Campaign of the Month: October 2017
Blood & Bourbon
Obfuscate
“Lilith then showed me how she hides herself from hunters.”
The Book of Nod
Okay, I’ll start from the top. I’m just a courier, and after I received word of this order that went through three companies to get to me – clearly someone trying to cover their tracks – and I was given a hush bonus, I said “fuck it, why not.” That’s how I ended up delivering that box to the mansion. No, I never saw what was in the box, but judging from the setup at that place, I’m guessing it was something computery.
So the guy who answers the door is this butler-looking fellow. Looks normal, if a bit pale and out of a comic book. I just hand over the box and ask for a signature, but he eyes me up and down. He asks me to come inside for my bonus. I’ve already received one bonus, but hell, what’s another? So in I go. The butler wanders off, and someone else comes back. A maid this time. She asks if I want a drink. I tell her I’m cool. I just want my money and to get out.
The maid goes away and the butler emerges again. I’m developing a funny feeling. He hands over an envelope of cash and asks if I want to see the gear in this place. Thing is, I’ve never been a tech-head, but I decide to look anyway. As he takes me through the house, I see servers, computers, cables all over the damn place. It’s a firetrap. I reach out to move one aside as I think my bag will catch on it. That’s when it happens.
The butler turns around and he shrieks at me to touch nothing. His face shifts before my eyes. His body too. He turns into this scaly little slime of a man. And then he’s the maid. And then he’s the butler again. And then he’s someone different. And then he’s running away into all the shadows I suddenly notice around this place. I get the fuck out.
So yeah, the guy’s name was “Maropis,” but weird thing: I checked out the mansion again a week later and it was completely empty and dusty, like it had been vacant for decades.
Clans: Banu Haqim, Malkavians, Nosferatu, Setites
Nicknames: Cloaking (common), occulto (archaic), shadow dancing (slang), stealth mode (slang), veiling (common)
Overview
Vampire the Masquerade (4th ed.)
Obfuscate is the uncanny ability for Kindred to conceal themselves from sight, sometimes even in full view of a crowd. An Obfuscated vampire doesn’t actually become invisible, however—rather, they delude observers into believing they have vanished. Obfuscate also allows Kindred to change their features and conceal other people or objects. Several clans cultivate this power—the Assamites, Followers of Set, and Malkavians, for example—but the Nosferatu are particularly known for this Discipline. Some elder Kindred believe that Caine, or perhaps Lilith, bestowed the clan with this Discipline to compensate for the hideous physical deformities its members suffer.
Vampire the Requiem (1st ed.)
Night-dwellers, predators by nature and keepers of the Masquerade, vampires are inherently (and necessarily) creatures of secrecy and stealth. From hiding minute objects to the ability to appear as someone else to the power to fade from sight entirely, the Discipline of Obfuscate grants the Kindred uncanny powers of concealment, stealth and deception.
Vampire the Requiem (2nd ed.)
The Beast is a hidden killer. It lurks just below the surface, unnoticed by its prey until it’s too late. Just another man in the street, no different from anyone else. Just another woman passing by. Why can’t you remember what they looked like? One of them turns, and you can’t quite see his face, but he’s walking towards you. Another second and he’s grabbed you. His teeth sink into your neck and all you can think is “Why won’t anyone do anything? Why won’t they help me?”
Obfuscate is the reason you’ll never be sure that you’re alone again.
Vampire the Masquerade (5th ed.)
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
• 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.
Mixed Signals: Obfuscate tricks the victim’s mind directly, removing traces of the vampire from the sensory information reaching their brain, rather than fooling their senses directly. Thus, photographs, video cameras, and other forms of mechanical surveillance record the vampire normally (subject to the limits of Lost Visage).
Piercing Obfuscate: There are two primary ways to see through Obfuscate.
• Mundane Senses: Characters who suspect their senses are being deceived by something (even mortals who don’t know Obfuscate exists) can search for incidental signs of such: gaps in a crowd concealing an Obfuscated vampire, parted areas of smoke around an Obfuscated object, disrupted traffic flow around an Obfuscated building, etc. This takes a Perception roll or Wits-based roll at Disadvantage. The DC is equal to (1/2 the vampire’s [Dexterity + Stealth or other applicable pool]) + 1. On a success, the character can physically interact with whatever the vampire’s Obfuscate was concealing, but rolls to do so take Disadvantage.
• Supernatural Senses: Characters with Auspex (and similar extrasensory supernatural powers) have a much easier time piercing Obfuscate. Unless a Devotion’s description specifies otherwise, characters automatically get to roll a Clash of Wills whenever they would be affected by Obfuscate: they don’t need to suspect their senses are being deceived. (The GM will roll the player’s dice pool in secret or call for a disguised roll if the player is not suspicious.) On a success, the character can normally perceive whatever the vampire’s Obfuscate was concealing. On a setback, the character can still try to do so with their mundane senses (as detailed above) if they’re actively suspicious.
