Auspex

Then, awakening myself further, I found […] the way to make eyes see past sight
—The Book of Nod

Auspex.jpg
I can still feel it, yeah? In my head. I call it “it” even though I know it’s her. She got inside my damn head and won’t stop laughing. She got in there and won’t shut up! I’m sorry. I can be calm. First I thought God was answering my prayers. It said it wanted to get to know me and I’d been so lonely. It started telling me things about myself I’d forgotten. It knew every part of me. It felt nice, I guess, for someone to take an interest.

But then it started using my brain against me. It started telling me what I was going to do before I did it. It started telling me that if I didn’t dance to its tune, I’d never be free of it. I didn’t want to be alone, but I didn’t like where this was going. That’s why I took the drill to my head.

The thing is, and listen: I’m not crazy. I know crazy, and I know I look crazy, but I’m not. What I was dealing with was something, someone, projecting her mind into mine and picking me apart when I was at my most vulnerable. I still don’t know why she did it other than for some cheap thrills and the combination to my company safe, but now I’m left with the memory of that intrusion and am convinced the only way I can stop it is by killing the woman responsible. That’s why I was recruited by the government. All I have to go on is the word “Asylum,” but I won’t stop until her laughing does.

Clans: Hecata, Malkavian, Salubri, Toreador, Tremere, Tzimisce
Nicknames: Anima visus (archaic), ESP (slang), mind-reading (slang), the second sight (common), scrying (common), the sixth sense (common), soul scrying (common), snooping (slang), voyeurism (slang)

Vampire the Masquerade (4th ed.)

Auspex gives the vampire uncanny sensory abilities. They start with the capacity to heighten their natural senses significantly, but as they grow in power, they can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate.

However, a vampire with Auspex needs to be careful. Their increased sensory sensitivity can cause them to be drawn in by beautiful things or stunned by loud noises or pungent smells. Sudden or dynamic events can disorient an Auspex-using character, making them temporarily oblivious to their surroundings. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune.

Vampire the Requiem (1st ed.)

This potent Discipline grants a character superlative sensory capabilities. At the lowest levels, it sharpens a Kindred’s mundane senses. As one progresses in mastery, entirely new avenues of insight open up before the user. Ultimately, this is the Discipline of gleaning information, whether that data comes from sights and smells, from auras and patterns of energy or directly from the mind of another creature. In addition, Auspex can be used to pierce the veil of powers that cloud, dissemble and deceive. Indeed, precious little can be kept secret from a true master of Auspex.

Once in a while, this uncanny Discipline provides extrasensory and even precognitive visitations. Such premonitions might come as quick flashes of imagery, overwhelming feelings of empathy or even as an ominous sense of foreboding. The Kindred has absolutely no control over these insights, but they can learn to interpret their significance given time and experience.

Vampire the Requiem (2nd ed.)

Auspex turns the Beast’s predatory instincts loose on secrets, finding points of weakness and hidden gems that the vampire can exploit to their advantage. Auspex is an internal Discipline, revealing information to the Kindred through visions that range from the direct to the hallucinatory.

Vampire the Masquerade (5th ed.)

Among the greatest gifts and worst curses afflicting vampires, the Discipline of Auspex allows Kindred to discern truth from lies, probe the minds of those around them, and perceive reality on a different level than other beings. What appears to be the ultimate power in foresight and vision grants its wielders perhaps too much knowledge. They may detect an assassin’s blade before it strikes or get into an enemy’s head to turn them around, but they can also sense every shift in emotion, good and bad, see things they wish they had not, and discern futures they may not wish to explore. Users of Auspex invite paranoia, but using it is addictive. Once you know the truth rests within your grasp, you seek it out at every opportunity.

Kindred use Auspex in many ways. Some vampires act as spies for their courts or factions. Others act on their own, blackmailing mortals and immortals with secrets gleaned from quiet conversations, subtle emotional shifts, and telepathic intrusion. Auspex allows its user to play the role of domain detective, studying the scene of a vampire’s destruction for tell-tale spiritual clues or interrogating suspects with unnatural accuracy.

Characteristics

GMs may wish to make Auspex rolls for characters in secret in order to more convincingly provide wrong or incomplete answers after failed rolls.

