Anima Gathering
The power of Psychic Projection allows limitless exploration. However, many of the experiences that it grants cannot be adequately conveyed to individuals who cannot share them. Other would-be observers on the astral plane are left blind and deaf. The viziers believe Anima Gathering originated as a technique for leading warrior-caste mystics on vision quests. It allows a willing seer to bring a small group of companions into the astral realms with him.
System: All individuals who want to benefit from Anima Gathering must be in physical contact with the character who possesses the power or with someone who is in contact with him - in effect, they must form an unbroken chain of participants.
The player spends one blood point for each "follower" the character wishes to bring into the astral realm, up to a maximum of his Wits. He then leaves his body as per the system for Anima Walk (Psychic Projection). As long as they remain in physical contact with the character, all followers are treated as if they know Psychic Projection, regardless of their actual Auspex ratings (if any). This temporary power functions as if each follower had rolled a number of successes that the "leader" rolled.
On the astral plane, followers remain within close proximity to their leader - within 100 feet or so - tethered to him by a thin silver leash. They may not break this connection. This imposes no penalties save for a faint awareness of the leader's location at all times.
Any follower who loses her physical connection to the character instantly returns to her body and loses a number of temporary Willpower points equal to 9 - the character's Wits. If this reduces her to zero Willpower, she falls unconscious until the next sunset.