Obfuscate: Difference between revisions

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(Alphabetized powers. Moved "Mental Maze" to Level 3, per Players Guid.)
(Alphabetized powers. Added "Mind Masque" from Players Guide. Moved "Mental Maze" from Level 2, per Players Guide.)
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= '''LEVEL 3''' =
= '''LEVEL 3''' =
<br>
== FATA MORGANA ==
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'''Obfuscate''' •••
'''Amalgam:''' Presence ••
''The vampire can craft elaborate hallucinations, making any subjects in their vicinity see, hear, and feel whatever the user can devise. From seeing and tasting a takeout container filled with maggots and rice to a thunderous torrent of reeking, rancid blood boiling out of the sewers, Fata Morgana causes witnesses to experience circumstances that just aren’t real.
There is no limit to the number of victims who can be affected simultaneously, but in order to be affected by Fata Morgana a subject needs to be able to see the user or vice versa, though they do not need to be actively aware of them. The vampire does not need to remain present once a victim is affected.
Visual effects are always separate objects. They cannot be used to “mask” or otherwise disguise items or individuals, and can never entirely block line of sight. Fata Morgana hallucinations cannot appear to affect the surrounding reality: The torrent of blood won’t wash away cars parked in the street or pedestrians, and an explosion created with Fata Morgana does not cause any damage, hallucinatory or otherwise. A collapsing staircase won’t tumble anyone currently descending the staircase. Sensory effects created by Fata Morgana cannot blind or deafen or in other ways overload senses, not even those supernaturally augmented. Similarly, hallucinations are not caught on camera or other kinds of recording devices.''
'''Cost:''' One Rouse Check
'''Dice Pools:''' Manipulation + Obfuscate
'''System:''' The user makes a Manipulation + Obfuscate test against a Difficulty equal to one plus the number of senses the hallucination targets. (An audio-visual hallucination would thus be Difficulty 3, while a complete five-sensory experience would be Difficulty 6.) The easiest visual hallucinations to create are fairly small or discreet — increase the Difficulty by one for room-sized hallucinations, two for house-sized hallucinations, and so on. Further complications may add additional Difficulty at the Storyteller’s discretion. Any attempt to mimic the appearance of a specific individual or in other ways deceive can require additional Performance or Subterfuge tests as appropriate.
Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can do this only if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against the user’s Manipulation + Presence. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them. Any attempt to interact with the hallucination also causes it to lapse entirely, as everyone present becomes aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this power is not overt, so even if the hallucination is revealed, it is not obvious from whom it originated.
These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine). If the hallucination could cause Frenzy or similar reactions in its targets, apply the same test at a Difficulty of one lower than the real thing.
'''Duration:''' One scene, unless the vampire chooses to let it lapse before that.
<div style='text-align: right;'>
''<sub>Players Guide, pg. 77</sub>''
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== FATA MORGANA ==
== MASK OF ISOLATION ==
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'''Obfuscate''' •••
'''Obfuscate''' •••


'''Amalgam:''' Presence ••
'''Amalgam:''' Dominate •




''The vampire can craft elaborate hallucinations, making any subjects in their vicinity see, hear, and feel whatever the user can devise. From seeing and tasting a takeout container filled with maggots and rice to a thunderous torrent of reeking, rancid blood boiling out of the sewers, Fata Morgana causes witnesses to experience circumstances that just aren’t real.<br><br>There is no limit to the number of victims who can be affected simultaneously, but in order to be affected by Fata Morgana a subject needs to be able to see the user or vice versa, though they do not need to be actively aware of them. The vampire does not need to remain present once a victim is affected.<br><br>Visual effects are always separate objects. They cannot be used to "mask" or otherwise disguise items or individuals, and can never entirely block line of sight. Fata Morgana hallucinations cannot appear to affect the surrounding reality: The torrent of blood won’t wash away cars parked in the street or pedestrians, and an explosion created with Fata Morgana will not cause any damage, hallucinatory or otherwise. A collapsing staircase won’t tumble anyone currently descending the staircase. Sensory effects created by Fata Morgana cannot blind or deafen or in other ways overload senses, not even those supernaturally augmented. Similarly, hallucinations are not caught on camera or other kinds of recording devices.''
''Subtle but effective, this power forces the effect of Mask of a Thousand Faces on an unwitting subject. The victim will no longer be seen for who they are, even by those closest to them. Often employed over a longer period of time, the power is used by those who want to break their subject subtly but utterly, cutting them off from means and society to the point that they’ll do anything to escape such a fate.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Manipulation + Obfuscate
'''Dice Pools:''' Manipulation + Obfuscate vs. Charisma + Insight




