That's not what I was asking. And there are other deals that can be made. Maybe we can pop off to Molech get the same powers Emps got from a good deal.
Not sure what you. are asking but Angron just wants to die. So it will take a LOT of therapy for him to not want to die and as deals with Spirits will not help him die, he will not go for it.

This is an over simplification but yeah.
Would Incarnated Machine Spirits be seen differently?
They are some weird Mechanicus stuff that they do not really understand. Ferrus may go for that as would Perturabo. Vulcan is more a Blacksmith and may look at them, but not anyone else from a crafting perspective. Russ and the Khan will have their Rune Priests/Stormseer have a look at them and mostly back off once they get the ok, though more on this depends on how blatant/reckless you are in the use of the Warp.

Beyond that? It depends on your actions and the consequences thereof. I mean depending on how you handle the coming turns and the Emperor meeting, even the above is subject to change.
 
Not sure what you. are asking but Angron just wants to die. So it will take a LOT of therapy for him to not want to die and as deals with Spirits will not help him die, he will not go for it.

Technically Angron gets delivered quite a bit after Lorgar, if we are on those ships we could help save his fellow rebels, that I imagine would help some.

Edit: Actually I wonder... could we accelerate finding the remaining primarchs? It is obviously beyond the Emperor, but the Emperor can only use psyker powers and warp sorcery, we can use Exalted Sorcerous Workings, hell we could make a primarch-finding artifact. I mean if you find Angron 20 years earlier you could save his whole rebellion, not just those last few.
 
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Technically Angron gets delivered quite a bit after Lorgar, if we are on those ships we could help save his fellow rebels, that I imagine would help some.

It'd be something we have to do since we promised what's his name that we wouldn't let him blindly follow emps and give away his planet away to the admech. Good time to influence some primarchs early on. Just need counter measures for emps so he can't threaten us for doing so.
 
My gut reaction is to say no to finding other Primarches but.......get the ring up at the minimum and lets see.
 
It'd be something we have to do since we promised what's his name that we wouldn't let him blindly follow emps and give away his planet away to the admech. Good time to influence some primarchs early on. Just need counter measures for emps so he can't threaten us for doing so.

Well I mean... we do have a second better Mars under our control and the world-soul that planet depends on would be very upset if something happened to Fan. Get up to T5 and the results should be fun.

Other than plan Build a Big Bomb there is also the fact that if he kills us the Exaltation is just going to fly off into the ether... with a copy of Fan's memories so the next Defler may not be as accommodating.
 
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Technically Angron gets delivered quite a bit after Lorgar, if we are on those ships we could help save his fellow rebels, that I imagine would help some.

Edit: Actually I wonder... could we accelerate finding the remaining primarchs? It is obviously beyond the Emperor, but the Emperor can only use psyker powers and warp sorcery, we can use Exalted Sorcerous Workings, hell we could make a primarch-finding artifact. I mean if you find Angron 20 years earlier you could save his whole rebellion, not just those last few.

Angron hasn't yet landed on Nucreia. He's still in transit through the warp. He was found by the Emperor in 899, and from the description that was only 'a few' years after he reached the planet.
 
Angron hasn't yet landed on Nucreia. He's still in transit through the warp. He was found by the Emperor in 899, and from the description that was only 'a few' years after he reached the planet.

Huh... I wonder if we could just go warp-walking for him and any of the others still in the warp? I mean we do have Shintai. Obviously we would need some kind of compass that works in the warp and probably kitting our whole circle in Artifact Grade gear to make it even remotely viable, but I think we do have that nano-forge that is good for just that now.
 
Huh... I wonder if we could just go warp-walking for him and any of the others still in the warp? I mean we do have Shintai. Obviously we would need some kind of compass that works in the warp and probably kitting our whole circle in Artifact Grade gear to make it even remotely viable, but I think we do have that nano-forge that is good for just that now.

Or Sorcery to try to summon him and the others directly out of the warp, using the sympathetic link that Lorgar has to his brothers.

