Auspex
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 magnify 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.
Aura Perception
Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls.
The colors change in sympathy with the subject's emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura's flow.
Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage auras often flare and crackle with suppressed power; werebeasts have strikingly bright, almost frantic, halos; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures' radiance is shot through with rainbow hues.
System: The player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject's aura the character sees and understands (see the table below). A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to just how good (or bad) the character's interpretation is.
1 success | Can distinguish only the shade (pale or bright) |
2 successes | Can distinguish the main color. |
3 successes | Can recognize the color patterns. |
4 successes | Can detect subtle shifts. |
5 successes | Can identify mixtures of color and pattern. |
The Aura Colors chart offers examples of some common colors and the emotions they reflect.
The character may view a particular subject's aura only once with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone's intentions. After a full month, the character may try again at no penalty.
It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight. Refer to "Seeing the Unseen" for more information.
Table: Aura Colors
Condition | Aura Colors |
Afraid | Orange |
Aggressive | Purple |
Angry | Red |
Bitter | Brown |
Calm | Light Blue |
Compassionate | Pink |
Conservative | Lavender |
Depressed | Grey |
Desirous or Lustful | Deep Red |
Distrustful | Light Green |
Envious | Dark Green |
Excited | Violet |
Generous | Rose |
Happy | Vermilion |
Hateful | Black |
Idealistic | Yellow |
Innocent | White |
Lovestruck | Blue |
Obsessed | Green |
Sad | Silver |
Spiritual | Gold |
Suspicious | Dark Blue |
Confused | Mottled, shifting colors |
Diablerist | Black veins in aura |
Daydreaming | Sharp flickering colors |
Frenzied | Rapidly rippling colors |
Psychotic | Hypnotic, swirling colors |
Vampire | Appropriate color is pale |
Magic Use | Myriad sparkles in aura |
Werebeast | Bright, vibrant aura |
Ghost | Weak, intermittent aura |
Faerie | Weak, intermittent aura |
Dominate
Resisting Dominate
Most victims cannot stand against the effects of Dominate. Still, there are situations where this Discipline is powerless to sway the subject.
- Mortals: Few mortals can hope to resist Dominate, their strength of will nothing compared to the supernatural magnetism of a vampire. Still, there are extremely rare individuals who, due to strong religious faith, unique psychic talent or simple mental resolve, can shrug off this Discipline's effects. Beyond these scattered few, a select number of organizations like the Inquisition know certain rituals to render a mortal immune. Only a foolish vampire ignores the potential threat such human beings represent.
- Vampires: It is impossible to Dominate another Kindred who is of stronger Blood - the vampire must be of an equal or higher generation than the target for the powers to be effective.
- Nature: A character's Nature can have a distinct impact on how easily Dominate influences her. A vampire might control subjects with inherently empathic Natures (Caregiver, Child, Conformist) more easily, while those whose Natures denote a great degree of inner strength (Bravo, Director, Rebel) can be more of a challenge. The Storyteller may reduce the required difficulty or number of successes by one or two when the player rolls against those subjects with "weaker" Natures, or raise them by a similar amount for "stronger" Natures. On the other hand, "strong" Natures might be more easily influenced to take aggressive actions - for example, coaxing a Rebel to denounce the prince is likely easier than goading a Conformist to do the same thing. Ultimately, the Storyteller must adjudicate this.
- Botches: If a Dominate roll botches, the target is rendered immune to future attempts by the same vampire for the rest of the story.
Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective.
The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander - or even the victim - may notice the emphasis; still, unless she's conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action as bizarre coincidence.
System: The player rolls Manipulation + Intimidation (difficulty of the target's permanent Willpower). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, sneeze uncontrollably).
Mesmerize
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject's subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to he effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, although the two need to maintain eye contact only as long as it takes to implant the idea.
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone's habits and relaying that information at an appointed time). A subject can have only one suggestion implanted at any time.
System: The player rolls Manipulation + Leadership (difficulty equal to the target's permanent Willpower). The number of successes determines how well the suggestion takes hold in the victim's subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to act like a chicken). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.
No matter how strong the Kindred's will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head.
If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now lodges in the target's subconscious; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.
The Forgetful Mind
After capturing the subject's gaze, the vampire delves into the subject's memories, stealing or re-creating them at his whim. The Forgetful Mind does not allow for telepathic contact; the Kindred operates much like a hypnotist, asking directed questions and drawing out answers from the subject. The degree of memory alteration depends on what the vampire desires. He may alter the subject's mind only slightly - quite effective for eliminating memories of the victim meeting or even being fed upon by the vampire - or utterly undo the victim's memories of her past.
