Malkavian, Toreador, Tremere, Tzimisce

1 • Heightened Senses

The vampire can sharpen any or all of her senses, at will, for as long as she wants.

2 • Aura Perception

The vampire may read the aura of another.

Meanings

Aggression - purple
Anger - red
Bitterness - brown
Compassion - pink
Confusion - colors shift, and are mottled
Conservatism - lavender
Daydreaming - colors flicker sharply
Depression - gray
Desire - deep red
Diablerist - black veins in aura
Distrust - light green
Envy - dark green
Excitement - violet
Fear - orange
Frenzy - colors ripple
Generosity - rose
Excitement - violet
Fear - orange
Happiness - vermilion
Hatred - black
Idealism - yellow
Innocence - white
Love - blue
Lust - deep red
Magic-user - multicolored sparkles in aura
Obsession - green
Psychosis - colors swirl
Rage - crimson
Sadness - silver
Serenity - light blue
Spirituality - gold
Suspicion - dark blue
Vampirism - appropriate color is pale

3 • Spirit’s Touch

The vampire may touch an object, and get psychic impressions of the last one who touched it.

4 • Telepathy

The vampire may read a target’s mind.(1 WP)

5 • Psychic Projection

The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord. (1 WP per turn) In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that she may manifest as a ghostly form for one turn by spending a willpower point.

6 • Babble (Clanbook Malkavian)

The vampire can converse with a number of other targets up to her Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to her Empathy rating, at any distance.

6 • Clairvoyance(VPG)

The vampire may see and hear events in a distant place of her choice. She may also use other Auspex powers in conjunction with this one.

6 • Crododile's Tongue(Cbk Tor Rev)

A character with this power instinctively understands what one other person in a conversation (living or undead) wants to hear.

6 • The Dreaming(VPG)

The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.

6 • Eagle’s Sight(VPG)

The vampire may psychically scan a bird’s eye view of an area of a radius of two miles, from an apparent view of about 250 feet up.

6 • Genius Loci (CB: Tzi)

This power allows the Tzimisce to augment their affinity for places, enabling the vampire to tap into the "ambience" or "spirit" of the a specific place, thereby gaining insight into situations affiliated with the nature of that place. (p. 44, 2nd ed)

6 • Insight of the Talespinner (Clanbook:Toreador)

By spending a blood point, the vampire can tell a story off the top of her head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors.

6 • Prediction(VPG)

By spending a blood point, the vampire may predict a target’s next comment.

6 • Sense Emotion(VPG)

The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions.

6 • Telepathic Communication(VPG)

The vampire can converse psychically with a target in line-of-sight, project images, transmit sensory input, etc.

6 • What People Want to Hear (Clanbook:Toreador)

By spending a blood point, the vampire can know exactly what to say to get a desired response from another.

6 • Glow of the Kindred

All Kindred within the Character's line of sight glow with a pale light.

6 • All-round Vision

This allows a Cainite to view all 360 degrees around him.
System: This power operates at will, and can be combined with other Auspex powers.

7 • Ecstatic Agony (CB:Tzi)

This allows the Tzimisce to convert pain to pleasure.

7 • Melange (Clanbook:Malkavian)

The vampire can see an alternate view of reality, gaining whatever insights can be gained from the Storyteller’s descriptions, which should be confusing, gibberish, and/or bullshit.

7 • Personality Metamorph (Clanbook:Toreador)

By spending two blood points, the vampire may create a personality, and adopt it as her own. This personality has its own Nature, Demeanor, abilities, mental and social attributes, Willpower, and Humanity. Sometimes, the new personality will even have a different set of disciplines, or a different Path of Enlightenment. Usually, physical attributes and Appearance remain unchanged. This power lasts for one scene, though the vampire may pay one blood per scene to extend its effects.

7 • Soul Scan(VPG)

The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate.

7 • Spirit Link(VPG)

The vampire may telepathically link one person to herself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading.

7 • Karmic Sight(Guide to Camarilla)

This allows a vampire to take a brief glimpse at the soul of a subject. Nature, Demeanor and Humanity/Path can be determined. Any outside influences such as Dominate or demonic pact. Some fate related merits/flaws can be identified.

7 • Mirror Reflex(Guide to Camarilla)

Allows a vampire to anticipate an enemy's moves in personal combat.

7 • Neutralize

The Ravnos have long been adept at creating and controlling powerful illusions, powerful enough to make people (and other things) believe they are real. A foil for the Discipline, Neutralize does exactly that: it erases illusions. This power is relatively vague (like all the powers of Chimerstry); it can destroy any illusions made through the use of Chimerstry from levels one through five. However, it may not be used to detect these illusions--this knowledge is gained through other powers. This power works best in situations where the character knows that a Ravnos is around.

Note:

Generally only Ravnos will be found with this power. Other clans may learn it, but the level of power required is higher (as denoted by the higher Discipline levels for mental disciplines which may use Neutralize).**Must have at least one of the above levels to obtain this power.

System:

The Kindred spends two Willpower points and focuses on what he believes to be the illusion. If the object/person/whatever is an illusion, it fades from reality immediately (not just from the caster--it no longer exists, period). If the object is not an illusion, the Willpower points are wasted. If the caster wishes to erode other illusions besides those created with Chimerstry (example: Fae), then he spends two Willpower and needs to succeed on a Perception + Alertness roll (difficulty 7). Each success equals one turn in which the illusion disappears. In the case of the Fae, this will most likely result in a breach of the Masquerade.

8 • Malkavian Madness Network (Clanbook:Malkavian)

The vampire may inform other Malkavians of, and organize, the meetings that no one has been able to figure out.

8 • Psychic Assault(VPG)

The vampire may do psychic damage to a target. If the target is a vampire, a willpower point must also be spent.

8 • Omniscience(VPG)

The vampire may perceive anything the Storyteller feels like telling her.

8 • Whispers of the Wind

The character can always hear someone who is speaking about her, regardless of location. This is not as simple as listening for a name, this is listening for the intent to refer to her

9 • Precognition(VPG)

The vampire may see the future of any location with which she is familiar.

9 • False Slumber(Guide to Camarilla)

This power allows a Methusalah's spirit to leave his body while in torpor. This power is active when vampire enters torpor.

9 • Personal Fate

The character knows who she'll meet, where she'll find them, and whether they'll be harmful. This knowledge is usually a constant one hour in advance of the fact.

System: If someone hostile is searching for the character, she may decide not to allow herself to be found. In some cases, she may not have a choice, or she may decide to meet them anyway.

10 • Pulse of the Canaille(VPG)

The vampire may learn about a group of people.