense the residual energies and impressions that are left on an object
when it is handled or touched. Specific information such as the identity of the individual, his
emotional state and/or mental state and her perceptions, may sometimes be acquired by use of this
Discipline.
This power will almost invariably require a Storyteller's assistance to use. Various factors, such as
brief contact, multiple handlers, and the unusual nature of the handler or object, can dramatically
affect the use of this Discipline. Beings using Obfuscate leave NO psychic impressions, regardless
of the level of Obfuscate involved.
**** Telepathy
You can probe the surface thoughts of any nearby subject and listen to them as you would listen to
that person speak. Given enough time, you can learn nearly anything about the subject.
If you defeat your target in a Mental Challenge [Subterfuge], you may ask one "yes or no" or
short answer question about the subject or conversation in which the victim is currently engaged.
The target will be unaware that this power is being used, unless he possesses Telepathy as well.
***** Psychic Projection
You are able to expand your consciousness to such a degree that you can separate your mind from
your body. While in this state, you can travel without the use of your body, journeying nearly
anywhere on Earth. The physical body left behind lies as motionless as if it were in torpor. Your
mind stays with your astral self, and you have no way of knowing what is going on around or in
your body.
You can travel about freely, giving the "I'm not here" sign. In this form, you cannot be seen,
except by other entities in the astral realm. It is possible to briefly flicker into the astral realm to
look for other astral entities (including other people with projecting auspex goons), but this takes
about 3 seconds during which time your body goes limp as normal. While projecting you cannot
affect or be affected by the physical world around you until you return to your body.
Celerity
* Celerity
By spending a point of Blood, the kindred may dodge/parry any attack he is aware of without
having to split his Dice Pool up. This is a reactionary power, and may be used any time the
vampire is being attacked.
** Alacrity
By spending a point of Blood, the kindred may move at tremendous speed. He may opt to go
First during the turn, regardless of what he rolled for initiative that turn. This is a reactionary
power, and may be used at anytime, if the vampire has not yet had his action, allowing him to
take it then.
*** Swiftness
This is the most famous part of Celerity: multiple actions. By spending a point of Blood, the
kindred may take one extra Action this turn. Only one point may be spent this way. This is
reactionary, and may be used any time during the turn after your regular Action.
**** Rapidity
This is like Swiftness, but lets you take 2 extra Actions. The cost is still only one BP.
***** Fleetness
This is like Swiftness, but lets you take 3 extra Actions. The cost is still only one BP.
Presence
Presence can be seen as sort of a supernatural magnitude of charisma, personality and appeal.
Particularly among mortals, Kindred possessing this Discipline are often seen as being magnetic or
having an intangible quality that draws people to them. While Dominate controls the logical and
conscious mind, Presence appeals to the emotions of the subject. Unlike Dominate, however,
Presence can affect Kindred of lower generations.
Dread Gaze
You are able to inject others with feelings of terror and fear by looking into their eyes. By
defeating your target in a Social Challenge, you can cause her to run from you in a panic. Unable
to take any action against you or to initiate a challenge, the victim must flee the area without
stopping until out of your presence. For the next hour, he actively avoids you and leaves
immediately should you appear. If somehow forced to remain in your presence, the individual will
be extremely uncomfortable and must bid an additional Trait in all challenges against you. If you
attack the victim, he may defend himself as normal.
Entrancement
This Discipline describes your ability to attract, sway and control others. Your seductive glamour
ensnares everyone you look upon - even those who despise you and wish you harm can be
rendered civil, if not docile. You may attempt to Entrance an individual by engaging him in a
Social Challenge. If you are successful, the target must speak to you politely and in a civil manner.
Furthermore, he may not attack you while Entranced. The Entrancement is broken if you initiate
an act of aggression against the subject or behave in an obviously insulting or crude manner
towards him - otherwise, the power lasts for one hour. If the user breaks the Entrancement by
attacking the individual, she may not Entrance that individual again for the remainder of the
night.
Summon
You can demand the immediate appearance of a person known to you, and he will come. Even
across great distances, your mental summoning is not easy to resist. The standard method of
employing this power is to select an out-of-game envoy to carry out your summons. This should be
someone who doesn't mind or who can take the time out to perform the duty. You declare to the
envoy the number of Social Traits you wish to devote to the power. Each Social Trait beyond the
first allows a retest if the subject wins the Social Challenge or resists the power of the call. In the
meantime, you must remain in the same place so that the subject can find you if he loses the
challenge. Any Social Traits invested in the call are considered lost, even if the subject relents.
There will often be quite a time lag when using this power. This is easy to understand when one
considers the amount of time it will take to find the subject, engage in a challenge and respond.
Players are therefore advised not to use this power frivolously.
Majesty
You exude an aura of power an insurmountable might. Those around you find it difficult to think
about, let alone act out, offenses against your person. You can expect to be treated with great
respect, if not awe. The effect of this Discipline extends about ten paces from you and immediately
fades if you take offensive actions against anyone within range of your power. This effect is always
active while you are conscious and takes no effect on your part. However, when in question, your
should signify that you have Majesty by holding your arms out from your sides when you enter a
room or other area. Anyone attempting an offensive or aggressive action against you must first
defeat you in a Social Challenge. If the attacker fails, she cannot continue with the planned action
and cannot challenge your Majesty again that evening. Furthermore, unlike other powers, the
subject may not spend a Willpower Trait to ignore Majesty's initial effects, although at a later
time, she may spend one to challenge its effects. At least and hour mst pass before the next
attempt.