With some Obfuscate Devotions (chiefly ones which disguise personal appearance), characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must first be suspicious of the vampire’s disguise if they want to make a Clash of Wills. In these circumstances, the GM won’t roll the player’s Auspex + Blood Potency in secret; instead, the player decides to roll.
• Non-Susceptibility: Animals, who rely more on their instincts than their normal senses, can sometime perceive (and be frightened by) an Obfuscated vampire’s presence. Children, the mentally ill, and some very few adults to whom deception is foreign may also be able to pierce Obfuscate at the GM’s discretion.
Obfuscate • Devotions
Common Devotions
Behind the Throne
(Presence • amalgam)
Presence is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them allows one to direct attention while unobserved. This Devotion allows the vampire to focus the effects of Presence Devotions on someone else, as if they had used it instead of the vampire.
Cost: As Devotion used.
Beneath Notice
The ghoul doesn’t take Disadvantage on Clashes of Wills to use Obfuscate against true night-folk with Auspex or other preternatural senses. They’re no better at hiding from other ghouls than they were better, but vampires are more likely to overlook them.
Cost: Free
Cloak of Shadows
As long as the vampire stands still in one spot, people ignore their presence completely. It doesn’t matter where the vampire is or what they look like. People unconsciously move around the vampire to avoid contact with them. If moving around the vampire is impossible (e.g., if they’re standing in the middle of a doorway), this Devotion fails when someone bumps into them. People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Cost: Free
Duration: Scene
Deceptive Aura
The vampire can turn their predatory aura inwards to “smell” like a mortal. Other vampires do not instinctively recognize the vampire as one of their own kind. Vampires with Auspex can only make a Clash of Wills to see through this Devotion if they taste the vampire’s blood or if the vampire does something out of character for a mortal (e.g., using a Discipline or accepting the existence of the supernatural at face value). Other supernatural powers that would reveal the vampire for what they are also take a Clash of Wills. If these supernatural powers already give a dice roll to resist that isn’t a Clash of Wills, the vampire takes Advantage.
Ghouls who take this Devotion can also use it to masquerade as mortals even more thoroughly. Characters who taste the ghoul’s blood through Taste for Blood must succeed on a Clash of Wills to recognize they’re a ghoul.
Cost: Free
Duration: Scene
Face in the Crowd
People don’t care what the vampire looks like or what they’re carrying. They ignore the vampire’s presence unless the vampire is somewhere they shouldn’t be or does something that would draw attention (screaming, punching someone, etc.). People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Cost: Free
Duration: Scene
Ignore
(Dominate • amalgam)
The vampire can command the victim to ignore a person, object, sound, or smell as if it weren’t there. The victim subconsciously recognizes a person’s or object’s presence and will move around it to avoid bumping into it, but otherwise ignores it completely unless it does something to draw significant attention (e.g., if an ignored person starts loudly screaming, or an ignored object gets thrown in their face). The victim ignores a sound or smell no matter what.
Cost: Free
Dice Pool: (Intelligence or Charisma) + (applicable Skill) + Dominate
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Don’t roll against non-agitated mortals.
Duration: Scene
Iron Facade
(Fortitude • amalgam)
The vampire appears completely unaffected by any injuries they suffer, no matter how severe. The vampire can make existing injuries seemingly vanish or can just appear unimpaired by them. This can change the social dynamics of many situations if the vampire appears to take someone’s best shot and shrug it off. It can also conceal vulnerabilities to banes and other weaknesses.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene
Lost Visage
The ghoul gains the Lost Visage power that all vampires have: Vampires do not appear normally in reflective surfaces or visual recording media (photos, videos, etc.) unless they consciously choose to. The lighting comes out too dark, the shot’s angle doesn’t catch the vampire’s face, the image quality is poor, or something else goes wrong. Some individuals can recognize a vampire’s Lost Visage for what it is, however, so this power can be a double-edged sword.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene
Silence of Death
Popular among the Banu Haqim, this power completely silences the vampire, nullifying all sound made by them. They can scream their head off and no one will notice. This Devotion does not eliminate sounds the vampire makes outside their personal space (e.g., throwing objects or slamming doors). As with other Obfuscate Devotions, this Devotion affects victims’ minds and does not fool microphones or other electronic sound detectors.
Cost: Free
Duration: Scene
Uncommon Devotions
Behind the Throne
(Presence •• amalgam)
This Devotion functions like Behind the Throne •, only instead of projecting the Presence Devotion onto a person, they can direct it onto an inanimate object instead.
Behind the Throne •: Presence is all about being the center of attention, while Obfuscate focuses on its avoidance. Combining them allows one to direct attention while unobserved. This Devotion allows the vampire to focus the effects of Presence Devotions on someone else, as if they had used it instead of the vampire.