Or their Sons, when we have access to them after meeting the Emperor.
 
Or Sorcery to try to summon him and the others directly out of the warp, using the sympathetic link that Lorgar has to his brothers.

Or their Sons, when we have access to them after meeting the Emperor.

I think that would have us in a direct tug of war with the Chaos Gods, even if we could get the Emperor to act as battery for that one I don't think we could do it. Warp-walking though, that has the air of a quest, the Warp likes stories like that.
 
What the plan with the legion BTW? Would Lorgar learn More of flesh? Regeneration for Marines seems good
 
[X] Cap it with a Manse

wasn't it Eldar that attacked Angron that led to him being captured with the future being sent though the wood chipper would the Eldar even know about him much less attack him
 
@Yzarc how Manse impact a planet? I mean if a manse dedicated to a virtue will it impact planetary population and Its mythos?
It will not. Manses or anyghing outside of sorcery do not effect a Mythos of anyone or thing.

You also did not change the planef so much as have a debate with it, granting its equivalent of lores.

Only reason it is so blatant is due to Primordial Mythos being compadable and maxing what the Worldsoul would be capable of, essentially skipping training time.
 
Discipline Tzu Wei
Tzu Wei 1: Fate of the One: At this most basic level, the only one reached by most mortal practitioners of tzu wei, the Kuei-jin may cast a horoscope for a single person, and advise him accordingly. If the individual follows these words of wisdom, joss will favor him.

System: The player rolls Intelligence + Rituals (difficulty 6) to cast the horoscope. If he succeeds, he learns what omens are lucky for, and days and times are auspicious for the undertakings of, one person. If he correctly advises the person on what to do, that person is assumed to have the Background Horoscope at level one for that day and time (if the character already has Horoscope, he may use it twice in the story instead of once. If the Kuei-jin advises the character poorly (as a way of "cursing" him) or the character chooses to ignore (or for some reason is unable to follow) his advice, the character will have bad luck for that time period. (The character is not allowed to roll his Horoscope dice at all; or he has a + 1 difficulty on one important task.)

Tzu Wei 3: Fate of the Wu: As his understanding of joss and the alignment of the stars progresses, the Kuei-jin is able to cast a horoscope for a
small group, such as a wu or everyone who works for a small business. For example, if a Kuei-jin casts a horoscope to find out if his wu will triumph over another wu in a coming conflict, the benefits apply when striving to overcome the other wu but not for other activities.
System: This power is just like Fate of the One, but applies to groups of no more than a dozen people or shen. Every member of the group receives the benefits (or penalties), but only if they are acting to further the purposes or goals about which the horoscope was cast.
Tzu Wei 5: Fate of the Court: Fate of the Court By the time he reaches this level of understanding, the Kueijin is able to cast horoscopes for entire courts, regions, nations, or peoples.

System: This power is similar to Fate of the Wu, but has a broader scope The advice it provides is similarly broader - it does not provide information about nightly matters, but about subjects of more general interest to the group. (For example, would aggressive action be advisable?)

Discipline Auspex:
Auspex 2: Aura Perception: Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in sympathy with the subject's emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura's flow.

Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost
frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures' radiance is shot through with capricious rainbow hues.

System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject's aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character's interpretation.

A character may choose to perform a very cursory aura scan of a large area like a nightclub's dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras she's looking for, and that's the only information she's able to glean if the roll is successful. (At the Storyteller's discretion, on this general scan roll, more successes on the roll may more quickly yield what the character seeks.) For
example, the player may specify, "Who's the most nervous person in attendance?" or "Are there any vampirically pale auras among the CEO's entourage?" Thereafter, the player may narrow down her scrutiny of a single individual, with an additional roll as normal.

The character may focus in on a particular subject's aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone's intentions. After 24 hours, the character may try again at no penalty. It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight.

Auspex 3: The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an "object" and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of "psychic snapshot." Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.

Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit's Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

System: The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual's emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a giftgiving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do.

