47 min read
GANGREL - CITY

ABILITY SET: PROTEAN, CELERITY, OBFUSCATE

Source Books: Clanbook - Gangrel, Revised Edition; Vampire The Masquerade, 20th Edition


Description:

The City Gangrel are a bloodline of the Gangrel that has adapted well to urban environments. In the Dark Ages, the bloodline was known as the Greek Gangrel, as they were thought to have originated in Greece. In the modern nights, the City Gangrel remind some Kindred of coyotes (hence their nickname) — they are creatures well-suited for wilderness life, but they adapt to an urban existence quite smoothly. 

Cities Are Where The Food Is.

The high preponderance of prey in the cities, coupled with the Gangrel's inherent mutability of blood, has allowed the line to flourish. Like the coyotes they're associated with, why hunt for scarce prey when it's so abundant and easy in the dark streets of the city?

Their relatively fresh association with the Camarilla has led to a negotiation that allow them a leniency than other clans to embrace more prolifically, but also that their unlife expectancy is short.

Most City Gangrel go on to lead short, productive and brutal unlives. The bloodline suffers the same clan weakness as the rest of the Gangrel. They tend to favor Physical Attributes, however Talents and Skills are equally valued. 

For more information, click here to visit the Gangrel Clan Overview page.



City Gangrel

Nickname: Outlanders, Coyotes

Sect: City Gangrel have made a place for themselves apart from their “Country” brothers. Naturally more City Gangrel claim membership in the Camarilla than their Country brothers and sisters. The bloodline has proliferated with astonishing speed, undoubtedly aided by the protection afforded them by their Camarilla associations — most City Gangrel are 10th generation or higher. 

The City Gangrel are urban killers without peer in the cities they choose to inhabit, using a combination of city-wide knowledge, martial prowess and their unique set of Disciplines to strike hard, fast and without warning. They are equally at home in the bright lights and glitz of happening downtowns and poorly lit, trash-strewn slums.

Appearance: Unlike Country Gangrel, who can afford to let their animalistic ways take over and their appearances grow truly bestial, the Coyotes must either adopt a more Nosferatu-like approach to unlife or blend in with their prey. To outward appearance, then, these latter Kindred seem human, dress as appropriate to their area and the social class that they mimic. But City Gangrel are still Gangrel vampires, and that means they are predators. Any disguise they adopt is strictly that, camouflage to allow them to get close enough to bite. 

Most of the features caused by the Beast are visible and clearly animal or even insectoid in origin: growing fur, feathers or scales; changes to the structure of facial features, hands or feet; sprouting additional appendages like a tail or antennae; or developing truly odd features like nictating membranes, a marsupial pouch or a working musk gland. Dramatic and/or permanent changes are unlikely to occur, although some particularly unlucky or rabid Gangrel may find themselves with some of the drastic modifications listed below.

Haven: City Gangral are adept at surviving anywhere they find themselves. While they are at ease in the forests holing up in the darkest recesses of caves, they honestly prefer the relatively easier life of what cities have to offer. This can range from posh apartments with blackout windows (if the Gangral has the means for such) down to alcoves in subway tunnels and sewer systems. Most have multiple havens that allow them to hunt the city and sleep the day away in whichever part of the city they happen to find themselves just before dawn. Wherever the humans are, City Gangral are there to pluck them from the outskirts of the herd and sate their blood lust before slipping back into the neon shadows.


CITY GANGREL ABILITIES

PROTEAN

Protean allows the Kindred the mystical ability to manipulate his physical form. Some vampires believe the power stems from a heightened connection to the natural world, while others consider it to be a magnification of the mark of Caine. Whatever its basis may be, those that develop this Discipline can grow bestial claws, take on the forms of bats, cats and wolves, turn themselves into mist, and even meld into the very earth itself. Transformed Kindred can generally use other Disciplines — vampires in wolf form can still read auras and communicate with other animals, for example. However, the Storyteller may rule that certain Disciplines may not be used in specific situations. The Kindred’s clothes and personal possessions also change when he transforms (presumably absorbed within his very substance), although armor or weapons and the like do not provide any benefit while transformed.

Vampires cannot change or transform large objects or other beings; Protean is a personal expression of power. A Kindred who has been staked or torpored (thereby trapping his soul within his body) cannot transform. Some vampires believe that those who have mastered the highest levels of Protean can deny this limitation, however. The Gangrel Clan is well known for their mastery of Protean, although other Kindred have learned some of this Discipline’s secrets from these bestial Cainites.

