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.
Cost: Free

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.
Cost: Free

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.
Requirement: 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) + (applicable Skill) + 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.
Cost: Free

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) + (applicable Skill) + Auspex
DC: (1/2 target’s [Resolve + 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.
Cost: Free

Read Thoughts

The vampire can read people’s surface thoughts—things they’re immediately thinking that have no bearing beyond the current scene. For example, the vampire could find out that someone is wearing a suicide vest under their clothes to assassinate the prince at Elysium, but not that another vampire ordered them to last week. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
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) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success lets the vampire read one surface thought.

Taste for Blood

The ghoul is an aficionado of vitae, and can sense what they need in the same way that vampires can. With a sample of someone’s blood, the ghoul can discern details such as clan, Blood Potency (characters with Blood Potency 0 are ghouls or thin-bloods), 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.
Requirement: The ghoul must taste the blood they want to analyze.
Cost: Free
Dice Pool: Wits + Composure + Auspex
DC: 2. Every success lets the ghoul discern one detail. On a setback, the ghoul 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

Telepathy

The vampire can wordlessly communicate with anyone who has some of the vampire’s blood in their system (or anyone whose blood the vampire has in their system). The vampire can also communicate with anyone they’re physically touching. This communication is heavily abstract, limited to gut impulses or aversions, flitting mental images, and strong emotions.
Ghouls who take this Devotion can only communicate vampires whose blood they have in their system, and only while they’re physically touching.
Cost: Free


Uncommon Devotions


Sense Sin

The vampire can ask questions about a mortal’s sins: 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, but about a narrower topic. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
This Devotion is widely taught among Sanctified vampires, but no one seems to know where it originally came from.
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) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success that meets or exceeds the DC lets the vampire ask one question about the victim’s sins

Speed of Thought

(Celerity •• amalgam)
The vampire can extend the benefits of Posthaste • to repetitive mental tasks, such as reading books, organizing papers, or working through math equations.
Posthaste •: The vampire can complete independent physical tasks (e.g., cleaning up murder scenes, digging a grave, repairing a car) in half the usual time. Unlike the higher-dot versions of Posthaste, it doesn’t violate the Masquerade for mortals to see the vampire using this Devotion, though the vampire will stand out as an extremely hard worker.
Prerequisites: Posthaste •

Unseen Sense

Choose a type of night-folk besides vampires, such as mages, werewolves, changelings, ghosts, etc. Whenever they are nearby, the vampire gets a dice roll to notice them. The vampire doesn’t know exactly where they are beyond “close.” Night-folk hidden from the vampire’s mundane senses also take a Clash of Wills.
Cost: Free
Dice Pool: (Intelligence or Wits) + (Investigation or Occult) + Auspex
DC: (1/2 lowest night-folk’s [Resolve + Composure + Supernatural Tolerance]) + 1


Auspex •• Devotions


Auspex.jpg


Common Devotions


Clear-Sighted

This Devotion functions like 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.)
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.
Prerequisite: Clear-Sighted •
Cost: Free

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.
Cost: Free

Honeyed Words

(Presence • amalgam)
This Devotion functions like Honeyed Words •, except the vampire can also use it against true night-folk.
Honeyed Words •: 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: Honeyed Words •
Cost: 1 Rouse check per warning given. Reduce this Rouse cost by 1 at Blood Potency 3+.
Duration: Scene

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.”
Duration: Until the vampire rescinds it

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.”
Cost: Free

Premonition

This Devotion functions like 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.
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.
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) + (Investigation or Occult) + Auspex
DC: (1/2 target’s [Resolve + Composure + Supernatural Tolerance]) + 1. DCs for non-personal clues and dangers vary by situation

Read Thoughts

The vampire can read people’s recent thoughts and memories—anything that concerns the past or future ~24 hours. For example, the vampire could learn that someone bought the materials to build a bomb six hours ago, or that they plan to assassinate the prince tomorrow, but not that another vampire ordered them to last week. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
Prerequisite: Read Thoughts •
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+.
Dice Pool: (Intelligence or Wits) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success lets the vampire read one thought or memory. It takes as long to view a memory as the memory itself took to play out.