Auspex 4: Telepathy: The vampire projects a portion of her consciousness into a nearby mortal's mind, creating a mental link through which she can communicate wordlessly or even read the target's deepest thoughts. The Kindred "hears" in her own mind the thoughts plucked from a
subject as if they were spoken to her.

This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.

System: The player rolls Intelligence + Subterfuge (difficulty of the subject's current Willpower points). Projecting thoughts into the target's mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire's Manipulation + Subterfuge).

To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access.
Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target's mind, but the character may attempt to disguise her mental "voice" with a roll of Manipulation + Subterfuge (difficulty equals the target's Perception + Awareness) so the target doesn't recognize her as the "speaker."

Auspex 5: Psychic Projection: The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body
as an entity of pure thought. The vampire's astral form is immune to physical damage or fatigue, and can "fly" with blinding speed anywhere across the earth — or even underground — so long as she remains below the moon's orbit.

The Kindred's material form lies in a torpid state while her astral self is active, and the vampire isn't aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred's psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire's physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

System: Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character's astral presence is, and the easier it is for her to reach her desired destination. Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn't do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.

The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn.
Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character's psychic form in the mysterious astral plane.

An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if she finds one. The character cannot bring such relics to the physical world when she returns to her body, however.
Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can't affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller's discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll.

If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact "physically" substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of her Willpower, the cord is severed.

Although an astrally projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire's psychic presence normally (although the astrally projected character is not considered a
"ghost" for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won't be able to identify you; you are merely an immaterial shade hovering in the general area. Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.

Flaws (7 points Total):
Permanent Third Eye (2 or 4 points; Salubri and Tremere only): While others descended from the blood of Saulot are able to conceal their third eye, yours remains permanently open on your forehead. For 2 points, it is mechanically treated as any normal third eye, though narratively may draw strange looks and unwanted attention. For 4 points, the eye is permanently open and may only be closed for a scene on a successful Willpower roll.

Cast No Reflection (1 point): Like a monster out of a ghost story, your visage does not appear in a mirror, standing water, a sword's blade, or any other reflective surface. Casual observers need only make a Perception + Alertness roll at default difficulty to notice this oddity, which can lead to any number of interesting complications when dealing with mortals.

Repulsed by Garlic (1 point): True to folktales, the scent of garlic is a ward against you. You cannot abide by the odor, requiring a Willpower test when it is present. Failure results in you fleeing the scene, which can make dinner parties quite awkward. The difficulty of this Willpower roll may be increased, depending on the intensity of the scent.

Touch of Frost (1 point): A nimbus of cold surrounds you. At the slightest touch, plants wither and die. If you stand near still water for too long, it begins to freeze. This makes you very easy to find, increasing the difficulty of rolls to stay hidden or concealed by one.

Merits (2 Points Total)
Medium (2 points): Ghosts, spirits, and shades speak to you. You may have had this talent in your mortal life, or it may be a new ability granted by your Embrace. By spending a moment in meditation, you may ask the spirits who visit you for their aid. They are ready and willing to
help you in whatever way they can (most often by providing information), but they always ask a favor in return. The severity of this favor should be in line with the task given to the spirits.

Background:
Past Lives 5: Which Life is this Again

So first off I apologize for how long this is. I only included the powers that I think are going to be relevant, even skipped some of the text for Auspex believe it or not, but whoever wrote that part of the Vampire 20 book must have been paid by the word.

More relevantly the point of this Akuma is to guard the Manse and handle psyker training, he can read auras, minds and objects which likely helps with finding students and he can perform divination up to and including polity scale, so we might get some benefits out of him in the macro stage depending on how @Yzarc feels about the system interactions. Otherwise he is still an Akuma which means he gets that x3 to his roll and all our mortal sorcery powers so he should be able to teach sorcery as well as defend the Manse if it comes to it.

