Hideous Horrors
Of all the Kindred, the Nosferatu most resemble the Beasts they hide within. But the clan is far more than a motley assembly of twisted freaks. From their first nights to their modern incarnation as informants and spies, the Sewer Rats have as many secrets of their own as they have gathered from other Kindred. Up from the storm drains and tunnels they scuttle, but whether as ally or foe remains to be seen. -- Clanbook: Nosferatu - Revised Edition
Those who doubt that the Embrace is a curse need look no further than the Nosferatu. Twisted by the mark of Caine, members of Clan Nosferatu are warped by the Embrace into hideous monsters. As such, they skulk and keep to the shadows, and they often rouse the ire and mockery of other Kindred for their nightmarish appearances. Still others are so terrified or revolted by the Nosferatu that these warped Kindred have little social interaction at all.
To their credit, the Nosferatu come to possess many of the whispered secrets of their reluctant fellows. The Sewer Rats enjoy a grudging respect as the information-brokers of the Kindred, given their supernatural acumen at stealth and the fact that many Kindred would rather ignore them than acknowledge them. Savvy Nosferatu exploit this for all it’s worth, turning the hypocrisy of other vampires to their own profit. It is the wise Primogen and/or Prince who embraces and respects them as allies.
On the whole, the Nosferatu condition is lonely and alienating. How they react to the Curse of Caine varies with their outlook and mental stamina, but it’s hard to be an object of utter revulsion and not let it shape one’s disposition toward one’s “Kindred” in some way. Some of the Sewer Rats are cruel, as blighted on the inside as they are on the outside, while others are tragic, wretched creatures who have been cursed with eternal outsider status through no choice of their own. A few of the Sewer Rats even position themselves as prophets or avatars of the Damned, physically embodying the haunting riddle, “A Beast I am, lest a Beast I become.”
Nickname: Sewer Rats
Sect: More recently in modern times, Clan Nosferatu has slipped more predominately into the Camarilla camp, though a few of its members support the Anarchs rather than navigating the Ivory Tower’s vicious social labyrinth. Changing opinions in the Clan believe that the Nosferatu need the Camarilla, because without them they have no buyers in their economy of secrets. While still viewed with distaste by most other Clans, they maintain a solid respect for their special skills within the Camarilla.
Appearance: Physical horror is the lot of the Nosferatu, and their unsettling deformations are countless. No two Nosferatu share the exact same malformation, and the Clan is a freakshow of snarled limbs, fanged protrusions, hellish countenances, serpentine spines, ruined faces, spasmodic appendages, and even features not usually seen on the mortal stock from which the Nosferatu are drawn. The Sewer Rats often hide these disfigurements under shapeless robes and rags, but some exult in the discomfort their presence causes, and don’t bother disguising them. They may even emphasize them like badges of honor.
Haven: Nosferatu Kindred often make their havens far from the scorn and spite of other vampires. Whether they construct warrens in the sewers suggested by their nickname or they sculpt a sprawling nightmare-nest in the spire of a condemned church or crumbling mausoleums, Sewer Rats value secrecy and distance from rivals in their havens. Nosferatu of humbler means may well squat in an abandoned tenement or a disused alley. So long as it’s away from other Kindred, it’s a good haven.
Embrace: The Sewer Rats mostly fit into one of two categories. Some Nosferatu seek out to Embrace those who are damaged, flawed, outcast, or who are degenerate examples of humanity, feeling some degree of kinship with them. Others Embrace spitefully, dragging the beautiful or privileged into an immortal hell of disfigurement and monstrosity.
Character Creation: Many Nosferatu come from loner and outsider concepts, Natures, and Demeanors. They favor Physical and Mental Attributes and they tend to be balanced in their regard for Talents, Skills, and Knowledges. As part of the Camarilla, some may use this association to gain a level of prestige and respect from their fellow kindred in regards to their talents as spies and purveyors of information.
Clan Disciplines: Animalism, Obfuscate, Potence
Weaknesses: While Dominions of Darkness does not use Appearance Scores, if it did all Nosferatu have an absolute zero. Also, there is no way for them to every improve their appearances, much like putting lipstick on a pig. With the exception of temporary glamour-type spells, any rolls related to appearance, or social skills automatically fail for the Nosferatu.
Organization: Occasionally, a coterie of Nosferatu becomes a brood or cult, often based around a remote warren. These can sprawl into vast “kingdoms” of Sewer Rats, who often exist without the knowledge of a domain’s Prince. The Nosferatu are among the Kindred most likely to share a communal haven, if only for protection in numbers and the fact that misery loves company. As well, Nosferatu share information with each other via networks — whether digital, personal, occult, or something less definable —that defy the comprehension of other Kindred.
