Oblivion: Difference between revisions

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= '''LEVEL 3''' =
= LEVEL 3 =


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== NAME OF THE FATHER ==
== FORTEZZA SINDONICA ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Shadow Perspective
'''Prerequisite:''' Where the Shroud Thins
 
 
''A modern variation on a powerful Giovanni family warding spell, this Ceremony is kept strictly within the Hecata clan. Intended to severely disable or halt attacks or espionage from other necromancers, this ward pulls tight the veil in such a way that forces any wraith who attempts to cross it to become momentarily stretched between the worlds of the living and the dead.''




''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.''
'''Ingredients:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin.




'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks
'''Process:''' The steel chain is laid along the circumference of the desired area, meeting and leaving no gaps. Mixing the ingredients into the basin, the caster dips their hands into the mixture, coating up to the wrist, and applies the mixture by hand along the chain at equidistant intervals. With a final sigil located in the center of the chain, the Ceremony is complete. Wraiths who attempt to cross the chain are dragged into a horrid momentary echo of physical form, often in states of torturous wailing terror. Wraiths so affected are temporarily visible to any casual onlooker, leading to terrifying tales of the appearance of screaming ghosts.




'''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind.
'''System:''' This Ceremony costs three Rouse Checks instead of the usual one, but the caster does not make their Ceremony roll until a wraith attempts to cross the chain, triggering its effect. This Ceremony is strongest when fresh, but lasts a year and a day after it’s performed. If the ward is triggered more than seven days after it was performed, subtract two dice from their pool. The wraith rolls their Willpower in a contest against the caster and if the necromancer succeeds, they inflict torturous pain upon their victim. The wraith suffers three points of Superficial Health damage. For as long as they remain within the boundary, they lose two dice to all Willpower rolls and rolls to use their supernatural abilities. On a critical win from the caster, they may choose to bar the wraith from leaving the boundary until they pass a Difficulty 4 Willpower test, which they may attempt once per scene. The other parameters of this warding Ceremony are identical to Blood Sorcery Warding circles (see Vampire: The Masquerade, p. 275).




'''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power.
If the wraith is possessing an individual or object when they cross the chain, the same effects apply, and the unlucky individual suffers 3 Superficial Willpower damage as the wraith is violently forced from them.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94</sub>''
''<sub>Trails of Ash and Bone, pg. 173</sub>''
</div></div>
</div></div>


<br>
<br>


== HOST SPIRIT ==
== HARROWHAUNT ==
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'''Oblivion''' •••
'''Oblivion''' •••
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''This Ceremony allows a vampire to open their body to possession by a ghost.''
''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.''




'''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, two teeth extracted from the vampire’s mouth
'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier.




'''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 presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until-recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to jump inside, inhabiting the vampire’s body.
'''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited.




The benefits of having a wraith ride one’s body come in the form of an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power. Allowing a wraith to control one’s actions for a night is an effective way of confusing and mollifying the Beast, as well as demonstrating physical prowess and knowledges the vampire may not usually possess.
'''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy.
 
 
'''System:''' The vampire’s player makes a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains +2 dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, with its advice, cajoling, or supportive words provided by the Storyteller.
 
 
A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, the wraith’s influence is rejected. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive. On a critical win, the wraith is ejected entirely and returns to the Underworld. On a total failure, the wraith can make a vampire harm themself, but returns to the Underworld after the first injury is sustained.
 
 
A vampire whose body succumbs or is voluntarily opened to the possession attempt finds all Willpower damage healed once the wraith departs, as the spirit subdues the Beast for as long as it is present.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 211</sub>''
''<sub>Sabbat Sect Book, pg. 52</sub>''
</div></div>
</div></div>


<br>
<br>


== SHAMBLING HORDES ==
== HOST SPIRIT ==
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'''Oblivion''' •••
'''Oblivion''' •••
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''This Ceremony enables a necromancer to raise a group of aggressive, walking dead minions.''
''This Ceremony allows a vampire to open their body to possession by a wraith.''
 
 
'''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth.




'''Ingredients:''' A human corpse (or multiple human corpses), a fresh human sacrifice.
'''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. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body.




'''Process:''' The vampire must have a separate corpse in addition to a human prepared for sacrifice. The vampire murders the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not), revived with the fresh blood, and serve the vampire’s commands, even moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. XX), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master.
The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power.




'''System:''' The player makes their Ceremony roll, possibly incurring Stains in the process depending on the Chronicle Tenets and the Storyteller’s discretion. Due to the amount of blood spilled in this Ceremony, the caster must test to resist hunger frenzy (Difficulty 2). Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. A critical win doubles their Oblivion rating for the purpose of determining corpses raised. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if they are destroyed.
Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess.




As per the normal rules for temporary Advantages like these (see Vampire: The Masquerade p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (see Vampire: The Masquerade p. 196) — or the aggressive corpses may become unstable and unruly.
'''System:''' Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion.


{| class="wikitable"
 
|-
A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive.
! '''Aggressive Corpse'''
|-
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses 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. Bites from the aggressive dead inflict +2 Aggravated Health damage to mortals.<br><br>'''General Difficulties:''' 3/2
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 212</sub>''
''<sub>Players Guide, pg. 94</sub>''
</div></div>
</div></div>


<br>
<br>


== FORTEZZA SINDONICA ==
== KNIT THE VEIL ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


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




''A modern variation on a powerful Giovanni family warding spell, this Ceremony is kept strictly within the Hecata clan. Intended to severely disable or halt attacks or espionage from other necromancers, this ward pulls tight the veil in such a way that forces any wraith who attempts to cross it to become momentarily stretched between the worlds of the living and the dead.''
''Using the knowledge gained from their mastery of the beyond, the necromancer is able to not only mend minor tears in the shroud, but sear shut any weakness, making the area impenetrable for the duration of the Ceremony.''