Though speaking of this being a potentially more permanent presence @Yzarc how do you feels about @Alratan's suggestion of sticking a cortical implant in Akuma to give them gifts. There is a case to be made for Mind Partition to make this an even better organizer, though personally I think something like Strength of Purpose to regenerate willpower fast is more important to a character this willpower hungry. Most of the things he does costs a point from sorcery to Auspex.

For flaws a Third Eye seemed on brand for a seer and then I rounded him off with things that allow him to function with no issue among mortals of a more enlightened sort like his prospective students, nothing that inherently creeps out everyone like Eerie Presence. This guy isn't a social vampire, but he isn't a 'scarring the shit out of mortals is a bonus' vampire like someone who has Beacon of the Abyss and Unholy presence or the like. I also had just enough room to fit in Medium which should allow him to speak to spirits more easily, though of course his shamanic powers will do most of the heavy lifting.

For background I went with Past lives again. I would have liked to go Horoscope for the theme, but that links to Dharma which these Akuma do not have and I did not want to cause mechanical issues
 
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Discipline Tzu Wei
Tzu Wei 1: Fate of the One: At this most basic level, the only one reached by most mortal practitioners of tzu wei, the Kuei-jin may cast a horoscope for a single person, and advise him accordingly. If the individual follows these words of wisdom, joss will favor him.

System: The player rolls Intelligence + Rituals (difficulty 6) to cast the horoscope. If he succeeds, he learns what omens are lucky for, and days and times are auspicious for the undertakings of, one person. If he correctly advises the person on what to do, that person is assumed to have the Background Horoscope at level one for that day and time (if the character already has Horoscope, he may use it twice in the story instead of once. If the Kuei-jin advises the character poorly (as a way of "cursing" him) or the character chooses to ignore (or for some reason is unable to follow) his advice, the character will have bad luck for that time period. (The character is not allowed to roll his Horoscope dice at all; or he has a + 1 difficulty on one important task.)

Tzu Wei 3: Fate of the Wu: As his understanding of joss and the alignment of the stars progresses, the Kuei-jin is able to cast a horoscope for a
small group, such as a wu or everyone who works for a small business. For example, if a Kuei-jin casts a horoscope to find out if his wu will triumph over another wu in a coming conflict, the benefits apply when striving to overcome the other wu but not for other activities.
System: This power is just like Fate of the One, but applies to groups of no more than a dozen people or shen. Every member of the group receives the benefits (or penalties), but only if they are acting to further the purposes or goals about which the horoscope was cast.
Tzu Wei 5: Fate of the Court: Fate of the Court By the time he reaches this level of understanding, the Kueijin is able to cast horoscopes for entire courts, regions, nations, or peoples.

System: This power is similar to Fate of the Wu, but has a broader scope The advice it provides is similarly broader - it does not provide information about nightly matters, but about subjects of more general interest to the group. (For example, would aggressive action be advisable?)

Discipline Auspex:
Auspex 2: Aura Perception: Using this power, the vampire can perceive the psychic "auras" that radiate from mortals and supernatural beings alike. These halos comprise a shifting series of colors that take practice to discern with clarity. Even the simplest individual has many shifting hues within his aura; strong emotions predominate, while momentary impressions or deep secrets flash through in streaks and swirls. The colors change in sympathy with the subject's emotional state, blending into new tones in a constantly dancing pattern. The stronger the emotions involved, the more intense the hues become. A skilled vampire can learn much from her subject by reading the nuances of color and brilliance in the aura's flow.

Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings. The colors in Kindred auras, while intense, are quite pale; mage halos often flare and crackle with arcane power; the race of shapeshifters has strikingly bright, almost
frantic, auras; ghosts have weak auras that flicker fitfully like a dying flame; and faerie creatures' radiance is shot through with capricious rainbow hues.

System: After the character stares at the subject for at least a few seconds, the player rolls Perception + Empathy (difficulty 8); each success indicates how much of the subject's aura the character sees and understands (see the table below). A failure indicates that the play of colors and patterns yields no prevailing impression. A botch indicates a false or erroneous interpretation. The Storyteller may wish to make this roll, thus keeping the player in the dark as to the veracity of the character's interpretation.

