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Auspex
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Auspex
читать дальше1 - Heightened Senses
Sharpens the ole senses. Just remember all those screams at the local Blood Feast will give ya trauma, so will lots of bright lights.
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. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim.
2 - Aura Perception
You can read all those neat colors that swirl around everybody. There's even a color coded system. Red means the dude is really pissed off. Somebody really, really pissed will be crimson as opposed to just red. The table is below...figure it out for yourself.
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 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 - appripriate color is pale
3 - The Spirit's Touch
Touch something and you'll get spooky vibes left behind on it. Like who last touched it.
Roll: Per. + Empathy, difficulty 7-10
The vampire may touch an object, and get psychic impressions of the last one who touched it.
3 - Superior Senses
An expansion of Heightened Senses, this discipline bestows upon its possessor several advanced uses of their senses. Each sense has several expanded uses. Vision may be used micro/macroscopically, allowing a close-up view of a subject. Also, vision may be employed telescopically. Subjects may be seen as if they were mere yards from the vampire. Hearing is also expanded. At this level, the vampire may filter out intermediate sounds, allowing her to focus fully upon a subject across a crowded restaurant or someone whispering to a police officer at a concert. Also, sounds normally out of range for human hearing may be perceived. Smell may actually be used in methods similar to animals. Scents may be followed, toxins detected, and individuals identified. Tactile senses are greatly enhanced. A vampire may actually read typed or hand-written text, as well as fingerprints with her fingertips. Taste can differentiate between any number of flavors as well as determining information about a victim who's blood is tasted. With experience, chemical compounds may be identified with the vampire's taste buds.
System: This requires a single Blood Point to activate and rolls depend upon usage. Visual rolls are not normally necessary. The vampire's visual magnification is increased by her Auspex rating in miles for telescopic (with full zoom capabilities), and her Auspex rating x 1,000 for macrovision. Sound filtration requires a successful Perception + Alertness roll, difficulty determined by Storyteller. Supersonic and subsonic effects are determined by the Storyteller. Tracking with a scent requires a successful Perception + Alertness roll, difficulty varies depending upon age of scent, weather, wind and creature tracked (Garou have more of a scent than kindred). Other olfactory feats are determined by the Storyteller. Tactile senses usually require a Perception + Alertness roll, but the difficulty is dependent upon the Storyteller and the situation. Taste may only require a roll when specific information about body fluids or toxins is
4 – Telepathy
Now here we go. You CAN read minds. Try it on a vamp's mind and you have to spend Willpower. Good luck translating.
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.
4 - Nowhere to Hide
At this level of Auspex the vampire has developed the ability to use his powers of Aura Perception to greater advantage. Users of this power gain the ability to accurately perceive auras through intermediate barriers such as walls, car doors, and furniture. This cannot distinguish the aura of one individual from the aura of an individual that they may be hiding behind. The barrier must be considered a single object, even if it is comprised of several materials like a wall or car door.
System: The vampire must roll Perception + Alertness, difficulty 7, and score 3 successes. Only an outline of the target is visible. Any Firearms attacks made against the target are at +2 difficulty, but are still possible.
4 - Telepathic Defense
This ability, once learned, is always in effect. This makes more difficult any power or attack focusing on controlling, influencing, confusing, or attacking the vampire's mind. Furthermore, any effects used, successfully or not, will always be known to the vampire.
System: The difficulty for any effect or attack focusing on the vampire's mind is two higher. Additionally, the vampire is alerted to the attempt and has the opportunity to further defend herself. The vampire may raise the difficulty by her permanent Willpower by spending a Willpower point. This counter negates one attempt at one effect. If used to block an effect that requires no roll, the attacker must roll Willpower with a base difficulty of the vampire's current Willpower.
5 - Psychic Projection
Astral projection vampire style. There's even a silver cord and you can FLY 500 miles an hour. You can use mental discs but that's about it. Well, duh, you don't got a body, remember. You can show up looking like a ghost with a Willpower point. Auspex can see ya with or without the ghostly image.
Roll: Per. + Occult, difficulty 6-9
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 – Clairvoyance
You can see shit happening anywhere. It's really cool cuz you get to use others Pex powers with this too.
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 - The Dreaming
You can dream...well, yeah, I can. If anything is gonna happen that might have something to do with you (or might do something to you), you can dream it. Does this make sense?
Roll: Wits + Empathy, difficulty 7
The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.
6 - Eagle's Sight
Give new meaning to a bird's eye view, you can see what a bird sees...watch out for that mountain!!!!
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 – Prediction
You can guess what your target will say next. Or even do next.
Roll: Per. + Empathy, difficulty Willpower
By spending a blood point, the vampire may predict a target's next commen
6 - Sense Emotion(VPG)
You can sense the auras and moods of everyone in ten foot radius. You can also figure out who might be making whom feel what.
6 - Telepathic Communication(VPG)
You can talk in your head and get somebody else to hear it. Feel free to do it with ALL the vamps you come across. A vamp likes nothing better than to hear the thoughts of everybody around him. Which would be the whole point of this, right?
