Difference between revisions of "Obscure God's Creation"
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Latest revision as of 19:16, 3 January 2014
No record of this power actually exists. That Methuselahs of certain clans might be able to achieve such an effect is purely theoretical, the logical extrapolation of the Obfuscate Discipline. Cainite scholars sometimes point out (somewhat fearfully) that if such a power does exist, there would be no way to verify it, anyway. Obscure God's Creation allows the elder to remove an object or person from another's perception entirely.
System: In order to inflict Obscure God's Creation on a victim, the character needs to see him. The player rolls Manipulation + Subterfuge (difficulty equal to the target's Willpower), and spends a variable number of Willpower points depending on the size of the subject. One point is needed to cloak anything up to the size of a sword, two to cloak something up to the size of a horse (people fall into this category), three to cloak a building and four to cloak an entire castle. A certain number of successes are required to overcome the victim's emotional attachment to the object; additional successes determine the duration of the power.
The Invoking vampire can cancel Obscure God's Creation at any time.
Successes | Duration | Emotional Attachment |
0 Successes | 1 hour | No emotional attachment. |
1 Success | 1 night | Knows the subject |
2 | 1 week | Has slight feelings for the subject |
3 | 1 month | Has feelings for the subject |
4 | 1 year | Has strong feelings for the subject |
5 | Permanent | The target's sire, parents or place of birth |
Example: The ancient Follower of Set Nebmaatsutekh decides to teach a young clanmate a lesson after he questions her on the dogma of their faith. She decides to remove the foolish youngster's haven, containing his own personal shrine to Set, from his mind. First, the Storyteller spends three points of Willpower in order for Nebmaatsutekh to affect a building. She then rolls Nebmaatsutekh's Manipulation + Subterfuge. The Storyteller decides that a haven merits four successes (the youngster feels strongly about his home), so this is the minimum that must be achieved. With four successes, the power lasts for just one hour, since no successes are allocated to duration. If the roll garners six successes, however, the power lasts for an entire week.