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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 | 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. | ||
<br> | <br> | ||
__TOC__ | __TOC__ | ||
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'' | ''Examining and destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to investigate — and destroy — a corpse 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 to expend vitae, and | '''System:''' The vampire makes a Rouse Check to expend vitae, 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 without the need of specialized autopsy tools, though additional Medicine checks may be required at at the Storyteller’s discretion. Once this procedure is started the body begins to dissolve into ash over three turns, though any removed organs or fluids may be preserved. | ||
If the cadaver is animated, 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) | |||
'''Duration:''' | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 85</sub>'' | ''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</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, perceive ghosts who are not actively hiding their presence, and identify objects or locations of importance to ghosts. These "fetters" act as anchors which bind the dead to their earthly existence, and finding them allows necromancers to better manipulate these ghosts.'' | ||
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'''System:''' | '''System:''' The user ignores 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. | ||
If a ghost is present and not attempting | If a ghost is present and not attempting to conceal its presence, the spirit becomes visible to the vampire. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses. Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity. | ||
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, however as a minor action (Corebook pg. 298) worth two-dice the user can attune their senses to the energies of fetters, identifying their auras by sight, smell, and their 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. | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 85</sub>'' | ''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>'' | ||
</div></div> | </div></div> | ||
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''Oblivion is powerful but can often be foiled by the | ''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.'' | ||
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). | For anyone standing within the shadow’s terrifying reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Additionally, any ally within the cast shadow gains +2 dice to all Stealth rolls, as the shadows bend to hide them. This bonus does not extend to the vampire themself, however, as they cannot completely cover themselves with their own shadow without Shadow Cloak. | ||
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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. 36</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == UNLIVING ANCHOR == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Amalgam:''' Fortitude • | |||
'' | ''The vampire channels the powers of Oblivion through their own corpse, turning it into an artificial fetter which binds a wraith to them permanently. This wraith may be a trusted advisor willingly bound, or an unwilling servant bent to its master's bidding.'' | ||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' | '''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure | ||
'''System:''' The vampire must have direct access to the wraith to initiate the bond. Binding a willing spirit requires only a Rouse check, while forcing a spirit into the bond against its will also requires a contest of Resolve + Oblivion vs Resolve + Composure. A vampire can only ever have one bound wraith — another cannot be bound unless the current one is released or destroyed. While this power does not inflict any form of mental compulsion, the vampire is the wraith’s fetter, and thus their continued livelihood is important to the bound wraith whether they like it or not. A character starting with this power is assumed to already have a bound wraith. | |||
Bound wraiths are always at the beck and call of their vampire host, and Summon Spirit can be used on them without the need for a Rouse check and a five-minute ceremony. Other ceremonies can be applied to the wraith at -1 Difficulty and do not require a Rouse check. The wraith can act as a retainer, performing small tasks for their vampire host. They do not have a telepathic rapport with their host, however, and must communicate verbally (though any witnesses who cannot sense the wraith might think the vampire is speaking to themself). | |||
The vampire can Rouse the blood to gift the bound wraith with substance for one scene, allowing them to manifest with a visible, vaguely-corporeal form. In this form the wraith can perform minor actions such as picking up objects or flipping switches; they cannot actually harm corporeal targets, but most mortals will be terrified at the sight of a ghost materializing in front of them. | |||
When summoned to the vampire, the wraith is clearly visible to anyone using Oblivion’s Sight, Sense the Unseen, or equivalent powers. Any powers that specifically reveal fetters will show the vampire as a fetter with a thick, bloody aura — potentially even breaking Obfuscate. When not summoned, the wraith exists in the Shadowlands, and they can freely be sent back to the other side. | |||
'''Duration:''' Until the wraith is released or destroyed. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Homebrew Content, pg. XX</sub>'' | ||
