Oblivion: Difference between revisions

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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.
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.


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''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.''
''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.''




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'''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.
'''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.




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 (see Difficulty effects)
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 85</sub>''
</div></div>
 
<br>
 
== THE BINDING FETTER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •
 
 
''The vampire can identify objects or locations important to ghosts. These “fetters” act as icons that bind the dead to their existence. A fetter might be an object, a building, or even a person. Knowing if an object is a fetter allows a necromancer to better manipulate the ghost. Fetters emanate variable auras, some bursting with vitality and glowing gold light, others radiating decay, or odors important to the bound wraith, such as the smell of freshly baked bread, gasoline, or cigarette smoke.''
 
 
'''Cost:''' Free
 
'''Dice Pools:''' Wits + Oblivion
 
 
'''System:''' On activation, the user’s senses become supernaturally attuned to the energies of fetters, and they may identify these auras by sight, smell, and their other senses. While this power is in use, the vampire is distracted from other activity around them, conveying a −2 penalty to Dexterity and Wits rolls.




'''Duration:''' Variable
'''Duration:''' One night


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>''
''<sub>Players Guide, pg. 85</sub>''
</div></div>
</div></div>


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''The vampire’s eyes turn black, allowing them to see clearly within pitch darkness, perceive ghosts who are not actively hiding their presence, and identify objects or locations of particular importance to ghosts. These "fetters" act as icons that bind the dead to their existence. A fetter might be an object, a building, or even a person. Knowing if an object is a fetter allows a necromancer to better manipulate the ghost.''
''The vampire’s eyes turn black, allowing them to see clearly within pitch darkness and to perceive ghosts who are not actively hiding their presence.''




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'''System:''' On activation, the user's eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual.
'''System:''' On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual.




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This power does not grant the ability to make physical contact with ghosts, however as a minor action (Corebook pg. 298) worth two-dice the user can attune their senses to the energies of fetters, identifying them by sight, smell, and the other senses. Fetters emanate variable auras, some bursting with vitality and glowing gold light, others radiating decay, or odors important to the bound wraith, such as the smell of freshly baked bread, gasoline, or cigarette smoke.
This power does not grant the ability to make physical contact with ghosts, and the pitch-black eyes incur a two-dice penalty to social interactions with mortals while active.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>''
''<sub>Players Guide, pg. 85</sub>''
</div></div>
</div></div>


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''Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon its manifestations. This power draws upon the dark within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.''
''Oblivion is powerful but can often be foiled by the
simple lack of appropriate shadows from which to
summon its manifestations. This power draws upon
the dark within the user to project a supernatural
shadow from which to manifest other powers, no
matter the ambient lightning. This shadow usually
mimics the movement and shape of the user but
can sometimes grow distorted and even monstrous,
resonating with the current temperament of its
owner.''




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For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Standing in Oblivion’s shadow is a terrifying prospect, but any ally within range gains +2 dice to all Stealth rolls as the shadows bend to hide them.
For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Standing in Oblivion’s shadow is a terrifying prospect.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>''
''<sub>Players Guide, pg. 87</sub>''
</div></div>
 
<br>
 
== WHERE THE VEIL THINS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
 
 
''Vampires with an affinity for Oblivion can sense
where the veil between the world of the living and
the world of the dead is the weakest. This power
doesn’t tell a vampire why the veil between worlds
is thin in a certain place, though. In locations where
the veil is thinnest, mortal health suffers and use of
the Oblivion Discipline becomes easier.''
 
 
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Intelligence + Oblivion
 
 
'''System:''' Following a Rouse Check, the player
rolls Intelligence + Oblivion (Difficulty 3) and
on a win may determine the density of the veil
in their nearby area, as large as an entire building
or landmark. On a critical win, this roll reveals
whether the veil density recently changed. On a
total failure, the power backfires and gives a false
reading.
 
 
Without use of this power, Oblivion users cannot
benefit from a thinning of the veil, though penalties
apply at the Storyteller’s discretion.
 
 
'''Duration:''' One turn
 
{| class="wikitable"
|-
! Shroud Density !! Possible Cause !! Effect
|-
| Impenetrable || No deaths took place here, sacred ground || Wraiths cannot cross the Shroud here
|-
| Thick || Long ago a death took place here, a place of joy || No effect
|-
| Thin || A death recently took place here, melancholic mortals often pass through this place || −1 Difficulty on Oblivion Ceremony rolls
|-
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
| Absent || Split the Veil was used here, wraiths regularly pass through this part of the veil || −2 Difficulty on Oblivion Ceremony rolls, wraiths can freely pass to and from the lands of the dead, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
|}
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' Ashes to Ashes ''or'' Touch of Oblivion
'''Prerequisite:''' Ashes to Ashes




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 92<br>Edited to include "Touch of Oblivion" as a Prerequisite.</sub>''
''<sub>Players Guide, pg. 92</sub>''
</div></div>
</div></div>


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'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' Oblivion's Sight ''or'' Compel Spirit
'''Prerequisite:''' The Binding Fetter




