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OBFUSCATE
This uncanny power enables Kindred to conceal themselves from others' sight. By simply wishing to remain unseen, a vampire can disappear, even if he stands in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes any observers into thinking she has vanished. Additional uses of Obfuscate include changing the Kindred's features and concealing other people or objects.
Unless the vampire purposefully makes himself seen, she can remain obscured indefinitely. At higher levels of power, the vampire may fade from view so subtly that those nearby never register the point at which he "left."
Under most circumstances, few mortals or supernaturals can penetrate Obfuscate's cloaking fog. Animals, operating on a more instinctual level, often perceive (and fear) the vampire's presence even if they can't detect him with their normal senses. Children and other innocents to whom deception is foreign might also be able to pierce the deception.
The Auspex Discipline enables Kindred to see through Obfuscate, but even that is not guaranteed, however. See Auspex for more details.
Since Obfuscate affects the viewer's mind, Kindred can't use this Discipline to cloak their presence from mechanical devices. Video recordings and photographs capture the vampire's image faithfully. Even so, such is Obfuscate's ability to bend the mind that someone using a recording device will not see the immortal's image until he views the footage at a later date, at even then.
Several clans - Assamites, Followers of Set, Malkavians, Nosferatu - use this power, but it stands as the hallmark of the Nosferatu. A number of elder Kindred believe Caine, or perhaps Lilith, bestowed the clan with this Discipline to compensate for the hideous physical deformities its members suffer.
Most Obfuscate powers last for a scene or so, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.
Level 1
Cloak of Shadows
At this level, the vampire must rely on nearby shadows and cover to assist in hiding his presence. He steps into an out-of-the-way, shdowed place and eases himself from normal sight. The vampire remains unnoticed as long as she stays silent, still, under some degree of cover and out of direct lightning. The immortal's concealment vanishes if she moves, attacks or falls under direct light. Furthermore, the vampire's deception can't stand concentrated observation without faidng.
System: No roll is required as long as the vampire fulfills the criteria. So long as she remains quiet and motionless, virtually no one but Kindred with Auspex will see him.
Level 2
Unseen Presence
With experience, the vampire can move around without being seen. Shadows seem to shift to cover her, and others automatically avert their gaze as she passes by. People move unconsciously to avoid contact with the cloaked creature; those with weak wills may even scurry away from the area in unacknowledged fear. The vampire remains ignores indefinitely unless someone deliberately seeks her out or she inadvertantly reveals herself.
Since the vampire fully retains her physical substance, she must be careful to avoid contact with anything that may disclose her presence. Even a whispered word or the scuffing of a shoe against the floor can be enough to disrupt the power.
System: No roll is necessary to use this power unless the character speaks, attacks or otherwise draws attention to herself. A Wits + Stealth roll would be needed under any circumstances that might cause the vampire to reveal herself. The difficulty depends on the situation; stepping on a squeaking floorboard might be a 5, while walking through a pool of water may require a 9. Other acts may require a certain number of successes; speaking quietly without giving away one's position, for instance, demands at least three successes.
Some things are beyond the power of Unseen Presence to conceal. Although the vampire is cloaked from view while she smashes though a window, yells out or throws someone across the room, she becomes visible to all in the aftermath. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make a Wits + Alertness (7) roll; if successful, the mental haze clears completely, so those individuals recall every move the vampire made up until then as if she were visible the entire time.
Level 3
Mask of a Thousand Faces
The vampire can influence the perception of others, causing them to see someone different from the immortal herself. Although the Kindred's physical form doesn't change, any observer who can't sense the truth sees whomever the vampire wishes him to see.
The vampire must have a firm idea of the visage she wishes to project. The primary decision is whether to create an imaginary face or to superimpose the features of another person. Manufactured features are often more difficult to compose in believable proportions, but such a disguise is easier to maintain than having to impersonate someone else. Of course, things get simpler if the Kindred borrows the face but doesn't bother with the personality.
System: Roll Manipulation + Performance (7) to determine how well the disguise works. If the vampire tries to impersonate someone, she must get a good look at the subject before putting on the mask. If she catches only a glimpse, the difficulty may be raised. The chart below lists the degrees of success in manufacturing another appearance.
