Oblivion: Difference between revisions

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= '''LEVEL 5''' =  
= LEVEL 5 =  
 
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== PIT OF CONTEMPLATION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
'''Prerequisite:''' Tenebrous Avatar
 
 
''Only the most powerful of Shalim’s priests have been able to manifest this ability, but the effect is one of the most terrifying and demonstrative uses of Oblivion yet seen in modern nights. The ability to cast an enemy into Oblivion terrifies even the toughest of Kindred.''
 
 
'''Ingredients:''' Pot of ink, three pints/six liters or more of blood from an innocent the user murdered, an unlit room (this power does not work outside)
 
 
'''Process:''' The vampire personally murders an innocent mortal, likely incurring Stains depending on the Chronicle Tenets and their Convictions. While innocence is subjective, traditional sacrifices are children, virgins, and holy individuals. The vampire then takes at least three pints/six liters of the deceased’s blood into an unlit room and uses it to paint a doorway on a wall in the chamber. Finally, the vampire splashes a pot of ink onto the blood-painted portal. Focusing their will upon the gateway, the priest opens a tear through to Oblivion.
 
 
Anyone foolish or unfortunate enough to fall into the gap is immediately transported into a pocket of eternal black nothingness for as long as the priest sees fit. If the priest is destroyed without releasing their prisoners, any undead prisoners remain trapped in the void (unless and until another vampire reverses the Ceremony).
 
 
Priests may choose to pass through the door, but doing so condemns them forever. Some Shalimites do this when they feel they have completed their work as a part of the cult.
 
 
'''System:''' Following the Ceremony steps, the priest’s player makes their Ceremony roll, and on a success the effect is quick and implosive. A hole opens at the point where ink and blood mix. The hole draws objects, air, and people toward it and, if they fail a Dexterity + Athletics roll (Difficulty 4), sucks them into a pock et within Oblivion.
 
 
While trapped, victims are suspended in an endless blackness. They cannot see or hear anyone or anything around themselves. Only the priest who conjures this blasphemous gateway can free those held within, by pouring a vampire’s vitae over the painted door (sufficient to provoke a Rouse Check). Mortals sucked into Oblivion are instantly killed.
 
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94</sub>''
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'''Ingredients:''' One human sacrifice, incense, the heart of any mammal, powdered silver.
'''Ingredients:''' One mortal sacrifice, incense, the heart of any mammal, and powdered silver.




'''Process:''' The necromancer burns incense to perfume the air before performing an act of human sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again.
'''Process:''' The necromancer burns incense to perfume the air before performing an act of sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again.




'''System:''' Killing a mortal for this Ceremony likely incurs Stains, according to the Chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice.
'''System:''' Killing a mortal for this Ceremony may incur Stains, depending on the chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice.




The possessed corpse will wake bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body recovers one point of Health upon possession. The remaining Health recovers with time. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Backgrounds it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith.
The possessed corpse wakes bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body heals one point of Health damage upon possession. The remaining Health damage recovers with time (as vampiric healing). The body gains no special resistances to harm beyond Disciplines it might have possessed in life. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Advantages it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith.




This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcised from the host. The body gains no special resistances to harm beyond Disciplines it might have possessed in life.
This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcized from the host.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 214</sub>''
''<sub>Players Guide, pg. 97</sub>''
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</div></div>


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== TRANSFERENCE OF THE SOUL ==
== NIGHT OF A THOUSAND EYES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
'''Amalgam:''' Auspex •••
 
 
''According to the old legends, this ceremony was the final creation of the mad necromancer Lodovico Sangiovanni, who attempted to bring about the Day of Judgement with an army of the hungry dead. Even now, vampires who have no qualms about binding wraiths into service or forcing life back into dead tissue often have reservations about using this technique…though others see it as the Family’s ultimate weapon against the Second Inquisition.''
 
 
'''Ingredients:''' A human sacrifice, a pen carved from a sentient creature’s bone, and a coffin lined with iron.
 
