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==Level 5== {{Disc_Template|Clairvoyance|By closing their eyes and entering a light trance, the vampire becomes master of its surroundings. In a few minutes it can gather information from roughly a city-block sized area (more if outdoors or less populated) that would normally take many hours, perhaps days of legwork and investigation. Once connected in such a way to their surroundings the vampire can also receive information on anything happening out of the ordinary in the area.|Intelligence + Auspex|One Rouse Check|A few minutes for information gathering, up to a night for vigilance.|Roll Intelligence + Auspex against a Difficulty based on the security and level of activity of the area. Using Clairvoyance on one’s own mansion would be Difficulty 3 while an unfamiliar city block in the slums of a major city would amount to 7 or more. The user adds their base Haven rating in extra dice to the pool when using Clairvoyance on their own haven. The Storyteller answers the vampire’s questions about the comings and goings in the area, what people have seen and heard, topics of local gossip, recent major shocks or impressions, and so forth. The player can ask roughly one question per point of margin; answers about deliberately concealed information might consume more than one point. A critical win reveals something major, regardless of the questions asked, assuming there is something to reveal. The vampire can also clairvoyantly monitor events in progress, though this requires them to remain in the area for as long as the effect is active.|5}} {{Disc_Template|Possession (Amalagam: Dominate 3)|With this power the vampire can strip the will of a mortal and completely possess their body, using it as their own. While the mind of the subject remains hidden to the vampire, they can do anything and go anywhere the subject could while the power remains active. Using this, a vampire can even experience the sunlight, food, and physical sexuality long denied them, their host paying the price for whatever abuse the vampire wreaks on their body while riding it.|Resolve + Auspex vs Resolve + Intelligence|Two Rouse Checks|Until ended, voluntarily or involuntarily.|This power can only be used on mortals. If the mortal is a ghoul, they must first be Blood Bound to the user. Before possession can begin, the vampire must have eye contact with their victim (See Dominate, p. 254). The user then engages in a Resolve + Auspex vs Resolve + Intelligence conflict with the victim in order to inhabit their body. If the vampire’s player rolls a total failure, the victim becomes immune to further Possession attempts for the duration of the story. Once the vampire inhabits the body of their victim, their own body falls into a torpor-like trance, completely unaware of their surrounding and their own physical state except for Aggravated damage, which breaks the trance and ends the effects. A vampire possessing a mortal can use Auspex, Presence, and Dominate through them. If the user wishes to extend Possession into daytime, they must make a roll to stay awake (p. 219). Failure to stay awake ends the power. Any Aggravated damage to the subject also risks ending the possession – the user must succeed at a Resolve + Auspex roll (Difficulty 2 + damage taken) to stay in control. If the subject dies during Possession, the resulting spiritual trauma immediately causes the user to sustain three levels of Aggravated damage to Willpower. This power does not give the user the ability to read the mind, use the skills, or emulate the manners of the victim. Any skills employed use the possessing vampire’s rating. The user must make a Manipulation + Performance vs Wits + Insight roll to successfully impersonate the victim’s manners, expressions, and the like. Finally, Possession violates the victim even more profoundly than a Blood Bond. The Storyteller should consider awarding Stains for this action.3|5}} {{Disc_Template|Telepathy|At the highest levels of Auspex the vampire can now literally read minds, as well as project their own thoughts into the minds of others. While reading a mortal mind is relatively straightforward, undead minds requires a higher effort to penetrate.|Resolve + Auspex vs Wits + Subterfuge|One Rouse Check (plus one Willpower vs non-consenting vampires)|Roughly one minute per Rouse Check. Increased to a full scene on consenting subjects.|The user is not required to roll any dice to project their thoughts to another, vampire or mortal, though they do require line of sight. To read the mind of a mortal within line of sight, roll Resolve + Auspex vs Wits + Subterfuge while looking into their eyes. (Unless the mortal consents, in which case no roll is required.) A win means that the user can discern surface thoughts as a stream of images, with higher margin allowing the user to probe for more distant or buried memories. A critical win gives a coherent picture of the subject’s current thoughts and intentions. To read the mind of a non-consenting vampire, spend one Willpower point before rolling.|5}} {{Discipline_List}}
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