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= '''LEVEL 1''' =
= '''LEVEL 1''' =
<br>
== CHAMELEON SKIN ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' •
'''Amalgam:''' Protean •
''The vampire and their belongings take on the facsimile of their surroundings. The scenery behind them is matched for texture, color, and general pattern, allowing for limited camouflage.''
'''Cost:''' Free
'''System:''' The user spends one turn matching their surroundings within a reasonably consistent tone and texture. If there is too much ordered pattern or bold differences, the effect is still attempted but far more obvious as the tone fails to match as well (i.e. murals, mosaics, lots of thin trees). This effect is maintained under mechanical surveillance but the footage and recording will show distortions around them. While utilizing this ability, they may move slowly and remain hidden. Moving with any real speed causes the effect to distort and become obvious.
Observers not utilizing '''Sense the Unseen''' may detect a camouflaged vampire by succeeding a contested Wits + Awareness vs Wits + Stealth roll.
'''Duration:''' One scene
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
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'''System:''' Follow the general rules for Obfuscate. The effect lasts until the user moves or they are detected by other means.
'''System:''' Follow the general rules for Obfuscate. The effect lasts until the user moves or they are detected by other means. Additionally the vampire can place a hand on up to two other individuals and Rouse the blood once for each to conceal them as well. As long as everyone in the group remains motionless, the power conceals all of them; the vampire makes any necessary rolls to remain hidden.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Rulebook, pg. 261</sub>''
''<sub>Core Rulebook, pg. 261<br>Edited per ReVamped, pg. 51</sub>''
</div></div>
 
<br>
 
== ENSCONCE ==
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'''Obfuscate''' •
 
 
''The vampire is able to supernaturally conceal small objects in their hands or on their person. The power doesn’t make visible objects invisible. Rather, it makes a searcher ignore them when they’d otherwise notice.''
 
 
'''Cost:''' Free
 
 
'''System:''' The Kindred can hide a number of small, hand-held objects in their hands or on their person equal to their Obfuscate rating. Mortals ignore dangerous or out-of-place objects that the user is enshrouding or miss them in a search. Kindred with Sense the Unseen or others with supernatural senses can attempt to notice them as usual. Objects in plain view cannot be hidden by this power, nor can animate creatures.
 
 
'''Duration:''' One Scene
 
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 46</sub>''
</div></div>
</div></div>


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<br>
<br>


== UNSEEN PASSAGE ==
== CACHE ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
'''Obfuscate''' ••


'''Prerequisite:''' Ensconce


''With this power, the vampire can now move around while staying hidden. The user is functionally invisible, per the usual Obfuscate limitations.''
 
''The vampire may use this power to hide objects and make them difficult to find just by touching them.''




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'''System:''' As long as the user emits no overpowering odors and no sound louder than a whisper, this power automatically works. Only if the observer has their attention drawn to the user can they make a detection roll.
'''System:''' Objects affected by Ensconce need merely be touched, not held or carried by the Kindred. Furthermore, the user need not maintain physical contact with the object. The effect lasts for a scene. The user may make an additional Rouse Check to extend the duration for the remainder of the night. In that case, the enshrouded object remains hidden until dawn.
 
 
'''Duration:''' One scene or until dawn
 
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 47</sub>''
</div></div>
 
<br>
 
== DOUBLETALK ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
 
'''Amalgam:''' Auspex •
 
 
''Whereas most Kindred use the powers of Obfuscate to hide objects or their own actions, some Kindred use it to mask their speech. The user can say one thing and secretly convey another to a specific person without bystanders being none the wiser. This is the power to use when flirting with the Prince’s boyfriend right in front of their face.''




Sense the Unseen (Auspex •) can also detect the hidden vampire, as per the general Obfuscate rules.
'''Cost:''' One Rouse Check




Note that the user cannot use this power to disappear while being actively observed; it automatically fails in such a case.
'''System:''' The Kindred adds a secret message (up to one sentence) to their words that only a single intended listener can hear. Anyone else present only picks up the message if they can beat the user’s Composure + Obfuscate with their Wits + Auspex.




