Auspex

Category

This Discipline is one of extrasensory awareness, empathy and perception. Those with this Discipline tend to be strongly affected by environmental phenomena, especially beauty. Loud noises can be very disturbing. Nearly all Auspex powers require some type of Perception roll to determine how much is learned and understood.

 

System

Auspex vs Obfuscate: http://www.darkmetal2039.com/hr/auspex_vs_obfuscate Auspex vs Chimerstry: http://www.darkmetal2039.com/hr/resisting_chimerstry
System: Though the power comes into play largely through Storyteller discription, certain circumstances require the use of dice. The Storyteller secretly rolls a character's unmodified Auspex rating whenever danger might be sensed. The difficulty varies according to the circumstances (and whim). For instance, a warning that a gun has been pointed at the back of the character's head may only require a five, while the sudden realization that the prince is scheming against her at the next table may require a nine. Clarification: Players may use +oocnotes to note that they have Auspex. So other characters intending harm, even scheming, should discuss with the Auspex user over a check. Or, if absolutely necessary, staff could be asked in.
Clarification: You roll Auspex for the Auspex danger sense and Perception+Alertness for the Danger Sense merit. So if you also have Danger Sense then you roll Perception+Alertness+Auspex. Clarification: The difficulty is based primarily on how immenent the threat is and how serious. The number of successes on the roll determines how much you realize about the threat. So the more immenent the threat, like the gun pointing at you, the more likely you are to realize more of what is going on. The standard success chart works well enough. 3 successes is 'complete success' which should mean realizing enough to have a good idea of the source and immediacy of the danger.

1 - Heightened Senses System/Clarification: Per the text above, doubles your senses. No mechanical guidelines given for difficulties or dice.

2 - Aura Perception The player must make a Perception+Empathy roll (difficulty 8). The Storyteller may wish to make this roll so that the player doesn't know if he failed or botched. Each success indicates how much of the aura is seen and can be understood (see the chart below). A botch indicates a mis-leading interpretation. 1 success Can only distinguish the shade (pale or bright) 2 successes Can distinguish color as well 3 successes Patterns can be recognized 4 successes Subtle shifts can be detected 5 successes Can identify mixtures of color and pattern See the Aura Colors chart for examples of some of the predominant colors that can be found and what emotions the represent. An aura may be looked at only once with clear vision. If the character attempts to look at it again, any failure should be considered a botch, as it is very easy to imagine seeing what one wants to see when it comes to auras. Clarifications: Dark Metal has +aura code to automate this to a degree. See '+help aura'. Everyone is expected to set their aura. The code handles whether you see racial identifiers. Sparkles indicate active magic effects. Current emotions and states require discussion with target players. Either with a standalone roll or if you see the colors with +aura. Note: Deceitful is a color. This would be a way to indicate someone is lieing, for instance.

3 - The Spirit's Touch The player must make a Perception+Empathy roll. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person who left them. The number of successes determines the amount of information gained, both in terms of snapshots (images of the scene when the object was being held) and the nature of the person who was holding the object. Generally one snapshot and one aspect of the person's identity (Nature, Demeanor, aura, name, sex or age) is received for each success. Clarifications: This requires a lot of discussion. Nature and Demeanor are not currently used on Dark Metal.

4 - Telepathy The player must make an Intelligence+Subterfuge roll with a difficulty equal to the subject's Willpower. One success must be rolled for each individual item of information plucked and level of conciousness pierced. The vampire mind cannot normally be read, but a Willpower point may be spent to make the effort. After the point is spent, Intelligence+Subterfuge is rolled as normal. The Storyteller should describe the mind of the subject by using a series of adjectives akin to a stream of conciousness. This forces the player to deduce for herself what is going on in that mind. For example, you might say, 'Sullen sorrow... Where is Damien? Worry... Can't wait he hears this one! Anticipation...' As is apparent, it can be somewhat difficult to understand what is going on inside the psyche, especially in the minds of the deranged.

5 - Psychic Projection This is horribly long. I will summarize bullet points for now. -Spend a WP and roll Perception+Occult (diff varies depending on difficulty of trip) to determine how well they fare on their trip and finds the destination. -Speed up to 500 mph. -Astral self is naked. -Aura Perception and Telepathy can be used freely. -WP must be spent to interact with physical world by manifesting as a ghost-like form for a turn. -Others with Auspex may have premonitions that someone is nearby. -Rules for combat with others in astral form are included here. -Vampires do not travel in the spirit world, but they can sometimes interact with it. Ghosts and Lupines can sense them and attempt to harm them. It might require higher Auspex to get to Arcadia. Clarification: This runs in to crossover issues with mages and shifters and such with the spirit world on who can see who where.

Freebie Cost
7
Prerequisites
Vampire or Ghoul