Oblivion: Difference between revisions

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(Alphabetized powers.)
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= '''LEVEL 2''' =
= LEVEL 2 =


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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Where the Shroud Thins
'''Prerequisite:''' Where the Veil Thins




''Necromancers use this Ceremony to create spies and stalkers out of body parts such as hands or skulls, or small dead animals like rats or foxes.''
''Vampires use this Ceremony to create servants and spies out of body parts such as hands or skulls, or small dead animals like rats or foxes. Some necromancers work almost exclusively with homunculi, their workshops filled with scrambling and unsettling creatures.''




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'''Process:''' The caster coats a blade (or other device suited to the task) in a gross cocktail of bodily fluids, and uses it to cut the targeted appendage off its root limb or body, or kills the small animal (which cannot be larger than a small dog and cannot fly, regardless of whether it has wings). After massaging vitae into the target, it comes to life as a homuncular servant, unfailingly loyal to its master. The homunculus can scale walls, hop (even if it lacks the limbs to do so), and hide effectively. While it cannot speak or perform tasks requiring deep thought, it can telepathically communicate single images to its creator.
'''Process:''' The caster coats a blade (or other device suited to the task) in a gross cocktail of bodily fluids, and uses it to cut the targeted appendage off its root limb or body, or kills the small animal (which cannot be larger than a small dog and cannot fly, regardless of whether it has wings). After massaging vitae into the target, it comes to life as a homuncular servant, unfailingly loyal to its master.




'''System:''' The necromancer’s player makes an Oblivion Ceremony roll, and after doing so, gains a homuncular servant that will spy, follow, or intimidate at the necromancer’s command. If it strays farther than 100 yards/meters from the vampire, it falls inert, only awakening again once the vampire enters that range. Otherwise, it remains active for a number of nights equal to the number of successes rolled. A critical win on the roll keeps the servant active forever, while a total failure destroys all components involved in the Ceremony.
'''System:''' The necromancer makes an Oblivion Ceremony roll and on a win gains a homuncular servant that spies, follows, or intimidates at the necromancer’s command. If it strays farther than 100 yards/meters from the vampire, it falls inert, only awakening again once the vampire enters that range. Otherwise, it remains active for a number of nights equal to the number of successes rolled. A critical win on the roll keeps the servant active forever, while a total failure destroys all components involved in the Ceremony.
 
 
Most homunculi can scale walls, hop (even if it lacks the limbs to do so), and hide effectively, though individual variation is great and depends on the tasks it was created to perform. While it cannot speak or perform actions requiring deep thought, it can telepathically communicate single images, scents, or sounds to its creator.


{| class="wikitable"
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! '''Homuncular Servant'''
! '''Homuncular Servant'''
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| '''Standard Dice Pools:''' Physical 3, Social 0, Mental 1<br><br>'''Secondary Attributes:''' Health 3, Willpower 1<br><br>'''Exceptional Dice Pools:''' Athletics 4, Stealth 6, Intimidation 4<br><br>'''Special:''' Homuncular servants take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. They can telepathically broadcast a single image per night to their master.
| '''Standard Dice Pools:''' Physical 1, Social 0, Mental 1<br><br>'''Secondary Attributes:''' Health 3, Willpower 1<br><br>'''Exceptional Dice Pools:''' Athletics 4, Stealth 6, Intimidation 4<br><br>'''Special:''' Homuncular servants take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. They can telepathically broadcast a single image per night to their master.<br><br>'''General Difficulties:''' 3/1
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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 209</sub>''
''<sub>Players Guide, pg. 93</sub>''
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== COMPEL SPIRIT ==
== BINDING THE ALLOY EYE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Where the Shroud Thins
'''Prerequisite:''' Shadow Cast




''This Ceremony allows a vampire to bend a wraith to their will.''
''Striking a pact with a death-spirit, the caster buys themselves a short time of immunity to surveillance, as the otherworldly entity scrambles cameras around the vampire.''




'''Ingredients:''' A wraith’s fetter, the caster’s vitae, an item (or threat) sufficient to damage the fetter.
'''Ingredients:''' A small piece of aluminum mesh




'''Process:''' The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. XX). The necromancer casts a handful of their own vitae in the wraith’s direction as they hold a destructive item to the fetter (a knife, a hammer, a gun, or potentially holding the fetter over a fire) or speak threatening words that the wraith believes. The vampire and wraith engage in a contest of wills. If the vampire gains domination over the wraith, the wraith must serve as the vampire decrees, at least temporarily. If the opposite occurs, the vampire is left mentally debilitated and the fetter disappears from their grasp.
'''Process:''' The user spends a scene in isolation, contacting the spectre and bonding it to the aluminum mesh. The mesh is then placed in a light-proof container, to be taken out when the effect is to be activated. Once removed and attached to a visible piece of flesh or garment of the caster, the effect is initiated.