Prerequisite: Behind the Throne •
Cost: As Devotion used.
Chimerstry
The vampire can create an illusion that confounds a single sense. For instance, they could evoke a sulfurous stench, the appearance of stigmata, or the shatter of broken glass. The illusion’s volume is limited to a room-sized area and the vampire can’t have more than one illusion active at once. If a victim physically interacts with an illusion or has good cause to doubt its reality, they see through it. This Devotion is widely taught among Clan Ravnos.
Cost: Free
Duration: Scene
Disbelieve
(Presence •• amalgam)
The vampire can make someone disbelieve, dismiss, or ignore something they’ve just found out. The victim feels a wave of whatever emotion is most conductive to their disbelief: e.g., jealousy towards a rival who’s just accomplished something important (“There’s no way that hack could’ve done that!”), or adamant denial over a loved one accused of a crime (“There’s no way my spouse is a murderer!”). This Devotion isn’t Dominate and the victim still retains their memories of whatever they heard or saw: someone who witnesses a vampire transform into a wolf or drain someone to death isn’t ever going to dismiss that.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: (Charisma or Manipulation) + (applicable Skill) + Presence
DC: (1/2 target’s [Resolve + Composure + Supernatural Tolerance]) + 1. Don’t roll against non-agitated mortals.
Obscure Vitae
Whenever someone uses A Taste for Blood on the vampire, the vampire can choose what answers they receive. The vampire can falsify their apparent clan, Blood Potency, relation to other Kindred, and anything else that A Taste for Blood could detect. Vampires with Auspex take a Clash of Wills to fool, as do ones analyzing the vampire’s vitae with Blood Sorcery.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene
Steal Face
The vampire can make themselves look like a single person whose blood they’ve tasted within the same night. The vampire still sounds, smells, and feels like their normal self, making this disguise imperfect.
Ghouls with this Devotion can only use it to look like vampires whose blood they’ve tasted. They aren’t set up to consume the blood of other creatures.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene
Ventriloquism
The vampire makes their voice sound like someone else’s. They can’t mimic a specific person, but they can make their voice fit any other possible vocal type. The vampire can also “throw” their voice and make it seem to originate from any nearby point.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s voice if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Cost: Free
Duration: Scene
Obfuscate •• Devotions
Common Devotions
Beneath Notice
This Devotion functions like Beneath Notice •, except the ghoul also gets to roll double their Obfuscate dots on Clashes of Wills to stay hidden from true night-folk. This effectively allows a ghoul to be as good at hiding from vampires with Obfuscate as other vampires, since a ghoul with Obfuscate 5 rolls ten dice, the same pool as a a vampire with Blood Potency 5/Obfuscate 5.
This Devotion doesn’t apply against mortals or lesser night-folk. It’s no harder for them to perceive the ghoul than before.
Beneath Notice •: The ghoul doesn’t take Disadvantage on Clashes of Wills to use Obfuscate against true night-folk with Auspex or other preternatural senses. They’re no better at hiding from other ghouls than they were better, but vampires are more likely to overlook them.
Prerequisite: Beneath Notice •
Cost: Free
Hide Away
The vampire can lend their Obfuscate to other people. For every dot the vampire lowers their Obfuscate, the subject gains equally many Obfuscate dots, up to a maximum of Obfuscate 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Obfuscate dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”
Lost Visage
This Devotion functions like Lost Visage •, except the ghoul no longer has to pay a Rouse check to use it, and it no longer has a limited duration: the ghoul never appears normally in reflective surfaces or visual recording media (photos, videos, etc.) unless they consciously choose to.
Lost Visage •: The ghoul gains the Lost Visage power that all vampires have: Vampires do not appear normally in reflective surfaces or visual recording media (photos, videos, etc.) unless they consciously choose to. The lighting comes out too dark, the shot’s angle doesn’t catch the vampire’s face, the image quality is poor, or something else goes wrong. Some individuals can recognize a vampire’s Lost Visage for what it is, however, so this power can be a double-edged sword.
Prerequisite: Lost Visage •
Cost: Free
Mask of a Hundred Faces
The vampire can make themselves sound and look like a nondescript stranger who someone expects to find in the area. The vampire appears as the same race, gender, and build as the onlooker. The vampire doesn’t smell or feel any different than normal, and close interaction can give away that something is amiss. The Devotion’s effect also breaks if the vampire does something onlookers aren’t expecting them to do (e.g., punching someone at a charity gala, but not punching someone at a riot).
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Prerequisite: Face in the Crowd •
Requirement: The vampire must be somewhere onlookers expect to find possible strangers.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Sleep Unseen
The vampire can activate any Obfuscate • Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.
Cost: As Devotion used.
Steal Sense
With a touch, the vampire can make someone blind, deaf, mute, or anosmic (unable to smell).
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Intelligence + Wits + Obfuscate. Don’t bother rolling against non-agitated mortals.
