DisciplinesObfuscate[ 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, 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.
[ 2 ] 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.
[ 3 ] 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).
[ 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 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 ghost-like requires a Perception + Alertness roll (difficulty
. 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.
[ 5 ] Cloak the Gathering
At this degree of power, the vampire may extend his 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 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 its 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.
Animalism[ 1 ] Feral Whispers
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact.
Since Feral Whispers requires eye contact, animals that cannot see are not affected. Further, the simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds and larger reptiles are relatively easy to communicate with. Insects, invertebrates and most fish (with the possible exception of larger ones like sharks) are just too simple, their Beasts too weak, to connect with.
Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can probably cow smaller beasts into heeding commands, but he's better off couching orders for large predators in terms of requests.
If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and may affect it for some time.
System:
No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, insectivorous/vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed).
The number of successes the player achieves dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow someone and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months.
The character's Nature plays a large part in how he approaches these conversations. The character might try intimidation, teasing, cajoling, rationality or emotional pleading. The player should understand that he does not simply play his character in these situations, but the Beast Within as well.
[ 2 ] Beckoning
The vampire's connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal - howling like a wolf, cawing like a raven, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single species at a time.
All such animals within earshot are summoned, but may choose individually whether or not to respond. While the vampire has no control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred's request.
System:
The player rolls Charisma + Survival (difficulty 6) to determine the response to the character's call; consult the table below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot, the summons goes unanswered.
The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
1 success A single animal responds.
2 successes One-quarter of the animals within earshot respond.
3 successes Half of the animals respond.
4 successes Most of the animals respond.
5 successes All of the animals respond
PotenceSystem: Each dot that the vampire has in Potence adds one die to all Strength-related dice rolls. Further, the player can spend one blood point and change his Potence dice into an equal number of automatic successes to all Strength-related rolls for the turn. In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results.
While flesh and blood have their limits, undead sinews and vitae have a bit more latitude when it comes to feats of strength. Vampires who are close to Caine in descent are sometimes capable of strength-based maneuvers that awe even other vampires. A product of blood and will as much as of muscle and bone, mastery of Potence gives a vampire the ability to do far more than just lift progressively heavier objects -- if the vampire himself is willing to learn an alternate way.
Advanced Potence powers can be purchased in the same fashion as advanced Celerity or Fortitude powers: A character can choose to learn an alternate power instead of advancing along the Discipline's normal progression, and can later go back and re-purchase what he's missed.
Protean[ 1 ] Eyes Of The Beast ( Vampire: The Masquerade 20th Anniversary Edition -- Page 199 )
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire's Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.
System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). (A vampire without this power who is immersed in total darkness suffers blind-fighting penalties).
[ 2 ] Feral Claws ( Vampire: The Masquerade 20th Anniversary Edition -- Page 199 )
The vampire's nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It's rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.
System: The claws grow automatically in response to the character's desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
Auspex[1] Heightened Senses
This power sharpens all of the vampire's senses, effectively doubling the clarity and range of sight, hearing and smell. While her senses of taste and touch extend no farther than normal, they likewise become far more acute; the vampire could taste the hint of liquor in a victim's blood, or feel the give of the board concealing a hollow space in the floor. The Kindred may magnify her senses at will, sustaining this heightened focus for as long as she desires. At the Storyteller's option, this may make hunting easier.
Occasionally, this talent provides extrasensory or even precognitive insights. These brief, unfocused glimpses may be odd premonitions, flashes of empathy or eerie feelings of foreboding. The vampire has no control over these perceptions, but with practice can learn to interpret them with a fair degree of accuracy.
Expanded senses come at a price, however. Bright lights, loud noises and strong smells present a hazard while the vampire uses this power. In addition to the possibility for distraction mentioned above, an especially sudden stimulus - like the glare of a spotlight or a clap of thunder - can blind or deafen the Kindred for an hour or more.
System
This power doesn't normally require the use of dice, instead being defined through the Storyteller's descriptions and the player's imagination. In certain circumstances, use of this power requires a die roll: for a normal Perception roll (the Storyteller may reduce the difficulty by the character's Auspex rating), to notice a subject using Obfuscate, or to perceive a threat (the Storyteller privately rolls the character's unmodified Auspex rating, applying whatever difficulty he feels best suits the circumstances). For example, in the last instance, sensing that a pistol is pointed at the back of the character's head may require a 5, while the sudden realization that a rival for primogen is planning her assassination may require a 9.
This power does not let characters see in pitch darkness, as does Eyes of the Beast but it does reduce difficulty penalties to act in pitch darkness from +2 to +1, and the character may make ranged attacks in pitch darkness if she can hear, smell or otherwise detect her foe.
MagicThaumaturgy 2 (Spirit manipulation primary).
Spirit manipulation 2
Path of the Levinbolt 1
Path of Blood 1
Neptune's might 1
Lure of Flames 1