Sense Kindred

The ghoul can detect vampires on sight, just like the Kindred themselves can. Vampires hidden from the ghoul’s mundane senses (such as under cover of Obfuscate) remain hidden as normal. The ghoul cannot detect other ghouls or thin-bloods with this Devotion.
Cost: Free

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+

Telepathy

The vampire can wordlessly communicate with anyone in speaking distance who shares blood sympathy with the vampire (that is, all clanmates and closer relatives). This communication is heavily abstract, limited to gut impulses or aversions, flitting mental images, and strong emotions.
Ghouls who take this Devotion can only communicate with people they’re touching or vampires whose blood they have in their system, as they lack blood sympathy.
Prerequisite: Telepathy •
Cost: Free

Twilight Projection

The vampire can detach their soul from their body, which falls into torpor. The vampire’s soul has the following properties while astrally projecting:
Incorporeal: The vampire is immaterial and can walk through walls and solid objects. Banes and supernatural attacks harm the vampire normally. Other incorporeal entities can interact with the vampire as if they were physically solid and vice versa.
Invisible: The vampire is invisible to people in the material world. Auspex and similar extrasensory powers can perceive the vampire with a Clash of Wills.
Powers: The vampire can’t use Disciplines or other active supernatural powers, likely putting them at a disadvantage against any incorporeal entities they encounter.
Senses: The vampire is deaf and mute. They can’t smell anything except blood.
Speed: The vampire floats at the same pace as a leisurely stroll.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene

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.
Cost: Free


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 ••. 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 0-4. Free at Blood Potency 5+.
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.

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.
Cost: Free

Speed of Thought

(Celerity ••• amalgam)
The vampire can extend the benefits of Posthaste •• to repetitive mental tasks, such as reading books, organizing papers, or working through math equations.
Posthaste ••: This Devotion functions like Posthaste •, except vampire can complete an independent physical task in a fraction of the normal time: for every hour the task would normally take, the vampire only spends a minute. The vampire can use this Devotion to clean up murder scenes, dig graves, fix cars, or even put together jigsaw puzzles in a blur of motion. Prolonged tasks, such as entering every possible combination into a safe with a lockout delay, simply take less time.
Posthaste •: The vampire can complete independent physical tasks (e.g., cleaning up murder scenes, digging a grave, repairing a car) in half the usual time. Unlike the higher-dot versions of Posthaste, it doesn’t violate the Masquerade for mortals to see the vampire using this Devotion, though the vampire will stand out as an extremely hard worker.
Prerequisites: Posthaste •, Posthaste ••, Speed of Thought ••

Unseen Sense

Choose a type of night-folk besides vampires, such as mages, werewolves, changelings, ghosts, etc. The vampire can automatically sense when they are nearby. The vampire can also recognize lesser night-folk associated with them, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc. Night-folk hidden from the vampire’s mundane senses take a Clash of Wills to sense as normal.
Prerequisite: Unseen Sense •
Cost: Free by default. With 1 Rouse check, the vampire can pinpoint exactly where the nearby night-folk are. The vampire can do this for free once per scene at Blood Potency 3+.


Auspex ••• Devotions


Auspex.jpg


Common Devotions


Heighten Sight

The vampire can extend their second sight to another character, granting them use of a single Auspex Devotion the vampire knows, up to a maximum level of (vampire’s Auspex – 1). Roll the character’s Attribute + Auspex dots (if any) for the dice pool.
Requirement: 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

Read Thoughts

The vampire can read people’s thoughts and memories—anything from any point in their lives. For example, the vampire could learn the full details of someone’s months-long plot to assassinate the prince. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
Prerequisite: Read Thoughts •, Read Thoughts ••
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) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success lets the vampire read one thought or memory. It takes as long to view a memory as the memory itself took to play out.

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.
Requirement: 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) + (applicable Skill) + Auspex
DC: (1/2 target’s [Resolve + 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

Shatter the Shroud

(Potence ••• amalgam)
This Devotion functions like Shatter the Shroud ••, except the victim can’t reactivate their hiding power after the vampire pierces it. The power stays down for the rest of the scene.
Shatter the Shroud ••: 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.
Prerequisite: Shatter the Shroud ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.

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.
Requirement: 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) + (Investigation or Occult) + Auspex
DC: See below. Every success lets the vampire ask one question about a touched object’s 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.

DC Connection
2 Important event happened within the same night
3 More than a night ago
4 More than a week ago
5 More than a month ago
6 More than a year ago
+0 Intense associated emotions (e.g., a murder weapon)
+1 Strong associated emotions (e.g., a wedding ring or family heirloom)
+2 Medial associated emotions (e.g., a favorite shirt)
+3 Weak associated emotions (e.g., a spare set of keys)
+4 Tenuous associated emotions (e.g., a bus ticket used once)
Telepathic Web