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1.
Duration: Scene
Touch of Shadow
By touching an animal, person, or object small enough to carry, the vampire can make people ignore it like it wasn’t there. People subconsciously register an object’s presence and try not to bump into it, but don’t notice the object unless someone forces them to interact with it (e.g., throwing it at them). An animal or person can break this effect at will.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Unseen Presence
The vampire turns functionally invisible. People ignore the vampire completely, no matter where they are, unless the vampire does something that would disturb their environment or draw attention to themselves (screaming, punching someone, etc.) People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Prerequisite: Cloak of Shadows • or Face in the Crowd •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Uncommon Devotions
Bestial Guise
(Protean •• amalgam)
The vampire can make themselves look, sound, smell, and feel like an animal. The vampire can only become predatory, scavenging, parasitic, or plague-bearing animals: the Beast never assumes the form of prey. Many Kindred consider this Devotion redundant next to the better-known Beast Shape Devotion, but there can be advantages to secretly retaining human form.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Chimerstry
The vampire can conjure an illusion that confounds all five senses. For instance, they could make a filthy cellar an opulent ballroom with graceful dancers. The illusion’s volume is limited to a room-sized area and the vampire can’t have more than one illusion active at once. If a victim physically interacts with an illusion or has good cause to doubt its reality, they see through it. It’s easy enough to fool an enraptured person with suggestions of what they might expect, though. A bucket of brackish water is as cool as chilled champagne.
This Devotion is widely taught among Clan Ravnos.
Prerequisite: Chimerstry •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Cleansing Impression
(Auspex ••• amalgam)
The vampire can neutralizes psychic impressions on objects around them. Anyone who examines an affected item with The Spirit’s Touch or any other form of past sensing gets the impression that no one has ever touched it and nothing has ever happened to it. Many seers find this sensation disturbing the first time they experience it. Once an item has been cleansed, it remains void of impression until something meaningful happens to it.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Permanent
Predatory Aura
The ghoul can broadcast a predatory aura that makes them “smell” like a vampire. Other vampires who see the ghoul assume they’re fellow Kindred. Vampires must be suspicious of whether the ghoul is actually a vampire if they want to make a Clash of Wills to see through the ghoul’s disguised aura with Auspex.
Cost: Free
Duration: Scene
Servitory Aura
The vampire can turn their predatory aura inwards to “smell” like a ghoul. Other vampires do not instinctively recognize the vampire as one of their own kind. Other vampires must be suspicious of whether the vampire is actually a ghoul if they want to make a Clash of Wills to see through the vampire’s disguised aura with Auspex.
Cost: Free
Duration: Scene
Sympathetic Agony
(Fortitude ••• amalgam)
The Kshatriya caste of Indian Ravnos developed this Devotion to shift the pain of wounds inflicted on them to their enemies. Whenever the target strikes a vampire using this Devotion, the target feels the pain instead of the vampire.
Requirement: The target must have attacked the vampire.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + Obfuscate or (Resolve + Stamina). Remember Fortitude adds to Stamina rolls.
DC: (1/2 target’s [Resolve + Composure + Supernatural Tolerance]) + 1. Every success reduces the penalty the vampire suffers from the Injured Condition by 1 and causes the target to suffer it instead. The vampire still enters torpor if they’d reach Injured -6 without having used this Devotion.
Duration: Scene
Steal Face
This Devotion functions like Steal Face •, except the vampire also sounds, smells, and feels like the person whose blood they’ve tasted.
Steal Face •: The vampire can make themselves look like a single person whose blood they’ve tasted within the same night. The vampire still sounds, smells, and feels like their normal self, making this disguise imperfect.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Ghouls with this Devotion can only use it to look like vampires whose blood they’ve tasted. They aren’t set up to consume the blood of other creatures.
Prerequisite: Steal Face •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene
Ventriloquism
This Devotion functions like Ventriloquism •, except the vampire can also mimic the voice of any individual they’ve heard before.
Ventriloquism •: The vampire makes their voice sound like someone else’s. They can’t mimic a specific person, but they can make their voice fit any other possible vocal type. The vampire can also “throw” their voice and make it seem to originate from any nearby point.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s voice if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Prerequisite: Ventriloquism •
Cost: Free
Duration: Scene
Obfuscate ••• Devotions
Common Devotions
Cloak of the Gathering
The vampire can extend the effects of any Obfuscate • Devotion they know to any number of people, animals, or objects within a room-sized area. The vampire can also affect a single object up to the size of a medium car.
Cost: 1 Rouse check in addition to the original Devotion’s cost, if any.
Duration: Scene or original Devotion’s duration, whichever is shorter.
Cloak of Night
This Devotion functions like Unseen Presence ••, except the vampire can use it even while under direct observation: the vampire straight-up vanishes to observers. People also don’t see, hear, or smell the vampire no matter what the vampire does. People notice if the vampire physically interacts with them or disturbs the nearby environment, though, which breaks the vampire’s invisibility towards those people. The vampire can also make themselves visible to some people but not others.