Quote: Nobody down here but us boogeymen. Hey, whose head is this?
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, he is able to delude observers into believing that he has vanished.
Obfuscate also allows Kindred to change their features and conceal other people or objects. Typically vampires using Obfuscate must be within a short range of their witnesses (approximately five meters) for their power to be effective.
Unless the Kindred chooses to make herself seen, she can remain obscured for as long as she wills it. At higher levels, the vampire can actually fade from sight so subtly that those nearby can’t actually recall the moment at which she left. Usually, few mortals or supernaturals (even those trained in Awareness) can pierce through the fog of Obfuscate. Animals, who rely more on their instincts than their normal senses, can sometime perceive (and be frightened by) the vampire’s presence. Children and those to whom deception is foreign may also be able to pierce the illusion, at the Storyteller’s discretion. Finally, the Auspex Discipline enables Kindred to see through Obfuscate if their Auspex is equal to or higher than the other vampire's Obfuscate level.
Video and photo cameras, for example, capture the vampire’s image accurately. Even so, the person using, say, her cell phone to record an Obfuscated vampire will still have her mind impacted by the power, and she won’t see the Kindred’s image until she views the video at a later date (if even then).
Most Obfuscate powers last for a scene, or until the vampire ceases maintaining them. Once evoked, they require very little mental effort to keep in place.
Base Roll: 30
Mod: No Mods
Energy/Blood Cost: 1 pts.
Damage: 0
Affects:
Description:
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 (such as a curtain, bush, door frame, lamp post,or 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 up to 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 enough Auspex rating will see him.
Base Roll: 60
Mod: Athletics/Reflexes & Willpower
Energy/Blood Cost: 2 pts.
Damage: n/a
Affects:
Description:
With experience, the vampire can move around without being seen. Shadows seem to shift to cover him, and people automatically avert their gazes as he passes by. Others 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 vampire, all his clothing, and any objects that can fit into his pockets are concealed. The Storyteller should call for Stealth roll under any circumstances that might cause the character to reveal himself.
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 immediately after such actions. Bystanders snap out of the subtle fugue in which Obfuscate put them. Worse still, each viewer can make an Awareness roll (difficulty 70); if successful, the mental haze clears completely, so those individuals recall every move the character made up until then as if he had been visible the entire time.
Base Roll: 80
Mod: Mental Skill & Willpower
Energy/Blood Cost: 3 pts.
Damage: n/a
Description:
The vampire can influence the perception of others, causing them to see a face different from his. 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.
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.
System:
The player successfully rolls 80+, modified by his Mental Skill and Willpower. If the character tries to physically impersonate someone, he must get a good look at the subject before putting on the mask. Or, it must be someone they are already familiar with. The Storyteller may raise the difficulty if the character catches only a glimpse.
Base Roll: 70
Mod: Mental Skill & Willpower
Energy/Blood Cost: 4 pts.
Resist: Alertness (a natural botch of 1-10 will have the target spontaneously run from the area in abject fear and cannot return for 3 full turns until their fear dissipates.)
Damage: n/a
Duration: For duration of the scene, unless dispelled earlier by caster.
Affects:
Description:
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 in front of someone.
While the disappearance itself is quietly subtle, its impact on those who see it is anything but. Those who see this risk running in fear to flee in the aftermath. Although vampires are not shaken so easily, even Kindred may be momentarily surprised by a sudden vanishing.
System:
The Player makes a successful roll, modified by their Mental Skill and Willpower. While there is no limit to how many people the Kindred can fool using Vanish, everyone who witnesses the disappearance can roll to resist, Modified by Alertness. When fully invisible, the vampire is handled as described under Unseen Presence.
NOTE: If the Vampire botches his roll (a natural 1-10) then he/she/they will fully believe they have succeeded and act as though they have successfully vanished. However, everyone will completely see them.
Base Roll: 80
Mod: -Mental Attack, Mental Skill & Willpower
Energy/Blood Cost: 12 pts.
Damage: n/a
Area of Effect: Up to a 5 meter range on selectable targets
Affects:
Description:
At this degree of power, the vampire may extend his concealing abilities to cover an area and those within that area, 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 up to 8additional individuals, including himself. He may bestow any one additional 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 to succeed.
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 power drop for everyone.
Base Roll: 80
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 10pts.
Resist: The Target must volunteer. Cannot be used on an unwilling Target.
Damage: n/a
Description:
While much like Mask of a Thousand Faces, it both allows the Vampire to exchange their face and appearance with that of another person within 20 meters of them. Mask of Janus allows the character to assume the physical appearance of another individual, however, the target's appearance also changes - to match that of the Vampire character invoking the power. Unlike Mask of a Thousand Faces, Mask of Janus can only be used to exactly duplicate another person. It cannot be used to create a new or unique image, nor can it be used to only assume select attributes.