Actually posing someone else carries its own problems. The vampire should know at least basic information about the individual; especially difficult deceptions (fooling a lover or close friend) require at least some familiarity with the target in order to succeed.
1 success |
The vampire retains the same height and build, with a few slight alterations to his basic features. Nosferatu can appear as normal, albeit ugly, mortals.
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2 successes |
She looks unlike herself; people don't easily recognise her or agree about her appearance. |
3 successes |
She looks the way she wants to appear.
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4 successes |
Complete transformation, including gestures, mannerisms, appearance and voice.
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5+ successes |
Profound alteration (appear as the opposite sex, a vastly different age, extreme change of size).
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Level 4
Vanish from the Mind's Eye
This potent expression of Obfuscate enables the vampire to disappear from plain view. So profound is this vanishing that the immortal can fade away even if she stands directly before someone.
While the disappearance itself is quietly subtle, its impact on those who see it is anything is but. Most kine panic and flee in the aftermath. Especially weak-willed individuals wipe the memory of the Kindred from their minds. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
System: Roll Charisma + Stealth (Wits + Alertness [use the highest total if the vampire disappears in front of a crowd]). Wih three or fewer successes the vampire fades but doesn't vanish, becoming an indistinct, ghostlike figure. If the successes more than an observer's Willpower, that player forgets that the vampire was there in the first place.
Tracking the vampire accurately while she appears ghost-like requires a Perception + Alertness (8) roll. A success means the individual can interact normally with the vampire (although the immortal looks like a profoundly disturbing ghost shape). A failed roll results in +2 difficulties (maximum 10) when attempting to act upon, or interact with, the vampire. New observation checky may be called upon if the vampire moves to an environment in which she's difficult to see (heads into shadows, crosses behind an obstackle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence.
A person subject to the vanishing makes a Wits + Courage (9 for mortals, 5 for immortals) roll. A successful roll means the individual reacts immediately (although after the vampire performs her action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what he just experienced.
Level 5
Cloak the Gathering
At this degree of power, the vampire may extend her concealing abilities to cover an area. The immortal may use any Obfuscate power upon those nearby as well as upon himself, if he wishes.
Any protected person who compromises the cloak exposes himself to view. Further, if the one who invokes the power gives herself away, the cloak falls from everyone. This power is particularly useful if the vampire needs to bring his retinue through a secure location without drawing the notice of others.
System: The vampire may conceal one extra individual for each dot of Stealth she possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the vampire's cloak, the vampire needs to make only a single roll. Each individual must follow the requirements revelant to the Obfuscate power level to remain under its effect; any person who fails to do so loses the cloak's protection, but doesn't expose the others. Only if the vampire herself errs does the endowment drop from eveyone.
Level 6
Blithe Acceptance (Assamite Clanbook (Revised))
Many Assamites undertake pursuits that would seem less than savory to most observers. Indeed, simply being known as an Assamite is enough to draw suspicion in many circles. This Obfuscate technique serves to dampen the repercussions of its practitioner's actions to a certain extent, making anything he might be doing seem much more tolerable. Bear in mind that blithe Acceptance has its limits: while carrying a rifle down a street might be overlooked ("I'm taking this to the appraised."), firing that same weapon into a passing car would alert even the most complacent observer.
System: Spend a BP and roll Manipulation + Subterfudge (7). Any observer must roll and equal or greater number of successes on a Wits + Alertness roll (8, reduced to 6 if the observer is actively looking for suspicious activity) to take note of the vampire's actions, so long as these actions are not physically threatening and the vampire does not attempt to directly interact with the observer.
Unlike most lesser Obfuscate powers, Blithe Acceptance remains in effect even if the vampire affects her physical surroundings or acts in an obtrusive manner. While using Blithe Acceptance, she could pick a lock, defuse a bomb, take money from a cash register or rappel down a skyscraper in Times Square, and all but the most perceptive or paranoid individuals would shrug her antics off and promptly forget ever witnessing them, as long as those actions stayed within the observer's definition of nonthreatening activity.