Unseen Presence ••: The vampire turns functionally invisible. People ignore the vampire completely, no matter where they are, unless the vampire does something that would disturb their environment or draw attention to themselves (screaming, punching someone, etc.) People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Prerequisite: Cloak of Shadows • or Face in the Crowd •; Unseen Presence ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene
Ghost Form
(Protean ••••• amalgam)
This Devotion functions like Mist Form, except the vampire still maintains their regular appearance and appears fully solid to onlookers. The vampire can shift between a mist-like appearance and their regular one at will.
Mist Form •••••: The Beast bursts out from the vampire’s body, dissolving it into a cloud of hungry smoke. Occasionally, their victims can see flashes of yellow within the smoke, like the gleaming of eyes.
Taking on a smoke form gives the vampire numerous advantages. They can move through pipes, crevices, cracks: pretty much anything that isn’t airtight. Strong winds buffet the vampire, but no natural force can disperse them. Other beings pass right through the smoke. The vampire is immune to all harm that doesn’t come from fire, sunlight, or banes.
The vampire can use Disciplines normally in smoke form, but can’t physically attack victims except by feeding. The vampire forces themselves into the victim’s lungs with strands of breath-stealing, semi-tangible smoke, or makes blood boil out of open wounds. The vampire can feed from other Kindred in this way, but risks developing blood bonds as normal.
Ghouls can’t take this Devotion.
Prerequisite: Mist Form •••••
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night
Mask of a Thousand Faces
The vampire can make themselves look, sound, smell, and feel like a subjective face (“a frail old woman,” “a night watchman,” etc.). People perceive the vampire as whoever they expect to see based on the guise in question. The vampire can’t appear as a specific individual.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Prerequisite: Face in the Crowd •, Mask of a Hundred Faces ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene
Old Self Again
The vampire can make themselves look, sound, smell, and feel like their human appearance. The vampire can make themselves older, younger, or the same age as when they died. This Devotion is almost exclusively used by the Nosferatu, Samedi, and other Kindred cursed with hideous visages.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Prerequisite: Face in the Crowd •, Mask of a Hundred Faces ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene
Oubliette
The vampire can conceal a mid-sized apartment unit or several rooms within a larger building like they’re not there. People find the dwelling utterly banal and unworthy of notice. People don’t notice what the dwelling looks like, who’s inside, or what smells or noises emanate from within. People subconsciously register the dwelling’s presence and try not to approach it, but don’t notice it’s there unless they’re forced inside. Individuals do notice, though, if someone they’re closely watching enters the dwelling. Otherwise, people who enter or leave the dwelling just “happen” to do so at a point where observers can’t specifically identify where they left or came from.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Duration: One night. The vampire can also make this Devotion permanent over a dwelling they’re assumed to have already paid the Rouse cost for when play begins. The vampire can only have one permanent Oubliette active at once.
Second Face
The vampire can make themselves look, sound, smell, and feel like a single person who doesn’t actually exist. The vampire can change what this form looks like with a Rouse check and a full day of daysleep.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night
Sleep Unseen
The vampire can activate any Obfuscate • or •• Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.
Prerequisite: Sleep Unseen ••
Cost: As Devotion used.
Steal Face
This Devotion functions like Steal Face ••, except its duration increases from one scene to one night.
Steal Face ••: This Devotion functions like Steal Face •, except the vampire also sounds, smells, and feels like the person whose blood they’ve tasted.
Steal Face •: The vampire can make themselves look like a single person whose blood they’ve tasted within the same night. The vampire still sounds, smells, and feels like their normal self, making this disguise imperfect.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Ghouls with this Devotion can only use it to look like vampires whose blood they’ve tasted. They aren’t set up to consume the blood of other creatures.
Prerequisite: Steal Face •, Steal Face ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night
Uncommon Devotions
Apparition
This Devotion enhances the effects of Chimerstry • and Chimerstry ••, causing any illusion the vampire creates to persist in believable ways even after they stop directing it or are no longer present to do so. For example, an illusory guard in front of a door can be made to continue walking back and forth after the vampire leaves. The vampire can specify actions for the illusion to take in response to conditions (e.g., for the guard to threaten calling the police if it sees someone). Overly detailed contingent actions may cost Rouse checks.
Prerequisites: Chimerstry •, Chimerstry ••
Cost: As Devotion used.
Chimerstry •••
This Devotion functions like Chimerstry ••, except it no longer costs a Rouse check and the duration increases to one night.