◎◎◎◎◎◎◎: Protean 1 - Eyes of the Beast (Buff)

Base Roll: 11

Energy/Blood Cost: 2

Damage: 0

Mods: None

Duration: One Scene, but one turn to complete.

Permanent Affects: None

Description: 

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 Player declares he will attempt to use this ability in Local Chat, spends 2 points of Energy/Blood and makes a successful roll. Only a botched roll (natural 1-10) prevents the Player's Character from using this skill and it requires a full turn to complete. While manifesting the Eyes, the character suffers a -10 difficulty to all interactions with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). 


◎◎◎◎◎◎: Protean 2 - Feral Claws (Buff)

Base Roll: 50

Energy/Blood Cost: 3

Damage: 0

Mods: Physical Skill

Duration: One Scene, but one turn to complete.

Permanent Affects: 

  • + 5 Physical Attack

Temporary Affects:

  • +10 to all rolls associated with climbing, or clinging to walls, cliffs or trees
  • +10 Physical Attack

Description: 

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 Player spends 3 points of Energy/Blood and makes a successful roll. The Vampire's claws grow automatically in response to the character’s desire, and can grow them from both hands and feet. Takes a single turn to complete and the effect lasts for the duration of the scene. 


◎◎◎◎◎◎Protean 3 - Earth Meld (Defense)

Base Roll: 60

Energy/Blood Cost: 8

Damage: 0

Mods: Mental Skill

Duration: One Scene, but two turns to complete.

Affects: None

Description: 

One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld’s effectiveness — then again, it’s a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath.

By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth’s embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.

System: 
The Player spends 8 points of Energy/Blood and makes a successful roll. A Botch (rolling a natural 1-10) prevents the Vampire from attempting to use this skill again for the duration of the scene. The Player declares in local chat, (or to the Storyteller in an Instant Message) how long he will be in this state. Sinking into the earth is automatic and takes two turns to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. 

  • The player must make a Willpower roll, Dif 60, for the character to rouse himself in response to danger prior to his desired time of emergence.

  • Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at -20 difficulty.

  • Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hardpacked earth, virtually as dense as stone.

  • Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at -20 difficulty for the turn). The Vampire using this ability suffers -20  from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.

◎◎◎◎◎: Protean 4 - Shape of Beast (Mental Skill)

Base Roll: 80

Energy/Blood Cost: 9

Damage: 0

Mods: Mental Skill, Physical Skill

Duration: One Scene, but two turns to complete.

Permanent Affects: 

  • +5 Physical Defense
  • +5 Athletics/Reflex

Temp Affects:

  • Bat:
    • Fly at speeds of up to 20 mph
    • Navigate using sonar in dark (no penalties for moving in absolute darkness)
    • +20 Initiative
    • +15 Physical Defense
    • +10 Athletics/Reflex
  • Wolf:
    • +20 Initiative
    • +15 Physical Attack
    • +10 Athletics/Reflex
    • Exceptional hearing

Description: 

This endows the vampire with the legendary ability to transform into a wolf ( or other similar canid), or large bat (flying fox or Hammer-Headed Bat). A Kindred changed in this way is a particularly-imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. The Character retains his own psyche and temperament, but can still call upon the abilities of the beast form.

Gangrel are reputed to change to other animal forms better suited to their environment — jackals in Africa, dhole in Asia, and even enormous rats in urban environments— a feat that other Clans learning Protean cannot seem to duplicate.

System: 
The character spends 8 Energy/Blood points and makes a successful roll. The transformation requires two full turns to complete. The vampire remains in his beast form for the duration of the scene or until dawn, unless the Character wishes to change back sooner. While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude. 


◎◎◎◎: Protean 5 - Mist Form (Mental Skill)

Base Roll: 0

Energy/Blood Cost: 15

Damage: 0

Mods: n/a

Duration: One Scene, but two turns to complete.

Temporary Affects: 

  • +20 Physical Defense
  • Immune to fire
  • 1/2 Damage from Sunlight

Description: 

This truly unsettling power enables the vampire to turn into a vaporish mist. His physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. He floats at a brisk pace and may slip under doors, through screens, down pipes, and through other tiny openings. Although strong winds can blow the vampire from his chosen course, even hurricane-force winds cannot disperse his mist shape. Some Kindred feel that this power is an expression of the vampire’s ultimate control over the material world, while others believe that it is the immortal’s soul made manifest (damned though it may be).