'''Duration:''' One scene or until detection
'''Duration:''' One utterance


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Rulebook, pg. 261</sub>''
''<sub>Blood-Stained Love, pg. 152</sub>''
</div></div>
</div></div>


<br>
<br>


== VENTRILOQUISM ==
== CHIMERSTRY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
'''Obfuscate''' ••


'''Amalgam:''' Auspex •••
'''Amalgam:''' Presence •




''The user can throw her voice so only the intended recipient hears her.''
''The vampire can create brief but vivid hallucinations, distracting and drawing the attention of those affected. A hallucination can affect any single sense — it can be visual, auditory, tactile, etc. — and occurs long enough to make an impression before ceasing. The user decides on the specifics of the hallucination, though due to its brief nature it cannot convey more than something glimpsed in the corner of the eye or a voice faintly heard (it cannot be employed to create a fake ID, for example).''




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


'''Dice Pools:''' Wits + Obfuscate
'''Dice Pools:''' Manipulation + Obfuscate vs Composure + Wits
 
 
'''System:''' The vampire rolls their Manipulation + Obfuscate. Anyone unprepared and within eyesight of the vampire and eligible to experience the hallucination (by being in line of sight of its projected appearance, or by being the target of a tactile sensation) is distracted, losing two dice on their next action. Additionally, those who fail to resist using their Composure + Wits lose their next active action if they fail. (However, they can still defend and resist as normal, with a two-dice penalty.) Unlike most Presence powers Chimerstry can be used during a stressful physical conflict such as combat, but targets can only be affected once per conflict.
 
 
Other effects resulting from the hallucination are up to the Storyteller, but they are advised to err on the side of caution.




'''System:''' The user may send a telepathic message directly to the mind of a recipient within line of sight, which nobody else can hear or intercept. This message must be brief (no more than a dozen words or so). The person may then respond with a brief message of their own if they so desire. A person may choose to roll Resolve + Composure against the user’s Wits + Obfuscate to block out these messages if they do not want to hear them.
These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).




'''Duration:''' One scene or until detection
'''Duration:''' One turn


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Fall of London, pg. 148</sub>''
''<sub>Players Guide, pg. 76</sub>''
</div></div>
</div></div>


<br>
<br>


== MENTAL MAZE ==
== GHOST'S PASSING ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
'''Obfuscate''' ••


'''Amalgam:''' Dominate
'''Amalgam:''' Animalism
 
 
''The vampire can bestow a measure of subtlety to the animals under their influence, masking their steps from mundane methods of tracking.''
 
 
'''Cost:''' One Rouse Check
 
 
'''System:''' Animals under the user’s influence that the user targets with this power leave no track or trace that can be seen by mundane means. Sense the Unseen (Auspex 1) can still discern signs of an effected creature’s passing however, as per the general Obfuscate rules.
 
 
'''Duration:''' One session
 
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 18</sub>''
</div></div>
 
<br>


'''Prerequisite:''' Cloud Memory
== RIVER OF DREAMS ==
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'''Obfuscate''' ••


'''Amalgam:''' Presence •


''Serpents maintain that the power to Obfuscate is less about illusion and more about perception. 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 worse — 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 will only lead deeper into the maze, and eventually breaking them down into a state of panic and fragility.''


''Though rarely witnessed outside of those following the Path of Paradox, this power allows a vampire to mentally enter the dream of a mortal while feeding on them.''


'''Cost:''' One or Three Rouse Checks


'''Dice Pools:''' Charisma + Obfuscate vs. Wits + Resolve
'''Cost:''' Free


'''Dice Pools:''' None


'''System:''' The vampire personally speaks the words “you cannot escape” to 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 (see 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).


'''System:''' The vampire can briefly enter a mortal's dream while feeding on them. This allows them the ability to communicate with the mortal covertly and to experience their current dream as a direct bystander. Most mortals will have no memory of the intrusion or what secrets they may have revealed unless the vampire goes out of their way to make an impression during the dream. Some vampires even use this power to hide messages in the dreams of their vessels. While in a dream the vampire cannot use any other powers.


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 (see Vampire: The Masquerade, p. 257).


'''Duration:''' One night
'''Duration:''' One Scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 85</sub>''
''<sub>The Black Hand, pg. 82</sub>''
</div></div>
</div></div>


<br>
<br>


== CHIMERSTRY ==
== UNSEEN PASSAGE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
'''Obfuscate''' ••


'''Amalgam:''' Presence •


 
''With this power, the vampire can now move around while staying hidden. The user is functionally invisible, per the usual Obfuscate limitations.''
''The vampire is able to create brief but vivid hallucinations, distracting and drawing the attention of those affected. A hallucination can affect any single sense — it can be visual, audial, tactile, etc. — occurring long enough to make an impression before ceasing. The user decides on the specifics of the hallucination, though due to its brief nature it cannot convey more than something glimpsed in the corner of the eye or a voice faintly heard (it cannot be employed to create a fake ID, for example).''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check
'''Dice Pools:''' Manipulation + Obfuscate vs Composure + Wits