Type: Mental
Masquerade threat: Low. Auspex rarely by itself manifests in a way visible to the naked eye or causes effects that can’t be rationalized, if only as dumb luck.
Blood Resonance: Phlegmatic. Artists (especially photographers) and visionaries, certain schizophrenics, users of psychoactive substances, detectives.

Enhanced Senses: Characters add their Auspex dots to Perception rolls.


Auspex • Devotions


Auspex.jpg


Common Devotions


Clear-Sighted

The ghoul doesn’t take Disadvantage on Clashes of Wills to see through Obfuscate and other stealth-related powers used by true night-folk.

Heightened Senses

The vampire’s senses sharpen to a preternatural degree, giving them the ability to see in pitch darkness, hear ultrasonic frequencies, and smell the fear of cowering prey. This grants Advantage on Perception rolls. The player can activate this Devotion whenever the GM calls for a Perception roll. If the vampire is exposed to extreme sensations while this Devotion is active, such as loud bangs, flashes of intense light, or overpowering smells, the vampire must succeed on a Wits + Resolve roll (DC varies) to dampen their senses in time. On a setback, the overload makes them take Disadvantage instead.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene.

Heightened Sympathy

The vampire’s blood sympathy towards their Kindred relatives is especially sensitive. They can receive two impressions about their relatives for every one they would normally receive. They can also receive or transmit two words per success on their sympathy roll instead of just one.

Honeyed Words

(Presence • amalgam)
Kindred are preternaturally skillful at telling their listeners what they want to hear. So skillful, in fact, that a vampire sometimes doesn’t even need to know what they’re talking about. This Devotion assures the vampire that, no matter what words tumble out of their mouth, they are always the perfect response (or at least not the wrong one). Whenever the vampire says something that might offend, confuse, or worry the target, the GM will tell the player so, allowing them to revise any typed response.
Prerequisite: The target must be a mortal or lesser night-folk.
Cost: 1 Rouse check per warning given. Reduce this Rouse cost by 1 at Blood Potency 2+.
Duration: Scene.

Lucky Guess

The vampire has an intuitive sense of probability. The vampire’s player can ask the GM any question that relies on random guesswork (e.g., roulette numbers or the shortest path to a destination) and receive a brief but accurate answer. The vampire can’t ask direct questions about people.
Cost: 1 Rouse check at Blood Potency 0-1. First use in a scene is free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex if the guess is improbable enough, such as someone’s 24-character password instead of a winning roulette number. “Easy” guesses like the latter don’t take a roll.
DC: Varies by difficulty of the guess.

Nightsight

The ghoul can see without impediment in darkness and no longer takes Disadvantage on sight-based rolls. Pitch darkness imposes Disadvantage instead of Major Disadvantage.
Vampires who take this Devotion can instead see without impediment in pitch darkness and no longer take Disadvantage on sight-based rolls.

Premonition

The vampire can experience a flash of insight. This may take the form of raised hackles, sudden inspiration, or a vivid vision. While never too precise, this vision can let the vampire find a nearby clue or alert them as to imminent danger.
Cost: 1 Rouse check at Blood Potency 0-1. First use in a night is free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 target’s Composure + Supernatural Tolerance) + 1. DCs for non-personal clues and dangers vary by situation.

Quicken Sight

The vampire can easily make out fast-moving objects. They can follow a specific card in a deck as it’s shuffled, track the loaded chamber in a game of Russian Roulette, pick out subliminal messages in a film or on television, and read the headline on a newspaper as they drive past the newsstand at 60 miles per hour. The vampire automatically succeeds on Perception rolls to make out such objects or can do so in a fraction of the normal time. They also take Advantage on Perception rolls to track or follow night-folk with superhuman speed, including vampires with Celerity.

Read Thoughts

The vampire can read peoples’ minds.
Prerequisite: The victim must be a mortal.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. For every success, you can ask the GM a single question about anything immediately on the victim’s mind (i.e., likely to come up in the current scene).

Vitae Hound

The ghoul is an aficionado of vitae, and can sense what they need in the same way that vampires can sense blood. The ghoul has Advantage on all mundane rolls involving a creature’s blood (e.g., Survival rolls to track a bleeding target, or Investigation rolls to notice blood around a crime scene). By tasting someone’s blood, the ghoul can make a DC 2 Perception roll (Wits + Composure) to discern details such as clan, Blood Potency, blood type, degree of blood sympathy (mortal or vampiric) to another individual whose blood they’ve tasted, the presence of diseases, drugs, and poisons, what they ate recently, and similar details the GM approves. Diablerie is not detectable in this manner. Every success lets the ghoul discern one detail. On a setback, they can discern as many details as they like, but there is a 50% chance that whatever answer the GM provides about each one will be a lie. The GM rolls secretly to determine this.