System: 
No roll is required, although the Player will need to spend 15 Energy/Blood points to initiate the transformation, which takes two turns to complete. Strong winds may buffet the character, making it more challenging for the Vampire to move in a particular direction but his misty form will not disperse. Disciplines such as Potence maybe used to resist them. Vampires in Mist Form can perceive their surroundings normally, although they cannot use powers that require eye contact. The vampire is immune to all mundane physical attacks while in mist form. Although supernatural attacks affect him normally, the Vampire is very difficult to hit and receives a temporary +20 Physical Defense while fully transformed into mist. Also, the vampire is immune to fire and only suffers 1/4 damage from sunlight while in this form. The Vampire may not attack others physically while in this state — this includes encountering another vampire in mist form. However, the Vampire can use any of his Mental Disciplines that do not require a physical form to execute.


◎◎Protean 6 - Shape Mastery (Attack)

Base Roll: 75

Energy/Blood Cost: 15

Resist: Willpower, Mental Defense

Damage: 15

Mods: Mental Skill, Willpower

Duration: n/a

Permanent Affects: 

  • +20 Physical Defense
  • Immune to fire
  • 1/2 Damage from Sunlight

Description: 

Vampires who have mastered this level of shapeshifting may use the power of their blood to force other shape changers to resume their normal forms. For the power to function, the Vampire must have some portion of her blood in contact with the target, whether unwillingly or willingly.  This is an instant and forceful sudden reversion back to the Target's natural physical form causing pain and damage. It is not uncommon for Targets of this ability to have bones broken, severe lacerations or other physical trauma.

System:
The Player's Character must first roleplay in some way that their blood is in physical contact with that of their Target's. The Player then spends 15 Energy/Blood points and makes a successful roll. If the Target fails their Resist Roll, the Target instantly reverts to his/her/their natural physical shape and incurs 15 points of Damage. 

If the target has successfully attacked the Gangrel with natural weapons, or with a short weapon like a knife or small dagger, this requirement is fulfilled. Otherwise, the Vampire must smear at least one blood point worth of the Vampire's own vitae on the target by making a successful attack or sprinkle it surreptitiously on an unsuspecting target. This may be done in advance, but the blood must still be wet for the power to work. The power persists for a full scene, or until the target removes the Vampire's vitae from his body, whichever is sooner. (The amount of time necessary to clean up the blood is subject to the Storyteller’s discretion, taking into account the quantity of blood and the availability of cleaning supplies. The process should take at least one full turn of action even with large quantities of water available.) 

If the target has actually consumed the Gangrel’s blood, tough luck — the power will persist for the duration of the scene scene. Once all the blood has been removed from the Target, the target must reactivate his shape shifting ability when and if he chooses to resume his adapted form, re-incurring any associated costs. 

This power is effective on all shapeshifted forms. This includes any abilities that allow the subject to shape shift, as well as all were beasts.  


 Protean 7 - Flesh of Marble (Attack)

Base Roll: 90

Energy/Blood Cost: 12

Damage: 0

Mods: Mental Skill, Physical Skill

Duration: Scene

Permanent Affects: 

  • +5 Physical Defense
  • +5 Mental Defense
  • +5 Athletics/Reflex

Temporary Affects: 

  • +15 Physical Defense
  • +10 Physical Attack (when using un-armed attacks)

Description: 

Tales have long spoken of the combat prowess of Gangrel elders and of their inhuman resilience. Poorly informed individuals believe the stories of swords shattering and bullets flattening against immortal skin to be exaggerated reports of the effects of Fortitude. Those with more reliable information know that such tales result from encounters with vampires who have developed Flesh of Marble. The skin of an elder with Flesh of Marble becomes in essence a sort of flexible stone, although it appears (and feels) no different than normal skin and muscle. However, its ability to mimic the hardness of marble also adds an extra hard punch to those using Flesh of Marble while fighting hand-to-hand. While nearly impenetrable, is offers no defensive benefits to fire or sunlight.

System: 
The Player spends 12 points of Energy/Blood and makes a successful roll. The effects are instantaneous and last for the remainder of the scene. While the power is functioning, the Vampire receives extra +15 Physical Defense. All physical attacks made against the Vampire are affected, including assaults made with fists, claws, swords, firearms, and explosions, but not fire, sunlight, or supernatural powers. Additionally, while this power is in effect, a character can attempt to parry melee attacks with his bare hands as if he were holding some form of weapon.