6 - Glow of the Kindred
All Kindred within the Character's line of sight glow with a pale light.
System: Roll Perception + Empathy against a 6.
6 - Lay of the Land
The Kindred gains an innate feel for his surroundings at all times. This sense is similar to the first level of Correspondance in that it provides for a sense of spatial awareness, and similar to Viceratika in that the kindred becomes aware of secret passages, hidden compartments, underground caves, etc. In catacombs, tunnels, etc. she will have an unerring sense of direction, and be able to "feel" where the passages lead. In wilderness, she will sense deadfalls, pits, the locations of streams, buildings, and so forth. Indoors, secret passages, hidden compartments and the like are made evident. In a sense, it provides for a mental blueprint of her surroundings at all times, allowing tricks like walking through a dark room without banging shins, and knowing where the bathroom is without having to ask. An exacting sense of direction and the abililty to "know" one's relative relation to ground and/or sea level is a minor but useful side effect. On the downside, the mental map provided by Lay of the Land does not include the locations of other people, so it is not an easy "Ha! I can see the Nosferatu!" power.
System: For most applications, such as the aforementioned quest for the powder room, no roll is needed. For other situations, when actively looking for something hidden, a roll of Perception + Awareness is called for. Yes, yes, Awareness is a mage thing, but Alertness isn't warranted in this case. The kindred is opening herself to her surroundings, feeling as much as looking. In all likelihood, this will mean she will have to pick up the talent after she gains Lay of the Land. Note also that the effective range of Lay of the Land is subject to the whim of the Storyteller. A good guideline is forty or fifty meters in wilderness, three or stories indoors, or up to a hundred meters in tunnels. Generally assume that the more area the power has to cover, the shorter the range.
6 - All-round Vision
This allows a Cainite to view all 360o around him.
System: This power operates at will, and can be combined with other Auspex powers. The Cainite must score one success on an Intelligence + Alertness (7) roll or spend 3 turns unable to act due to sensory overload.
6 - Attunement
A Cainite with this power can tell when a person is talking about him, and can hear what is being said.
System: The Storyteller should make a secret Perception + Alertness roll (8). Each success allows the user to hear for 1 minute after her name has been spoken. This power detects intent, and will not react if someone is speaking about another person with the same name as the user.
6 – Verbatim
A simple power to understand, Verbatim allows a Kindred skilled in Auspex to remember everything he perceives, for the rest of existence. While it can be useful, the character will also never forget painful memories (unless drastic measures such as Dominate are employed). This is different from the merit Eidetic Memory, as the character never has any problems committing things to memory, and may recall anything at any time. Entire documents, pictures, etc., may be stored inside the vampire's head verbatim with less than a second of exposure to his eyes. If he hears a song once, he can hear it forever, exactly as it was played when he heard it. Smells, touches, and tastes may also be stored.
System: No cost is required and no roll is needed. The Kindred has a photographic memory and may recall everything that has happened to him in perfect clarity (since he learned the power). Also, the difficulty to use any memory-altering abilities against a vampire with Verbatim is automatically 10 and needs double the normal amount of successes to work.
6 - Spirit Sight
When Spirit Sight is learned, the vampire can see into the Shadowlands, the Umbra, the Dreaming, Tapestry, pretty much any realm of existence. It takes some time to get used to this power, but it opens up many doors for a Cainite. Remember that it only lets a character see &Mac246; not influence or speak.
System: No roll is required. Any time the Kindred wishes to look into a different realm of existence (including switching from a different realm to the 'normal' realm), he must spend a point of Willpower. Spirit Sight has no duration, it is cut off only when the Kindred decides to. If the player spends an additional 10 experience points, the character may 'window' other realms (similar to the picture-in-picture feature of modern TVs). One window may be created for each 10 experience points spent, to a maximum of four. It costs a Willpower point to activate, switch, or close a window.
6 - Babble (Clanbook:Malkavian)
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 the same setting as the listener. No roll is needed for a willing target.
7 - Melange (Clanbook:Malkavian)
You can see into the 120th dimension or whatever alternate view of reality might be hanging around. Course, you'll miss shit in the real world and probably miss that hunter with a stake thats heading towards ya.
7 - Soul Scan(VPG)
You can find anybody anywhere. But its harder if they have Obfuscate. Buggers are good at hiding.
7 - Spirit Link(VPG)
You can link your brain to someone else then another someone else for every success. You'll all hear each other. You can gossip about the Prince, just make sure he's not in the link.
7 - Karmic Sight(Guide to Camarilla)
The eyes are windows to the soul. This does just that, and you get to see things like Nature, Demeanor, even Path in somebody else. Maybe catch someone who's made a demonic pact
7 - Mirror Reflex(Guide to Camarilla)
Know what your enemy is gonna do the second BEFORE he lifts that sword to cut your head off.
