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Vampire: The Masquerade · Official

Obfuscate

Concealment that interferes with an observer’s recognition.

Learning powers

Learning
one selected power per Discipline dot

Powers

Level 1

Level 2

  • Chimerstry

    Distract onlookers with a momentary hallucination affecting one sense.

  • Ghost's Passing

    Hide the physical traces left by animals under your influence.

  • Unseen Passage

    Move while remaining outside ordinary observers' attention.

Level 3

  • Fata Morgana

    Create an elaborate sensory illusion that cannot physically change the world.

  • Ghost in the Machine

    Extend Obfuscate to live electronic observation and hinder later identification.

  • Mask of a Thousand Faces

    Appear to be an unremarkable person who could plausibly belong nearby.

  • Mask of Isolation

    Make an unaware victim look unfamiliar even to people who know them.

  • Mental Maze

    Confuse a victim's perception of the exits from their surroundings.

  • Mind Masque

    Present a false inner identity to supernatural scrutiny.

Level 4

  • Conceal

    Cause observers to overlook a stationary object and its contents.

Clans

  • Banu Haqim

    Feeding from another vampire can turn a controlled meal into a frenzy.

  • Malkavian

    Bestial failures and compulsions temporarily impair a chosen Attribute category.

  • Ministry

    Bright light interferes with the vampire, and sunlight is especially damaging.

  • Nosferatu

    The clan’s appearance cannot be fully solved by ordinary disguise or common concealment powers.

  • Ravnos

    Reusing a sleeping location too soon risks burning the vampire.

References

Vampire Players Guide · p. 231 (PDF p. 233)
Disciplines · Verified: name, Discipline identity
Vampire: The Masquerade Corebook · p. 244 (PDF p. 246)
General Discipline rules · Verified: rating scale