07.01.2013 Views

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

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

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

In order to avoid potential problems, players with active Heightened Senses should use the<br />

standard hand signals to indicate heightened hearing, vision or other senses when they fi rst<br />

enter a room or meet another character, or else simply make an out-of-game announcement<br />

when they raise or lower their Heightened Senses.<br />

Cost: —<br />

Test Pool: This power typically involves no draw. <strong>The</strong> player simply activates the power and<br />

explains to the Storyteller what his character is doing and with which sense(s). <strong>The</strong> Storyteller<br />

responds by relating whatever information can be gleaned. <strong>The</strong> only time a draw comes into<br />

play for Heightened Senses is when the Storyteller wishes to permit the character a chance<br />

to perceive an imminent threat. In this case, the Storyteller may allow the player to add her<br />

character’s Auspex dots to a surprise draw (Wits + Composure — see the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong><br />

rulebook, p. 48).<br />

Heightened Senses may also come into play with task cards marked “Heightened Senses”<br />

or “Heightened Sense X” (where X is a particular sense), which allow users of this Discipline<br />

a chance to glean extra information beyond what characters with lesser senses can obtain.<br />

This power allows a vampire to see in pitch-black darkness.<br />

Roleplaying: Appropriate hand signals.<br />

Action: Instant<br />

•• AURA PERCEPTION<br />

With this mystic power, a vampire can open his perceptions to the psychic auras that surround<br />

all sentient creatures. Numerous and often-shifting hues and patterns compose these<br />

auras, and it can take many years before a vampire becomes truly profi cient at reading them<br />

correctly with any degree of regularity. Although the strongest emotions predominate, almost<br />

every individual has more than one color to his aura at any given time, and an observer can<br />

see any number of streaks or fl ashes of these other colors.<br />

“Psychic colors” change with the subject’s mental or emotional state, creating an ever-moving<br />

pattern that is as unique to each person as a fi ngerprint. As a rule, the more powerful the<br />

emotions, the more intense the colors, but even this guideline is betrayed by any number of<br />

circumstantial mitigating factors. All the same, practice makes perfect; a true master auraperceiver<br />

learns to understand the signifi cance of each whorl and eddy.<br />

Due to the peculiar nature of such creatures’ auras, this power can be used as a means of<br />

detecting other supernatural entities. <strong>Vampire</strong> auras, for example, tend to be extremely pale,<br />

regardless of the colors. Werewolf auras are quite the contrary, nearly frantic in their intensity.<br />

Mage auras sparkle with power. Ghostly auras fl icker like guttering candles.<br />

A table has been provided detailing the correspondences between different moods and the<br />

colors of the aura, as well as the different auras of various supernatural creatures. Auspex users<br />

are expected to learn these colors as part of using the Discipline, as well as to help others<br />

answer correctly. It is recommended for fl avor and atmosphere that other players learn these<br />

colors whenever possible. Failing that, however, if a player does not know the proper aura<br />

colors, it is certainly permissible for them to answer just by naming their emotions and/or<br />

the differences in their aura, if any.<br />

Cost: —<br />

Test Pool: Intelligence + Empathy + Auspex – subject’s Composure<br />

Action: Instant. Though this power is an instant action, it takes more than just a fl eeting<br />

glance to see the detail in an aura. A character must scrutinize her subject’s aura uninterrupted<br />

for between two turns and one minute to glean information from it, though only the single,<br />

immediate draw is necessary to determine if she can read it successfully.<br />

160<br />

chapter two: character

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!