 
'''Process:''' The necromancer murders the sacrifice, possibly accruing one or more Stains, and lets the blood flow into the coffin. Using a bone pen and the fresh blood, they mark any number of zombies with a sigil encoding their own true name, then they immerse themselves completely and seal the coffin shut to block out all light.
 
 
'''System:''' For the remainder of the night, the necromancer can control any of the marked zombies freely, seeing through its eyes and controlling its limbs as though it were their own body and switching from one zombie to another at any time. While possessing their horde, they suffer no impairment, cannot frenzy, and do not apply Hunger dice to their rolls.
 
 
At the same time, however, they have no awareness or control of their own body—which is driven solely by the Beast, as if wassailing (see Vampire: the Masquerade Fifth Edition page 241). Sensible necromancers have trusted ghouls inter the coffin under stone and dirt before making the ceremony roll, though this can lead to a very unpleasant night if the roll fails!
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>''
 
<br>
 
== PIT OF CONTEMPLATION ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' •••••


'''Amalgam:''' Blood Sorcery •••••
'''Prerequisite:''' Tenebrous Avatar
 
 
''Only the most powerful of Shalim’s priests have been able to manifest this ability, but the effect is one of the most terrifying and demonstrative uses of Oblivion yet seen in modern nights. The ability to cast an enemy into Oblivion terrifies even the toughest of Kindred.''




''This ritual allows a person’s soul to cement their control over their oppressor’s body in the case of Diablerie.''
'''Ingredients:''' Pot of ink, three pints/six liters or more of blood from an innocent the user murdered, an unlit room (this power does not work outside)




'''Ingredients:''' Five or more objects that are important to the victim to be imbued with their essence. Other ritual components.
'''Process:''' The vampire personally murders an innocent mortal, likely incurring Stains depending on the Chronicle Tenets and their Convictions. While innocence is subjective, traditional sacrifices are children, virgins, and holy individuals. The vampire then takes at least three pints/six liters of the deceased’s blood into an unlit room and uses it to paint a doorway on a wall in the chamber. Finally, the vampire splashes a pot of ink onto the blood-painted portal. Focusing their will upon the gateway, the priest opens a tear through to Oblivion.




'''Process:''' Performing the ritual requires a Rouse check, and successes in both an Intelligence + Blood Sorcery test (Difficulty 6) and an Intelligence + Oblivion test (Difficulty 6). Once the ritual has been performed successfully to imbue the selected objects with the subject’s essence, combining the objects again to restore the subject’s power requires the subject to come into contact with them again.
Anyone foolish or unfortunate enough to fall into the gap is immediately transported into a pocket of eternal black nothingness for as long as the priest sees fit. If the priest is destroyed without releasing their prisoners, any undead prisoners remain trapped in the void (unless and until another vampire reverses the Ceremony).




Multiple objects must be used – at least five – as no single object is capable of storing all of a vampire’s essence. Theoretically however any number of objects could be used in this process, with the power conveyed by each object relative to the total number of objects used. The power restored to the subject is similarly proportional to the number of objects combined in the ritual’s final phase. Importantly, this combination can only be performed once, so any missing objects become inert, and the remaining essence contained within them is forever lost.
Priests may choose to pass through the door, but doing so condemns them forever. Some Shalimites do this when they feel they have completed their work as a part of the cult.




It is also possible to break the link between the objects and the subject by performing another instance of the ritual while in possession of the objects, but before the subject can complete the final incantation. A successful casting releases the essence within each object present, rendering them useless.
'''System:''' Following the Ceremony steps, the priest’s player makes their Ceremony roll, and on a success the effect is quick and implosive. A hole opens at the point where ink and blood mix. The hole draws objects, air, and people toward it and, if they fail a Dexterity + Athletics roll (Difficulty 4), sucks them into a pock et within Oblivion.