</div></div> | </div></div> | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. | ''<sub>Players Guide, pg. 88</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Amalgam:''' | '''Amalgam:''' Dominate • | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 89</sub>'' | ''<sub>Players Guide, pg. 89<br>Amalgam edited per house rule.</sub>'' | ||
</div></div> | </div></div> | ||
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'''Duration:''' One turn | '''Duration:''' One turn | ||
{| class="wikitable" | |||
|+ '''Crippling Injuries'''<br><small>After taking damage while Impaired, roll a d10 on the Crippling Injury table, adding the number of Aggravated damage currently on the track to the roll. This result can lead to further dice pool penalties (or even instant death), tracked independently from the abstract damage on the Health tracker. During day-sleep, one Crippling Injury or similar impairment may be removed while healing Aggravated Damage.</small> | |||
|- | |||
! style="width: 25%;" | '''Aggravated Damage + Roll''' !! style="width: 75%;" | '''Crippling Injury''' | |||
|- | |||
| 1-6 || '''Stunned:''' Spend 1 point of Willpower or lose a turn. | |||
|- | |||
| 7-8 || '''Severe Head Trauma:''' Make Physical rolls at -1; Mental rolls at -2 | |||
|- | |||
| 9-10 || '''Broken Limb:''' Make rolls at -3 when using the affected limb, or '''Blinded:''' Make vision-related rolls(including combat) at -3.<br><br>Storyteller decides which makes most sense for this combat. | |||
|- | |||
| 11 || '''Massive Wound:''' Make all rolls at -2, add +1 to all additional damage suffered. | |||
|- | |||
| 12 || '''Crippled:''' Same effects as Broken, but limb is lost or mangled beyond use. | |||
|- | |||
| 13+ || Death (mortal) or immediate torpor (vampire). | |||
|- | |||
|} | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 90</sub>'' | ''<sub>Players Guide, pg. 90</sub>'' | ||
</div></div> | </div></div> | ||
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</div></div> | </div></div> | ||
<br><br> | <br><br><br> | ||
= '''<big>CEREMONIES</big>''' = | |||
= '''CEREMONIES''' = | |||
<br> | <br> | ||
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Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies. | Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies. | ||
Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn. | Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn. | ||
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<div style="display:none" class="user-show"> | <div style="display:none" class="user-show"> | ||
= | = LEVEL 1 = | ||
<br> | <br> | ||
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'''Oblivion''' • | '''Oblivion''' • | ||
'''Prerequisite:''' Ashes to Ashes | '''Prerequisite:''' Ashes to Ashes ''or'' Touch of Oblivion | ||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Players Guide, pg. 92</sub>'' | ''<sub>Players Guide, pg. 92<br>Prerequisite(s) per ReVamped, pg. 87</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>Players Guide, pg. 92</sub>'' | ''<sub>Players Guide, pg. 92<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' • | '''Oblivion''' • | ||
'''Prerequisite:''' | '''Prerequisite:''' Shadow Cloak ''or'' Stygian Shroud | ||
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<br><br> | <br><br> | ||
= ''' | = LEVEL 2 = | ||
<br> | |||
== ASHEN RELIC == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' •• | |||
'''Prerequisite:''' Ashes to Ashes ''or'' Oblivion's Sight | |||
''This Ceremony allows for the preservation of pieces of a Kindred’s body even after they’ve been destroyed. The Ceremony has become more dangerous in the era of the Second Inquisition, as tangible proof of the Kindred’s existence poses more danger than ever before. Many of the Hecata and Ministry hunt down such relics, lest the secret of this ancient Ceremony draw unwanted attention from Kindred of the Camarilla or the Second Inquisition. Still, some morbid Kindred find relief in surrounding themselves with the remains of their ancestors (or descendants) and practitioners of Oblivion occasionally find other uses for such relics. To the mercurians of the thinbloods, such relics are a source of speculation and an ingredient of unknown power for their alchemy.'' | |||
'''Ingredients:''' The decaying body of a vampire, plus salt and herbs associated with embalming. | |||
'''Process:''' The concoction is applied to the body or body part of the destroyed vampire. Since the decay of the remains — especially supernatural features such as fangs — only takes a few minutes at most, a swift performance is essential. | |||
'''System:''' The player makes their Ceremony test. A win preserves one small body part, such as a finger bone or a fang, while three successes in the margin can preserve a femur or skull. Once created, the relic (usually in the form of a mummified hand, skull, femur, or desiccated eye) persists until destroyed or exposed to sunlight. At the Storyteller’s discretion, a particularly high roll or a critical success may grant the relic the power to persist despite sunlight. | |||
<div style='text-align: right;'> | |||
''<sub>Book of Nod Apocrypha, pg. 35</sub>'' | |||
</div></div> | |||
<br> | <br> | ||
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'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Prerequisite:''' | '''Prerequisite:''' Gift of False Life | ||
'' | ''Vampires use this Ceremony to create servants and spies out of body parts such as hands or skulls, or small dead animals like rats or foxes. Some necromancers work almost exclusively with homunculi, their workshops filled with scrambling and unsettling creatures.'' | ||