'''System:''' The vampire’s player makes an Oblivion Ceremony roll vs. the wraith’s Resolve + Composure. If they have no way of physically threatening the fetter, the player must also make a Manipulation + Intimidation roll (Difficulty equal to the wraith’s Resolve + Composure).
'''System:''' Do not make a Ritual roll until the effect is activated. If possible, the result of the test should be kept secret from the player. If successful, cameras around the caster will end up scrambling their image, though they will pick up everything else normally. The effect lasts for a full scene, or until the mesh is removed.


<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52</sub>''
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If the player rolls more successes than the wraith’s resistance roll on their Oblivion Ceremony roll, the vampire can command the wraith to perform a number of moderately difficulty tasks (spying, research, answering questions truthfully, etc.) equal to the number of successes rolled. For every two successes, the vampire can instead command the wraith to perform a difficult task (such as attacking someone, doing something repugnant to the wraith’s sensibilities, etc.). On a critical win, the vampire can demand any action from the wraith, and it will try its best to complete the task. The wraith remains in the vampire’s service until the end of the chronicle or until it has fulfilled its master’s commands, at which point it returns to the Underworld with an eternal enmity for the necromancer.
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== COMPEL SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••


If the wraith wins the contest, the vampire suffers the margin in Superficial Health damage. The wraith then re-enters the Underworld.
'''Prerequisite:''' Where the Veil Thins




The compulsion placed on the wraith ends immediately if the vampire attacks them. If the vampire harms the threatened fetter, the wraith suffers between one and three Aggravated Willpower damage (depending on the importance of the fetter) and the wraith is sent back to the Underworld to be tormented by, and possibly converted into, a murderous spectre (see Vampire: The Masquerade, p. 377).
''This Ceremony allows a vampire to bend a wraith to their will.''


<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 210</sub>''
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'''Ingredients:''' A wraith’s fetter, the caster’s vitae, and an item (or threat) sufficient to damage the fetter.


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


'''Prerequisite:''' Shadow Cast
'''Process:''' The vampire must be in close proximity to a wraith in order to use this Ceremony, typically through use of Summon Spirit (see p. 92). The necromancer casts a handful of their own vitae in the wraith’s direction as they hold a destructive item to the fetter (a knife, a hammer, a gun, or potentially holding the fetter over a fire) or speak threatening words that the wraith believes. The vampire and wraith engage in a contest of wills. If the vampire wins, the wraith must serve as the vampire decrees, at least temporarily. On a loss, the vampire is left mentally debilitated and the fetter disappears from their grasp.




''Striking a pact with a death-spirit, the caster buys themselves a short time of immunity to surveillance, as the otherworldly entity scrambles cameras around the vampire.''
'''System:''' Make an Oblivion Ceremony roll vs. the wraith’s Resolve + Composure. If the vampire has no way of physically threatening the fetter, also make a Manipulation + Intimidation roll (Difficulty equal to the wraith’s Resolve + Composure).




'''Ingredients:''' A small piece of aluminum mesh
If the necromancer wins both rolls, they can command the wraith to perform a number of moderately difficult tasks (spying, research, answering questions truthfully, etc.) equal to the number of successes rolled on the Ceremony roll. For every two successes, the vampire can instead command the wraith to perform a difficult task (such as attacking someone, doing something repugnant to the wraith’s sensibilities, etc.). On a critical win, the vampire can demand any action from the wraith, and it tries its best to complete the task. The wraith remains in the vampire’s service until the end of the chronicle or until it has fulfilled its master’s commands, at which point it returns to the Underworld with an eternal enmity for the necromancer.




'''Process:''' The user spends a scene in isolation, contacting the spectre and bonding it to the aluminum mesh. The mesh is then placed in a light-proof container, to be taken out when the effect is to be activated. Once removed and attached to a visible piece of flesh or garment of the caster, the effect is initiated.
If the wraith wins either contest, the vampire suffers the margin in Superficial Health damage, and the wraith then re-enters the Underworld.




'''System:''' Do not make a Ritual roll until the effect is activated. If possible, the result of the test should be kept secret from the player. If successful, cameras around the caster will end up scrambling their image, though they will pick up everything else normally. The effect lasts for a full scene, or until the mesh is removed.
The compulsion placed on the wraith ends immediately if the vampire attacks it. If the vampire harms the threatened fetter, the wraith suffers between one and three Aggravated Willpower damage (depending on the importance of the fetter) and the wraith is sent back to the Underworld to be tormented by, and possibly converted into, a murderous spectre (Vampire: The Masquerade, p. 377).


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52</sub>''
''<sub>Players Guide, pg. 94</sub>''
</div></div>
</div></div>



Revision as of 08:46, 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


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 Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies.


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

Ceremonies each have a prerequisite Oblivion power. 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.