Eye's Blood
Auspex •, Spoiling •
Effect
This mystic concoction preserves the psychic power of the character’s blood and conveys it to the subject who drinks the Solution. Although only the simplest power of Auspex is distilled in this Solution, the senses of most mortals, Ghouls and vampires aren’t prepared for the sensual rush that comes with Heightened Senses. Unlike normal uses of the Heightened Senses power, the character is not able to control the effects on individual senses; to boil the power of psychically enhanced senses down to a widely potable approximation, the Kindred must make some gross generalizations with the ways of Auspex.
All Eye’s Blood Solutions affect all five senses of the subject. Drinkers with no dots in Auspex find the experience overwhelming at first, at suffer a –3 penalty on all Wits-related dice pools for the first few turns after drinking the Solution. The penalty persists for a number of turns equal to six minus the subject’s Wits. After that, the benefits of Heightened Senses override the sensory penalties of the experience.
Perhaps more alarming, a sense of the vampire’s thirsting curse comes through the Solution — drinkers find not only that their senses are hyperactive, but that they are inclined to focus on the sound of a beating heart, the smell of blood and the distinctive features of solitary figures in the dark. It’s a brief sense of the predatory mind, and most mortals (and many ghouls) are so deeply unnerved by it, that the Storyteller may require the character to check for a derangement, as a result (see the World of Darkness Rulebook, p. 96). Subjects who voluntarily drink Eye’s Blood, knowing what it is, may gain a bonus on the roll to avoid a derangement, at the Storyteller’s discretion.
All Eye’s Blood Solutions affect all five senses of the subject. Drinkers with no dots in Auspex find the experience overwhelming at first, at suffer a –3 penalty on all Wits-related dice pools for the first few turns after drinking the Solution. The penalty persists for a number of turns equal to six minus the subject’s Wits. After that, the benefits of Heightened Senses override the sensory penalties of the experience.
Perhaps more alarming, a sense of the vampire’s thirsting curse comes through the Solution — drinkers find not only that their senses are hyperactive, but that they are inclined to focus on the sound of a beating heart, the smell of blood and the distinctive features of solitary figures in the dark. It’s a brief sense of the predatory mind, and most mortals (and many ghouls) are so deeply unnerved by it, that the Storyteller may require the character to check for a derangement, as a result (see the World of Darkness Rulebook, p. 96). Subjects who voluntarily drink Eye’s Blood, knowing what it is, may gain a bonus on the roll to avoid a derangement, at the Storyteller’s discretion.
It happened almost immediately. Before Scott had even swallowed, it seemed like the noise level in the room doubled and kept climbing. The music was unbearable at first, and the lights became so separate and so distinct that they lost all meaning for a minute. Outside, a car was running, humming like a brand new engine. Wait, not outside — across the street, or down the block, maybe. How was it possible? How could he make that out? “Pretty awesome, right?” asked Trey. “I told you this guy got some pretty amazing shit, right.” Scott looked at the blaring splash of pink light that Trey’s face had become and watched it grow its features back. Scott was suddenly very aware of the sound of Trey’s beating heart. “Yeah,” he said. “Awesome.”
Material Components
Cost: 1 Vitae
Gestures & Ritual
Dice Pool: Wits + Investigation + Auspex versus subject’s Stamina + Blood Potency
Related Discipline
Auspex •, Spoiling •
Effect Casting Time
Instant and contested; resistance is reflexive. (An instant action is required to make the Solution; its effects are resisted with a contested action.)