Uncommon Devotions


Penumbral Awareness

The vampire can see (but not hear) events in the Shadowlands, the Spirit World, the nearest regions of the Hedge, or some other top-most “layer” of any extradimensional realm that overlaps with mundane reality. The vampire can be seen by entities within that Penumbral realm while using this Devotion.
This Devotion can only be used to perceive events within a single Penumbral realm, determined when the Devotion is first taught to the vampire. If their teacher can only see into the Shadowlands, they can’t teach the vampire to see into the Near Hedge. The vampire can learn this Devotion more than once to see into additional realms, but such is rare.
Cost: 1 Rouse check at Blood Potency 0-1. First use in a scene is free at Blood Potency 2+.
Duration: Several seconds or one dice roll’s worth of actions.

Sense Sin

The vampire can ask questions about a mortal’s or lesser night-folk’s sins when making rolls to Figure Someone Out: what their Vice or Corruption is, what recent sins they’ve committed, what sins they want to commit but haven’t, formative traumas from their past, and so on. Next to Read Thoughts, this Devotion sacrifices breadth for depth: it isn’t limited to the victim’s surface thoughts and can find out more information about a narrower topic.
This Devotion is widely taught among Sanctified vampires, but no one seems to know where it originally came from.

Unseen Sense

Choose a type of night-folk, such as mages, werewolves, changelings, ghosts, etc. The vampire can recognize them on sight in the same way they can recognize other vampires and ghouls. The vampire can also recognize lesser night-folk associated with them, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc.


Auspex •• Devotions


Auspex.jpg


Common Devotions


Clear-Sighted

This Devotion functions like the one-dot version of Clear-Sighted, except the ghoul also gets to roll double their Auspex dots on Clashes of Wills to see through Obfuscate and other stealth-related powers used by true night-folk. (This effectively allows a ghoul to be as good at seeing through Obfuscate as a vampire, since a ghoul with Auspex 5 will be rolling ten dice, the same pool as a a vampire with Blood Potency 5/Auspex 5.)
Prerequisite: Clear-Sighted •

Eagle’s Eye

The vampire can make out fine details from afar as if they were there up close. The vampire sees just as well as if they using a quality pair of binoculars. If the vampire uses this Devotion up close, they can make out details invisible to the naked eye as if they were using a magnifying glass or microscope. Some vampires use this Devotion to perform on-the-spot forensic analysis.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene.

Familial Awareness

You have blood sympathy towards your mortal family members as if they were vampires with equivalent blood sympathy. For example, a parent would count as a sire, and a brother or sister would count as a broodmate. This lets you feel intense sensations and emotions from a distance, and even broadcast short psychic messages, though remember blood sympathy’s caveat that “this is less a foolproof detection tool and more a dramatic device.” If you have a mortal family member who is also a vampire, use whichever blood sympathy towards them is stronger.

Honeyed Words

(Presence • amalgam)
This Devotion functions like the one-dot version, except the vampire can also use it against true night-folk.
Prerequisite: Honeyed Words •

Impart Sight

The vampire can lend their Auspex to other people. For every dot the vampire lowers their Auspex, the subject gains equally many Auspex dots, up to a maximum of Auspex 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Auspex dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”

Mind the Thralls

The vampire has blood sympathy towards their ghouls as if they were broodmates. This lets the vampire feel intense sensations and emotions from a distance, and even broadcast short psychic messages, though remember blood sympathy’s caveat that “this is less a foolproof detection tool and more a dramatic device.”

Premonition

This Devotion functions like the one-dot version of Premonition, except extra successes let the vampire’s player ask questions about what they’ve seen. Every success above the DC allows one question. The vampire can only activate this Devotion once per scene.
Prerequisite: Premonition •
Cost: 1 Rouse check at Blood Potency 0-2. First use in a night is free at Blood Potency 3+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 target’s Composure + Supernatural Tolerance) + 1. DCs for non-personal clues and dangers vary by situation.

