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==Level 1==
==Level 1==


{{Disc_Template|Cloud Memory|By uttering the phrase “Forget!” the user can make the Dominated victim forget the current moment as well as the last few minutes, enough to mask a superficial feeding or a chance meeting. No new memories are formed and if pressed the victim realizes they have a few minutes missing.|Charisma + Dominate vs Wits + Resolve|Free|Indefinitely|No roll is required against an unprepared mortal victim. Clouding the memory of a resisting victim or another vampire requires a Charisma + Dominate vs Wits + Resolve roll.|1}}
{{Disc_Template|Shadow Cloak|Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.|None|Free|Passive|The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.|1}}


{{Disc_Template|Compel|With eye contact, the vampire can issue the victim a single-action command, no longer than a short sentence, to be obeyed to the letter. It must be possible to complete the command in a single turn. The Storyteller decides whether to interpret ambiguous commands in an unexpected or unfavorable way; alternatively, the command simply confuses the victim and fails.|Charisma + Dominate vs Intelligence + Resolve|Free|No more than a single scene|No roll is required against an unprepared mortal victim. Commanding a resisting victim, a victim the vampire has previously Dominated in the same scene, or another vampire requires a contest of Charisma + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.|1}}
{{Disc_Template|Oblivion's Sight|The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of
their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.|None|Free|One scene|On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.|1}}


==Level 2==
{{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitioner’s Oblivion rating in yards/meters.


==Level 2==
For anyone stood within the shadow’s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivion’s shadow is a terrifying prospect.|2}}


{{Disc_Template|Mesmerize|The vampire can issue complex commands to a victim, as long as they have the subject’s gaze and relative quiet in which to issue instructions. The instructions must be carried out immediately to the victim’s best ability, and must not contain any conditional actions (“...if you see Henry, give him the document”), as this would require the victim to exercise cognition.|Manipulation + Dominate vs Intelligence + Resolve|One Rouse Check|Until the command is carried out or the scene ends, whichever comes first.|No roll is required against an unprepared mortal victim. Commanding a resisting victim or another vampire requires a contest of Manipulation + Dominate vs Intelligence + Resolve. Commands that go against the victim’s nature also require such a contest.|2}}


{{Disc_Template|Dementation (Amalgam: Obfuscate 2)|This subtle power requires nothing more than casual conversation, as the vampire’s insidious influence hides between the lines and inflections employed. The victim finds themselves increasingly agitated as their inner demons bubble to the surface, eventually drowning out all rhyme and reason.|Manipulation + Dominate vs Composure + Intelligence|One Rouse Check per scene|One Scene.|After engaging in conversation with a victim, the user can activate this power. For the duration of the scene, the user may attack a single individual each turn in a Manipulation + Dominate vs Composure + Intelligence conflict, causing Superficial damage to Willpower. A mortal who becomes Impaired by this power experiences a nervous breakdown or psychotic break, the shape and nature of which depends on their personality (and perhaps their blood Resonance). A vampire that becomes Impaired by this power must immediately succumb to a Compulsion, as chosen by the power’s user.  
{{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victim’s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)


If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.|2}}
The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault.  


As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}


==Level 3==
==Level 3==


{{Disc_Template|The Forgetful Mind|The vampire can rewrite whole swathes of the victim’s memories, as long as they can keep the victim’s gaze and full, uninterrupted attention. The vampire verbally describes the victim’s new memories, which the victim then accepts as their own. This power does not allow the user to investigate the victim’s true memories; it more resembles blindly painting over the old canvas.|Manipulation + Dominate vs Intelligence + Resolve| One Rouse Check|Indefinitely|The user rolls a contest of Manipulation + Dominate vs Intelligence + Resolve. Each point of margin allows the user to add or remove an additional memory. The victim recalls the edits vaguely, foggy ideations that can fall apart under close questioning. A critical win creates a flawless imprint, as real as any true memory.|3}}
{{Disc_Template|Shadow Perspective|The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).|None| One Rouse Check|Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.|3}}
 
{{Disc_Template|Touch of Oblivion|The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area.


{{Disc_Template|Submerged Directive|When using Mesmerize, the vampire can now implant a posthypnotic suggestion, allowing the command to remain dormant until a specific stimulus occurs. This trigger can be anything from a specific date, to a person (“When you meet Roland, tell him these words”), to hearing a specific phrase. The Submerged Directive never expires; people can conceivably walk around with an order buried in their mind for years. The user can only embed one suggestion per victim.||No additional cost|Passive|As Mesmerize, though the Storyteller might want to make any rolls in secret. There’s no way of knowing if the submerged suggestion works until the conditions are met.|3}}
Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.|None|One Rouse Check|One turn|Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury.  