System:
The player spends 10 Energy/Blood points and makes a successful roll. The target must be visible to the character, within 20 meters. The victim can resist, Mod Willpower, with a higher roll. This power lasts until the next sunrise, or until the Vampire discontinues it's effects, whichever comes sooner.
Base Roll: 70
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 15pts.
Resist: Willpower
Damage: 45 HP
Duration: One Scene
Description:
This disorienting ability robs the target of all sense of direction, making them feel lost even in the most familiar of settings. Consequently, this ability forces the target to move in circles and binds them him to an area of the vampire’s choosing. While the target may feel they are making progress in finding their way out, they always end up where they started from. By using this power, a vampire can literally trap a person in his own home. To the victim’s point of view, the house folds back on itself, and all the exits lead back inside.
System:
This ability affects one person per use. To initiate, the Player makes a successful roll (70+) modified by Mental Skill and Mental Attack. Repeatedly using this ability, the Player can affect another person each time. The effects last a full scene. Normally, the power is used in a multi-room structure such as a house, or an outside area about the same size. But it can be used on a much larger area (anything from an office tower to a neighborhood). It cannot be used to contain a victim to a single room.
Base Roll: 90
Mod: Mental Skill & Mental Attack
Energy/Blood Cost: 24pts.
Resist: None
Damage: n/a
Range: 20 Meters
Duration: One Scene (or until the vampire leaves the area, or choses to discontinue it.)
Description:
This powerful ability enables the vampire to project his appearance (or that of another person) onto everyone near (or just a single/several people of their choosing), making them take on the physical appearance, clothing and voice of the Vampire using this skill (or the person he has selected as a template. This "template" must be a person in the same room/). Want to confuse a bunch of Hunters or local police out for your blood? This would be the way to do it.
Much like Mask of a Thousand Faces, those affected by Manifold Guise do not feel different, nor do they feel their physical looks have changed in any way. Still, by outward appearance, they look like whomever the vampire chooses as a template. This mask cannot be wiped or cleaned away unless the Vampire who initiated the power leaves the area or chooses to stop using his ability for the effect to fade. Additionally, Manifold Guise also projects the same clothing and voice upon each person, so when they talk, they all sound like the person the Vampire wishes them to emulate.
System:
The Player makes a successful roll of 90+, Modified by Mental Skill & Mental Attack. The Player's Character can either choose to cast his own appearance upon everyone within the immediate area, or choose someone he's looking at during that moment (that person must be in the same room.)
That means anyone caught within the 20 meter area, be they two or a dozen, are all equally affected. The vampire need not see all the victims, just as ling as he can see one target and the person whose appearance he is borrowing (unless he's using his own face). The effect is always centered on the vampire. If the Cainite employs this ability and moves about, he alters anyone new within the Discipline's influence. Anyone who moves out automatically reverts back to normal.
NOTE: The only way for a person to find the original amongst all the copies is if they notice movements, actions or other idiosyncrasies known to be displayed by that person (such as a nervous tick, coughing, allergic reactions, etc.).
To make this observation, the person looking for the Vampire must know something of them that would identify them by their actions, AND requires a Roll higher than the Vampire's Roll, with a Mod Alertness and Investigation.
Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard.
While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right. The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.
System:
Each dot that the vampire has in Potence adds +5 in Physical Attack and to all Strength-related rolls. Further, Potence adds modifiers in melee and brawling combat.
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Base Roll: 85
Mod: Physical Attack, Physical Skill
Energy/Blood Cost: 3 pts.
Damage: 3
Duration: Lasts for the length of a scene
Affects:
Description:
A vampire with extensive knowledge of Potence can squeeze very, very hard. As a matter of fact, she can squeeze (or crush, squeeze or push) so hard that she can leave an imprint of her fingers or hand in any hard surface up to and including solid steel. A use of Crush can simply serve as a threat, or it can be used, for example, to dig hand holds into sheer surfaces for purposes of climbing, crush steel bars or twist them like a pretzel.
System:
The Player spends three points of Energy/Blood and makes a successful roll. The power remains active for the duration of a scene. The depth of the imprint the vampire creates with Imprint is up to the Storyteller — decisions should take into account how much force the vampire can bring to bear, the toughness of the material, and its thickness. If the object the vampire grasps is thin enough, at the Storyteller’s discretion, the vampire might simply be able to push through it (in the case of a wall) or tear it off (in the case of a spear or pipe).
NOTE: Can only be used against NPCs and inanimate objects.