A character may choose to perform a very cursory aura scan of a large area like a nightclub's dance floor or the audience in a gallery. In this case, the player decides which characteristic of auras she's looking for, and that's the only information she's able to glean if the roll is successful. (At the Storyteller's discretion, on this general scan roll, more successes on the roll may more quickly yield what the character seeks.) For
example, the player may specify, "Who's the most nervous person in attendance?" or "Are there any vampirically pale auras among the CEO's entourage?" Thereafter, the player may narrow down her scrutiny of a single individual, with an additional roll as normal.

The character may focus in on a particular subject's aura only once per scene with any degree of clarity. Any subsequent attempts that result in failure should be considered botches. It is very easy for the character to imagine seeing what she wants to see when judging someone's intentions. After 24 hours, the character may try again at no penalty. It is possible, though difficult, to sense the aura of a being who is otherwise invisible to normal sight.

Auspex 3: The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can "read" these sensations, learning who handled the object, when he last held it, and what was done with it recently. (For these purposes, a corpse counts as an "object" and can be read accordingly.) These visions are seldom clear and detailed, registering more like a kind of "psychic snapshot." Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly.

Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit's Touch, but a loud noise or jarring physical sensation breaks the trance instantly.

System: The player rolls Perception + Empathy. The difficulty is determined by the age of the impressions and the mental and spiritual strength of the person or event that left them. Sensing information from a pistol used for a murder hours ago may require a 4, while learning who owned a bloodstained puppet fashioned a century ago might be a 9. The greater the individual's emotional connection to the object, the stronger the impression he leaves on it — and the more information the Kindred can glean from it. Events involving strong emotions (a giftgiving, a torture, a long family history) likewise leave stronger impressions than short or casual contact do.

Auspex 4: Telepathy: The vampire projects a portion of her consciousness into a nearby mortal's mind, creating a mental link through which she can communicate wordlessly or even read the target's deepest thoughts. The Kindred "hears" in her own mind the thoughts plucked from a
subject as if they were spoken to her.

This is one of the most potent vampiric abilities, since, given time, a Kindred can learn virtually anything from a subject without him ever knowing. The Tremere and Tzimisce in particular find this power especially useful in gleaning secrets from others, or for directing their mortal followers with silent precision.

System: The player rolls Intelligence + Subterfuge (difficulty of the subject's current Willpower points). Projecting thoughts into the target's mind requires one success. The subject recognizes that the thoughts come from somewhere other than his own consciousness, though he cannot discern their actual origin without a successful Perception + Awareness roll (difficulty equal to the vampire's Manipulation + Subterfuge).

To read minds, one success must be rolled for each item of information plucked or each layer of thought pierced. Deep secrets or buried memories are harder to obtain than surface emotions or unspoken comments, requiring five or more successes to access.
Reading thoughts with Telepathy does not commonly work upon the undead mind. A character may expend a Willpower point to make the effort, making the roll normally afterward. Likewise, it is equally difficult to read the thoughts of other supernatural creatures. However, the character may project her thoughts without expending a Willpower point. These thoughts, however, are still obviously intrusions into the target's mind, but the character may attempt to disguise her mental "voice" with a roll of Manipulation + Subterfuge (difficulty equals the target's Perception + Awareness) so the target doesn't recognize her as the "speaker."

Auspex 5: Psychic Projection: The Kindred with this awesome ability projects her senses out of her physical shell, stepping from her body
as an entity of pure thought. The vampire's astral form is immune to physical damage or fatigue, and can "fly" with blinding speed anywhere across the earth — or even underground — so long as she remains below the moon's orbit.

The Kindred's material form lies in a torpid state while her astral self is active, and the vampire isn't aware of anything that befalls her body until she returns to it. An ephemeral silver cord connects the Kindred's psyche to her body. If this cord is severed, her consciousness becomes stranded in the astral plane (the realm of ghosts, spirits, and shades). Attempting to return to the vampire's physical shell is a long and terrifying ordeal, especially since there is no guarantee that she will accomplish the journey successfully. This significant danger keeps many Kindred from leaving their bodies for long, but those who dare can learn much.