The vampire can serve as a telepathic “switchboard” and allow anyone within speaking distance to use any Telepathy Devotion the vampire knows (up to a maximum rating of the vampire’s Auspex -1) as if they knew the Devotion themselves. The vampire hears whatever thoughts, images, and feelings people in their telepathic web communicate.
This Devotion truly comes into its own at Auspex •••••, at which point the vampire can allow anyone to communicate intelligible sentences between each other (via Telepathy ••••). Still, even at lower levels, it can allow the vampire to set up communications networks between their ghouls, clanmates, or Kindred who’ve shared one another’s blood.
Prerequisite: Telepathy •, Telepathy ••
Cost: 1 Rouse check per individual included in the web. Reduce this cost by 1 Rouse check at Blood Potency 4+.
Duration: Scene

Telepathy

The vampire can mentally transmit complete words, sentences, and images to anyone within speaking distance who shares blood sympathy with them or who has some of the vampire’s blood in their system (or whose blood the vampire has in their system). The vampire can also use the cruder telepathy of Telepathy • and Telepathy •• with anyone nearby even if they lack a blood connection.
Ghouls who take this Devotion can only communicate with vampires whose blood they have in their system, as they lack blood sympathy.
Prerequisite: Telepathy •, Telepathy ••
Cost: Free

Twilight Projection

This Devotion functions like Twilight Projection ••, except the vampire’s soul has the following properties:
Powers: The vampire can use other Auspex Devotions whose effects are limited to the immaterial world. For example, the vampire could use Premonition, but couldn’t use Read Thoughts on a mortal (unless that mortal was also astrally projecting).
Senses: The vampire is still mute, but can smell and hear normally.
Speed: The vampire floats as fast as they can walk or run. (They can’t benefit from Celerity, though, since they can’t use that Discipline.)
Prerequisite: Twilight Projection ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene


Uncommon Devotions


Cleansing Impression

(Obfuscate •• amalgam)
The vampire can neutralize 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. First use in a night is 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) + (applicable Skill, often Occult) + Auspex
DC: (1/2 [subject’s Resolve + 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

Medium

The vampire not only senses whenever ghosts are nearby, but can communicate with them. If the vampire performs a seance, they can hear and understand a 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.
Prerequisite: Unseen Sense (Ghosts) •, Unseen Sense (Ghosts) ••
Cost: Free

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.
Requirement: 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 + Composure + 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.
Requirement: 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+.

Speed of Thought

(Celerity •••• amalgam)
The vampire can extend the benefits of Posthaste ••• to repetitive mental tasks, such as reading books, organizing papers, or working through math equations.
Posthaste •••: This Devotion functions like Posthaste ••, except the vampire can extend its benefits to other people, so long as they remain within the vampire’s line of sight for the duration of the task. Many hands can make for extraordinarily light and fast work.
Posthaste ••: This Devotion functions like Posthaste •, except vampire can complete an independent physical task in a fraction of the normal time: for every hour the task would normally take, the vampire only spends a minute. The vampire can use this Devotion to clean up murder scenes, dig graves, fix cars, or even put together jigsaw puzzles in a blur of motion. Prolonged tasks, such as entering every possible combination into a safe with a lockout delay, simply take less time.
Posthaste •: The vampire can complete independent physical tasks (e.g., cleaning up murder scenes, digging a grave, repairing a car) in half the usual time. Unlike the higher-dot versions of Posthaste, it doesn’t violate the Masquerade for mortals to see the vampire using this Devotion, though the vampire will stand out as an extremely hard worker.
Prerequisites: Posthaste •, Posthaste ••, Posthaste •••, Speed of Thought ••, Speed of Thought •••

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) + (Investigation, Medicine, or Science) + 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.

Unseen Sense

This Devotion functions as Unseen Sense ••, except the vampire can also recognize lesser night-folk associated with their chosen night-folk, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc. Night-folk hidden from the vampire’s mundane senses still take a Clash of Wills to sense as normal.
Unseen Sense ••: Choose a type of night-folk besides vampires, such as mages, werewolves, changelings, ghosts, etc. The vampire can automatically sense when they are nearby. The vampire can also recognize lesser night-folk associated with them, such as kinfolk for werewolves, ensorcelled or fae-touched mortals for changelings, etc. Night-folk hidden from the vampire’s mundane senses take a Clash of Wills to sense as normal.
Prerequisite: Unseen Sense •, Unseen Sense ••
Cost: Free by default. With 1 Rouse check, the vampire can pinpoint exactly where the nearby lesser night-folk are. The vampire can do this for free once per scene at Blood Potency 3+.