'''System:''' The user makes a Manipulation + Obfuscate test against a Difficulty equal to one plus the number of senses the hallucination targets. (An audio-visual hallucination would thus be Difficulty 3, while a complete five-sensory experience would be Difficulty 6.) The easiest visual hallucinations to create are fairly small or discreet — increase the Difficulty by one for room-sized hallucinations, two for house-sized hallucinations, and so on. Further complications can add additional Difficulty, but that is left to the Storyteller’s discretion. Any attempt to mimic the appearance of a specific individual or in other ways deceive can require additional Performance or Subterfuge tests as appropriate. While this power may be used to disguise objects, by making them appear as similar objects, it cannot conceal them entirely.
'''System:''' The user locks eyes with the victim and must then succeed at a Manipulation + Obfuscate vs. Charisma + Insight test. On a win, the effect lasts for one night, plus one for each success in the margin. While under its effect, the victim is treated as employing Mask of a Thousand Faces, and is unable to be recognized by anyone. (The user can try to persuade friends and family with a Composure + Persuade test, but even when presenting proofs, the apprehension caused by this particular power will make it hard to convince them.)




Vampires and other supernatural creatures have a chance to disbelieve the hallucination, but mortals can do this only if they have reason to suspect it to be fake. In both cases they roll Intelligence + Awareness against the user’s Manipulation + Obfuscate. A success means that the individual in question is no longer affected by the hallucination, and it effectively disappears for them. Any attempt to interact with the hallucination will also cause it to lapse entirely, as everyone present will become aware of its unreal nature (as with the collapsing staircase example, if someone is using the staircase). Note that the use of this power is not overt, so even if the hallucination is revealed, it is not obvious from whom it originated.
If the subject is ever made aware of the power being used on them the effect ends, and the power cannot be employed on someone aware of its effects: It relies on the unconscious ignorance of the victim to remain active. As use of the power isn’t overt, it can be reapplied repeatedly though, so long as the user doesn’t reveal their intent.




These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
In most chronicles, use of this power to break someone should merit Stains.




'''Duration:''' One scene, unless the vampire chooses to let it lapse before that.
'''Duration:''' One night plus one additional night for each success in the margin


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 26</sub>''
''<sub>Sabbat Sect Book, pg. 48</sub>''
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== MASK OF ISOLATION ==
== MENTAL MAZE ==
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'''Obfuscate''' •••
'''Obfuscate''' •••
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''Subtle but effective, this power forces the effect of Mask of a Thousand Faces on an unwitting subject. The victim will no longer be seen for who they are, even by those closest to them. Often employed over a longer period of time, the power is used by those who want to break their subject subtly but utterly, cutting them off from means and society to the point that they’ll do anything to escape such a fate.''
''Mental Maze is the ability to remove all sense of direction and location from a victim, allowing the vampire to make their target a prisoner in their current environment, such as a home, a nightclub, or a vampire’s cellar. The victim finds their location folding back on itself, subtly altering their perception of previously visited rooms, convincing them that an actual exit only leads deeper into the maze, and eventually breaking them down into a state of panic and fragility.''
 
 
'''Cost:''' One or Three Rouse Checks
 
'''Dice Pools:''' Charisma + Obfuscate vs. Wits + Resolve
 
 
'''System:''' The vampire makes eye contact with their victim and rolls Charisma + Obfuscate versus the target’s Wits + Resolve, with lower Generation vampires being able to negate the roll with a Willpower point as per Dominate’s characteristics (Vampire: The Masquerade, p. 255). On a win, the victim struggles to find their way out of the building they’re in. An additional two Rouse Checks allows this power to be used in a single room or a densely packed outdoor environment (such as a construction site or forest).
 
 
Mortals cannot attempt to escape but supernatural creatures can make a Resolve + Awareness test each scene using the vampire’s initial successes as the Difficulty, suffering a point of Superficial Willpower damage for every missing success if they fail. This roll cannot benefit from Teamwork, as any guidance given does not match what the victim sees. This power ends if the environment becomes dangerous (e.g. the building catches fire), unless the vampire has Terminal Decree (Vampire: The Masquerade, p. 257).
 