Read Thoughts

This Devotion functions as the one-dot version of Read Thoughts, except the vampire can now read the surface thoughts of other night-folk.
Prerequisite: Read Thoughts •
Cost: 1 Rouse check for night-folk. Free against mortals.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. If the victim has a Supernatural Tolerance score, they can read one surface thought of the vampire’s for every surface thought the vampire reads of theirs. If the vampire has some of the victim’s blood in their system, they can’t read any of the vampire’s surface thoughts.

Shatter the Shroud

(Potence •• amalgam)
With Auspex, Kindred can see through the shrouds of Obfuscate and other supernatural powers used to hide. This Devotion extends that ability with force, shattering those gifts and exposing their users for the world to see. Whenever the vampire wins a Clash of Wills roll to pierce a hiding power, the victim’s hiding power ends immediately. They can re-activate it normally, but for a moment, everyone sees them and knows where to look for them.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.

Watchdog

The vampire can choose one of their ghouls to use their Auspex dots while they are helpless, sealing their choice by feeding the ghoul a Rouse check’s worth of their vitae. The ghoul can thereafter use whatever Auspex Devotions the vampire knows while the vampire is in daysleep or torpor. The ghoul may also have the vampire pay any associated Rouse costs. Most domitors discipline their ghouls not to use their powers frivolously—or simply tell them they will slake their master’s thirst if they do. The vampire can change which ghoul benefits from this Devotion by feeding another ghoul a Rouse check’s worth of vitae.
If a ghoul takes this Devotion, they can use their domitor’s Auspex dots as described above, even if their domitor doesn’t know this Devotion. Independent ghouls can use the Auspex dots of whatever vampire they last drank from.


Uncommon Devotions


Medium

The vampire senses whenever ghosts are nearby. If the vampire performs a seance, they can also hear and understand the summoned ghost perfectly, as if the ghost were speaking aloud. (Vampires without this Devotion can still summon ghosts, but must rely on ouija boards or similar communicative aides for ghosts to make themselves understood beyond vague signs.)
Cost: 1 Rouse check to perform a seance.

Sense Sin

This Devotion functions as Sense Sin, except the vampire can also use it on true night-folk.
Prerequisite: Sense Sin •

Solidsight

By concentrating, the vampire can see through solid barriers up to a foot thick. This can allow them to see behind walls and doors, the contents of briefcases or other containers, and so on.
Duration: Scene.


Auspex ••• Devotions


Auspex.jpg


Common Devotions


Consanguineous Telepathy

The vampire can mentally transmit words and images to nearby people (range of normal sight or hearing) without speaking aloud. They can respond back with words and images of their own. Unlike the four-dot Telepathy Devotion, this Devotion doesn’t allow the vampire to view the target’s memories.
Prerequisite: The target must share blood sympathy with the vampire or have the vampire’s blood in their system.

Heighten Sight

The vampire can extend their second sight to another character, granting them use of a single Auspex Devotion the vampire knows. Roll the character’s Attribute + Auspex dots (if any) for the dice pool.
Prerequisite: The vampire must touch the character.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: Scene.

Puppeteer

(Dominate ••• amalgam)
By concentrating, the vampire can perceive through the senses of a victim who’s fully blood bound to them or under the effects of a non-permanent Dominate Devotion they’ve used. The vampire can also speak through the victim’s mouth in their own voice.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene.

Sanguine Awareness

The vampire can extend their senses into an object, person, or location they’ve marked with their blood. The vampire can perceive everything as if they were there themselves. The vampire’s body is blind and insensate while the vampire extends their senses in this manner, but the vampire can switch their senses between their blood and their body with a thought. Smearing or diluting the vampire’s blood breaks their sensory connection.
Cost: 1 Rouse check, plus 1 additional Rouse check for every time the vampire switches their senses between their blood and their body. Reduce this cost by 1 Rouse check at Blood Potency 4+.
Duration: One night.

Share Senses

By reaching out with their mind, the vampire can tap into another person’s senses, seeing, hearing, and feeling what they do. The vampire remains aware of their own perceptions, though the effect takes some getting used to. Night-folk know when they are being perceived through by this Devotion, but not by who. Targets with Auspex or similar extrasensory powers detect the vampire’s specific presence if the vampire doesn’t succeed on a Clash of Wills.
Prerequisite: The target must be within range of the vampire’s blood sympathy, have some of the vampire’s blood within their body, or be within the vampire’s line of sight.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 target’s Composure + Supernatural Tolerance) + 1. Don’t roll if the target is willing or a non-agitated mortal. On a setback, or if the target is asleep, torpid, or unconscious, the vampire just sees black. It is thus impossible to tell if a target is deliberately keeping the vampire out or if something has happened to them.
Duration: Scene.