Auspex •••• Devotions


Auspex.jpg


Common Devotions


Command from Afar

(Dominate • or Presence • amalgam)
This Devotion enhances the effects of the Telepathy line of Devotions over anyone who is under the vampire’s mental sway. The vampire can communicate with such individuals over a range equivalent to as if they shared blood sympathy.
Prerequisite: Telepathy •, Telepathy ••, Telepathy •••, Telepathy ••••
Requirement: 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.
Cost: Free

Command from Afar

(Dominate ••• or Presence ••• amalgam)
This Devotion enhances the effects of the Telepathy line of Devotions over anyone who is under the vampire’s mental sway. The vampire can communicate with such individuals over a range equivalent to as if they had the vampire’s blood in their systems.
Prerequisite: Telepathy •, Telepathy ••, Telepathy •••, Telepathy ••••
Requirement: 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.
Cost: Free

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 does something, 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+.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + Auspex
DC: (1/2 [subject’s Resolve + Composure + Supernatural Tolerance]) + 1.

Read Thoughts

The vampire can read thoughts and memories people have repressed or forgotten, including by supernatural means. For example, the vampire could learn the full details of someone’s involvement in months-long plot to assassinate the prince even after another vampire used Dominate to make them forget. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
Prerequisite: Read Thoughts •, Read Thoughts ••, Read Thoughts •••
Requirement: The vampire must succeed on a Clash of Wills to unearth supernaturally buried thoughts and memories.
Cost: 1 Rouse check at Blood Potency 0-4. First use in a scene is free at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success lets the vampire read one thought or memory. It takes as long to view a memory as the memory itself took to play out

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 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.
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: Share Senses •••
Cost: 1 Rouse check unless the target has the vampire’s blood in their system.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + Auspex
DC: As Share Senses •••
Duration: Scene

Telepathy

The vampire can mentally transmit complete words, sentences, and images to anyone within speaking distance. The vampire can also communicate with anyone in the same building-sized area who shares blood sympathy with them, and anyone within a mile who has some of the vampire’s blood in their system (or whose blood the vampire has in their system).
Ghouls who take this Devotion can communicate with their domitors over a mile.
This communication is only two-way if the recipient is nearby or has a Telepathy Devotion that lets them communicate over an extended range.
Prerequisite: Telepathy •, Telepathy ••, Telepathy •••
Cost: Free

Twilight Projection

This Devotion functions like Twilight Projection ••, except its duration increases and the vampire’s soul has the following properties:
Invisible: The vampire can choose to appear before people in the material world as a translucent, ghostly apparition.
Powers: The vampire can use other Auspex Devotions that affect the material world, which opens considerably more spying opportunities. For example, the vampire coud use Read Thoughts on a mortal. The vampire can also use any Obfuscate Devotions whose effects are limited to the immaterial world.
Senses: The vampire can smell and hear normally. They can speak in a soft whisper. Their voice can’t be electronically recorded.
Speed: The vampire floats roughly as fast as a vampire with Celerity equal to their Auspex. This doesn’t confer the legendary travel capabilities that Twilight Projection ••••• is known for, but it allows the vampire’s astral form to easily outspeed many pursuers. Take Advantage on rolls to outrun anyone with lower Auspex, Celerity, or similar abilities than the vampire’s Auspex, and Major Advantage against anyone with no such abilities at all.
Prerequisite: Twilight Projection ••, Twilight Projection •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: One night


Uncommon Devotions


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.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s illusion if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + (Auspex or Obfuscate)
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Once the vampire creates the object, they can extend its duration or recreate it at will without a dice roll (though still with two Rouse checks).
Duration: Scene

Material Projection

(Potence ••• amalgam)
The vampire can physically interact with the world around them when they use the Twilight Projection line of Devotions. The vampire’s astral form becomes visible and semi-solid to people they touch or attack: anyone they try to hurt can hurt them back. If the vampire’s astral form is slain, they enter torpor as normal.
The vampire still can’t use Disciplines besides Auspex and Obfuscate at Twilight Projection ••••. They need Twilight Projection ••••• to use their full range of powers.
Prerequisite: Twilight Projection ••, Twilight Projection •••, Twilight Projection ••••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene

Mnemonic Draught

This Devotion functions like 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.
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.
Prerequisite: Mnemonic Draught •••
Cost: 1 Rouse check per memory viewed. First use in a scene is free at Blood Potency 5+.

Psychic Assault

(Potence •••• amalgam)
The vampire can psychically attack a victim without raising a hand. The vampire’s attacking dice pool is Intelligence + Wits + (Auspex or 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.
Requirement: 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: Unseen Sense (Ghosts) •, Unseen Sense (Ghosts) ••, Medium •••
Cost: Free

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.
Cost: Free

Victual from Afar

(Celerity ••• or Fortitude ••• amalgam)
The vampire can feed their ghouls blood remotely, mystically transporting vitae from their veins into their ghouls’. 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.
Cost: Free, but blood transmitted between ghouls and vampires not in the same city costs a “surcharge” of 1 Rouse check per 500 miles.


