LAiA - The Hunter’s Winds
The Hunter’s Winds

This path was originally developed by Assamite sorcerers and is rarely encountered outside of that Clan, but knowledge of it has passed into the larger pool of Dur-An-Ki lore. The Path is designed to augment a vampire’s natural stealth and skill with Obfuscate. While many aspects of this Path seem redundant given the existence of Obfuscate, the Path offers a powerful advantage over that Discipline — for example, Auspex does not automatically pierce the veil provided by The Hunter’s Winds. While Auspex may add to the observer’s Perception-based rolls as the Storyteller sees fit, the observer does not automatically see through deceptions just because his Auspex exceeds the ashipu’s Path rating, as is the case with Obfuscate or Chimerstry.

Scent of Deception
The target of this power gains the ability to alter her scent or eliminate it completely.
System
A successful roll means that the target either leaves no scent that can be detected or tracked, or she leaves the scent of someone else known to her. A failure means nothing happens. A botch means that her scent is more easily identifiable to others (in addition to the other penalties for botching a blood magic roll).
•• Chameleon’s Skin
The target’s skin and clothing automatically assume the coloring and texture of whatever he stands near.
System
For the duration of the scene following the activation scene, the difficulty of all Perception rolls to detect the target increase by +4 so long as he remains stationary. While he is in motion, the effect is negated, but once he comes to rest again against a different surface, he can reassert the camouflage with a successful Perception + Stealth roll (difficulty 6, or 9 if someone is actively searching for him at the time). Any texture changes are illusory; the target does not gain the durability of a brick wall just by standing near it.
••• Unassuming Pose
The target effortlessly blends into any crowd of people. Everyone present will assume the target belongs there, including any pursuers.
System
If the roll succeeds, any observer will automatically assume that the target belongs in whatever location he is found. Those searching for him are incapable of perceiving that he is an intruder. However, this effect cannot fool technology, and anyone observing through CCTV, for example, can spot him as an interloper.
•••• Whiff of Kalif
The target of this effect generates an aura which is physically intoxicating to anyone who directly observes her. Those affected may experience a pleasant daydream, or may just be left standing slack-jawed as the target goes on his way.
System
If the effect is successfully activated, anyone who observes the target during the rest of the scene must reflexively roll Wits + Alertness (difficulty 7) or become intoxicated for a number of hours equal to the ashipu’s successes in triggering the effect. Affected individuals are incapable of taking any action beyond staring vacantly at visions only they can see or perhaps giggling from time to time. However, any direct threat to an affected individual immediately causes the intoxication to fade.
••••• Ghost Body
As a particularly powerful effect, Ghost Body requires the ashipu to expend three points of blood instead of the normal one. When the effect is activated, the target becomes completely invisible, inaudible, and intangible, and she can move freely through any barriers other than wards against vampires.
System
If activated successfully, the target becomes immaterial in nearly every sense. The effect does not make her into a true ghost, and she is incapable of interacting with wraiths or spirits while in this form. She is also incapable of using any Disciplines while in this form. The effect ends as soon as the target makes the conscious decision to affect the physical world in any way.