By Alon Lischinsky (alon@overnet.com.ar) for the True Brotherhood of the Tremere.
System: The vampire must spend a blood point and roll Perception+Thaumaturgy against a difficulty set by the familiarity the character has with the object searched: 4 for a much-used tool or element of clothing, 6 for a book he's read occasionally, 9 for a rare volume he's seen only once, 10 for something he knows only by references. No enchanted (magickal) objects and live or undead beings can be sought with this. The number of successes determine the intensity and accuracy of the empathic feeling of where this object lies; this feeling indicates only direction and approximate distance, and lasts until it's found or until the first sunrise. In the latter case, Seeker's Sense can be rolled again the following night with a -2 difficulty (non-cumulative; that is, if the vampire uses this power successfully to look for an object for three nights in a row, the difficulty will only be lowered on the second night and then remain constant). A botch means the character's sense is fooled and will follow a false signal.
System: Difficulty is set by the familiarity of the character with the person or animal seeked. Obfuscate and Magickal protection raise this difficulty by two; if this carries the difficulty beyond 10, the search is impossible, although the blood point spent cannot be recovered. The empathic feeling will follow a moving target.
System: Spend two blood points and roll Perception + the appropriate Knowledge against a difficulty inversely proportional to the specificity and general availability of the subject; for example, a very specific search on a widely known topic (e.g. 'Which gland secretes musk in the mammals of the order Bovidae?') will have the same difficulty as a broad one on rather arcane subjects (e.g. 'Which are the causes of Undeath?'). Please note that the requested information must be available in the data-storing device specified, or the answer will be nil. Some highly arcane questions ('What are the causes of the Vampiric illness called Vicissitude?') may have difficulties higher than ten; in this case, the difficulty is considered ten and the difference is added to the number of successes required (normally one).
System: Spend a Willpower point and roll Perception+Occult against the Gauntlet rating. The vampire will be now visible on both sides as well. The number of successes determine the duration of the effects, according to the following chart:
Successes | Duration |
1 | A quick glance (5 seconds) |
2 | 15 minutes |
3 | Half an hour |
4 | An hour |
5 | Three hours |
6+ | Remainder of the night |
This intermission may attract the attention of Umbral dwellers, who might try to step this side of the Gauntlet and attack the vampire. Once activated, this power can be turned off before it naturally fades at the cost of a Willpower point; this is useful to avoid Umbral dwellers from watching carefully the vampires actions or following him. By combining this power with Seeker's Sense or Higher Seeking, the vampire can perform searches in the Near Umbra. A botch will cause blindness in the vampire for a duration specified by the above chart.
System: The vampire must spend two Willpower points and score ten successes in an extended roll of Manipulation+Occult with a difficulty set by the storyteller according to the supernatural veils active in the area; it can never go below 6 due to the presence of the Gauntlet and Shroud. This power lasts for about an hour and all Kine in the area will be considered as Awakened for that period; afterwards, the Gauntlet and Shroud rise slowly but steadily up to their normal ratings and all supernatural protection is restored. The vampire cannot be identified as the cause of the Revelation.