'''Ingredients:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin.
'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle.




'''Process:''' The steel chain is laid along the circumference of the desired area, meeting and leaving no gaps. Mixing the ingredients into the basin, the caster dips their hands into the mixture, coating up to the wrist, and applies the mixture by hand along the chain at equidistant intervals. With a final sigil located in the center of the chain, the Ceremony is complete. Wraiths who attempt to cross the chain are dragged into a horrid momentary echo of physical form, often in states of torturous wailing terror. Wraiths so affected are temporarily visible to any casual onlooker, leading to terrifying tales of the appearance of screaming ghosts.
'''Process:''' The caster scatters the powdered bone around an area no larger than a football field to mark the boundary of this Ceremony. Then, they prepare the candle by piercing their flesh and passing the thread under their skin. Using the needle, they carve runes down the length of the candle and then wrap the thread around it until they pull it from under their skin. The candle may then be placed inside the boundary and lit, burning with a pale and unmoving flame that artificially thickens the Shroud around it with radiating, uncomfortable warmth.




'''System:''' This Ceremony costs three Rouse Checks instead of the usual one, but the caster does not make their Ceremony roll until a wraith attempts to cross the chain, triggering its effect. This Ceremony is strongest when fresh, but lasts a year and a day after it’s performed. If the ward is triggered more than seven days after it was performed, subtract two dice from their pool. The wraith rolls their Willpower in a contest against the caster and if the necromancer succeeds, they inflict torturous pain upon their victim. The wraith suffers three points of Superficial Health damage. For as long as they remain within the boundary, they lose two dice to all Willpower rolls and rolls to use their supernatural abilities. On a critical win from the caster, they may choose to bar the wraith from leaving the boundary until they pass a Difficulty 4 Willpower test, which they may attempt once per scene. The other parameters of this warding Ceremony are identical to Blood Sorcery Warding circles (see Vampire: The Masquerade, p. 275).
'''System:''' When lighting the candle, the caster makes their Ceremony roll, subtracting one die from their pool for every wraith present within the boundary, on either side of the Shroud. Upon a win the Shroud density (see Cults of the Blood Gods p. 205) of the area becomes Impenetrable for as long as the candle burns. On a critical win, the Ceremony’s duration is doubled and no being may spy across the Shroud. Undisturbed, it persists for as many nights as the caster has Oblivion dots. Another necromancer who attempts to Split the Shroud (see Cults of the Blood Gods p. 213) here must win against the caster’s successes as a Difficulty, doing so ends this Ceremony and reduces the Shroud density as per that Ceremony.
 
 
If the wraith is possessing an individual or object when they cross the chain, the same effects apply, and the unlucky individual suffers 3 Superficial Willpower damage as the wraith is violently forced from them.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 173</sub>''
''<sub>Trails of Ash and Bone, pg. 174</sub>''
</div></div>
</div></div>


<br>
<br>


== KNIT THE VEIL ==
== NAME OF THE FATHER ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
'''Oblivion''' •••


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




''Using the knowledge gained from their mastery of the beyond, the necromancer is able to not only mend minor tears in the shroud, but sear shut any weakness, making the area impenetrable for the duration of the Ceremony.''
''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.''




'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle.
'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks




'''Process:''' The caster scatters the powdered bone around an area no larger than a football field to mark the boundary of this Ceremony. Then, they prepare the candle by piercing their flesh and passing the thread under their skin. Using the needle, they carve runes down the length of the candle and then wrap the thread around it until they pull it from under their skin. The candle may then be placed inside the boundary and lit, burning with a pale and unmoving flame that artificially thickens the Shroud around it with radiating, uncomfortable warmth.
'''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind.




'''System:''' When lighting the candle, the caster makes their Ceremony roll, subtracting one die from their pool for every wraith present within the boundary, on either side of the Shroud. Upon a win the Shroud density (see Cults of the Blood Gods p. 205) of the area becomes Impenetrable for as long as the candle burns. On a critical win, the Ceremony’s duration is doubled and no being may spy across the Shroud. Undisturbed, it persists for as many nights as the caster has Oblivion dots. Another necromancer who attempts to Split the Shroud (see Cults of the Blood Gods p. 213) here must win against the caster’s successes as a Difficulty, doing so ends this Ceremony and reduces the Shroud density as per that Ceremony.
'''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Trails of Ash and Bone, pg. 174</sub>''
''<sub>Cults of the Blood Gods, pg. 94</sub>''
</div></div>
</div></div>


<br>
<br>


== HARROWHAUNT ==
== SHAMBLING HORDES ==
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'''Oblivion''' •••
'''Oblivion''' •••
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''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.”''
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.''
 
 
'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice.
 
 
'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands.
 


'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed.


'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier.


The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master.


'''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited.


As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly.


'''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy.
{| class="wikitable"
|-
! '''Aggressive Corpse'''
|-
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses 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. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.<br><br>'''General Difficulties:''' 3/2
|}


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52</sub>''
''<sub>Players Guide, pg. 95</sub>''
</div></div>
</div></div>



Revision as of 09:30, 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.