Chimerstry ••: The vampire can conjure an illusion that confounds all five senses. For instance, they could make a filthy cellar an opulent ballroom with graceful dancers. The illusion’s volume is limited to a room-sized area and the vampire can’t have more than one illusion active at once. If a victim physically interacts with an illusion or has good cause to doubt its reality, they see through it. It’s easy enough to fool an enraptured person with suggestions of what they might expect, though. A bucket of brackish water is as cool as chilled champagne.
Prerequisite: Chimerstry •, Chimerstry ••
Cost: Free
Duration: One night
Heart’s Desire
(Auspex •••• amalgam)
The vampire can reach into a victim’s heart and create an image of their greatest desire. This image always manifests as a material object. For example, if the target desires a specific lover, they’ll see a letter from that person professing their love. Phuri Dae and Brahman Ravnos use this Devotion to gain influence over others. Many people, faced with their heart’s desire, are likely to do anything to achieve it.
Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s illusion if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Cost: 2 Rouse checks at Blood Potency 0-3. 1 Rouse check at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + (Auspex or Obfuscate)
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1. Once the vampire creates the object, they can extend its duration or recreate it at will without a dice roll (though still with two Rouse checks).
Duration: Scene
Steal Sense
This Devotion functions like Steal Sense ••, except the vampire can steal a victim’s specific perceptions instead of their entire sense. For example, the vampire could make a victim unable to see certain people, unable to hear certain sounds, and so on.
Steal Sense ••: With a touch, the vampire can make someone blind, deaf, mute, or anosmic (unable to smell).
Prerequisite: Steal Sense ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: (Intelligence or Wits) + (applicable Skill) + Obfuscate. Don’t bother rolling against non-agitated mortals.
DC: (1/2 victim’s [Resolve + Composure + Supernatural Tolerance]) + 1.
Duration: Scene
Obfuscate •••• Devotions
Common Devotions
Cloak of the Gathering
The vampire can extend the effects of any Obfuscate • or •• Devotion they know to any number of people, animals, or objects within a room-sized area. The vampire can also affect a single object up to the size of a small house.
Prerequisite: Cloak of the Gathering •••
Cost: 1 Rouse check in addition to the original Devotion’s cost, if any.
Duration: Scene or original Devotion’s duration, whichever is shorter.
Cloak of Night
This Devotion functions like Cloak of Night •••, except people don’t notice the vampire even if the vampire physically interacts with them or disturbs the nearby environment. People still notice when these things happen, though, and may question their sanity if there’s no apparent cause. (Some Malkavians use this Devotion for exactly that purpose.) The vampire can even fight people while invisible, though this still takes a combat roll—opponents can try to approximate the vampire’s location. The vampire takes Advantage against opponents who can’t see them.
If the vampire uses this power while under direct observation, they can make any mortal, ghoul, or other lesser night-folk observers forget they were over there with a Wits + (Stealth or Subterfuge) + Obfuscate roll against a DC equal to (1/2 mortal’s [Resolve + Composure + Supernatural Tolerance]) + 1.
Cloak of Night •••: This Devotion functions like Unseen Presence ••, except the vampire can use it even while under direct observation: the vampire straight-up vanishes to observers. People also don’t see, hear, or smell the vampire no matter what the vampire does. People notice if the vampire physically interacts with them or disturbs the nearby environment, though, which breaks the vampire’s invisibility towards those people. The vampire can also make themselves visible to some people but not others.
Unseen Presence ••: The vampire turns functionally invisible. People ignore the vampire completely, no matter where they are, unless the vampire does something that would disturb their environment or draw attention to themselves (screaming, punching someone, etc.) People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Prerequisite: Cloak of Shadows • or Face in the Crowd •; Unseen Presence ••, Cloak of Night •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene
Mask of Ten Thousand Faces
This Devotion functions like Mask of a Thousand Faces, except the vampire can also make themselves appear as specific individuals (e.g., “Todd’s friend Jason.”). Its duration also increases from one scene to one night. Many Kindred use this Devotion to impersonate others.
Mask of a Thousand Faces •••: The vampire can make themselves look, sound, smell, and feel like a subjective face (“a frail old woman,” “a night watchman,” etc.). The vampire can also look like their mortal form. People perceive the vampire as whoever they expect to see based on the guise in question. The vampire can’t appear as a specific individual. Characters with Auspex can only make a Clash of Wills to see through the vampire’s disguise if they become suspicious of it.
Prerequisite: Face in the Crowd •, Mask of a Hundred Faces ••, Mask of a Thousand Faces •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: One night
Oubliette
This Devotion functions like Oubliette •••, except it can affect a building up to the size of a mid-sized family home or several adjacent apartment units. The vampire can use any Obfuscate •, ••, or ••• Devotions at any distance on any number of rooms or objects within the area.