Conceal (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
The vampire may mask an inanimate object up to the size of a house (Obfuscate cannot be used to disguise inanimate objects without the use of this power). If the object is hidden, so are all of its contents. While Conceal is in effect, passers-by walk around the concealed object as if it were still visible, but refuse to acknowledge that they are making any kind of detour.
System: In order to activate this power, the vampire must be within 10 meters of the object to be concealed and the item must hold some personal significance. The Conceal power functions as Unseen Presence for purposes of detection, as well as the duration and durability of the disguise.
Conceal can be used on a vehicle in which the vampire is travelling. In this instance, traffic patterns seem to flow around the vehicle, and accidents are actually less likely as other drivers subconsciously maneuver away from the concealed auto. A police radar gun still registers a speeding car masked in this fashion, but the officer behind the gun is disinclined to make a traffic stop of the phantom blip. Using Coneal on aircraft is problematic, as the power's range generally doesn't extend far enough to cover air traffic controllers and the like.
Confusion of the Eye (Followers of Set Clanbook (Revised))
Make a target mentally view someone else differently as with Mask of a Thousand Faces without making any visible signs to others.
Gemini's Mirror
Move around invisible while an image of you continues to act normally.
Invisible Weapon (Players' Guide to Low Clans)
Hide a weapon so that it cannot be seen even when you're attacking with it.
Manifold Guise (Libellus Sanguinis 4)
Make everyone in an area look like someone else as with Mask of a Thousand Faces, whether they want to or not.
Mask of Janus
Exchange your appearance as with Mask of a Thousand Faces with someone else.
Mental Maze (Followers of Set Clanbook (Revised))
Make someone unable to find their way out of an area.
Mind Blank (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
A vampire with this power is able to shrug off telepathic contact, easily withstanding invasive probes of her mind.
System: Any attempt to read or probe the vampire's mind first requires a successful Perception + Empathy (vampire's Wits + Stealth) roll. Even if a potential intruder does succeed, her dice pool for the attempt itself is then limited to the number of successes she scored on the initial roll.
Scrawl (Malkavian Clanbook, Malkavian Clanbook (Revised))
The Malkavian is able to tap into the recesses of her madness and encode her irrational thoughts within a written form. Her writing appears no different than any other graffiti (although it may be distinctly irrational, like the scrawl on the walls of a madman's cell); however, other Malkavians are able to look at it and filter out the message hidden within. In essence, the contagious madness of Malkav's blood acts as a medium for communication. If the writer so chooses, She can leave a message that can be read by all Malkavians, or by a specific Malkavian.
System: No roll is necessary to write encrypted messages; however, if the Malkavian is leaving a hidden message for a specific Malkavian, she must personally know either the intended reader, the reader's sire or one of the reader's progeny. There is no roll necessary to read the message, either.
Non-Malkavians with Auspex 6 or higher, if they suspect a hidden message or pattern, can attempt to pierce the scrawl's meaning; doing so requires a Perception + Occult (9) roll. However, failure inflicts a temporary derangement on the reader, as he discovers exactly the wrong pattern in the writer's madness.
Soul Mask (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla, Dark Ages)
In addition to concealing her form, a vampire who has developed soul mask is able to conceal her aura. She may display whatever combination of colors and shades she wishes, or may appear to have no aura whatsoever. This power is of particular use to those of elder generation who have reached such heights of power through diablerie.
System: The use of this power allows the projection of only one aura (or lack thereof) - the vampire chooses the precise colors to be displayed when she first develops Soul Mask. If the vampire has no experience with the use of Aura Perception, she may not choose an alternate aura, as she has no idea what one would look like, though she can still choose to display no aura whatsoever. Soul Maks can be bought multiple times, if desired, in order to give a vampire multiple alternate auras from which to choose.
Unless the player states otherwise, Soul Mask is always in effect. If the vampire has Soul Mask two or more times, her "deafult" aura displayed is the first one she learned.
Level 7
Cache (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
Most Obfuscate powers require the individual using them to be within a short distance of the subjects of the concealment. Cache extends this range considerably, allowing an elder with this power to leave people or objects safely hidden while she goes around her own business elsewhere.