'''Duration:''' One night
 
<div style='text-align: right;'>
''<sub>Players guide, pg. 77</sub>''
</div></div>
 
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== MIND MASQUE ==
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'''Obfuscate''' •••


'''Cost:''' One Rouse Check
'''Amalgam:''' Dominate ••


'''Dice Pools:''' Manipulation + Obfuscate vs. Charisma + Insight


''The vampire can craft the illusion of a completely different persona, hiding their true thoughts and feelings to anyone who uses supernatural abilities to read their mental state, aura, thoughts, or similar. Those who look into their mind see only what the user wants them to see, and only the most accomplished scryers can pierce this elaborate facade.''


'''System:''' The user locks eyes with the victim and must then succeed at a Manipulation + Obfuscate vs. Charisma + Insight test. On a win, the effect lasts for one night, plus one for each success in the margin. While under its effect, the victim is treated as employing Mask of a Thousand Faces, and is unable to be recognized by anyone. (The user can try to persuade friends and family with a Composure + Persuade test, but even when presenting proofs, the apprehension caused by this particular power will make it hard to convince them.)


'''Cost:''' One Rouse Check


If the subject is ever made aware of the power being used on them the effect ends, and the power cannot be employed on someone aware of its effects: It relies on the unconscious ignorance of the victim to remain active. As use of the power isn’t overt, it can be reapplied repeatedly though, so long as the user doesn’t reveal their intent.
'''Dice Pool:''' Intelligence + Obfuscate




In most chronicles, use of this power to break someone should merit Stains.
'''System:''' The user rolls Intelligence + Obfuscate against a Difficulty of 1 to 3 (or more), depending on the sophistication of the ruse they want to enact, with 1 representing a simple masking of their emotional state to 3 and beyond for elaborate alternate personas complete with false thoughts and memories. The margin on the win is added as Difficulty to any attempt to “read” them. Failing to reach the added Difficulty lets the reader see only the false personality the user has crafted, without any hint that the reader is being misled. (Failing to reach even the standard Difficulty yields nothing, as normal, so as not to let on that a false personality is present.)




'''Duration:''' One night plus one additional night for each success in the margin
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 48</sub>''
''<sub>Players Guide, pg. 78</sub>''
</div></div>
</div></div>



Revision as of 21:11, 2 April 2023

OBFUSCATE

Stealth Mode | Cloaking | Chimerstry | Occulto | Veils


For any hunter, the ability to hide, move without being seen, and employ camouflage proves vital. For the Kindred practitioners of Obfuscate, the Discipline provides the perfect cover to get close to a victim, disguise themselves as harmless, and escape when the heat grows too much. Obfuscate experts may utilize the Discipline to lurk in the shadows while spying, change appearance in a crowd while under surveillance, or even spread the gift to a group of vampires looking to hide.




CHARACTERISTICS


Discipline obfuscate.png
  • Type: Mental
  • Masquerade Threat: Low.
    Avoiding detection is the whole point of this Discipline.
  • Blood Resonance: Melancholic.
    The ignored and unseen, the homeless, forgotten, and depressed; spies, pickpockets, excellent servants, roadies and stagehands, and all the background people.


Ofuscate powers work through ambient, low-level mesmerism. Observers see the vampire but their minds choose to ignore it. Witnesses unconsciously move out of the way if the user blocks their path and rationalize their behavior if pressed. Obfuscate affects all five senses unless otherwise noted.


The Discipline does have limits: the illusion fails if the observer cannot ignore the user or if the user backs the observer into a corner. A vampire blocking a doorway cannot maintain Obfuscate against someone walking through it. Likewise, violent action jeopardizes the façade, as does actions like raised voices, failed pickpocket attempts, and weapons raised to strike. Whispering without breaking Obfuscate is still possible.


Generally, the Discipline offers no protection against machine surveillance. A human staking out the vampire has a hard time pointing the lens in the right direction, but automatic cameras and other types of detectors can catch them.


A vampire with Sense the Unseen (Auspex •) can detect Obfuscated characters by rolling Wits or Resolve + Auspex vs Wits + Obfuscate. Anyone can detect an Obfuscated vampire who draws attention to themselves; such observers detect such accidental revelations with a contest of Wits + Awareness (or Resolve + Awareness for an active searcher) vs Wits + Stealth. This also applies to surprise attacks from Obfuscate – a victim always has a chance to sense the danger a moment before the strike.