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'''Process:''' The caster coats a blade (or other device suited to the task) in a gross cocktail of bodily fluids, and uses it to cut the targeted appendage off its root limb or body, or kills the small animal (which cannot be larger than a small dog and cannot fly, regardless of whether it has wings). After massaging vitae into the target, it comes to life as a homuncular servant, unfailingly loyal to its master | '''Process:''' The caster coats a blade (or other device suited to the task) in a gross cocktail of bodily fluids, and uses it to cut the targeted appendage off its root limb or body, or kills the small animal (which cannot be larger than a small dog and cannot fly, regardless of whether it has wings). After massaging vitae into the target, it comes to life as a homuncular servant, unfailingly loyal to its master. | ||
'''System:''' The | '''System:''' The necromancer makes an Oblivion Ceremony roll and on a win gains a homuncular servant that spies, follows, or intimidates at the necromancer’s command. If it strays farther than 100 yards/meters from the vampire, it falls inert, only awakening again once the vampire enters that range. Otherwise, it remains active for a number of nights equal to the number of successes rolled. A critical win on the roll keeps the servant active forever, while a total failure destroys all components involved in the Ceremony. | ||
Most homunculi can scale walls, hop (even if it lacks the limbs to do so), and hide effectively, though individual variation is great and depends on the tasks it was created to perform. While it cannot speak or perform actions requiring deep thought, it can telepathically communicate single images, scents, or sounds to its creator. | |||
{| class="wikitable" | {| class="wikitable" | ||
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! '''Homuncular Servant''' | ! '''Homuncular Servant''' | ||
|- | |- | ||
| '''Standard Dice Pools:''' Physical | | '''Standard Dice Pools:''' Physical 1, Social 0, Mental 1<br><br>'''Secondary Attributes:''' Health 3, Willpower 1<br><br>'''Exceptional Dice Pools:''' Athletics 4, Stealth 6, Intimidation 4<br><br>'''Special:''' Homuncular servants take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. They can telepathically broadcast a single image per night to their master.<br><br>'''General Difficulties:''' 3/1 | ||
|} | |} | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 93<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == BLINDING THE ALLOY EYE == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Prerequisite:''' | '''Prerequisite:''' Summon Spirit | ||
'' | ''Striking a pact with a death-spirit, the caster buys themselves a short time of immunity to surveillance, as the otherworldly entity scrambles cameras around the vampire.'' | ||
'''Ingredients:''' A | '''Ingredients:''' A small piece of aluminum mesh | ||
'''Process:''' The | '''Process:''' The user spends a scene in isolation, contacting the spectre and bonding it to the aluminum mesh. The mesh is then placed in a light-proof container, to be taken out when the effect is to be activated. Once removed and attached to a visible piece of flesh or garment of the caster, the effect is initiated. | ||
'''System:''' | '''System:''' Do not make a Ritual roll until the effect is activated. If possible, the result of the test should be kept secret from the player. If successful, cameras around the caster will end up scrambling their image, though they will pick up everything else normally. The effect lasts for a full scene, or until the mesh is removed. | ||
<div style='text-align: right;'> | |||
''<sub>Sabbat Sect Book, pg. 52</sub>'' | |||
</div></div> | |||
<br> | |||
== COMPEL SPIRIT == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' •• | |||
'''Prerequisite:''' Summon Spirit | |||
''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;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 94<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Prerequisite:''' Oblivion Sight ''or'' Fatal | '''Prerequisite:''' Oblivion's Sight ''or'' Fatal Prediction | ||
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'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Prerequisite:''' | '''Prerequisite:''' Traveler's Call | ||
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</div></div> | </div></div> | ||
<br>< | <br> | ||
== MAW OF AHRIMAN == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' •• | |||
''Mystics of the Abyss draw its void inside their own bodies, holding it there ever-ready to smother the very motivation of a another person. The Ceremony’s effect can be used to spring a rather nasty surprise on a sex partner, making it possible to use it in situations where the victim is seduced with malign intentions.'' | |||
''' | '''Ingredients:''' A room that no light enters and is quiet as the grave. | ||
'' | '''Process:''' The vampire performing the Ceremony contemplates the darkness and the silence, then unleashes their voice as loudly as possible, casting it out to make room for the darkness of the Abyss. | ||
''' | '''System:''' The vampire’s player makes a Ceremony roll. The character’s mouth or another orifice becomes a void of inky blackness, destroying inanimate objects placed within in a matter of seconds. | ||
For the duration of the Ceremony, the character cannot speak if the power was used on the mouth, as it most commonly is. A bite attack deals 1 aggravated point of Willpower damage in addition to the fang damage. The vampire is unable to slake Hunger while this Ceremony is in effect, though, as any blood swallowed is annihilated. | |||
The Ceremony lasts until sunrise or the vampire cancels it. Canceling the Ceremony requires the character to pay in flesh: they must stick a small portion of their body into an orifice, dealing 1 point of Superficial damage which cannot be reduced in any way as a bit of flesh is consumed by the Abyss. It can be mended normally. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Blood-Stained Love, pg. 152</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == NEKYIA == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' | '''Oblivion''' •• | ||
