• Heightened Senses

Roll: None.
The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload like very bright lights while in this state last much longer. The vampire will also sense things that she would otherwise not sense, like he might be sensitive to the presence of gnosis. In certain cicrumstances, use of this power requires a die roll: for a nomral Perception roll (the storyteller may reduce the DC by the character's Auspex rating) to notice a subject using Obfuscate, or to perceive a threat, with the ST's ruling on the DC. For example, sensing that a pistol is pointed at the back of the character's head may require a 5 while the sudden realization that a rival or primogen is planning her assassination may require a 9.

Auspex does not let you see in pitch darkness, but does reduce difficulty penalties in it from +2 to +1 and the character may make ranged attacks in pitch darkness if she can detect her foe.

•• Aura Perception
Roll: Perception + Empathy, difficulty 8
The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch.
1 suc. The vampire can tell if the aura is pale or bright, IE vampire or otherwise.
2 suc. The predominant color can be distinguished.
3 suc. Patterns can be recognized.
4 suc. Shifts in color or pattern can be detected.
5 suc. All aspects of the aura can be read.

On the mux, you can type +aura/list for the Aura colors we use!

••• The Spirit’s Touch
Roll: Per. + Empathy, difficulty variable
The vampire may touch an object, hold a shallow trance (thus only sort of aware of your surroundings, though a loud noise or jarring physical sensation will break the trance) and get psychic impressions of the last one who touched it.

DC is variable. The greater the individual's meotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it.

•••• Telepathy
Roll: Int. + Subterfuge, difficulty Willpower
The vampire may read a target’s mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.

••••• Psychic Projection
Roll: Perception + Occult, difficulty variable on the distance and complexity of the intended trip. 7 is average, 10 is a trip far from familiar territory.
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. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane.
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. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina. All damage causes loss of willpower points, rather than Health levels.