System: A vampire must be within the normal required distance to initiate an Obfuscate power. Once this is done, spend a WP, which activates Cache on top of the already functioning use of the Discipline. The concealment will now remain in effect as long as the vampire is within a distance equal to her Wits + Stealth in kilometers from the object or person she wishes to conceal. The enhanced concealment fades at the next sunrise, or breaks, as always, if the Obfuscate subject reveals himself.
Cloak (Players' Guide)
The vampire may make her aura invisible. If a target wishes to perceive the vampire’s aura, she must make a resisting roll , and if he succeeds, he may then use Aura Perception to read the aura.
System: Roll Wits + Subterfudge (6). For resisting this power roll Perception + Empathy (8).
Master's Voice (Players' Guide (2nd Ed.))
Veil of Blissful Ignorance (Guide to the Camarilla, Players' Guide to Low Clans)
This power's development is attributed to the Malkavians, but many Nosferatu have also found it to be highly useful. The Veil of Blissful Ignorance allows a vampire to Obfuscate an unwilling victim, removing him from the notice of others. Some Nosferatu use this power to teach a humbling lesson to individuals who take the presence and aid of others for granted, while others utilize it to remove an essential member of a group in the midst of a crisis.
System: The vampire must touch the victim to activate this őpwer. Spend a BP and roll Wits + Stealth (Appearance + 3). If the roll is a success, the victim is subject to the effects of Vanish from the Mind's Eye for a length of time determined by the number of successes rolled:
1 success |
3 turns
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2 successes |
1 minute (20 turns)
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3 successes |
15 minutes
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4 successes |
1 hour
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5+ successes |
1 night
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The victim of Veil of Blissful Ignorance does not necessarily know that he is under the effect of this power. He is only aware that everyone around him has suddenly begun acting as if he were not there. The victim cannot break this effect, even with violence; if he attacks someone, the target ascribes the act to the visible individual nearest him. More than one fatal brawl has been incited by this side-effect. The Veil persists even if the vampire who activated it leaves the area. Curiously enough, Veil of Blissful Ignorance can never be used on anyone who is ready and willing to accept its effects.
Veil the Legions (Dark Ages)
Hide a small army from a distance.
Visit Faeryland (Malkavian Clanbook)
The vampire may visit Arcadia.
System: The vampire disappears from the "real" world, and can not be detected by any means. When the vampire returns to the "real" world, it is at the same time and place where she left it.
Level 8
Horrid Countenance (Players' Guide to Low Clans)
Take on the appearance of a monstrous entity that every person sees as their personal nightmare.
Old Friend (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
Many elder Nosferatu have made reputations for omniscience with the secrets they learn through creative uses of this power. A variation of Mask of a Thousand Faces, Old Friend allows a vampire to probe a subject's subconscious and take the semblence of the individual whom that victim trusts over anyone else. Someone using this power does not appear as someone who the victim is frightened of or awed by, but rather someone to whom the victim feels comfortable revealing intimate secrets. Old Friend doesn't neccessarily make its user appear as someone who is still among the living; a long-dead friend or relative is just as likely to be the assigned visage, and in such cases the subject remembers the encounter as a dream or a ghostly visitation.
System: Roll Manipulation + Acting (Perception + Alertness, maximum 10). The more successses, the more convincing the impersonation. Each success also adds one die to all rolls involving the use of the Secondary Talent Interrogation against the victim. This power only affects one victim at a time; other observers see the vampire as she truly is, unless she also establishes a Mask of a Thousand Faces in addition to using Old Friend.
System: Roll Manipulaion + Acting (Perception + Alertness).
Phantom Haunter (Malkavian Clanbook (Revised))
This frightening ability taps into the victim's actual self-image and grants the power found therein to the Lunatic. The Malkavian using Phantom Haunter can reach into her target's mind, draw forth the image of the person who has most shaped (or fucked up) the target's self-image, and then become that person in all respects. If the victim was traumatized by his Embrace, the Malkavian might appear as his sire; if he was most affected by his overweening mother, then his mother suddenly confronts him; if a friendly priest managed to pull him back from the brink of self-destruction, the Lunatic might wear that priest's face. The phantom isn't necessarily accurate; as it's shaped by the victim's memories, the phantom might even be an outright caricature of the real figure from the victim's past.