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'''Ingredients:''' One of the targeted wraith’s fetters (see Oblivion's Sight), a photo or other visual depiction of the wraith or their signed name, and the caster’s vitae.
'''Ingredients:''' One of the targeted wraith’s fetters (see The Binding Fetter, p. 85), a photo or other visual depiction of the wraith or their signed name, and the caster’s vitae.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 92<br>Edited to change Prerequisite to "Oblivion Sight" or "Compel Spirit"</sub>''
''<sub>Players Guide, pg. 92</sub>''
</div></div>
</div></div>


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'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' Shadow Cloak ''or'' Stygian Shroud
'''Prerequisite:''' Oblivion's Sight




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 93<br>Changed Prerequisite to "Shadow Cloak" or "Stygian Shroud"</sub>''
''<sub>Cults of the Blood Gods, pg. 93</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Sabbat Sect Book, pg. 52</sub>''
''<sub>Sabbat Sect Book, pg. 52</sub>''
</div></div>
<br>
== COMPEL SPIRIT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Prerequisite:''' Where the Veil Thins
''This Ceremony allows a vampire to bend a wraith to their will.''
'''Ingredients:''' A wraith’s fetter, the caster’s vitae, and an item (or threat) sufficient to damage the fetter.
'''Process:''' The vampire must be in close proximity to a wraith in order to use this Ceremony, typically through use of Summon Spirit (see p. 92). The necromancer casts a handful of their own vitae in the wraith’s direction as they hold a destructive item to the fetter (a knife, a hammer, a gun, or potentially holding the fetter over a fire) or speak threatening words that the wraith believes. The vampire and wraith engage in a contest of wills. If the vampire wins, the wraith must serve as the vampire decrees, at least temporarily. On a loss, the vampire is left mentally debilitated and the fetter disappears from their grasp.
'''System:''' Make an Oblivion Ceremony roll vs. the wraith’s Resolve + Composure. If the vampire has no way of physically threatening the fetter, also make a Manipulation + Intimidation roll (Difficulty equal to the wraith’s Resolve + Composure).
If the necromancer wins both rolls, they can command the wraith to perform a number of moderately difficult tasks (spying, research, answering questions truthfully, etc.) equal to the number of successes rolled on the Ceremony roll. For every two successes, the vampire can instead command the wraith to perform a difficult task (such as attacking someone, doing something repugnant to the wraith’s sensibilities, etc.). On a critical win, the vampire can demand any action from the wraith, and it tries its best to complete the task. The wraith remains in the vampire’s service until the end of the chronicle or until it has fulfilled its master’s commands, at which point it returns to the Underworld with an eternal enmity for the necromancer.
If the wraith wins either contest, the vampire suffers the margin in Superficial Health damage, and the wraith then re-enters the Underworld.
The compulsion placed on the wraith ends immediately if the vampire attacks it. If the vampire harms the threatened fetter, the wraith suffers between one and three Aggravated Willpower damage (depending on the importance of the fetter) and the wraith is sent back to the Underworld to be tormented by, and possibly converted into, a murderous spectre (Vampire: The Masquerade, p. 377).
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94</sub>''
</div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
<br>
== WHERE THE VEIL THINS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Prerequisite:''' Shadow Perspective ''or'' Fatal Precognition
''Vampires with an affinity for Oblivion can sense where the veil between the world of the living and the world of the dead is the weakest. This power doesn’t tell a vampire why the veil between worlds is thin in a certain place, though. In locations where the veil is thinnest, mortal health suffers and use of the Oblivion Discipline becomes easier.''
'''Ingredients:''' The caster’s vitae, freshly cremated ashes, a wooden bowl
'''Process:''' The caster mixes the vitae and ashes in the wooden bowl until it
forms a greasy black liquid, then smears the entirety of the mixture in and
around their eyes until it is used up. This ceremony must be performed on the caster themself; it has no effect if the mixture is smeared on another’s eyes.
'''System:''' The necromancer makes an Oblivion Ceremony roll and on a win can freely perceive the strength of the Shroud for a number of hours equal to the margin on the ceremony roll; on a critical win, it lasts for that many nights instead. No further Rouse checks or rolls are needed. On a total failure, the power backfires and gives a false reading.
This ceremony is the gateway to all other ceremonies involving the manipulations of the energies which suffuse the Veil, and without a working knowledge of it any attempts at veil-walking are doomed to horrible failure.
'''Duration:''' A number of hours or nights equal to the margin, or until the mixture is cleared away
{| class="wikitable"
|-
! Shroud Density !! Possible Cause !! Effect
|-
| Impenetrable || No deaths took place here, sacred ground || Wraiths cannot cross the Shroud here
|-
| Thick || Long ago a death took place here, a place of joy || No effect
|-
| Thin || A death recently took place here, melancholic mortals often pass through this place || −1 Difficulty on Oblivion Ceremony rolls
|-
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
| Absent || Split the Veil was used here, wraiths regularly pass through this part of the veil || −2 Difficulty on Oblivion Ceremony rolls, wraiths can freely pass to and from the lands of the dead, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
|}
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited for ceremonial use per ReVamped, pg. 33</sub>''
</div></div>
</div></div>



Revision as of 14:23, 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 (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.