Seeing in the dark

Been eight years since Vampire came out. I’ve been running it all that time, and so have a lot of you. And there have been seven (almost eight) World of Darkness games since. They’ve taught us a lot about life, love, and friendship. As well as shivving dudes in alleys because we want their blood just that bad.

Time to take some of those lessons back to the game that started it all. Get some razors. Open up some old wounds. Book’s called Sexmurder: Buy This!, and it combines awesome new chronicle material with big upgrades to the core setting and rules.

(Well, actually, on the schedule it’s called The Strix Chronicle, but I like “Sexmurder” better. And Rich hasn’t told me to stop using it yet. So.)

A lot of the book will be going through our open development process. I was a big fan of how this worked out on v20… helped avoid a lot of pitfalls, and helped polish the game a lot. So as the writers and I work through the changes, I’m presenting many of them to you folks for playtesting. We tried an initial outing with this on the forums, where I presented an early version of the physical Disciplines and spent a couple of weeks iterating on it with the help of some of you.

That was a great success. I can’t spend three weeks to a month on every Discipline (or even every three), but the outside feedback was invaluable. So, we’re going to try another experiment. I’m going to post my raw, ever-so-unfinished notes for a couple of powers up here, and see if we can all put them to the test together. I’m allocating about a week for it. (Hey folks, want to try it at Atlanta by Night?)

Vampires see things the rest of us don’t. Their whole society exists right behind ours, just out of view. They trade in our secrets, using them to bend us to their will and steal the very blood from our veins.

The Mekhet take this one step further. With their eerie Auspex, they harness the Beast to sniff out our weaknesses and guilt. The Mekhet know what we’re hiding.

So let’s kick off the blog side of the Sexmurder playtests with an exploration of vampiric perception. Things are changing a bit… Auspex is going to do something more powerful at the first dot than just juice up a Mekhet’s senses. It’s going to let her walk into a room and see fear and guilt and tempers about to flare.

Still, better eyesight and hearing and all that are important. So they’re going to move two places.

First, all vampires are going to see a little better in the dark. Seems only right for nocturnal predators. Their senses are also going to get universally sharper with regards to blood. They can smell it in you. They can hear your heartbeat.

Second, what used to be Auspex 1 is going to become a Merit that builds on that basic blood-sense. That means that sharper senses won’t be just for the Mekhet… they’ll be for the Gangrel, too, and for the gym-rat Daeva who savors the smell of his prey as they sweat.

(Note that this illustrates an important principle behind Sexmurder: even if we change some powers, none of them will be lost. If a power moves out of the dot ladder, it will become a reasonably-priced Merit, Threnody, or Devotion, either in the book or posted online. Characters who already possess those powers will get them for free when they’re upgraded to the new rules.)

With that preface, here are my starting notes on Kindred Senses and Auspex. Keep in mind, these are my first draft, and have not had a balancing pass. Thanks for your help!

Kindred Senses

Vampires have senses sharper than those of mortals. A vampire can see in dim light as well as a mortal can at noon, although not with any greater distance or accuracy. The other enhanced senses conferred by the Embrace all apply to blood. (Further non-blood related senses are granted by the Merit below.)

Blood Potency/Sense See blood
(tiny amounts)
Smell blood Hear heartbeats
1 arms’ length room arms’ length
2 room = =
3 = building room
4 = = =
5 visual range (close) city block building
6 = = =
7 visual range (far) neighborhood city block
8 = = =
9 visual range (to horizon) district neighborhood

The vampire can tell by smell whether the blood is within a living body or spilled outside it. (Sensing Vitae within vampire bodies is covered by the Predatory Aura. The blood of other non-living creatures is handled at Storyteller discretion.) She can tell within a range of a few hours how much time has passed since blood was spilled.

(Vampires do not need to breathe, and hence don’t automatically smell the way mortals do, but in order to maintain the kind of sensory detail that makes for fun storytelling, we assume that they get in the habit of smelling often enough to be aware of their surroundings.)

By tasting blood, even in minute amounts, a vampire can tell:

  • Whether the blood belongs to any individual whose blood the vampire has tasted before.
  • If the blood is mortal, Kindred, or that of another monster. The monster type can be identified if the vampire has tasted the blood of that type of monster before. (EDIT: In other words, a vampire who’s tasted the blood of two werewolves can tell that both of them have the same strange tang to their blood. He’ll also know they’re supernatural creatures. He won’t know they’re werewolves unless he’s found out that one of them is a werewolf through some other circumstance.)
  • Whether there are any abnormalities in the blood, such as drugs, diseases, or poisons. The type of adulterant can be identified if the vampire has tasted blood similarly contaminated before. At the Storyteller’s discretion, this may apply to supernatural contaminants that do not leave a physical trace.
  • Whether Kindred blood belongs to that of a clan or bloodline whose blood the vampire has tasted before.
  • The number of steps of blood sympathy between the vampire and the vampire whose blood she is tasting.


When observing a mortal at close range, a vampire is aware of every movement of his blood within his body, and can smell the delicious scent of any open wounds, no matter how small.