Due to the Character's hardened flesh, he can add a temp +10 Physical Attack to all hand-to-hand and Street Fighter Martial Arts attacks from the bludgeoning damage his marble fists inflict on opponents. Think of this like a boxer might stick several rolls of quarters or a lead bar into his gloves for added impact damage.


Protean 8 - Shape of the Monster (Attack)

Base Roll: 110

Energy/Blood Cost: 18

Damage: 5

Mods: Mental Skill, Physical Skill, Willpower

Duration: Scene (three turns to complete the transformation)

Permanent Affects: 

  • +5 Physical Attack
  • +5 Physical Defense
  • +5 Mental Defense
  • +5 Athletics/Reflex

Temporary Affects: 

  • +15 Physical Defense
  • +10 Physical Attack 
  • -15 against Frenzy rolls
  • Doubles running speed
  • Auspex power Heightened Senses
  • Protean power Eyes of the Beast
  • Unable to communicate in human speech

Description: 

Users of this power are often mistaken for Tzimisce employing the Vicissitude power Horrid Form. A vampire employing this power shifts into a huge, monstrous form, gaining half her height again and tripling her weight. Her overall shape flows into an unholy amalgamation of her own form and that of the animal she feels the closest kinship to (wolves, rats, and great cats are the most common manifestations, though bulls, ravens, serpents, bats, and stranger beasts have been reported).The vampire’s new shape does bear some vague resemblance to the war-forms of the were creatures, but the difference quickly becomes apparent.

System: 

The Player spends 18 points of Energy/Blood and makes a successful roll to trigger the change. The character’s transformation takes three turns to complete. Once transformed, the character remains in this form until sunrise, the duration of the scene (whichever comes first) or until she shifts back voluntarily. 

The precise Traits of this form are determined when the character first learns this power, as is the animal whose appearance the character takes on.  For example, shifting in the form of a giant monstrous bat would allow the Character the ability of flight, though it would be a rather slow and lumbering one due to the transformed Vampire's weight. A wolf form would give the same advantages of fangs and claws, where a bull's form would give the character horns for ramming into targets.  

Finally, the character’s perceptions are also heightened. She is assumed to have both the Auspex power Heightened Senses and the Protean power Eyes of the Beast after transformation, with all of the benefits and drawbacks of each.

This form does carry two additional drawbacks. The first is a lack of communication ability. Human speech is impossible in this form. The second disadvantage is that a character in this form encounters is the suddenly heightened power of her Beast, which makes her more vulnerable to Frenzy. 



CELERITY

When needed, some vampires can move fast — really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming nothing more than a blur of motion. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.


System:

Each point purchased in Celerity grants permanent, stackable mods to the player's character. For example: A character that has purchased three points in Celerity receives a cumulative +15 point mod in Athletics/Reflexes, 20+ mod in Initiative, and +5 mod in Physical Skill. For more information on the additional modifiers earned with each purchase point in Celerity, read the descriptions below.

NOTE: Using Celerity 4-8 in public breaks the Masquerade.


Celerity 1 - Cat's Grace (Buff)   

Affects:

  • Permanent: Adds +5 Athletics/Reflexes & +20 Initiative
  • The vampire can automatically pass checks to keep their balance, and the vampire suffers no penalty to dodging gunfire without cover.

◎◎◎◎◎◎: Celerity 2 - Fleetness (Buff)

Affects:

  • Permanent: Adds +5 Athletics/Reflexes 
  • The vampire can add their Celerity to modify Dodge and Athletics/Reflexes checks.

◎◎◎◎◎: Celerity 3 -  Traversal (Buff)

Permanent Affects:

  • +5 Athletics/Reflexes
  • +5 Physical Skill

◎◎◎◎: Celerity 4 - Blink (Buff)

Base Roll: 0
Mod: n/a
Energy/Blood Cost: 3 pts.

Damage: 0
Affects:

  • Permanent: 
    • +5 Physical Attack
    • +5 Physical Defense
    • +5 Athletics/Reflexes

Description: 
The Vampire can instantly move with preternatural speed within 20 meters without using an action. 

System:
The Player spends 3 points of Energy/Blood, but does not need to roll for success nor does it require you to use an action. This is a free move, but it can only be used at the beginning of your turn.


◎◎◎: Celerity 5 - Lightning Strike (Buff)

Base Roll: 80
Mod: Physical Attack
Energy/Blood Cost: 4 pts.