Although the change is largely illusory, it's more than skin-deep. Once the Malkavian has assumed the persona of the phantom, she gains whetever knowledge of the victim that the victim believes the phantom would have. If the victim believes his father suspected him of slipping off to have sex with his girlfriend on Sunday mornings, then the Malkavian learns of that little habit, and can use that knowledge believably. Since the phantom's knowledge depends on the victim's belief, then the Malkavian can wind up lacking information that the actualy person would ordinarily possess, but can also gain knowledge that the real-world counterpart wouldn't know. It all depends on what the victim thinks his phantom tormentor or benefactor knows.
Of course, assuming this form and faux memories exacts something of a toll on the Malkavian. Spending too much time acting (and thinking) like someone's personal bugbear can temporarily imprint the Malkavian with behaviour patterns not her own.
System: This power requires a Manipulation + Empathy (Willpower) roll. Each success allows the Malkavian to assume the phantom's persona for one turn. While this power is in effect, the Malkavian can destroy her target's confidence by using the secret knowledge so gained; any Dementation, Presence or Dominate attempts against the victim are at -3 difficulty, and the victim loses one temporary point of Willpower each turn that the "phantom" continues its rebuke.
However, the Lunatic must make a Willpower (6) roll every turn past the first in order to retain full control. Failing a Willpower roll means that the Malkavian is oversaturated in the conjured phantom's persona, and continues to be haunted by the phantom's habits and prejudices for the rest of the night. This can be treated as either mild multiple personality disorder or mild schizophrenia; in either case, the Malkavian temporarily loses some of her own self-image to the phantom's own personality. If the Willpower roll is botched, the phantom personality remains for a month or longer. In any case, the Malkavian no longer has access to the phantom's appearance or "memories"; the vague impressions of personality are all that remain.
Trusted Confessor (Dark Ages)
Level 9
Create Name (Players' Guide, Players' Guide (2nd Ed.), Guide to the Camarilla)
Some Toreador call this power the ultimate development of method acting. Create Name allows a vampire to create a completely new identity; face, speech pattern, aura, even thought processes are constructed according to the vampire's desired identity. The power can be used to impersonate an existing individual, or it can project the semblence of a completely fictional identity with perfect accuracy.
System: A vampire working with Create Name must spend three hours a night in relatively uninterrupted quiet to establish a new personality by means of this power. Make an extended roll of Intelligence + Acting (8), one roll per night. A total of 20 successes are necessary to construct a new identity, while a botch removes 5 successes from the vampire's total. Once a new identity has been successfully created, however, the vampire can step into it at any time without any sort of roll. Any outside observer without Auspex 9 or the equivalent sees the artificial identity. The vampire's face, aura, Nature, Demeanor, even thoughts and Psychological Merits and Flaws all appear to be those selected and crafted by the vampire.
The only way to pierce this disguise, other than Auspex 9, is to notice any discrepancies between the assumed identity and the Abilities it by all rights ought to possess. A vampire with no dots in Medicine should have a hard time pulling off a created identity as a neurosurgeon, for example. The Storyteller should make a secret roll of Perception + Alerness (9) for each vampire who should catch a slip made by the impostor.
Obscure God's Creation (Players' Guide to Low Clans)
Remove a person or object from another's perceptions.
Level 10
Memory's Fading Glimpse (Players' Guide, Players' Guide (2nd Ed.))
No one remembers the vampire. Not even if they read about her, or see her on film.
System: The vampire must roll Manipulation + Stealth (8) only if she meets someone who once knew her.
1 success |
The target remembers one minor, mundane thing about the vampire.
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2 successes |
The target knows that he remembers, but doesn't know anything about the vampire.
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3 successes |
The target feels a vestige of recognition.
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4 successes |
The target gets a feeling about the vampire.
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5+ successes |
The target doesn't notice a damned thing amiss.
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