Obscurantism

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Gallû

In philosophy, the terms obscurantism and obscurationism identify and describe the anti-intellectual practices of deliberately presenting information in an abstruse and imprecise manner that limits further inquiry and understanding of a subject. The two historical and intellectual denotations of obscurantism are: (1) the deliberate restriction of knowledge — opposition to the dissemination of knowledge; and (2) deliberate obscurity — a recondite style of writing characterized by deliberate vagueness.

In the 18th century, Enlightenment philosophers applied the term obscurantist to any enemy of intellectual enlightenment and the liberal diffusion of knowledge.[4] In the 19th century, in distinguishing the varieties of obscurantism found in metaphysics and theology, from the "more subtle" obscurantism of the critical philosophy of Immanuel Kant and of modern philosophical skepticism, Friedrich Nietzsche said that: "The essential element in the black art of obscurantism is not that it wants to darken individual understanding, but that it wants to blacken our picture of the world, and darken our idea of existence."

+ Shadow of the Grave: The Gallu uses it's connection to it's grave to impart the silence and darkness of the grave to become hidden from the world. Those with awareness can detect the shadow of the grave moving nearby.

System: No roll is required as long as the character acts as described. An observer with an Auspex or awareness rating greater than the Gallus Obscurantism rating is not fooled by Shadow of the Grave.

+ Invisibility of the Dead: The corruption of the Gallu repels humans and make their minds refuse to see a Gallu unless the Gallu makes itself blatant to those in the area.
System: As with Shadow of the Grave, no roll is immediately necessary to activate this power as long as the character starts off in a concealed place. Using the power while moving stealthily and subtly requires no roll either, but circumstances may arise that require particular stealth. In such a case, the player rolls Wits + Stealth against a difficulty assigned by the Storyteller (typically 7). Success allows the character to remain concealed. Examples of such circumstances include walking through a noisy area (a squeaky wooden floor or leaf-covered forest floor) or speaking quietly to someone nearby without being noticed by others.

Taking drastic or showy action immediately draws the attention of bystanders, who snap out of the minor trance this power puts them in. Their players make a Wits + Alertness roll (difficulty 7) to recall the character's actions while the trance lasted.