Soulgaze

The vampire can stare into someone’s eyes and receive visions about the state of their soul. The vampire can ask questions related to the target’s character, such as how trustworthy they are, how a topic makes them feel, ways they’ve been hurt in the past, etc. The vampire can’t use this Devotion to find out specific information (e.g., “Where did you hide the documents?”).
There are two risks associated with this Devotion:
First, targets with a Supernatural Tolerance trait receive a similar vision of the vampire’s soul, and can ask as many questions as the vampire does, as if they had used this Devotion on the vampire themselves. Targets don’t receive any vision if the vampire has some of the target’s blood in their system.
Secondly, if the target has higher Corruption than the vampire, the vampire must make a Resolve + Composure roll (DC = 2 + target’s Corruption + target’s Supernatural Tolerance – vampire’s Corruption – vampire’s Blood Potency). On a setback, the vampire accrues Stains equal to (target’s Corruption – vampire’s Corruption) and is momentarily stunned and distracted, causing their next roll to take Disadvantage. Some vampires with high Corruption can actually use this Devotion as an offensive weapon to throw foes off-guard, if inclined to allow those foes a look into their soul.
Prerequisite: The vampire must make eye contact with the target. Targets who don’t want to make eye contact can avoid it if the vampire gets a setback on a Social roll to catch their gaze.
Cost: 1 Rouse check, plus 1 additional check per question asked beyond the first impression. Reduce this Rouse cost by 1 at Blood Potency 4+.

The Spirit’s Touch

The vampire can read psychic impressions off of objects.
Cost: 1 Rouse check at Blood Potency 0-3. First use in a scene is free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex
DC: 2. Every success lets the vampire ask one question about a touched objects or location’s history. “Answers” appear as flashes of memory that may make more sense with context or prior knowledge. Objects and locations with dark enough histories may trigger a Resolve + Composure roll to avoid accruing Stains.


Uncommon Devotions


Cleansing Impression

(Obfuscate •• amalgam)
The vampire can neutralizes psychic impressions on objects around them. Anyone who examines an affected item with The Spirit’s Touch or any other form of past sensing gets the impression that no one has ever touched it and nothing has ever happened to it. Many seers find this sensation disturbing the first time they experience it. Once an item has been cleansed, it remains void of impression until something meaningful happens to it.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

Eyes of Chaos

The vampire can find fleeting clarity hidden in insanity. They may scrutinize the “patterns” of a person’s soul, the convolutions of a vampire’s inner nature, or even random events in nature itself. Malkavians with this power often have (or claim to have) knowledge of the moves and countermoves of the great Jyhad, or the patterns of fate.
Prerequisite: The vampire must be a Malkavian or have an insanity-related Flaw.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: (1/2 subject’s Composure + Supernatural Tolerance) + 1 or varies by intricacy of the pattern sought. Reading the message locked in a coded missive might be (1/2 subject’s Manipulation + Subterfuge), while seeing the doings of an invisible hand in such events as the pattern of falling leaves might be a flat DC 5. Every success provides one piece of insight.
Secrets revealed via Eyes of Chaos are tantalizing symbols adrift in a sea of madness and are delivered in terms of allegory rather than facts: “The man before you appears as a crude marionette, with garish features painted in bright stage makeup, and strings vanishing up into the night sky.” Avoid stating plainly, “You learn the ghoul is a methuselah’s pawn.”

Message In A Bottle

(Dominate •• amalgam)
The vampire can manipulate an item’s psychic imprint. Anyone who later uses The Spirit’s Touch or similar powers on the item receives a short vision of the vampire’s choice, about 15–30 seconds’ worth. Typical applications for this Devotion include securing messages (at least, secure from people without mid-range Auspex) and planting evidence with false impressions.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One year.

Mnemonic Draught

The vampire can plunder the memories of vessels they feed from. For every 1 Hunger the vampire slakes from a victim, they can view one scene’s worth of memories from the victim’s past.
Cost: 1 Rouse check per memory viewed. First use in a scene is free at Blood Potency 4+.