System: Journeying in astral form requires the player to expend a point of Willpower and make a Perception + Awareness roll. Difficulty varies depending on the distance and complexity of the intended trip; 5 is within sight, 7 is nearby or to a familiar location, and 9 reflects a trip far from familiar territory (a first journey from North America to the Far East; trying to shortcut through the earth). The greater the number of successes rolled, the more focused the character's astral presence is, and the easier it is for her to reach her desired destination. Failure means the character is unable to separate her consciousness from her body, while a botch can have nasty consequences — flinging her astral form to a random destination on Earth or in the spirit realm, arriving in a place where the sun is active (necessitating a frenzy roll, although the sunlight doesn't do any damage), or hurtling toward the desired destination so forcefully that the silver cord snaps.

The player may spend a point of Willpower to activate this power, and an additional point of Willpower to gain the success necessary to perform the jaunt. This is an exception to the normal rule where a player may not spend more than a single point of Willpower per turn.
Each scene in Psychic Projection requires another point of Willpower and a new roll. Failure indicates that the vampire has lost her way and must retrace the path of her silver cord. A botch at this stage means the cord snaps, stranding the character's psychic form in the mysterious astral plane.

An astral form may travel at great speeds (the Storyteller can use roughly 1000 miles per hour or 1500 kilometers per hour as a general guide) and carries no clothing or material objects of any kind. Some artifacts are said to exist in the spirit world, and the character can try to use one of these tools if she finds one. The character cannot bring such relics to the physical world when she returns to her body, however.
Interaction with the physical world is impossible while using Psychic Projection. At best, the character may spend a Willpower point to manifest as a ghostlike shape. This apparition lasts one turn before fading away; while she can't affect anything physically during this time, the character can speak. Despite lacking physical substance, an astral character can use Auspex normally. At the Storyteller's discretion, such a character may employ some or all Animalism, Dementation, Dominate, Necromancy, Obtenebration, Presence, Thaumaturgy, and similar non-corporeal powers she has, though this typically requires a minimum of three successes on the initial Psychic Projection roll.

If two astral shapes encounter one another, they interact as if they were solid. They may talk, touch, and even fight as if both were in the material world. Since they have no physical bodies, astral characters seeking to interact "physically" substitute Mental and Social Traits for Physical ones (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence replaces Stamina). Due to the lack of a material form, the only real way to damage another psychic entity is to cut its silver cord. When fighting this way, consider Willpower points to be health levels; when a combatant loses all of her Willpower, the cord is severed.

Although an astrally projected character remains in the reflection of the mortal world, she may venture further into the spirit realms, especially if she becomes lost. Other beings with particular sensitivity to psychic activity, such as ghosts, werewolves, and even some magi, travel the astral plane as well, and can interact with a vampire's psychic presence normally (although the astrally projected character is not considered a
"ghost" for powers such as Necromancy). The observing character notices the astrally projecting vampire with a Perception + Awareness roll (difficulty 8), requiring more successes than the Psychic Projection activation roll. Even those who do notice you won't be able to identify you; you are merely an immaterial shade hovering in the general area. Storytellers are encouraged to make trips into the spirit world as bizarre, mysterious, and dreamlike as possible. The world beyond is a vivid and fantastic place, where the true nature of things is stronger and often strikingly different from their earthly appearances.

Flaws (7 points Total):
Permanent Third Eye (2 or 4 points; Salubri and Tremere only): While others descended from the blood of Saulot are able to conceal their third eye, yours remains permanently open on your forehead. For 2 points, it is mechanically treated as any normal third eye, though narratively may draw strange looks and unwanted attention. For 4 points, the eye is permanently open and may only be closed for a scene on a successful Willpower roll.

