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Classification: Union // Open Ref vampire/power/combo_discipline/tenebrous-veil-obfuscate-obtenebration

Tenebrous Veil

Combination Discipline · Vampire · “Tenebrous Veil (Obfuscate •, Obtenebration •)”

Vampire
Prerequisites
Obfuscate •, Obtenebration •

Many Anarchs have found themselves in the wrong place at the wrong time, and often what makes the difference between being found out and being discovered is the judicious use of supernatural powers. This power, created several centuries ago by Lasombra and Malkavian Anarchs, allows the Kindred to stand stock-still and avoid being seen in almost any location. As long as some shadow is present, the Kindred can bend it around his body and thereafter use that shadow to conceal himself from the minds of any onlookers.

System

No dice roll is necessary. As long as a square foot or more of shadow is present in the area, the Kindred can remain effectively unseen for as long as he chooses to remain motionless. This power combines the basic principles of Obtenebration and Obfuscate. It is very simple, but very effective.

It costs six experience points to learn this power.

One of the great differences between Anarch elders and the ancillae and neonates is their attitude on sharing Disciplines. Where younger Kindred readily teach each other the potent gifts of the Blood in exchange for like instruction or liquid boons, the elders are not so profligate with their knowledge. Like many of their age, they may have never moved past the medieval perspective of a time when the Inquisition hunted them. Furthermore, the Anarch

These two information-protection powers are detailed in Chapter Three. In effect, they hide digital information from those who shouldn’t have access to it, each using a different method of causing people to either overlook or misunderstand the online information they protect.

In game terms, these powers simply work as described on pp. 80-81 — there’s little reason to roll for them or keep track of the one-time vitae resources spent to activate them. Should the Storyteller wish to invoke a failure for them, that’s better served by dramatic necessity than simply allowing dice to dictate fate.

Movement makes much of reputation, and elders who have showy or distinct Discipline powers like to wield them as champions, to inspire the other Anarchs with their greatness. Whether that greatness translates into victory on the battlefield or can scuttle a rival domain from deep cover varies by the situation. Of course, some Anarch elders are just selfish fucking assholes.

It’s also worth noting that some of the Anarchs’ elder-level powers feel remarkably out of date. While the combination powers favored by young Anarchs have a distinctly technological edge to them, elder Anarch signature Disciplines recall nights long past, when the vampire’s greatest weapon was herself.

See also 4

Clans & Bloodlines

Disciplines

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