Mnemorursus

The vampire can relive one of their own memories from a third person perspective. They can find out things they might have missed at the time, such as making Empathy checks against other people in the room, Perception checks to pick up additional details, etc.
Prerequisite: The vampire must have a physical reminder of their memory present.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Intelligence + Auspex.
DC: Varies by how strong the reminder is. Every success allows the vampire to discern one detail they didn’t make out the first time. Using this Devotion more than once on the same memory increases the DC by 1 each time.

Paravocalization

By envisioning someone in their head, the vampire can talk to them as if they were next to each other. This Devotion isn’t telepathy—the person can physically hear the vampire’s voice, and so can anyone nearby. The person the vampires contacts can verbally reply back. Many mortals are likely to react with fear and/or question their own sanity when they hear an invisible voice.
Prerequisite: The target must be within range of the vampire’s blood sympathy, have some of the vampire’s blood within their body, or be within the vampire’s line of sight.
Cost: 1 Rouse check per sentence (the GM may charge extra for overly long sentences). Reduce this Rouse cost by 1 at Blood Potency 4+.

Touch of Death

The vampire can read psychic impressions off of corpses. This Devotion is widely shared among the Samedi.
Cost: 1 Rouse check at Blood Potency 0-3. First use in a scene is free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + Auspex
DC: 2. Every success lets the vampire ask one question about the corpse’s state and the immediate circumstances of its death. “Answers” appear as flashes of memory that may make more sense with context or prior knowledge. Corpses with traumatic enough deaths may trigger a Resolve + Composure roll to avoid accruing Stains.


Auspex •••• Devotions


Auspex.jpg


Common Devotions


Prediction

Some people can finis others’ sentences. Vampires with Prediction sometimes begin other peoples’ sentences. Prediction is a constant low-level telepathic scan of everyone nearby. Whenever someone something or takes an action, the vampire’s player can declare they saw it coming and take another action before the other person’s: whatever message the GM posted was actually just an Auspex-induced premonition. The vampire’s player must use this Devotion immediately after the GM’s posted message, and the vampire may not be able to stop what they see from happening. This Devotion only grants a chance to alter the future, not certainty of it.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
DC: (1/2 subject’s Composure + Supernatural Tolerance) + 1.

Share Awareness

The vampire can cause a subject to perceive the same things the vampire perceives through other Auspex Devotions. For example, a vampire using Read Thoughts could allow the subject to read the victim’s mind too. They could also let the subject see in the dark with Nightsight or sense ghosts with Medium. The vampire couldn’t, however, let the subject communicate through Telepathy or take the subject with the vampire when they used Twilight Projection, as those Devotions do more than just perceive things.
Cost: 1 Rouse check per subject affected, in addition to the Devotion’s original Rouse cost.
Duration: Scene or original Devotion’s duration, whichever is less.

Share Senses

This Devotion functions like the three-dot version of Share Senses, except it no longer costs a Rouse check for anyone who has the vampire’s blood in their system. The vampire can freely observe events through their ghouls’ eyes at any point. This Devotion still takes a dice roll if the target isn’t willing to let the vampire share their senses.
Prerequisite: Share Senses •••. Also as three-dot Share Senses.
Cost: 1 Rouse check unless the target has the vampire’s blood in their system.
Dice Pool: (Intelligence or Wits) + Auspex.
DC: As three-dot Share Senses.
Duration: Scene.

Telepathy

The vampire can mentally transmit words and images to nearby people (range of normal sight or hearing) without speaking aloud. They can respond back with words and images of their own. The vampire can also probe deeper to read the victim’s surface thoughts or view the victim’s memories as if the vampire had been there themselves. Victims with Supernatural Tolerance scores can tell whenever a foreign mind is invading theirs in this way, but can’t specifically identify the vampire as the invading mind.
Prerequisite: Read Thoughts •, Read Thoughts ••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + Auspex. Don’t roll against non-agitated mortals.
DC: (1/2 victim’s Composure + Supernatural Tolerance) + 1. Every success lets the vampire view one scene’s worth of memories or ask about one of the victim’s surface thoughts. Sufficiently dark and disturbing memories may trigger Resolve + Composure rolls to avoid involuntary Corruption.
Mentally transmitting words and images, and “hearing” a telepathic response the subject chooses to transmit back, doesn’t have a Rouse cost or take a dice roll.