Cast No Reflection (1 point): Like a monster out of a ghost story, your visage does not appear in a mirror, standing water, a sword's blade, or any other reflective surface. Casual observers need only make a Perception + Alertness roll at default difficulty to notice this oddity, which can lead to any number of interesting complications when dealing with mortals.

Repulsed by Garlic (1 point): True to folktales, the scent of garlic is a ward against you. You cannot abide by the odor, requiring a Willpower test when it is present. Failure results in you fleeing the scene, which can make dinner parties quite awkward. The difficulty of this Willpower roll may be increased, depending on the intensity of the scent.

Touch of Frost (1 point): A nimbus of cold surrounds you. At the slightest touch, plants wither and die. If you stand near still water for too long, it begins to freeze. This makes you very easy to find, increasing the difficulty of rolls to stay hidden or concealed by one.

Merits (2 Points Total)
Medium (2 points): Ghosts, spirits, and shades speak to you. You may have had this talent in your mortal life, or it may be a new ability granted by your Embrace. By spending a moment in meditation, you may ask the spirits who visit you for their aid. They are ready and willing to
help you in whatever way they can (most often by providing information), but they always ask a favor in return. The severity of this favor should be in line with the task given to the spirits.

Background:
Past Lives 5: Which Life is this Again

So first off I apologize for how long this is. I only included the powers that I think are going to be relevant, even skipped some of the text for Auspex believe it or not, but whoever wrote that part of the Vampire 20 book must have been paid by the word.

More relevantly the point of this Akuma is to guard the Manse and handle psyker training, he can read auras, minds and objects which likely helps with finding students and he can perform divination up to and including polity scale, so we might get some benefits out of him in the macro stage depending on how @Yzarc feels about the system interactions. Otherwise he is still an Akuma which means he gets that x3 to his roll and all our mortal sorcery powers so he should be able to teach sorcery as well as defend the Manse if it comes to it.

Though speaking of this being a potentially more permanent presence @Yzarc how do you feels about @Alratan's suggestion of sticking a cortical implant in Akuma to give them gifts. There is a case to be made for Mind Partition to make this an even better organizer, though personally I think something like Strength of Purpose to regenerate willpower fast is more important to a character this willpower hungry. Most of the things he does costs a point from sorcery to Auspex.

For flaws a Third Eye seemed on brand for a seer and then I rounded him off with things that allow him to function with no issue among mortals of a more enlightened sort like his prospective students, nothing that inherently creeps out everyone like Eerie Presence. This guy isn't a social vampire, but he isn't a 'scarring the shit out of mortals is a bonus' vampire like someone who has Beacon of the Abyss and Unholy presence or the like. I also had just enough room to fit in Medium which should allow him to speak to spirits more easily, though of course his shamanic powers will do most of the heavy lifting.

For background I went with Past lives again. I would have liked to go Horoscope for the theme, but that links to Dharma which these Akuma do not have and I did not want to cause mechanical issues

If we can take Alternative Flaws I'd be tempted by:

The Bard's Tongue

(1 point) [Mage: Revised - Supernatural Flaw]

Your character speaks the truth, uncannily so. Things he says tend to come true. This Flaw is not a facility for blessing or cursing, or an Effect ruled by any conscious control (use Time 2 instead.) However, at least once per story, an uncomfortable truth regarding any current situation will appear in your character's head and come out his mouth. To avoid speaking prophecy, the owner of this "gift" must expend a Willpower point and take a wound of one bashing health level from the strain of resisting (especially if he bites a hole in his tongue.)

Fits with a seer

Mistaken Identity

(1 point) [Mage: Revised - Social Flaw]

Your mage is not the reincarnation of some ancient hero or nefarious character from history, the favored child that some great animal totem set its mark upon, a powerful immortal wizard who has not been seen for a hundred years or some god come down in human form. Unfortunately, he looks the part, and people who value iconography more than actions will believe he fits the role. This confusion can naturally get your mage into all sorts of trouble. People may expect him to have capabilities that he doesn't, or they may blame him for problems that aren't his own.

As people might confuse the copy with Fan
 
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