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.