Oubliette •••: The vampire can conceal a mid-sized apartment unit or several rooms within a larger building like they’re not there. People find the dwelling utterly banal and unworthy of notice. People don’t notice what the dwelling looks like, who’s inside, or what smells or noises emanate from within. People subconsciously register the dwelling’s presence and try not to approach it, but don’t notice it’s there unless they’re forced inside. Individuals do notice, though, if someone they’re closely watching enters the dwelling. Otherwise, people who enter or leave the dwelling just “happen” to do so at a point where observers can’t specifically identify where they left or came from.
Prerequisite: Oubliette •••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night. The vampire can also make this Devotion permanent over a dwelling they’re assumed to have already paid the Rouse cost for when play begins. The vampire can only have one permanent Oubliette active at once.
Sleep Unseen
The vampire can activate any Obfuscate •, ••, or ••• Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.
Prerequisite: Sleep Unseen ••, Sleep Unseen •••
Cost: As Devotion used.
Uncommon Devotions
Army of One
Outnumbering an opponent provides tremendous advantages. When it’s not possible to actually have more allies present than the enemy does, a savvy tactician fakes it. The vampire can cause a dozen or so phantasmal allies to appear around them. These phantom allies look like whatever the vampires wants and can do whatever the vampire wants them to, but can’t affect the physical world. People see through the illusion if they see the phantom allies take impossible actions or if they try and fail to interact with the physical world.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene
False Thoughts
The vampire takes Advantage on rolls to resist mind-reading powers such as the Read Thoughts line of Devotions. Additionally, if the vampire successfully repels the invading mind, they can broadcast false thoughts and memories, allowing the invader to think their use of their power was successful.
Cost: Free
Living Masquerade
(Presence ••• amalgam)
The vampire is surrounded with a glamour of sorts, an aura of the ordinary and the expected which occults even the most egregious demonstration of their inhuman nature. Their nocturnal lifestyle never raises any questions, and people don’t wonder why the vampire never eats, goes out during the day, or seems to get any older. Even when someone points out those things, people just shake their heads and dismiss it.
Mortals with Awareness scores are immune to this Devotion, as are other night-folk.
Prerequisites: Face in the Crowd •; Trustworthy •
Cost: Free
Dice Pool: Normally none; (Charisma or Manipulation) + (applicable Skill) + Presence or (Intelligence or Wits) + (applicable Skill) + Obfuscate if the victim sees direct or compellingly presented evidence of the vampire’s true nature.
DC: (1/2 victim’s [Resolve + Composure]) + 1. On a setback, the victim either realizes the truth or suffers a psychotic break as the two incompatible realities smash together in their brains.
Permanent Illusion
The vampire can cause an illusion they’ve created with Chimerstry •, ••, or ••• to become permanent. In this way, Ravnos often cloak modest havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
Prerequisite: Chimerstry •, Chimerstry ••, Chimerstry •••
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Obfuscate ••••• Devotions
Common Devotions
Cloak of the Gathering
The vampire can extend the effects of any Obfuscate •, ••, or ••• Devotion they know to any number of people, animals, or objects within a room-sized area. The vampire can also affect a single object up to the size of a large house.
Prerequisite: Cloak of the Gathering •••, Cloak of the Gathering ••••
Cost: 1 Rouse check in addition to the original Devotion’s cost, if any.
Duration: Scene or original Devotion’s duration, whichever is shorter.
Cloak of Night
This Devotion functions like Cloak of Night ••••, except the vampire can also use it to make other vampires and true-night forget they were ever there. If the vampire disturbs the environment, people assume it was “always” that way unless the change is impossible to rationalize—e.g., starting a fire, but not opening a door or removing an object. By making an extra Rouse check, the vampire can extend the effects of Cloak of Night •••• to any person or object they touch. The vampire can drain a victim to death in the middle of a street and no one will bat an eye over their screams.
_*Cloak of Night ••••:* This Devotion functions like Cloak of Night •••, except people don’t notice the vampire even if the vampire physically interacts with them or disturbs the nearby environment. People still notice when these things happen, though, and may question their sanity if there’s no apparent cause. (Some Malkavians use this Devotion for exactly that purpose.) The vampire can even fight people while invisible, though this still takes a combat roll—opponents can try to approximate the vampire’s location. The vampire takes Advantage against opponents who can’t see them.
If the vampire uses this power while under direct observation, they can make any mortal, ghoul, or other lesser night-folk observers forget they were over there with a Wits + (Stealth or Subterfuge) + Obfuscate roll against a DC equal to (1/2 mortal’s [Resolve + Composure + Supernatural Tolerance]) + 1.
Cloak of Night •••: This Devotion functions like Unseen Presence ••, except the vampire can use it even while under direct observation: the vampire straight-up vanishes to observers. People also don’t see, hear, or smell the vampire no matter what the vampire does. People notice if the vampire physically interacts with them or disturbs the nearby environment, though, which breaks the vampire’s invisibility towards those people. The vampire can also make themselves visible to some people but not others.