7 – Stratagem
A low-generation vampire, one with a great understanding of his own mind and that of others (through Auspex), can memorize thought patterns of enemies, allowing him to react more quickly or even know in advance what his opponent plans to do next. This is more of a low-level telepathic scan than a mental probe, the Kindred simply picks up what his enemy is thinking in regards to the immediate future.
System: Spend two Willpower points and roll Perception + Empathy. The number of successes achieved equals how many opponents' actions may be discerned in a radius of Auspex times 50 feet. The character may choose which opponents he reads. The opponents' actions in the following turn are revealed, and it's up to the Kindred from there. This power lasts for a scene, but the character must roll every turn to see how many targets he can read.
8 - Karmic Transference
This power takes the abilities of simple Telepathy and Karmic Sight and galvanizes them to a point where a Vampire can completely strip-mine another's memories and knowledge, taking it for themselves.
The risks of taking on the totality of knowledge and memories of another are great, but if done successfully, an entire lifetime of wisdom and experiences can be gained in an instant.
System:
Tabletop:
Player must spend a permanent Willpower point before attempting this power, and then must physically place his hand upon the target's forehead for the duration of at least three rounds while performing the transfer. Player then rolls Stamina + Empathy, difficulty being the target's number of permanent Willpower. A minimum of four successes are required for Karmic Transference to take place, but whatever is learned from the minimum successes, and whatever might be gained from further successes, is completely up to the Storyteller.
Some possibilities of a successful transfer: free points in some lores the target knew; gaining extra points in some abilities the target possessed; if the target was another Vampire, perhaps the ability to learn other disciplines without a teacher, or at a lower experience cost; gaining some mental flaws/merits the target possessed; etc.
If the player botches, however, the following is the most likely (but not the only possible) result: On a botch, the Vampire does gain the "entire" mind and memory of the target, but it exists as a completely separate personality within the Vampire's mind. Essentially, the Vampire gains the derangement "Multiple Personalities," the side effects of which are up to the Storyteller's twisted discretion.
This power does no direct damage to the target, save for a brief period of dizziness after the fact, as his mind recovers itself from such a forceful probing. But, depending on how difficult (or how complete) the mental transfer was, the Vampire using this power will be unable to act for two complete rounds, as his mind adjusts itself to an additional set of memories.
8 - Malkavian Madness Network (Clanbook:Malkavian)
Mass Malkavian communication...something about a meeting.....yeah, you can go if you wanna...it's at...bleep and bleepedy bleep.
8 - Potence of Spirit
This powerful Discipline allows a vampire to siphon vitae into her already powerful mind.
System: By spending a point of Willpower, the vampire may, for the rest of the scene, spend blood as if it were Willpower at five Blood Points per Willpower point. This cannot be used to refill a Willpower pool. The drawback of this flooding of the brain with vitae causes the Cainite to be more susceptible to the beast. Frenzy difficulties are at +2 for the duration of the scene.
8 - Psychic Assault(VPG)
Pyschically scar someone who pisses you off. Bring their Willpower pts down. Yeah, that's right. If you get em to zero, they go out like a light and get a derangement when they wake up.
8 - Omniscience(VPG)
You can learn about ppl, events, whatever with no limit to the info. You'll be a know-it-all and know it all too. You can't use on anyone with Obfuscate 8 or higher.
8 - Whispers of the Wind
The character can always hear someone who is speaking about her, regardless of location. This is not as simple as listening for a name, this is listening for the intent to refer to her.
System: Make a Perception+Alertness (7) roll to determine how much information she gains about the speaker and intentions being spoken of.
9 - Precognition(VPG)
You get to see the future as long as it's in a place you are familiar with. Just remember somebody can screw with your version of the future so watch out for that too.
9 - False Slumber(Guide to Camarilla)
A Methuselah can leave it's body even in torpor. Handy to babysit your bratty kids while you sleep. Automatically active when you go into torpor. So if you're daddy is a Methuselah you better behave.
9 - Personal Fate
The character knows who she'll meet, where she'll find them, and whether they'll be harmful. This knowledge is usually a constant one hour in advance of the fact.
System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she may not have a choice, or she may decide to meet them anyway. In either event, she rolls her Perception + Occult against an 8. Each success adds one to all of her dice pools involving Initiative, Combat, Negotiation or anything else the Storyteller deems reasonable.
10 - Pulse of the Canaille(VPG)
You can learn about a whole bunch of people...even everybody in the world if you're successful enough. Did you really wanna know that guy in Japan lusts after his neighbor's wife. I mean, come on.
If somebody else is controlling the bunch you can find that out too, you'll know who is doing the controlling and how. Find who is really controlling the world. I already know so you'll just have to have to ask Tzimisce, who is the ONLY one that can use this power. He had to use this power to find out, I just asked a Malk who once lived next to me.
You can sense moods at 1 success
You can sense potential and future at 2 success. Get to the next Bill Gates before he becomes who he is suppose to be. Get in on the ground floor
You can sense the degree of control on em at 3 successes
You get the aura of the controlling force at 4
You know who's controlling em and why
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