Oblivion: Difference between revisions

Jump to navigation Jump to search
(Alphabetized powers. Added "Shadow Servant" from Players Guide.)
Line 311: Line 311:
<br>
<br>


== SHADOW PERSPECTIVE ==
== AURA OF DECAY ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••




''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. 293).''
''Kindred with a strong connection to Oblivion can affect the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead things, though.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude
'''System:''' The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).
If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.


'''System:''' 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.


The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes.


'''Duration:''' Up to one scene
 
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 294</sub>''
''<sub>Players Guide, pg. 88</sub>''
</div></div>
</div></div>


<br>
<br>


== TOUCH OF OBLIVION ==
== PASSION FEAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Fortitude ••


''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.''


''When a vampire needs to spend an extended period in the lands of the dead, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths rather than blood. An accomplished necromancer can feed on these passions, enabling them to go without blood for longer than their fellow Kindred.''


''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.''


'''Cost:''' Free


'''Cost:''' One Rouse Check
'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure




'''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.
'''System:''' A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.




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. 303) for details on the mechanical effects of crippled limbs. Storytellers may decide that such mutilation warrants Stains.
'''Duration:''' Passive
 
 
'''Duration:''' One turn


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 294</sub>''
''<sub>Players Guide, pg. 8</sub>''
</div></div>
</div></div>


<br>
<br>


== AURA OF DECAY ==
== SHADOW PERSPECTIVE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••




''Kindred with a strong connection to Oblivion find the Discipline affecting the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead bodies.''
''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 (p. 87).''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


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


'''System:''' Following a Rouse Check, the presence of the vampire’s senses 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.
'''Duration:''' Up to one scene
<div style='text-align: right;'>
''<sub>Players Guide, pg. 89</sub>''
</div></div>
<br>
== SHADOW SERVANT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Amalgam:''' Auspex •


'''System:''' The vampire makes a Rouse Check. Following a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within 5 yards/meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).


''The vampire gives independent life to a part of their shadow and can use it to spy on or unnerve their enemies.''


If anything living is caught in the aura, it makes a Stamina + Medicine (Those with Fortitude may resist with Stamina + Fortitude) contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.


'''Cost:''' One Rouse Check


The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two dice penalty to any Social rolls the vampire makes in a positive or diplomatic context, if doing so in person.
 
'''System:''' The servant has no mind of its own, but follows its creator’s mental commands The shadow travels at running speed and can effortlessly slip under doors, climb walls, or slip into or through the smallest cracks, although it cannot endure brightly lit areas. It can also cling to moving vehicles, and its range is limited only by how far it can travel in one night. It hears and sees everything in its vicinity and can convey the information as soon as it is reabsorbed into its creator’s shadow. The shadow servant can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the servant to avoid the light for a turn.




Line 386: Line 408:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 205</sub>''
''<sub>Players Guide, pg. 89</sub>''
</div></div>
</div></div>


<br>
<br>


== PASSION FEAST ==
== TOUCH OF OBLIVION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Fortitude ••


''The vampire using Touch of Oblivion can harm and cripple with a single touch, aging the affected body part catastrophically. It can be used to wither a limb, crumple a throat, or to blind a pair of eyes.''


''The relationship between vampires and their need for blood as sustenance is well known, but when a vampire needs to spend an extended period in the Shadowlands, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths.''


'''Cost:''' One Rouse Check


''Wraiths have no bodies, nor do they have blood. Instead, their raw emotions drive them. Love, hatred, greed, or even a need for vengeance might keep a wraith around after their former body’s death. An accomplished necromancer can feed on these passions for a time, enabling them to survive without blood for longer than their fellow Kindred. The feeding manifests as a swirling vortex of power between the wraith and the vampire’s maw, as the vampire doesn’t need to actually bite down on anything to consume passions.''


'''System:''' Following a Rouse Check, the vampire grips their victim, requiring a Strength + Brawl roll if the victim is trying to avoid the vampire. Once gripped, the victim suffers two levels of Aggravated damage as well as a crippling injury.


'''Cost:''' Free


'''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure
If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and in the case of mortals requires 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 (Vampire: The Masquerade, p. 303) for mechanical details. Storytellers may decide that inflicting such mutilation warrants Stains.




'''System:''' A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one for the remainder of the night. That Hunger returns on the following night regardless of Rouse Checks, as the feeding is only a nepenthe to dull the vampire’s hungry urges. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.
'''Duration:''' One turn
 
 
'''Duration:''' Passive


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 206</sub>''
''<sub>Players Guide, pg. 89</sub>''
</div></div>
</div></div>



Revision as of 07:58, 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.