Oblivion: Difference between revisions

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''<sub>Players Guide, pg. 86<br>Homebrew Errata Included</sub>''
''<sub>Players Guide, pg. 86<br>Homebrew Errata Included</sub>''
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== COMPEL SPIRIT ==
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'''Oblivion''' ••
'''Amalgam:''' Fortitude •
''The vampire reaches out and bends a wraith to their will, using spectral chains to control it like a puppet.''
'''Cost:''' Free, or one or more Rouse Checks
'''Dice Pool:''' Resolve + Oblivion vs Resolve + Composure
'''System:''' The vampire must be in close proximity to the wraith in order to use this power, typically through use of Summon Spirit (Cults of the Blood Gods, pg 209). The user Rouses their blood and rolls Resolve + Oblivion against the wraith's Resolve + Composure. On a win, the vampire gains complete control of the wraith for a number of hours equal to the margin, or the rest of the night on a Critical. The wraith can be directed via minor actions to act as a spy or to attack other wraiths. With an additional Rouse check the vampire can force the physical manifestation of the wraith for a single turn. The chains are extremely resilient and cannot be damaged by anything short of a holy relic, or by another necromancer attempting to wrest control with their own chains (prompting a contest of Resolve + Oblivion). The chains are clearly visible to anyone able to see spirits.
The bound wraith always maintains control of its mind and cannot be forced to reveal information, but the vampire gains +2 dice to Intimidation attempts against it. Having the wraith’s fetter facilitates this power and removes the Rouse check to bind the wraith as well as adding a third bonus die to Intimidation attempts. Should the necromancer lose possession of the fetter while the wraith is summoned and bound, a new binding contest is made with the necromancer taking a -3 dice penalty, the wraith angrily breaking free on a failure.
This power is particularly cruel and might warrant Stains at the Storyteller’s discretion.
'''Duration:''' A number of hours equal to the margin, or one night.
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''<sub>Players Guide, pg. 94<br>Edited per ReVamped, pg. 38</sub>''
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Revision as of 14:22, 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.