Unseen Presence ••: The vampire turns functionally invisible. People ignore the vampire completely, no matter where they are, unless the vampire does something that would disturb their environment or draw attention to themselves (screaming, punching someone, etc.) People the vampire touches or speaks to also notice them. People directly observing the vampire when the vampire activates this Devotion don’t ignore them either.
Prerequisite: Cloak of Shadows • or Face in the Crowd •; Unseen Presence ••, Cloak of Night •••, Cloak of Night ••••
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene
Mask of Infinite Faces
This Devotion functions like Mask of Ten Thousand Faces, except it no longer costs a Rouse check and the duration increases to indefinite. The vampire remains in their assumed form until they will otherwise, even through daysleep and torpor, and can flow between different visages like water.
Mask of Ten Thousand Faces •••: This Devotion functions like Mask of a Thousand Faces, except the vampire can also make themselves appear as specific individuals (e.g., “Todd’s friend Jason.”). Its duration also increases from one scene to one night. Many Kindred use this Devotion to impersonate others.
Mask of a Thousand Faces •••: The vampire can make themselves look, sound, smell, and feel like a subjective face (“a frail old woman,” “a night watchman,” etc.). The vampire can also look like their mortal form. People perceive the vampire as whoever they expect to see based on the guise in question. The vampire can’t appear as a specific individual. Characters with equal or lower Supernatural Tolerance than the vampire’s Blood Potency must be suspicious of the vampire’s disguise if they want to make a Clash of Wills to see through it with Auspex or other extrasensory powers.
Prerequisite: Face in the Crowd •, Mask of a Hundred Faces ••, Mask of a Thousand Faces •••, Mask of Ten Thousand Faces ••••
Cost: Free
Duration: Indefinite
Oubliette
This Devotion functions like Oubliette ••••, except it can affect an area up to the size of a sprawling mansion or a single skyscraper floor. The vampire can also use any Obfuscate • to •••• Devotion at any distance on any number of people or objects within the area, as well as the area itself. This can completely transform what its contents and occupants look like, such as turning a run-down hovel into a resplendent mansion, or making a set of floors on a skyscraper “disappear.”
Oubliette ••••: This Devotion functions like Oubliette •••, except it can affect a building up to the size of a mid-sized family home or several adjacent apartment units. The vampire can use any Obfuscate •, ••, or ••• Devotions at any distance on any number of rooms or objects within the area.
Oubliette •••: The vampire can conceal a mid-sized apartment unit or several rooms within a larger building like they’re not there. People find the dwelling utterly banal and unworthy of notice. People don’t notice what the dwelling looks like, who’s inside, or what smells or noises emanate from within. People subconsciously register the dwelling’s presence and try not to approach it, but don’t notice it’s there unless they’re forced inside. Individuals do notice, though, if someone they’re closely watching enters the dwelling. Otherwise, people who enter or leave the dwelling just “happen” to do so at a point where observers can’t specifically identify where they left or came from.
Prerequisite: Oubliette •••, Oubliette ••••
Cost: Varies. 3 Rouse checks for a few rooms, 6 Rouse checks for a small house, 9 Rouse checks for a mansion. The vampire can spread the bloodletting out over multiple nights. Reduce this cost to 2, 4, or 6 Rouse checks at Blood Potency 6+.
Duration: One week. The vampire can also make this Devotion permanent over a dwelling they’re assumed to have already paid the Rouse cost for when play begins. The vampire can only have one permanent Oubliette active at once.
Sleep Unseen
The vampire can activate any Obfuscate • to •••• Devotion they know and have its effects persist throughout their next daysleep. This costs the same number of Rouse checks as normal. All vampires can benefit from more daytime security, but this Devotion tends to be especially popular with nomads who have less secure havens.
Prerequisite: Sleep Unseen ••, Sleep Unseen •••, Sleep Unseen ••••
Cost: As Devotion used.
Uncommon Devotions
Horrid Reality
Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The victim of these illusions believes completely that the images are real; a hallucinatory fire can burn them, an imaginary noose can strangle them, and an illusory wall can block them. The vampire can use Wits + Obfuscate + Blood Potency in combat rolls to inflict the Injured Condition. Victims “killed” by illusory attacks die from fright. Vampires can’t be harmed by illusions any further after they enter torpor.
Other people can try to convince the victim that their terrors are not real. If the vampire gets a setback on an Obfuscate + Blood Potency roll (DC = 1/2 Charisma + Persuasion of the person trying to persuade the victim + 1), the Injured Condition goes away. The victim must be convinced of the attack’s illusory nature before the next nightfall of its taking place, or it becomes too well established in their body’s memory.
This Devotion is widely taught among Clan Ravnos.
Prerequisite: Chimerstry •, Chimerstry ••, Chimerstry •••, Permanent Illusion ••••
Cost: 1 Rouse check at Blood Potency 0-5. Free at Blood Potency 6+.
Duration: Scene
Disciplines Portal
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Sorcery |
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