Oblivion: Difference between revisions

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(Alphabetized powers.)
(Alphabetized powers.)
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= '''LEVEL 4''' =
= LEVEL 4 =


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== BIND THE SPIRIT ==
== BEFOUL VESSEL ==
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'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Necrotic Plague
'''Prerequisite:''' Necrotic Touch




''Vampires with access to this Ceremony have the ability to bind wraiths to specified locations and people.''
''While many of the entropic effects of Oblivion are restricted to mortals, this Ceremony allows the wielder to infect the blood of a vessel, making an otherwise healthy-appearing mortal into pure poison to the children of Caine.''




'''Ingredients:''' A wraith’s fetter, the caster’s vitae, the sacrifice of an innocent human, sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin.
'''Ingredients:''' The vampire’s saliva




'''Process:''' The vampire must already have a wraith under their control using Compel Spirit (see p. XX). The vampire kills an innocent human (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. The wraith’s fetter is placed somewhere within the location or the target’s possession. From this point, the wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies.
'''Process:''' The vampire needs only introduce a drop of their spittle to the skin of their victim, either by feeding on them or by smearing it upon them through physical contact.




'''System:''' Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work.
'''System:''' A victim befouled in this way shows no symptoms, and is unaware of the harm done to them or the danger they pose to the undead. Anyone feeding on them will likewise be unaware of the effects apart from a rancid strangeness to their Blood. (Generous Storytellers can allow a Wits + Survival test at Difficulty 3 to notice that something is amiss, allowing the player to abort their feeding.) Once the feeding is done, the effect occurs: The feeding vampire gains Hunger instead of sating it, on a 1-for-1 basis. (A vampire who would’ve sated three Hunger would gain three Hunger.) This will likely risk hunger frenzy (see Vampire: The Masquerade p. 220).




The wraith is bound in perpetuity to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering −2 dice to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (see Vampire: The Masquerade, p. 377).
No matter if they are fed on or not, the infected mortal dies in their sleep the following night, the only clue to their fate a patch of – mildew? – and acrid night-sweat.


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''<sub>Cults of the Blood Gods, pg. 212</sub>''
''<sub>Sabbat Sect Book, pg. 52</sub>''
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== SPLIT THE SHROUD ==
== BIND THE SPIRIT ==
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'''Oblivion''' ••••
'''Oblivion''' ••••
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''This Ceremony allows a vampire to create a tear in the Shroud through which wraiths can pass and vampires with the correct Ceremonies can physically enter the Shadowlands.''
''Vampires with access to this Ceremony have the ability to shackle wraiths to specified locations and people.''
 


'''Ingredients:''' A wraith’s fetter, the sacrifice of an innocent mortal, and sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin.


'''Ingredients:''' A scalpel that’s been used to cut into someone living, chalk or charcoal, a silk sheet, a human sacrifice.
'''Process:''' The vampire must already have a wraith under their control using Compel Spirit (see p. 93). The vampire kills an innocent mortal (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. They place the wraith’s fetter somewhere within the location, or in the target’s possession.




'''Process:''' The vampire hangs a silk sheet over a wall in a place where the Shroud density (see p. XX) is standard, thin, or frayed. They then murder a human sacrifice against the sheet, usually via some manner of bloodletting, and as blood coats the sheet, cut it open with a scalpel. The Ceremony widens the portal between the world of the living — which wraiths call the Skinlands — and the Shadowlands. Wraiths who enter the Skinlands via this method take to haunting locations and people, indulging in their passions, and possess humans if their powers allow for it. Some treat the vampire with gratitude for splitting the Shroud, while others enjoy harassing the necromancer responsible.
'''System:''' Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work.




'''System:''' The caster kills the human sacrifice, which may result in Stains depending on the Chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet with a scalpel, their player makes the Ceremony roll (with −1 Difficulty if the scalpel was used in the human sacrifice). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist falling into hunger frenzy (Difficulty 2). For every success on the Ceremony roll, the Shroud’s density reduces by a level, down to being absent.
The wraith is bound to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering a two-dice penalty to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to Frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (Vampire: The Masquerade, p. 377).




Following this Ceremony, vampires can access the Shadowlands with Ex Nihilo (see p. XX) more easily, but importantly, if the Shroud rating is reduced to absent, wraiths can spill into the Skinlands as they see fit for the remainder of the chapter. Once the chapter concludes, a Shroud density of absent increases to frayed and the gateway for wraiths closes.
The wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies.


<div style='text-align: right;'>
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''<sub>Cults of the Blood Gods, pg. 213</sub>''
''<sub>Players Guide, pg. 96</sub>''
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== BEFOUL VESSEL ==
== SPLIT THE VEIL ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Necrotic Touch
'''Prerequisite:''' Necrotic Plague
 


''While many of the entropic effects of Oblivion are restricted to mortals, this Ceremony allows the wielder to infect the blood of a vessel, making an otherwise healthy-appearing mortal into pure poison to the children of Caine.''


''This Ceremony allows a vampire to create a tear in the veil through which wraiths can pass. Wraiths who enter our world via this method take to haunting locations and people, indulging in their passions, and possess mortals if their powers allow for it. Some treat the vampire with gratitude for splitting the veil, while others enjoy tormenting the ones responsible.''


'''Ingredients:''' The vampire’s saliva


'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice.


'''Process:''' The vampire needs only introduce a drop of their spittle to the skin of their victim, either by feeding on them or by smearing it upon them through physical contact.


'''Process:''' The vampire hangs a silk sheet over a wall in a place where the veil density (see p. 88) is standard, thin, or frayed. They then perform a human sacrifice against the sheet, and as blood coats the sheet, cut it open with a blade. The Ceremony widens the portal between the world of the living and the world of the dead.


'''System:''' A victim befouled in this way shows no symptoms, and is unaware of the harm done to them or the danger they pose to the undead. Anyone feeding on them will likewise be unaware of the effects apart from a rancid strangeness to their Blood. (Generous Storytellers can allow a Wits + Survival test at Difficulty 3 to notice that something is amiss, allowing the player to abort their feeding.) Once the feeding is done, the effect occurs: The feeding vampire gains Hunger instead of sating it, on a 1-for-1 basis. (A vampire who would’ve sated three Hunger would gain three Hunger.) This will likely risk hunger frenzy (see Vampire: The Masquerade p. 220).
'''System:''' The caster performs the sacrifice, which may result in Stains depending on the chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet, their player makes the Ceremony roll). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist hunger frenzy (Difficulty 2). For every success on the Ceremony roll, the veil’s density reduces by one level, down to being absent (see Where the Veil Thins on p. 87).




No matter if they are fed on or not, the infected mortal dies in their sleep the following night, the only clue to their fate a patch of – mildew? – and acrid night-sweat.
Importantly, if the veil rating is reduced to absent, wraiths can spill into the physical world for the remainder of the session (or night). Once that period concludes, a veil density of absent increases to frayed and the gateway for wraiths closes.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52</sub>''
''<sub>Players Guide, pg. 96</sub>''
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</div></div>



Revision as of 09:37, 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.