Merit: Enhanced Senses

Prerequisite: Blood Potency 1

Building on her innate Kindred Senses, the vampire can see, smell, and hear at twice the distance and with twice the accuracy of a healthy mortal. The vampire’s senses of taste and touch are also twice as sensitive as those of the same hypothetical mortal.

The vampire can perfectly identify any sensory stimulus he or she has experienced before; for example, the smell of an exotic perfume, the texture of a rare fabric, or the sound of an individual’s scream.

(EDIT: This applies only to identifying the stimulus when it is experienced again, not to recalling it at any time, which would require a Merit like Eidetic Memory. This also doesn’t mean she perfectly recalls all memories associated with the stimulus… a vampire smelling the cologne used by a former vessel would be able to identify where he remembered it from, but would only recall that person and their encounters as well as an average mortal would.)

EDIT: The vampire may see with no light available.

The vampire may choose to temporarily reduce any or all of these senses to normal mortal ranges as a reflexive action, so as to avoid unpleasant sensation or distraction.

Auspex

No secret is safe from the Beast. All of the powers of Auspex are essentially based around sniffing out secrets for the vampire to exploit.

Auspex 1-3 work by allowing the player to ask questions of the Storyteller. Several questions which meet the theme of each power are listed, but they’re not the only ones that can be asked. Additionally, the answers should usually be revealed in cool imagery. For example, asking “who here is most likely to lapse into violence?” might show the character with bloody hands, or make her smell like gunpowder. (By the way, writers, if you use that example, gunpowder doesn’t smell like cordite these days.)

Auspex now works with all five senses, which both increases the amount of cool description that can be used, and allows for some unconventional uses, such as a blindfolded character determining which of his captors is most afraid by listening to them speak to each other.

There’s also a bonus for using Auspex on someone while in intimate contact with them. Not just sex, but general extended touching, either sexual or platonic. You can find out a lot of someone’s secrets by being the one who’s digging the bullet out of their side. (Exact bonus TBD, use +Auspex for now.)

  • Beast’s Hackles 
    Allows you to sense sources of danger and weakness.
    • Cost: None for the first use in a scene, but maintaining the required focus taxes the vampire, meaning that subsequent uses within that scene cost 1 Vitae each. (EDIT: Changed this from always being free.)
      Dice Pool: Wits + Empathy + Auspex
      Action: Instant
    • Lets you ask one question per successful roll:
      • Who here is most likely to give me what I want?
      • Who/what here is most likely to lapse into violence?
      • Who here is most afraid?
      • Who/what here is most likely to hurt me?
      • Who here is closest to frenzy?
      • Is there a vampire here using Auspex 5?
    • Attempt to pierce Obfuscate
  • Uncanny Perception 
    Reveals the secrets of a single victim.

    • Cost: None for the first attempt against a particular victim, 1 Vitae for each subsequent attempt against that victim in that scene. [EDITED]
      Dice Pool: Intelligence + Empathy + Auspex – victim’s Composure
      Action: Instant
    • Answers [successes] of the following questions about a single victim (in sensory impressions/symbolic imagery, not necessarily aura sight):
      • What is this person’s mood?
      • What is this person afraid of, right now? (Not a detailed answer. “Being found” rather than “cops.”)
      • What is this person’s Vice? (Or splat equivalent.)
      • What is one of this person’s derangements?
      • Is this person a diablerist?
      • Is this person acting under someone else’s control?
      • Is this person a supernatural creature? (And if I’ve seen this kind before, what is it?)
      • Who here does this person want to hurt most?
  • The Spirit’s Touch 
    Lifts psychic impressions from an object or place.

    • Cost: None
      Dice Pool: Wits + Occult + Auspex
      Action: Instant
    • Answers [successes] of the following questions (in sensory impressions/dream imagery). May also answer Auspex 1 or 2 questions, at Storyteller discretion and if relevant.
      • Who last touched/owned this?
      • What is the strongest emotion associated with this object?
      • What was this being used for at the moment of most intense emotion?
    • Restriction: May not be used on the same object more than once in the same scene. [EDITED]
  • Lay Open the Mind 
    Allows you to enter the thoughts of another, sifting through them or inserting your own.

    • Cost: None for a mortal or willing supernatural creature, 2 Vitae for a resisting supernatural creature
      Dice Pool: Intelligence + Socialize + Auspex – victim’s Resolve (if resisting)
      Action: Instant
    • Project [successes] thoughts or images into the victim’s mind.
    • Draw a single thought or image out of the victim’s mind. (Modifiers based on how deep you’re digging.)
  • Twilight Projection 
    Project consciousness as a “ghost body.” Except not actually a ghost, because there’s no spiritual substance to it.

    • Cost:  2 Vitae
      Dice Pool: Intelligence + Occult + Auspex
      Action: Instant
    • Ghost body can travel the character’s Speed * (Auspex + Blood Potency), anywhere within the lunar sphere.
    • (Good power, but needs special effort to integrate thematically and contextually.)

About rosem

Rose Bailey has been Vampire: The Requiem's developer for the past five years. She's also worked on several computer games, including EVE Online, World of Darkness, and The Elder Scrolls Online.