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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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animalism • auspex<br />

being overwhelmed by excessive stimuli. Sudden or severe occurrences such as a gun report<br />

or fl ash bulb in the eyes can distract the character unless the player succeeds on a Resolve<br />

draw. Failure disorients the character, making him effectively unaware of his surroundings<br />

until the end of the following turn.<br />

CLASH OF WILLS<br />

Although Auspex is a potent Discipline, especially at high levels of mastery, a given<br />

Kindred’s execution of it is not always fl awless. Other supernatural powers and abilities<br />

can cloud or contest the power of Auspex, the most common of these being Obfuscate<br />

— the direct opposite of Auspex, in many ways.<br />

<strong>The</strong> heart of any Auspex-versus-Obfuscate contest is a clash of mighty wills, for both<br />

powers stem from and rely upon the power of the Kindred mind. When a character<br />

with Auspex uses his acute senses to see through another’s Obfuscate, make a contested<br />

draw of Wits + Investigation + Auspex versus Resolve + Stealth + Obfuscate. Whoever<br />

accumulates the most successes wins the battle of wills. Ties go to the defender,<br />

usually the Obfuscate user. Most of the time, ties result in the Obfuscated character<br />

remaining hidden (as the Auspex-user is the initiator), but not always. In the event<br />

that a vampire uses Obfuscate right in front of a Kindred with Auspex, the hiding<br />

character is the challenger, as it is he who tries to hide in plain sight.<br />

To activate Obfuscate, perform the appropriate test with your Storyteller. For<br />

as long as you maintain that fi rst invocation of Obfuscate, indicate the number<br />

of successes gained on that test by the number of fi ngers extended as part of the<br />

invisibility symbol. Similarly, on the fi rst invocation of Auspex for the purposes of<br />

looking through invisibility, run the appropriate draw with your Storyteller and<br />

display a number of fi ngers equal to your successes in the symbol for supernatural<br />

sight. When trying to see through an Obfuscated character’s invisibility, indicate your<br />

Auspex successes to her; she will in turn indicate her number of Obfuscate successes.<br />

Obfuscate and Auspex users cannot re-test for their powers if they are dissatisfi ed<br />

with their number of successes: Obfuscate users test again only after dropping and<br />

re-establishing Obfuscate. Auspex users must make another Auspex test every hour<br />

to fi nd their current number of successes. For larger games, the Storyteller running<br />

the Obfuscate or Auspex test should write the number of successes gained on Auspex<br />

or Obfuscate on a card for the character to ensure that no miscommunication with<br />

other Storytellers takes place.<br />

Obfuscate is not the only supernatural ability with the potential to foil the clarity of<br />

Auspex. For example, a character using the Twilight Projection power might be seen by<br />

a character using the Heightened Senses power. <strong>The</strong> general rule of thumb is to apply<br />

the same system, but in regard to whatever mechanic is used: Wits + Investigation +<br />

Auspex is still drawn for the perceiving character, and Resolve + an appropriate Skill<br />

+ the Discipline in question is drawn for the defender.<br />

• HEIGHTENED SENSES<br />

When this power is activated, all of the vampire’s senses sharpen to a razor’s edge, effectively<br />

doubling both the range and clarity of all stimuli received. Heightened eyesight allows the<br />

vampire to perceive the most minute details of objects at great distances, while a heightened<br />

sense of smell might alert a character to the presence of trace amounts of alcohol on a mortal’s<br />

breath. Kindred with this power also have the option of magnifying a single sense, as opposed<br />

to all fi ve, in order to better block out unwanted stimuli from other sources. Note, however,<br />

that the risk of sudden distraction remains, regardless of how many or how few senses are<br />

currently heightened. (Note that vampires do not breathe. As such, the Kindred do not smell<br />

unless they actively will themselves to do so, and thus cannot be overwhelmed suddenly by<br />

smells unless they are actively smelling at the time.)<br />

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