Oblivion: Difference between revisions

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== SHADOW CLOAK ==
== ASHES TO ASHES ==
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'''Oblivion''' •
'''Oblivion''' •




''Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.''
''Destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but can work on animated cadavers, at the Storyteller's discretion.''
 


'''Cost:''' One Rouse Check


'''Cost:''' Free
'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude




'''System:''' The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.
'''System:''' The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.




'''Duration:''' Passive
'''Duration:''' Variable (see Difficulty effects)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 293</sub>''
''<sub>Players Guide, pg. 85</sub>''
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== OBLIVION'S SIGHT ==
== THE BINDING FETTER ==
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'''Oblivion''' •
'''Oblivion''' •




''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.''
''The vampire can identify objects or locations important to ghosts. These “fetters” act as icons that bind the dead to their existence. A fetter might be an object, a building, or even a person. Knowing if an object is a fetter allows a necromancer to better manipulate the ghost. Fetters emanate variable auras, some bursting with vitality and glowing gold light, others radiating decay, or odors important to the bound wraith, such as the smell of freshly baked bread, gasoline, or cigarette smoke.''




'''Cost:''' Free
'''Cost:''' Free


'''Dice Pools:''' Wits + Oblivion


'''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.


'''System:''' On activation, the user’s senses become supernaturally attuned to the energies of fetters, and they may identify these auras by sight, smell, and their other senses. While this power is in use, the vampire is distracted from other activity around them, conveying a −2 penalty to Dexterity and Wits rolls.


This power does not grant the ability to make physical contact with ghosts.


 
'''Duration:''' One night
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 293</sub>''
''<sub>Players Guide, pg. 85</sub>''
</div></div>
</div></div>


<br>
<br>


== ASHES TO ASHES ==
== OBLIVION'S SIGHT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •
'''Oblivion''' •




''Destroying evidence of feeding is a common necessity among vampires who leave screaming, resisting vessels, especially when those same vessels end up dead. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but does work on animated cadavers.''
''The vampire’s eyes turn black, allowing them to see clearly within pitch darkness and to perceive ghosts who are not actively hiding their presence.''
 
 
'''Cost:''' Free
 


'''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.


'''Cost:''' One Rouse Check


'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude
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.




'''System:''' The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion vs Stamina + Medicine (Corpses with Fortitude may resist with Stamina + Fortitude). If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse putrefies but does not disintegrate, and is subsequently immune to this power from any user.
This power does not grant the ability to make physical contact with ghosts, and the pitch-black eyes incur a two-dice penalty to social interactions with mortals while active.




'''Duration:''' Variable (see Difficulty effects)
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 204</sub>''
''<sub>Players Guide, pg. 85</sub>''
</div></div>
</div></div>


<br>
<br>


== THE BINDING FETTER ==
== SHADOW CLOAK ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •
'''Oblivion''' •




''The vampire closes their eyes. Upon opening them, the irises of their eyes display a dull reflection of their surroundings and they can identify objects or locations important to ghosts. These “fetters” act as icons that bind the dead to their existence. Knowing if an object is a fetter allows a necromancer to better manipulate the ghost. Fetters emanate variable auras, some bursting with vitality and glowing gold light, others radiating decay, or odors important to the bound wraith, such as the smell of freshly baked bread, gasoline, or cigarette smoke.''
''Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.''




'''Cost:''' Free
'''Cost:''' Free


'''Dice Pools:''' Wits + Oblivion


'''System:''' The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals.


'''System:''' On activation, the user’s senses become supernaturally attuned to the energies of fetters, and they may identify these auras by sight, smell, and their other senses. While this power is in use, the necromancer is distracted from other activity around them, conveying a −2 penalty to Dexterity and Wits rolls.


 
'''Duration:''' Passive
'''Duration:''' Variable (see Difficulty effects)


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 204</sub>''
''<sub>Players Guide, pg. 85</sub>''
</div></div>
</div></div>



Revision as of 07:31, 3 April 2023

OBLIVION

Obtenebration | Necromancy | Abyss Mysticism | Mortis | Thanatosis


Oblivion is a mysterious, unpalatable power that most vampires rightly fear to use, witness, or fall victim to. Only vampires of Clans Lasombra and Hecata wield it with any frequency, and even they do so tentatively. Oblivion requires cautious masters who know the power’s risks, as no other Discipline reaches into the Underworld and allows its manipulator to extract tangible darkness or furious spectres. Oblivion is the darkest of arts.


Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies (see p. XX). Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.




CHARACTERISTICS


Discipline oblivion.png
  • Type: Mental
  • Masquerade Threat: Medium-High.
    Spirits and abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.
  • Blood Resonance: None.
    Psychopaths and the emotionally detached. Blood empty of Resonance.
  • Note: When making a Rouse check for an Oblivion power or Ceremony, 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.

Oblivion allows for the manipulation of creatures and substances originating from the Underworld. When the Hecata use this Discipline, they tend to channel the entropic nature of the Underworld and its surroundings, decaying flesh, calling forth spirits, and posing a dangerous risk to the living.


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 Health 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 whether the wielder has True Faith.


Oblivion’s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are prohibitive, preventing the Discipline’s successful function, though ultraviolet light and infrared light place no restriction on the Discipline’s use. Moderately lit rooms apply a one-die penalty to the Discipline roll involved.


The use of Oblivion negatively affects the necromancer’s psyche, with many powers causing Stains as the vampire finds themselves performing increasingly macabre acts in service to this Discipline.



CEREMONIES


Flow chart for some of Oblivion's many prerequisite discipline powers.

Unless otherwise noted, performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level + 1). Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of necromancers or thin-bloods drinking from empty temperaments gain temporary access to Oblivion powers, but not to Ceremonies.


Ceremonies each have a prerequisite Oblivion power. This requirement acts as a gateway for necromancers that blood sorcerers need not pass through. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn.


Note: Past and future products contain Oblivion Ceremonies and powers that may match well with those presented here. If these books are available, the Storyteller may feel free to suggest alternate prerequisite powers.