If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.|3}}


==Level 4==
==Level 4==


{{Disc_Template|Rationalize|The vampire’s victims now believe that anything they do under the influence of Dominate was a result of their own free will, and defend their actions, however absurd. Long-term exposure to this power can lead to severe mental trauma in the victim.||No additional cost|Indefinitely|If pressed on their belief, the victim can make a Wits+Awareness test (Difficulty 5). A win makes them question their own statement, and possibly their sanity.|4}}
{{Disc_Template|Stygian Shroud|Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.|None|One Rouse Check|One Scene|The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/ meters. The area is centred on the user or a spot in their line of sight.  


Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.|4}}


==Level 5==
==Level 5==


{{Disc_Template|Mass Manipulation|The vampire can now command entire gatherings of mortals, and in some cases even groups of vampires. The vampire can use this power both to issue instructions and to manipulate memories.|| One Rouse Check in addition to the cost of the power amplified|As per power amplified|The vampire can amplify any of their other powers to affect a group of people, mortal or vampire, at once. All of the victims need to see the eyes of the user. The user makes any needed roll against the strongest opponent in the group.|5}}
{{Disc_Template|Shadow Step|Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.|None| One Rouse Check|One Turn|The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. Te target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired.
 
It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.|5}}
 
{{Disc_Template|Tenebrous Avatar|The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.|None|Two Rouse Checks|One Scene or until ended|The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.  
 
Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.  


{{Disc_Template|Terminal Decree|No longer hampered by the self-preservation instincts of their victims, the vampire can now issue commands that directly lead to the harm or death of the victim. Mortals can be made to blow their brains out, jump from rooftops, or swallow poison. Vampires can, with a bit of effort, be made to walk into fire or sunlight.||No additional Hunger cost, but the Humanity cost is potentially severe|Passive|Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.|5}}
Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storyteller’s discretion.|5}}





Latest revision as of 09:50, 2 April 2021

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Disciplines

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Oblivion[edit]

The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes. A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a gruelling task, but not an unpleasant one.

As his ghoul started typing “It is done” into Talley’s phone, the few lights in the alley blinked off one by one. Te shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinal’s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. “Maybe we’ll meet again sooner than planned, my dear.”

Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. “By order of the Friends of the Night, you’re next to go, Sir Talley.” Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.


Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favour the Discipline’s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the power’s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die.

The masters of Oblivion call upon the it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to the something darker than death and twice as hungry.

Characteristics[edit]

The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielder’s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which they’re projected, rather than the entities themselves.

Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and any True Faith of the wielder.

Oblivion’s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are particularly prohibitive, preventing the Discipline’s successful function, though ultraviolet light and infrared light places no restriction on the Discipline’s use. Moderately lit rooms add one to the Difficulty of the Discipline roll involved. The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.

Type: Mental
Masquerade threat: Medium-High. The abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.
Blood Resonance: Psychopaths and the emotionally detached. Blood empty of Resonance. Note: When making a Rouse check for an Oblivion power, a result of “1” or “10” results in a Stain, in addition to any Hunger gained. If the user’s Blood Potency allows for a re-roll on the Rouse check,they can pick either of the two results.


Level 1[edit]

==={{#loop: showDots

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}} Shadow Cloak===

Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.
Dice Pools: None
Cost : Free
Duration: Passive
System: The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.


==={{#loop: showDots

| 1
| 1
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}} Oblivion's Sight===

The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of

their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.

Dice Pools: None
Cost : Free
Duration: One scene
System: On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual. If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. This power does not grant the ability to make physical contact with ghosts.

Level 2[edit]

==={{#loop: showDots

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}} Shadow Cast===

Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.
Dice Pools: None
Cost : One Rouse Check
Duration: One Scene
System: Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.

Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitioner’s Oblivion rating in yards/meters.

For anyone stood within the shadow’s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivion’s shadow is a terrifying prospect.


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}} Arms of Ahriman (Amalgam: Potence 2)===

The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victim’s own shadow, the arms are able to hold them in place or smother them.
Dice Pools: Wits + Oblivion
Cost : One Rouse Check
Duration: One scene or until ended or destroyed
System: The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)

The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault.

As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.

Level 3[edit]

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}} Shadow Perspective===

The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (see p. XX).
Dice Pools: None
Cost : One Rouse Check
Duration: Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.
System: 3


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}} Touch of Oblivion===

The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area.

Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.

Dice Pools: None
Cost : One Rouse Check
Duration: One turn
System: Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury.

If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage. Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade (p. XX) for details on the mechanical effects of crippled limbs.

Level 4[edit]

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}} Stygian Shroud===

Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.
Dice Pools: None
Cost : One Rouse Check
Duration: One Scene
System: The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/ meters. The area is centred on the user or a spot in their line of sight.

Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.

Level 5[edit]

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}} Shadow Step===

Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.
Dice Pools: None
Cost : One Rouse Check
Duration: One Turn
System: The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. Te target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired.

It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.


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}} Tenebrous Avatar===

The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.
Dice Pools: None
Cost : Two Rouse Checks
Duration: One Scene or until ended
System: The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.

Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.

Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storyteller’s discretion.



Disciplines

<DPL> category=Disciplines notcategory=Hidden ordermethod = sortkey mode = inline count = 15 ordermethod = title </DPL>