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, shadowed place and eases himself from normal sight. The vampire remains unnoticed as long as he stays silent, still, under some degree of cover (curtain, bush, door frame, lamppost, alley) and out of direct lighting. The immortal's concealment vanishes if he moves, attacks or falls under direct light. Furthermore, the vampire's deception cannot stand concentrated observation without fading.
System: No roll is required as long as the character fulfills the criteria described above. So long as he remains quiet and motionless, virtually no one but another Kindred with a high Auspex rating will see him.
Unseen Presence
With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and others automatically avert their gaze as he 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 ignored indefinitely unless someone deliberately seeks him out or he inadvertently reveals himself.
Since the vampire fully retains his physical substance, he must be careful to avoid contact with anything that may disclose his presence (knocking over a vase, bumping into someone). 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 himself. The Storyteller should call for a Wits + Stealth roll under any circumstances that might cause the character to reveal himself. The difficulty of the roll depends on the situation; stepping on a squeaky 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 character is cloaked from view while he smashes through a window, yells out or throws someone across the room, the vampire 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 roll (difficulty 7); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he were visible the entire time.
Mask of a Thousand Faces
The vampire can influence the perception of others, causing them to see someone different from the immortal himself. Although the Kindred's physical form does not change, any observer who cannot sense the truth sees whomever the vampire wishes her to see.
The vampire must have a firm idea of the visage he 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: The player rolls Manipulation + Performance (difficulty 7) to determine how well the disguise works. If the character tries to impersonate someone, he must get a good look at the subject before putting on the mask. The Storyteller may raise the difficulty if the character catches only a glimpse. The chart below lists the degrees of success in manufacturing another appearance.
Actually posing as someone else carries its own problems. The character 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.
2 Successes He looks unlike himself; people don't easily recognize him or agree about his appearance.
3 Successes He looks the way he wants to appear.
4 Successes Complete transformation, including gestures, mannerisms, appearance and voice.
5 Successes Profound alteration (appear as the opposite sex, a vastly different age, extreme change of size).
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 he stands directly before someone.
While the disappearance itself is quietly subtle, its impact on those who see it is anything 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: The player rolls Charisma + Stealth; the difficulty equals the target's Wits + Alertness (use the highest total in the group if the character disappears in front of a crowd). With three or fewer successes, the character fades but does not vanish, becoming an indistinct, ghostlike figure. With more than three, he disappears completely. If the player scores more successes than an observer's Willpower rating, that person forgets that the vampire was there in the first place.
Tracking the character accurately while he appears ghostlike requires a Perception + Alertness roll (difficulty 8). A successful roll means the individual can interact normally with the vampire (although the immortal looks like a profoundly disturbing ghostly shape). A failed roll results in +2 difficulties (maximum 10) when attempting to act upon, or interact with, the vampire. The Storyteller may call for new observation checks if the vampire moves to an environment in which he's difficult to see (heads into shadows, crosses behind an obstacle, proceeds through a crowd). When fully invisible, the vampire is handled as described under Unseen Presence, above.
A person subject to the vanishing makes a Wits + Courage roll (mortals at difficulty 9, immortals at difficulty 5). A successful roll means the individual reacts immediately (although after the vampire performs his action for that turn); failure means the person stands uncomprehending for two turns while her mind tries to make sense of what she just experienced.
Cloak the Gathering
At this degree of power, the vampire may extend his concealing abilities to cover an area. The immortal may use any Ohfuscate 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 himself 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 character may conceal one extra individual for each dot of Stealth he possesses. He may bestow any single Obfuscate power at a given time to the group. While the power applies to everyone under the character's cloak, his player need only make a single roll. Each individual must follow the requirements described under the relevant Obfuscate power to remain under it's effect; any person who fails to do so loses the cloak's protection, but doesn't expose the others. Only if the vampire himself errs does the endowment drop for everyone.
Conceal
The vampire may mask an inanimate object up to the size of a house (Obfuscate cannot be used to disguise inanimate object without the use of this power). If the object is hidden, so are all of its contents. While Conceal is in effect, passersby walk around the conceald 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, a character must be within 30 feet 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 character is traveling. 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 this gun is disinclined to make a traffic stop of the phantom blimp. Using Conceal on aircraft is problematic, as the power's range generally doesn't extend far enough to cover air traffic controllers and the like.
Mind Blank
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 character's mind first requires a successful Perception + Empathy roll (difficulty of the character's Wits + Stealth). Even if a potential intruder does succeed, his dice pool for the attempt itself is then limited to the number of successes he scored on the initial roll.
Soul Mask
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 character 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 Mask can be bought multiple times, if desired, in order to give a vampire multiple auras from which to choose.
Unless the player states otherwise, Soul Mask is always in effect. If the character has bought Soul Mask two or more times, her "default" aura displayed is the first one she learned.
Blithe Acceptance
[CB:As]
Mental Maze
[CB:FoS]
Confusion of the Eye
[CB:FoS]
Scrawl
[CB:Ma]
Gemini's Mirror
[A&T]
Mask of Janus
[A&T]
Cache
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 he goes about his business elsewhere.
System: A character must be within the normal required distance to initiate an Obfuscate power. Once this is done, the player spends a Willpower point, 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 his Wits + Stealth in miles from the object or person he wishes to conceal. The enhanced concealment fades at the next sunrise, or breaks, as always, if the Obfuscate subject reveals himself.
Veil of Blissful Ignorance
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 character must touch the victim to activate this power. The player spends a blood point and rolls Wits + Stealth (difficulty of the victim's 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 the player rolls.
1 success Three turns
2 successes One minute (20 turns)
3 successes 15 minutes
4 successes One hour
5 successes One night
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 to 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.
Old Friend
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 semblance 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 necessarily 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: The player rolls Manipulation + Acting (difficulty equal to the victim's Perception + Alertness, maximum 10). The more successes, 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.
Phantom Haunter
[CB:Ma]
Create Name
Some Toreador call this power the ultimate development of method acting. Create Name allows a character 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 semblance 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. The player makes an extended roll of Intelligence + Acting (difficulty 8), one roll per night. A total of 20 successes are necessary to construct a new identity, while a botch removes five successes from the vampire's total. Once a new identity has been successfully created, however, the character 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 character's face, aura, Nature, Demeanor, even thoughts and Psychological Merits and Flaws all appear to be those selected and crafted by the character.
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 character 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 + Alertness (difficulty 9) for each character who should catch a slip made by the impostor.