Uncommon Devotions


Command from Afar

(Dominate • or Presence • amalgam)
The vampire can mentally communicate a single sentence over nearly any distance to any individual who is under their thrall. The target intuitively knows where the message comes from. The target is under no particular compulsion to obey, beyond whatever compulsion normally attached to whatever power the vampire has used to enthrall them. This Devotion has lost much of its former value since the advent of the cellphone, but many Kindred still swear by its security.
Prerequisite: The victim must be blood bound (any stage) to the vampire, or be under the effects of a Dominate or Presence Devotion to override their free will. It also must be night where the vampire and their victim are.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.

Heart’s Desire

(Obfuscate ••• amalgam)
The vampire can reach into a victim’s heart and create an image of their greatest desire. This image always manifests as a material object. For example, if the target desires a specific lover, they’ll see a letter from that person professing their love. Phuri Dae and Brahman Ravnos use this Devotion to gain influence over others. Many people, faced with their heart’s desire, are likely to do anything to achieve it.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + (Auspex or Obfuscate).
DC: (1/2 victim’s (Wits + Supernatural Tolerance) + 1. Once the vampire creates the object, they can exted its duration or recreate it at will without a dice roll (though still with two Rouse checks).
Duration: Scene.

Mnemonic Draught

This Devotion functions like the three-dot Mnemonic Draught, except the vampire must kill their victim by draining their blood. Thereafter, the vampire can make Rouse checks to relive the victim’s memories as often as they want. They’re part of the vampire now.
As exsanguination doesn’t destroy Kindred, the vampire can only use this Devotion on other vampires by diablerizing them. It works normally on other night-folk that can be killed by exsanguination.
The Mnemosyne bloodline of Malkavians are believed to have created this Devotion, and many additional ones with further powers over memory.
Prerequisite: Mnemonic Draught •••

Psychic Assault

(Potence •••• amalgam)
The vampire can psychically attack a victim without raising a hand. The vampire’s attacking dice pool is (Intelligence or Wits) + Auspex + Potence. This Devotion causes immense internal injury to the victim, who looks to onlookers as if they are experiencing an agonizing seizure. Medical examination shows the cause of death to be a heart attack, aneurysm, or similar cause.
Prerequisite: The vampire must touch or make eye contact with the victim.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.

Sixth Sense

The vampire can see, hear, and speak to ghosts without effort. They don’t need to resort to ouija boards, seances, or other mystical (and potentially error-prone) means to locate a ghost and establish contact with it—the vampire can simply walk up to ghosts and start talking. However, ghosts are drawn to such mediums like moths to a flame. Although they are warier around vampires than mortals, the vampire must frequently deal with their pleas, ravings, and entreaties.
Prerequisite: Medium •••

Telepathic Command

(Dominate • amalgam)
The vampire can use Dominate on victims telepathically, without any need to speak aloud. The vampire still must maintain eye contact with the victim.

Victual from Afar

(Celerity ••• or Fortitude ••• amalgam)
The vampire can feed their ghouls blood remotely, mystically transporting vitae from their veins into their ghouls’ across any distance within the same city. Blood transmitted beyond this distance costs a “surcharge” of one Rouse check per 500 miles. The vampire still needs to use other powers if they want to know how badly their ghouls need blood, but it’s useful if a ghoul disappears, can call their domitor over the phone, or if the vampire is physically prevented from reaching a servant they know can help them.
If a ghoul takes this Devotion, their domitor can send blood only to them, but the ghoul can telepathically request blood at any point. The ghoul can’t communicate anything besides a wordless hunger for blood. Most domitors severely discipline their ghouls to only use this Devotion in emergencies, but addicts will do anything for a fix.
Unlike most amalgam Devotions, the vampire and the ghoul can split the prerequisites between each other. For example, a vampire with Auspex 4 and no dots in Celerity or Fortitude could still take this Devotion, but could only send blood to ghouls with Celerity 3 or Fortitude 3. A ghoul with Auspex 4 and no dots in Celerity or Fortitude could also take this Devotion, so long as their domitor has Celerity 3 or Fortitude 3.


Auspex ••••• Devotions


Auspex.jpg


Common Devotions


Clairvoyance

By closing their eyes and entering a light trance, the vampire becomes master of their surroundings. In a few minutes they 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. This takes (Resolve or Intelligence) + Investigation rolls like normal.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.

