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. | ||
<br> | <br> | ||
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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.'' | ||
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'''System:''' The vampire makes a Rouse Check, | '''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. | ||
'''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:''' | '''Duration:''' One night | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 85 | ''<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 | ''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 | '''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, | 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 | ''<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 | 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> | ''<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 | '''Prerequisite:''' Ashes to Ashes | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 92 | ''<sub>Players Guide, pg. 92</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' • | '''Oblivion''' • | ||
'''Prerequisite:''' | '''Prerequisite:''' The Binding Fetter | ||
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'''Ingredients:''' One of the targeted wraith’s fetters (see | '''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 | ''<sub>Players Guide, pg. 92</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' • | '''Oblivion''' • | ||
'''Prerequisite:''' | '''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 | ''<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> | </div></div> | ||
Revision as of 15:23, 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
- 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.