The degree of detail used has a direct bearing on how strongly the new memories take hold, since the victim's subconscious mind resists the alteration the vampire imposes. A simplistic or incomplete false memory ("You went to the movies last night.") crumbles much more quickly than does one with more attention to detail ("You went to the nine o'clock showing of the new Leonardo DiCaprio movie. You thought about getting some popcorn, but the line was too long so you went right into the theater. The couple next to you kept whispering through the film until someone else shushed them. You liked the movie well enough, but the plot seemed weak. You were tired after it ended, so you went home, watched a little late-night television, and went to bed.").
Even in its simplest applications, The Forgetful Mind requires tremendous skill and finesse. It's a relatively simple matter to rifle through a victim's psyche and rip out the memories of the previous night, without even knowing what the subject did that evening. Doing so leaves a gap in the victim's mind, though, a hole that can give rise to further problems down the road. The Kindred may describe new memories, but these recollections seldom have the same degree of realism that the subject's true thoughts held.
As such, this power isn't always completely effective. The victim may remember being bitten, but believe it to be an animal attack. Greater memories may return in pieces as dreams, or through sensory triggers like a familiar odor or spoken phrase. Even so, months or years may pass before the subject regains enough other lost memories to make sense of the fragments.
A vampire can also sense when a subject's memories were altered through use of this power, and even restore them like a hypnotist draws forth psychologically suppressed thoughts. However, the Kindred cannot use The Forgetful Mind to restore his own memories if they were stolen in such a way.
System: The player states what sorts of alteration he wants to perform, then rolls Wits + Subterfuge (difficulty of the target's Willpower score). Any success pacifies the victim for the amount of time it takes the vampire to perform the verbal alteration, provided the vampire does not act aggressively toward the victim. The table below indicates the degree of modification possible to the subject's memory, depending on the number of successes gained. If the successes rolled don't allow for the extent of change the character desired, the Storyteller reduces the resulting impact on the victim's mind.
1 success | May remove a single memory; lasts one day. |
2 successes | May remove, but not alter, memory permanently. |
3 successes | May make slight changes to memory. |
4 successes | May alter or remove entire scene from subject's memory. |
5 successes | May reconstruct entire periods of subject's life. |
To restore removed memories or sense false ones in a subject, the character's Dominate rating must be equal to or higher than that of the vampire who made the alteration. If so, the player must make a Wits + Empathy roll (difficulty equal to the original vampire's permanent Willpower) and score more successes than his predecessor did.
Thaumaturgy
Lure of Flames
This path grants the thaumaturge the ability to conjure forth mystical flames - small fires at first, but skilled magicians may create great conflagrations. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire. See "Fire" for more information on how vampires suffer from flame.
Fire created by this path is not "natural." In fact, many vampires believe the flames to be conjured from Hell itself.
Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a "palm of flame" does not bum the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
System: The number of successes determines how accurately the thaumaturge places the flame in his desired location. One success is all that is necessary to conjure a flame in one's hand, while five successes place a flame anywhere in the Kindred's line of sight.
Individual descriptions are not provided for each level of this path - fire is fire, after all. The chart below describes the path level required to generate a specific amount of flame. To soak the damage at all, of course, a vampire must have the Fortitude Discipline.
Candle (difficulty 3 to soak, one health level of aggravated damage/turn)
Palm of flame (difficulty 4 to soak, one health level of aggravated damage/turn)
Campfire (difficulty 5 to soak, two health levels of aggravated damage/turn)
Path of Conjuring
Invoking objects "out of thin air" has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner.
Objects summoned via this path bear two distinct characteristics. They are uniformly "generic" in that each object summoned, if summoned again, would look exactly as it did at first. For example, a knife would be precisely the same knife if created twice; the two would be indistinguishable. Even a specific knife - the one a character's father used to threaten her - would appear identical every time it was conjured. A rat would have repeated "tiled" patterns over its fur, and a garbage can would have the exact same fluted texture over its surface. Additionally, conjured objects bear no flaws: Weapons have no dents or scratches, tools have no distinguishing marks, and computers have featureless casings.
The limit on the size of conjured objects appears to be that of the conjurer; nothing larger than the thaumaturge can be created. The conjurer must also have some degree of familiarity with the object he wishes to call forth. Simply working from a picture or imagination calls for a higher difficulty, while objects with which the character is intimately familiar (such as the knife described above) may actually lower the difficulty, at the Storyteller's discretion.
When a player rolls to conjure something, the successes gained on the roll indicate the quality of the summoned object. One success yields a shoddy, imperfect creation, while five successes garner the thaumaturge a nearly perfect replica.
Summon the Simple Form
At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake or a chunk of granite.
System: Each turn the conjurer wishes to keep the object in existence, another Willpower point must be spent or the object vanishes.
Permanency
At this level, the conjurer no longer needs to pay Willpower costs to keep an object in existence. The object is, as this level's name suggests, permanent, though simple objects are still all that may be created.
System: The player must invest three blood points in an object to make it real.
Fortitude
All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight, fire and terminal falls.
System: A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage (Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight or massive physical trauma). So a vampire with Fortitude 3 has three dice to soak aggravated damage.
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