Oblivion

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Disciplines

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Oblivion
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Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy
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Oblivion

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

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

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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.


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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

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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

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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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}} 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.
Dice Pools:
Cost : No additional cost
Duration: Passive
System: 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.

Level 4

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}} 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.
Dice Pools:
Cost : No additional cost
Duration: Indefinitely
System: 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.


Level 5

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}} 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.
Dice Pools:
Cost : One Rouse Check in addition to the cost of the power amplified
Duration: As per power amplified
System: 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.


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}} 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.
Dice Pools:
Cost : No additional Hunger cost, but the Humanity cost is potentially severe
Duration: Passive
System: Terminal commands now must be resisted (see individual powers regarding rolls involved), rather than failing automatically.



Disciplines

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