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

Most Dominate powers require eye contact with the victim. Once they establish contact, Dominate holds the gaze of the victim until the user conveys their command or commands, barring interference. Catching the eyes of someone actively attempting to avoid the vampire’s gaze requires a contest of the user’s Resolve + Intimidation vs the target’s Wits + Awareness. It is of course impossible to catch the eyes of someone squeezing their eyes shut or wearing a blindfold, but that person should be easy prey to other tactics.

Using Dominate in combat or in other frantic situations is limited to people attacking or otherwise interacting with the user directly, as everyone else’s attention is firmly focused on their own peril.

Unless the user has supernatural means such as Telepathy (Auspex 5) at their disposal, they must command the victim verbally. The victim must be able to hear the user and understand their language.

Without Terminal Decree (Dominate 5), commands resulting in obvious death or serious injury fail automatically. Subjects roll to resist commands resulting in other social or physical harm, such as undressing in public. (See individual powers for details.) Vampires cannot use Dominate to extract information, as the victim becomes a mindless puppet while under its influence. For example, the Compel command “Speak” results in blabbering word salad, while someone Mesmerized to “tell what you know about the assassin” responds “what you know about the assassin.” Dominate cannot make subjects do something they could not do on command, such as “Sleep.” Ultimately, the Storyteller determines what the Discipline can accomplish, but they should take care that Dominate remains one Discipline of many, rather than the catch-all solution to every problem.

Dominate cuts to the core of vampiric mastery and predation. Thus, vampires must resist attempts to Dominate them. A vampire of lower (stronger) generation can resist Dominate attempts from higher generation vampires by spending a Willpower point, negating the effect completely.

On a total failure on the roll of any Dominate power, that vampire can no longer Dominate that target for the rest of the story.

Dominate threatens Humanity, especially if the vampire has any Principles involving personal freedom or forbidding violations of human integrity. Using it may incur Stains (p. 239).

Type: Mental
Masquerade threat: Low. Barring someone Dominating an entire auditorium to jump off the cliffs of Dover, it remains one of the more subtle vampiric powers.
Blood Resonance: Phlegmatic. The blood of the submissive or the dominant, masters and slaves, captains of industry, power trippers, cult leaders and followers.




Level 1

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}} 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.
Dice Pools: Charisma + Dominate vs Wits + Resolve
Cost : Free
Duration: Indefinitely
System: 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.


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}} 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.
Dice Pools: Charisma + Dominate vs Intelligence + Resolve
Cost : Free
Duration: No more than a single scene
System: 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.


Level 2

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}} 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.
Dice Pools: Manipulation + Dominate vs Intelligence + Resolve
Cost : One Rouse Check
Duration: Until the command is carried out or the scene ends, whichever comes first.
System: 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.


==={{#loop: showDots

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}} 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.
Dice Pools: Manipulation + Dominate vs Composure + Intelligence
Cost : One Rouse Check per scene
Duration: One Scene.
System: 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.

If the user wants to affect multiple victims, they need to make a separate Rouse Check for each one.


Level 3

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}} 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.
Dice Pools: Manipulation + Dominate vs Intelligence + Resolve
Cost : One Rouse Check
Duration: Indefinitely
System: 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.


==={{#loop: showDots

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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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