Oblivion: Difference between revisions

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''Destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but can work on animated cadavers, at the Storyteller's discretion.''
''Investigating and destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to perform a supernatural autopsy on a corpse, as well as fully destroy a body by introducing their vitae to it. This power does not work on vampires, but can work on animated cadavers, at the Storyteller's discretion.''




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'''System:''' The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.
'''System:''' The vampire makes a Rouse Check, coating their own hand with vitae and reaching through the tissue of the corpse as if it were a soft putty. Organs can be removed, and the chest or skull can be opened and studied in minutes without the need of specialized autopsy tools — though additional Medicine checks may be required at the Storyteller’s discretion. Removed organs and fluids may be preserved, otherwise the body disintegrates over three turns.




'''Duration:''' Variable (see Difficulty effects)
If the corpse is animated, the user must roll a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.
 
 
'''Duration:''' Variable


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''<sub>Players Guide, pg. 85</sub>''
''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>''
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Revision as of 13:32, 15 July 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. 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.