'''System:''' Following the diablerie of the subject, calculate the experience cost needed to go from the subject’s current Blood Potency level to their former, more powerful level, as well as the cost of any additional disciplines the subject had prior to their diablerie. Divide this number by the amount of objects used in the ritual (round down). For each object successfully used in the ritual, the user regains those experience points that can only be used to purchase Blood Potency and Disciplines that they used to have.
While trapped, victims are suspended in an endless blackness. They cannot see or hear anyone or anything around themselves. Only the priest who conjures this blasphemous gateway can free those held within, by pouring a vampire’s vitae over the painted door (sufficient to provoke a Rouse Check). Mortals sucked into Oblivion are instantly killed.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Fall of London, pg. 13</sub>''
''<sub>Cults of the Blood Gods, pg. 94</sub>''
</div></div>
</div></div>


<br>
<br>


== NIGHT OF A THOUSAND EYES ==
== TRANSFERENCE OF THE SOUL ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' •••••


'''Amalgam:''' Auspex •••
'''Amalgam:''' Blood Sorcery •••••
 
 
''This ritual allows a person’s soul to cement their control over their oppressor’s body in the case of Diablerie.''




''According to the old legends, this ceremony was the final creation of the mad necromancer Lodovico Sangiovanni, who attempted to bring about the Day of Judgement with an army of the hungry dead. Even now, vampires who have no qualms about binding wraiths into service or forcing life back into dead tissue often have reservations about using this technique…though others see it as the Family’s ultimate weapon against the Second Inquisition.''
'''Ingredients:''' Five or more objects that are important to the victim to be imbued with their essence. Other ritual components.




'''Ingredients:''' A human sacrifice, a pen carved from a sentient creature’s bone, and a coffin lined with iron.
'''Process:''' Performing the ritual requires a Rouse check, and successes in both an Intelligence + Blood Sorcery test (Difficulty 6) and an Intelligence + Oblivion test (Difficulty 6). Once the ritual has been performed successfully to imbue the selected objects with the subject’s essence, combining the objects again to restore the subject’s power requires the subject to come into contact with them again.




'''Process:''' The necromancer murders the sacrifice, possibly accruing one or more Stains, and lets the blood flow into the coffin. Using a bone pen and the fresh blood, they mark any number of zombies with a sigil encoding their own true name, then they immerse themselves completely and seal the coffin shut to block out all light.
Multiple objects must be used – at least five – as no single object is capable of storing all of a vampire’s essence. Theoretically however any number of objects could be used in this process, with the power conveyed by each object relative to the total number of objects used. The power restored to the subject is similarly proportional to the number of objects combined in the ritual’s final phase. Importantly, this combination can only be performed once, so any missing objects become inert, and the remaining essence contained within them is forever lost.




'''System:''' For the remainder of the night, the necromancer can control any of the marked zombies freely, seeing through its eyes and controlling its limbs as though it were their own body and switching from one zombie to another at any time. While possessing their horde, they suffer no impairment, cannot frenzy, and do not apply Hunger dice to their rolls.
It is also possible to break the link between the objects and the subject by performing another instance of the ritual while in possession of the objects, but before the subject can complete the final incantation. A successful casting releases the essence within each object present, rendering them useless.




At the same time, however, they have no awareness or control of their own body—which is driven solely by the Beast, as if wassailing (see Vampire: the Masquerade Fifth Edition page 241). Sensible necromancers have trusted ghouls inter the coffin under stone and dirt before making the ceremony roll, though this can lead to a very unpleasant night if the roll fails!
'''System:''' Following the diablerie of the subject, calculate the experience cost needed to go from the subject’s current Blood Potency level to their former, more powerful level, as well as the cost of any additional disciplines the subject had prior to their diablerie. Divide this number by the amount of objects used in the ritual (round down). For each object successfully used in the ritual, the user regains those experience points that can only be used to purchase Blood Potency and Disciplines that they used to have.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Fall of London, pg. 13</sub>''
</div></div>''
</div></div>


<br>
<br>

Revision as of 09:44, 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.