Difference between revisions of "Auspex - V20"
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− | <span style="font-size:large">●●</span> <span style="color:#800000;"> ''' | + | <span style="font-size:large">●●</span> <span style="color:#800000;"> '''Beckoning''' </span><br> |
+ | The vampire’s connection to the Beast grows strong | ||
+ | enough that he may call out in the voice of a specific | ||
+ | type of animal — howling like a wolf, shrilling like a | ||
+ | raven, etc. This call mystically summons creatures of | ||
+ | the chosen type. Since each type of animal has a different call, Beckoning works for only a single species | ||
+ | at a time. | ||
− | + | All such animals within earshot are summoned, and | |
+ | some percentage of them will heed the Beckoning if it | ||
+ | is successful. While the vampire has no further control | ||
+ | over the beasts who answer, the animals who do are | ||
+ | favorably disposed toward him and are at least willing | ||
+ | to listen to the Kindred’s concerns. (The vampire can | ||
+ | then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at | ||
+ | Storyteller discretion.) | ||
+ | <span style="color:#800000;">'''System:'''</span>The player rolls Charisma + Survival (difficulty 6) to determine the response to the character’s | ||
+ | call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no | ||
+ | animals of that type are within earshot, the summons | ||
+ | goes unanswered. | ||
+ | |||
+ | The call can be as specific as the player desires. A | ||
+ | character could call for all bats in the area, for only the | ||
+ | male bats nearby, or for only the albino bat with the | ||
+ | notched ear he saw the other night. | ||
+ | |||
+ | <span style="color:#800000;">'''Successes -- Result'''</span><br> | ||
+ | 1 success -- A single animal responds.<br> | ||
+ | 2 successes -- One-quarter of the animals within earshot respond.<br> | ||
+ | 3 successes -- Half of the animals respond.<br> | ||
+ | 4 successes -- Most of the animals respond.<br> | ||
+ | 5 successes -- All of the animals respond.<br> | ||
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Revision as of 14:26, 30 November 2020
Introduction
Auspex gives the vampire uncanny sensory abilities. She starts with the capacity to heighten her natural senses significantly, but as she grows in power, she can perceive psychic auras and read the thoughts of another being. Auspex can also pierce through mental illusions such as those created by Obfuscate — see the sidebar “Seeing the Unseen” on p. 142 for more.
However, a vampire with Auspex needs to be careful. Her increased sensory sensitivity can cause her 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 unless her player makes a Willpower roll to block them out (difficulty of at least 4, although the more potent the source of distraction, the higher the difficulty). Failure overwhelms the character’s senses, making her oblivious to her surroundings for a turn or two. While the Malkavians and Toreador are more prone to these kinds of distractions, the Tremere and Tzimisce aren’t immune.
Dots in Perception are very useful for using Auspex powers, as more successes help the character gain more sensory information.
● Heightened Senses
This power increases the acuity of all of the vampire’s senses, effectively doubling the clarity and range
of sight, hearing, and smell. While her senses of taste
and touch extend no farther than normal, they likewise become far more distinct; the vampire could taste
the hint of liquor in a victim’s blood or feel the give of
the board concealing a hollow space in the floor. The
Kindred may magnify her senses at will, sustaining this
heightened focus for as long as she desires. At the Storyteller’s option, this may make hunting easier.
Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy, or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction, an especially sudden or potent stimulus (like the glare of a spotlight or a clap of thunder) can blind or deafen the Kindred for an hour or more.
System: It takes a reflexive action to activate this ability, but no roll or other cost is required. In certain circumstances, dice rolls associated with using the character’s sense (such as Perception + Alertness) decrease in difficulty by a number equal to the character’s Auspex rating when the power is engaged.
Caveat: As a house rule we have changed this power, it gives you a number of extra dice equal to your Auspex rating on all Perception rolls.
The Storyteller may also use this power to see if the character perceives a threat. In this case, the Storyteller privately rolls the character’s unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances. For example, sensing that a pistol is pointed at the back of the character’s head may require a roll of difficulty 5, while the sudden realization that a rival for Primogen is planning her assassination may require a 9. Note that even this “precognition” comes only as a result of interpreting details the Kindred is able to notice. It’s not an all-purpose insight or miraculous revelation.
At the character’s discretion, she may selectively heighten one specific sense, rather than leaving them all on. In these cases, the difficulty to perceive stimuli using that sense drops by one, but the difficulty to avoid distraction or temporary bedazzlement increases by one.
This power does not let characters see in pitch darkness, as does Eyes of the Beast (p. 199), but it does reduce difficulty penalties to act in such darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell, or otherwise detect her foe.
●● Beckoning
The vampire’s connection to the Beast grows strong
enough that he may call out in the voice of a specific
type of animal — howling like a wolf, shrilling like a
raven, etc. This call mystically summons creatures of
the chosen type. Since each type of animal has a different call, Beckoning works for only a single species
at a time.
All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Whispers on individual animals to command them, which may be at a decreased difficulty at Storyteller discretion.)
System:The player rolls Charisma + Survival (difficulty 6) to determine the response to the character’s call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered.
The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
Successes -- Result
1 success -- A single animal responds.
2 successes -- One-quarter of the animals within earshot respond.
3 successes -- Half of the animals respond.
4 successes -- Most of the animals respond.
5 successes -- All of the animals respond.
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