1 - Cloak of Shadows
The vampire may be unnoticed by most, by
hiding completely motionless in a shadow, or in a place that puts an object
(not necessarily an object big enough to hide behind) between herself and
others who might see her. No roll is required.
2 - Unseen Presence
Roll: Wits + Stealth, difficulty 6
The vampire may go unseen, and even be
subconsciously avoided, by others. No roll is required unless someone is
looking for the vampire, or the vampire is moving in an abrupt manner,
as during speech or combat.
3 - Mask of the Thousand Faces
Roll: Man. + Acting, difficulty 7
The vampire may assume another appearance.
This is only in the minds of others, and often others will see different
forms. This power may not usually be used for impersonation.
1 suc. A little different. She could still
be picked from a police lineup.
2 suc. A bit more different. Descriptions
vary.
3 suc. The desired appearance is successfully
broadcast.
4 suc. Appearance, movements, and mannerisms
are all radically different.
5 suc. Even race or gender can be altered.
4 - Vanish From the Mind’s Eye
Roll: Cha. + Stealth, difficulty Wits +
Alertness
Demand: successes = 3 or more
The vampire can disappear from view. If
more successes are gained than a target’s Willpower, that target forgets
that the vampire was even there, if the vampire leaves promptly.
5 - Cloak the Gathering
The vampire can hide one extra target,
for each point she has in Stealth, by the use of any Obfuscate power she
knows. The roll is made once, and its efficacy is applied to the entire
group.
6 - Conceal
Roll: Wits + Stealth, difficulty 6
An inanimate object may be hidden, as per
Unseen Presence, if the vampire is within thirty feet of it, and the object
being hidden has emotional significance to her.
6 - Mind Blank
Roll: Int. + Subterfuge, difficulty 7
Resist: Per. + Empathy, difficulty 9
The vampire may make herself impervious
to telepathic contact. If a target wishes to force her way through it,
she must make a resisting roll as above, and if she succeeds, she may only
use the number of dice by which she succeeded in further rolls involving
telepathic contact.
6 - Scrawl (Malkavian Only)
The vampire may write a message that will
only be understood by Malkavians, or only by a single Malkavian, though
to encrypt it for a single Malkavian, she must know the true name of that
Malkavian’s sire. No other characters will even recognize the writing as
a form of communication, let alone be able to decipher it. This power is
exempt from possible detection by higher Auspex, psychic powers, etc.
6 - Soul Mask
The vampire may adopt a mask that changes
the color of her aura. The color of the vampire’s mask is chosen when she
learns this power, and may not subsequently be changed.
7 - Cache
Having successfully used a power of Obfuscate
on someone or something other than herself, the vampire may maintain it
even when she or the target leaves.
8 - Veil of Blissful Ignorance
The character must touch the victim to
activate this power. The player spends one bloodpoint. 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.
1 Suc: Three turns
2 Suc: One minute (20 turns)
3 Suc: 15 minutes
4 Suc:One hour
5 Suc: One night
7 - Visit Faeryland (Clanbook:Malkavian)
The vampire may visit Arcadia. The vampire
disappears from the "real" world, and can not be detected by any means.
When the vampire returns to the "real" world, it is at the same time and
place where she left it.
8 - Old Friend
Roll: Man. + Acting, difficulty Per. +
Alertness
The vampire can persuade a target that
she is a friend. This target will treat her as a friend, often telling
her things that she otherwise wouldn’t, and generally treating the vampire
in a very friendly manner.
9 - Create Name
Roll: Int. + Acting, difficulty 8
The vampire may create a new identity,
with its own aura, personality, Nature, Demeanor, etc. The character must
spend three hours a night in relatively uninterrupted quiet to establish
a new personality by means of this power. The player makes one roll per
night and must acheive twenty successes.