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

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A Kindred may only read a subject’s aura once per scene (though if successful she may observe<br />

it for as long as the she concentrates in the manner described), so wise vampires observe their<br />

targets for a long time while astute players learn to choose their questions very carefully.<br />

Lastly, applied toward reading the mood of potential combatants, this power also grants its user a<br />

bonus to Initiative equal to the number of successes drawn in activating the effect. Doing so requires<br />

that the vampire speaks to or is in the proximity of intended combatants and reading them for at<br />

least one turn before a fi ght breaks out. That period of interaction allows the reading vampire to<br />

recognize that events are about to turn violent, so he can react with advanced knowledge.<br />

Aura Perception attempts performed on a vampire with whom the user shares a blood tie<br />

benefi t from a +2 modifi er (see p. 228).<br />

A situation may occur when the aura of a being is read that is supernaturally possessing<br />

another creature, for instance a ghost or spirit who has taken over a body or a vampire who has<br />

possessed someone using a Discipline. In those cases, the aura of the dominant soul who is in<br />

control of the being is visible to Aura Perception – a possessed mortal would thus show up as<br />

vampiric and even display diablerie stains if the possessor had committed the Amaranth.<br />

162<br />

OPTIONAL RULE: DECEITFUL CREATURES<br />

In a thoroughly social environment where lies are the common currency, allowing<br />

for Aura Perception to conclusive reveal a lie can be deeply problematic. Intricate<br />

webs of deceit are revealed by nothing more than a test. Complex machinations<br />

can be uncovered by the Prince’s goons almost effortlessly. Storytellers may use<br />

this optional rule: instead of conclusively showing that the subject is lying, Aura<br />

Perception merely shows fl ickers of deceit in an aura. It becomes impossible to<br />

clearly deduce whether the last statement was a lie, or precisely what the character<br />

is trying to hide. Considering the often-paranoid nature of the Danse Macabre,<br />

Aura Perception thus becomes a useful indicator of deceit rather than an infallible<br />

lie detector.<br />

••• THE SPIRIT’S TOUCH<br />

<strong>The</strong> Kindred’s powers of perception have progressed to the point that he can pick up psychic<br />

impressions from objects simply by handling them for a moment or two. Such impressions<br />

can tell the vampire who last held the object, when it was last held and even what was done<br />

with it in the past.<br />

<strong>The</strong>se psychic impressions typically come in the form of quick and cryptic images, and as<br />

with other Auspex powers, learning how to decipher the information gleaned can be a task<br />

all its own. Most impressions (and therefore, most visuals stemming from them) pertain to<br />

the last person who handled the object in question, but two circumstances usually preclude<br />

such a reading. First, a long-time owner or handler of the object leaves stronger impressions<br />

than someone who handled it briefl y, if more recently. Second, experiences associated with<br />

great emotion — be it hate, passion or fear — often linger in the form of intense psychic impressions<br />

on objects. It is these impressions that likely come to the fore over anything more<br />

recent or, in all likelihood, far less emotionally signifi cant.<br />

All that is required in order to glean information from an object by using this power is<br />

that the vampire turn the item over in his hands (or otherwise handle it) for a few moments,<br />

during which he enters a shallow trance. This trance is the gateway through which psychic<br />

snapshots arrive, and anything that prematurely disrupts the trance likely prevents any useful<br />

information from being received. <strong>The</strong> character is aware of his surroundings enough that he<br />

can react immediately to danger and suffers no penalty to do so, however. Needless to say,<br />

chapter two: character

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