Oblivion: Difference between revisions

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(Moved "Where the Veil Thins" to Ceremonies, per ReVamped.)
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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Perspective ''or'' FATAL PREDICTION


''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.''


''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
'''Ingredients:''' The caster’s vitae, freshly cremated ashes, a wooden bowl




'''System:''' Following a Rouse Check, the player
'''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.
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
'''System:''' This ceremony must be performed on the caster themself; it has no effect if the mixture is smeared on another’s eyes. Following a Rouse Check, the player makes an Oblivion Ceremony roll. On a win, the caster can freely perceive the density of the Veil in their nearby area 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.
benefit from a thinning of the veil, though penalties
apply at the Storyteller’s discretion.




'''Duration:''' One turn
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


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87</sub>''
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
</div></div>
</div></div>



Revision as of 17:54, 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.