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+.

Karmic Sight

The vampire can know someone intimately at a glance. This Devotion doesn’t confer knowledge of the target’s secrets or other specific information, nor is it mind-reading: rather, the vampire comes to understand the target’s character as if they’d known them for years. In effect, this Devotion functions like Soulgaze •••, except it doesn’t require eye contact and is no longer two-way. The vampire’s soul remains opaque to the target. It’s also much more comprehensive: the GM will freely answer any number of questions the player has about the subject’s character, instead of each one costing a Rouse check. (Players should again bear in mind this Devotion won’t reveal specific secrets, and that pausing play to ask dozens of questions will annoy the GM.) Gazing upon the souls of targets with higher Corruption than the vampire still risks accruing Stains, as detailed under Soulgaze •••, but the vampire not having to bare their own soul to the target makes this Devotion somewhat safer: roll at Advantage at resist involuntary Corruption.
Prerequisite: Soulgaze •••
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+

Read Thoughts

This Devotion functions like Read Thoughts •, except the vampire can use it on other night-folk and mortals with Awareness scores without them noticing.
Read Thoughts •: The vampire can read people’s surface thoughts—things they’re immediately thinking that have no bearing beyond the current scene. For example, the vampire could find out that someone is wearing a suicide vest under their clothes to assassinate the prince at Elysium, but not that another vampire ordered them to last week. Night-folk and mortals with Awareness scores always sense whenever a foreign mind is reading their thoughts in this manner.
Prerequisites: Read Thoughts •, Read Thoughts ••, Read Thoughts •••, Read Thoughts ••••
Cost: 1 Rouse check at Blood Potency 0-5. First use in a scene is free at Blood Potency 6+.
Dice Pool: (Intelligence or Wits) + (Empathy or Subterfuge) + Auspex
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success lets the vampire read one surface thought.

Telepathy

The vampire can mentally transmit complete words, sentences, and images to anyone within the same building-sized area. The vampire can also communicate with anyone within a mile who shares blood sympathy with them, and anyone within five miles who has some of the vampire’s blood in their system (or whose blood the vampire has in their system).
Ghouls who take this Devotion can communicate with their domitors over five miles.
This communication is only two-way if the recipient is nearby or has a Telepathy Devotion that lets them communicate over an extended range.
Prerequisite: Telepathy •, Telepathy ••, Telepathy •••, Telepathy ••••
Cost: Free

Twilight Projection

This Devotion functions like Twilight Projection ••, except its duration increases and the vampire’s soul has the following properties:
Invisible: The vampire can choose to appear before people in the material world as a translucent, ghostly apparition. The vampire can choose to make themselves visible to some people and invisible to others.
Powers: The vampire can use other Auspex Devotions that affect the material world. The vampire can also use any other Disciplines and supernatural powers whose effects are limited to the immaterial world. The vampire can thus bring their full powers to bear against any incorporeal entities that attempt to waylay or destroy them, although the vampire is still well-served to remember they’re on these entities’ home ground.
Senses: The vampire can smell, hear, and speak normally. Their voice still can’t be recorded. They can also see through corporeal objects, which appear translucent.
Speed: The vampire can travel at superluminal speed, crossing miles of distance in the blink of an eye. The vampire can also travel beyond the earth to explore the Underworld and the Astral Plane. These alien realms hold rewards and perils in equal measure.
Prerequisite: Twilight Projection ••, Twilight Projection •••, Twilight Projection ••••
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: One night


Uncommon Devotions


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.
Cost: Free

Spectral Puppeteer

(Dominate ••••• amalgam)
Only a few Malkavians and Tremere have mastered this diabolical art, which allows the vampire can also use the Possession Devotion while astrally projecting. 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.
Possession •••••: The vampire takes over a victim’s body and controls it as if it were their own. The vampire’s body enters torpor. The vampire uses the victim’s Physical Attributes and their own Skills, Mental Attributes, and Social Attributes. The vampire can use any Disciplines they or the victim know by making an additional Rouse check whenever they do so. The vampire can’t use any non-vampiric supernatural powers the victim possesses, and can’t use any Disciplines during the day without spending a Story Point point whenever they do. If the victim’s body dies while the vampire possesses it, accrue a Stain.
Prerequisite: Twilight Projection ••, Twilight Projection •••, Twilight Projection ••••, Possession •••••, Twilight Projection •••••
Cost: Free


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 & Bourbon False_Epiphany False_Epiphany