Damage: Does 5HP of damage, in addition to the weapon's damage
Permanent Affects:

  • +5 Physical Attack
  • +5 Physical Defense
  • +5 Athletics/Reflexes

Description:
The vampire can prevent a target with no or lower celerity than their own from dodging or defending against the vampire's melee attacks. (This skill does not work when used against Celerity 8 -Flawless Parry)

System:
The Player spends 4 points of Energy/Blood and makes a successful roll. There is no defense or resist for the Target. The Player's Character will auto hit when using a Melee weapon, such as a sword, staff, dagger, etc.


◎◎: Celerity 6 - Split Second (Buff)

Base Roll: 85
Mod: Physical Defense, Athletics/Reflexes
Energy/Blood Cost: 5 pts.

Damage: 0

Permanent Affects:

  • +5 Athletics/Reflexes 
  • +5 Physical Defense

Description:

The vampire can supersede the Storyteller's narration and perform an action that only requires a few seconds like get through a door before it closes, roll out of the way of an explosion etc. This does not use one of the Player's actions.

System:
The Player declares in Local Chat that they are attempting to use "Split Second" to make an instantaneous action during a Storyteller's scene. The Player then spends 5 points of Energy/Blood and makes a successful roll. If successful, the Player's Character receives one free action where they can slip through a closing door, roll out of the way of a moving car, etc.


: Celerity 7 - Flower of Death (Buff)

Base Roll: 40
Mod: No Mods
Energy/Blood Cost: 6 pts.

Damage: 0

Duration: 1 Turn
Permanent Affects:

  • +5 Physical Attack
  • +10 Initiative 

Description:
Use your Celerity to gain two attacks for one turn. Must declare in chat before you roll. 

System:
The Player declares in local chat at the beginning of their turn that they wish to make this roll. Using Flower of Death does not take up the Player's action. The Player then spends 6 points of Energy/Blood and makes a successful roll. The Player's Character then receives two attacks during this turn. If unsuccessful, the Player's Character will attack as normal. 

Flower of Death does not add onto a Character's normal number of attacks. Meaning, if a Character normally receives two attacks, they cannot use Flower of Death to add on another attack, for a total of three.


: Celerity 8 - Flawless Parry (Buff)

Base Roll: 0
Mod: n/a
Energy/Blood Cost: 10 pts.

Damage: 0

Duration: 1 Defensive move in response to an attack
Permanent Affects:

  • +10 Physical Skill

Description:
Make a flawless defensive motion that prevents an enemy's attack from successfully landing. This allows the kindred a level of speed, fluidity of motion and poise that makes them impossible to hit when using this ability. Think of it as something of an acrobatic skill and the vampire in question will be supernaturally more athletic and graceful.

System:
This ability can only be used as a defensive move in response to another Character's attack. When it's the Player's Character's turn to defend an attack, he spends 10 points of Energy/Blood and automatically dodges that one attack. The Player can only use this one move in defense. If the Player's Character naturally receives two actions during a defense, using Flawless Parry prevents the Player from using a second defensive or attacking action.



OBFUSCATE

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.


: Obfuscate 1 - Cloak of Shadows (Buff)   

Base Roll: 30
Mod: No Mods
Energy/Blood Cost: 1 pts.

Damage: 0

Affects:

  • Permanent: Adds +10 Initiative

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.


Obfuscate 2 - Unseen Presence (Buff)

Base Roll: 60
Mod: Athletics/Reflexes & Willpower
Energy/Blood Cost: 2 pts.

Damage: n/a

Affects:

  • Permanent: Adds +5 Physical Defense & +5 Mental Defense

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.


Obfuscate 3 - Mask of 1000 Faces (Buff)

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. 


Obfuscate 4 - Vanish (Buff)

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: 

  • Permanently Adds +5 Initiative

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.

  • If the target makes his roll to resist, then the individual can interact normally with the vampire (although the Kindred looks like a profoundly disturbing ghostly shape).

  • A failed resist roll results in the target seeing the vampire fade completely from sight and disappear. He will then stand perplexed and confused for two full turns.

  • A target that botches his roll to resist will spontaneously run from the area in abject fear and cannot return for 3 full turns until their fear dissipates.)

: Obfuscate 5 - Cloak the Gathering - (AOE)

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:

  • Permanent adds +5 Physical Attack, +5 Mental Attack, +10 Athletics/Reflexes, +10 Initiative

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.


: Obfuscate 6 - Mask of Janus - (Attack)

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.


: Obfuscate 7 - Mental Maze - (Attack)

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.


: Obfuscate 8 - Manifold Guise - (Mental Attack)

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.