Telepathic Web

This Devotion functions as Telepathy, except the vampire can serve as a “switchboard” between multiple individuals. Anyone nearby the vampire chooses can telepathically communicate with anyone else nearby the vampire chooses. The vampire always hears whatever thoughts people in their web transmit, even if they don’t mean to include the vampire.
Prerequisite: Read Thoughts •, Read Thoughts ••, Telepathy ••••
Cost: 1 Rouse check per included individual. Reduce this cost by 1 Rouse check at Blood Potency 6+.
Duration: Scene.

Telepathy

This Devotion functions like the four-dot Telepathy, except the vampire can telepathically communicate over an area up to one square mile. The vampire can communicate even further by making 1 Rouse check per extra mile. The vampire still must be within normal range to view someone’s memories.
Prerequisite: Read Thoughts •, Read Thoughts ••, Telepathy ••••

Twilight Projection

The vampire can detach their soul from their body, which falls into torpor. The vampire’s detached soul is invisible, incorporeal, and linked to their body by a silver cord. The vampire can travel miles in the blink of an eye and even leave the earth altogether for the Underworld or Astral Plane. The vampire can speak and make themselves visible to some people if they choose, but can’t use any Disciplines or supernatural powers besides Auspex. Characters with Auspex or similar extrasensory powers see the vampire with a Clash of Wills. The vampire’s soul can only be harmed by supernatural attacks. Ghosts, spirits, and other ephemeral entities can interact with the vampire as if they were physically solid and vice versa.
Cost: 1 Rouse check, and 1 additional check per night the vampire spends out of their body. Reduce this Rouse cost by 1 at Blood Potency 6+.
Duration: Indefinite.


Uncommon Devotions


Expel Soul

(Potence ••• amalgam)
The vampire can punch someone’s soul out of their body after defeating them in combat. This functions like Twilight Projection, except the victim’s expelled soul only travels as fast as their body walks. The bodies of mortal and ghoul victims fall into an apparent coma-like state. The vampire can see and hear the victim’s expelled soul normally. If the victim leaves the area, the vampire can effortlessly find them by following the silver cord linking their soul to their body. Powers to possess or take over the victim’s body succeed without a roll.
Prerequisite: Twilight Projection •••••
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Permanent. The bodies of vampiric victims continue to make daily Rouse checks and eventually fall into torpor. The bodies of mortals and ghouls eventually die if not fed and hydrated, releasing the victim’s soul to its final destination. The vampire can rejoin the victim’s soul with their body at any time, as can other soul-manipulative powers with a Clash of Wills.

Material Projection

(Potence ••• amalgam)
This Devotion functions as Twilight Projection, except the vampire can physically interact with the world around them. The vampire’s astral form becomes visible to anyone they physically attack.
Cost: 1 Rouse check per physical action that takes a dice roll.
Prerequisite: Twilight Projection •••••

Mirror Reflex

This Devotion was developed by a Toreador elder who made a fearsome reputation through her fencing prowess, acting as a hired champion in dozens of Ventrue duels. Mirror Reflex is similar to Prediction in that it is essentially a low-level telepathic scan of an opponent, but this power taps into physical (rather than social) reflexes, allowing the character to anticipate an enemy’s moves in personal combat. The vampire can add their (Wits, Intelligence, or Resolve) + Auspex dots to Brawl, Firearms, and Melee rolls against opponents instead of Strength, Dexterity, and Stamina.

Spectral Puppeteer

(Dominate ••••• amalgam)
Only a few Malkavians and Tremere have mastered this diabolical art, which functions as Twilight Projection except for how the vampire can also use the Possession Devotion while in astral form. If the vampire succeeds in displacing the victim’s soul, their astral body flows into the victim’s mouth and assumes control. If the vampire leaves the victim voluntarily, their astral form reforms outside the victim’s body and may continue moving and acting normally. The death of a possessed victim instantly evicts the vampire and severs their astral cord, forcing them to walk back to their body at normal speed. This Devotion is often used to discredit or frame rivals while establishing a perfect alibi for the vampire.
Prerequisite: Twilight Projection •••••


Disciplines Portal


Malism
Auspex
Sorcery
Celerity
Dom
Animalism
Auspex
Blood
Sorcery
Celerity
Dominate
Fort
Obf
Pote
Pres
Prot
Fortitude
Obfuscate
Potence
Presence
Protean

Auspex

Blood and Bourbon Calder_R Calder_R