'''System:''' The vampire rolls their Manipulation + Obfuscate. Anyone unprepared and within eyesight of the vampire and eligible to experience the hallucination (by being in line of sight of its projected appearance, or by being the target of a tactile sensation) is distracted, losing two dice on their next action. Additionally, those who fail to resist using their Composure + Wits lose their next active action if they fail. (However, they can still defend and resist as normal, with a two-dice penalty.)
'''System:''' As long as the user emits no overpowering odors and no sound louder than a whisper, this power automatically works. Only if the observer has their attention drawn to the user can they make a detection roll.




Other effects resulting from the hallucination are up to the Storyteller, but they are advised to err on the side of caution.
Sense the Unseen (Auspex •) can also detect the hidden vampire, as per the general Obfuscate rules.




These hallucinations can never be recorded or transmitted (such as by using Ghost in the Machine).
Note that the user cannot use this power to disappear while being actively observed; it automatically fails in such a case.




'''Duration:''' One turn
'''Duration:''' One scene or until detection


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 25</sub>''
''<sub>Core Rulebook, pg. 261</sub>''
</div></div>
</div></div>


<br>
<br>


== GHOST'S PASSING ==
== VENTRILOQUISM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' ••
'''Obfuscate''' ••


'''Amalgam:''' Animalism •
'''Amalgam:''' Auspex ••




''The vampire can bestow a measure of subtlety to the animals under their influence, masking their steps from mundane methods of tracking.''
''The user can throw her voice so only the intended recipient hears her.''




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


'''Dice Pools:''' Wits + Obfuscate


'''System:''' Animals under the user’s influence that the user targets with this power leave no track or trace that can be seen by mundane means. Sense the Unseen (Auspex 1) can still discern signs of an effected creature’s passing however, as per the general Obfuscate rules.
 
'''System:''' The user may send a telepathic message directly to the mind of a recipient within line of sight, which nobody else can hear or intercept. This message must be brief (no more than a dozen words or so). The person may then respond with a brief message of their own if they so desire. A person may choose to roll Resolve + Composure against the user’s Wits + Obfuscate to block out these messages if they do not want to hear them.




'''Duration:''' One session
'''Duration:''' One scene or until detection


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Forbidden Religions, pg. 18</sub>''
''<sub>Fall of London, pg. 148</sub>''
</div></div>
</div></div>


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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>''
</div></div>


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<br>


== FATA MORGANA ==
== MASK OF ISOLATION ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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.
'''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 + 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 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>''
</div></div>
</div></div>


<br>
<br>


== MASK OF ISOLATION ==
== MENTAL MAZE ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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>
 
<br>
 
== MIND MASQUE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Obfuscate''' •••
 
'''Amalgam:''' Dominate ••
 
 
''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.''




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


'''Dice Pools:''' Manipulation + Obfuscate vs. Charisma + Insight
'''Dice Pool:''' Intelligence + Obfuscate
 
 
'''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 scene
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 78</sub>''
</div></div>
 
<br>
 
== SPIRIT JAUNT ==
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'''Obfuscate''' •••
 
'''Amalgam:''' Oblivion ••




'''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.)
''While only master necromancers can truly cross over to the other side of the Shroud, certain Samedi have developed a simpler trick. By offering a sacrifice of vitae to the loa, they can take on some properties of a ghost for a short time.''




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




In most chronicles, use of this power to break someone should merit Stains.
'''System:''' The necromancer spills their blood and speaks a short prayer, then disappears into the Shroud itself, moving through the liminal space between worlds. In this state they can move in any direction, unimpeded by obstacles, but cannot interact physically with anything in either world. They see objects and beings in the Shadowlands as silhouettes overlaid on the Skinlands, though they cannot themselves be seen by anyone without a method of detecting ghosts (Oblivion Sight, Sense the Unseen). Some necromancers combine this with Sepulchre Voice to allow themselves to be heard while incorporeal.




'''Duration:''' One night plus one additional night for each success in the margin
'''Duration:''' Exactly one hour. Deactivating this power before its duration runs out inflicts one point of Aggravated Willpower damage.


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''<sub>Homebrew Content, pg. XX</sub>''
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Latest revision as of 15:17, 16 September 2024

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.