'''Prerequisite:''' Summon Spirit | |||
''Spirits are fickle, driven by emotions strong enough to perists beyond death. But with a proper offering and some gentle diplomacy, industrious Kindred are able to trade favors or strike a bargain with answering wraiths.'' | |||
'''Ingredients:''' Food and drink that the wraith(s) might enjoy, myrrh incense, a clean white sheet | |||
'''Process:''' The caster places the white sheet down as a tablecloth and then arranges the food and drink as a circle in the center. They open a vein to carefully drench the food in their vitae without dirtying the cloth, then light the incense. The caster walks around the cloth and beseeches the wraiths' favor, offering them food and drink in exchange for an audience. | |||
'''System:''' The vampire Rouses as many times as they wish, making an offering to any and all nearby spirits. The incense gives the wraiths a smokey corporeal form with which to pick up and consume the food, drawing out the power from each piece as it crumbles into ash and merges with their corpus. | |||
A number of wraiths equal to the margin will be drawn to the feast (or even more on a Messy Critical) and each Rouse check worth of vitae will heal one level of Superficial Willpower damage or provide one level of Passion to a wraith consuming it. | |||
The ceremony is only an offering; the caster must still entreat the wraiths for their assistance through diplomacy and persuasion, or perhaps offer the food as payment for services already rendered. Once the wraiths have consumed all the food, their smoky forms crumble to ash and the sheet becomes permanently blackened. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Homebrew, pg. XX</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == WHERE THE VEIL THINS == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''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.'' | ||
'' | '''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. | ||
''' | '''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. | ||
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" | {| 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;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | |||
= LEVEL 3 = | |||
<br> | <br> | ||
Line 1,031: | Line 1,011: | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' Where the | '''Prerequisite:''' Where the Veil Thins | ||
Line 1,049: | Line 1,029: | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Trails of Ash and Bone, pg. 173</sub>'' | ''<sub>Trails of Ash and Bone, pg. 173<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | |||
<br> | |||
== HARROWHAUNT == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' ••• | |||
'''Prerequisite:''' Where the Veil Thins | |||
''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.”'' | |||
'''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier. | |||
'''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited. | |||
'''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy. | |||
<div style='text-align: right;'> | |||
''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
== HOST SPIRIT == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' ••• | |||
'''Prerequisite:''' Summon Spirit | |||
''This Ceremony allows a vampire to open their body to possession by a wraith.'' | |||
'''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth. | |||
'''Process:''' The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body. | |||
The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power. | |||
Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess. | |||
'''System:''' Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion. | |||
A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive. | |||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | |||
</div></div> | </div></div> | ||
Line 1,058: | Line 1,095: | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' Where the | '''Prerequisite:''' Where the Veil Thins ''or'' Shadow Perspective | ||
Line 1,073: | Line 1,110: | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Trails of Ash and Bone, pg. 174</sub>'' | ''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == NAME OF THE FATHER == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Traveler's Call | ||
'' | ''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.'' | ||
'''Ingredients:''' | '''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks | ||
'''Process:''' | '''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind. | ||
'''System:''' | '''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power. | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | |||
= ''' | == THE SHALLOW SLUMBER == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' ••• | |||
'''Prerequisite:''' Passion Feast ''or'' Touch of Oblivion | |||
''' | ''By temporarily dimming the vitality of their Blood, this ceremony can shorten a vampire’s time spent in torpor. Some even prepare themselves with this Ceremony, in anticipation of future misfortune.'' | ||
'' | '''Ingredients:''' Charcoal and one Rouse Check of the user’s vitae. | ||
''' | '''Process:''' The performer carefully writes a series of sigils on themselves or another vampire, while cursing the names of various gods or saints responsible for good health. | ||
''' | '''System:''' So long as the sigils remain on the target’s body, for each success in the margin on the ceremony test, their Blood Potency counts as one lower for the purpose of torpor duration and premature awakening. Likewise, their Humanity counts as a similar number of dots higher but only for purposes of torpor duration. A total failure on the Ritual test extends the torpor instead, as if the subject had another dot more in Blood Potence and a dot less in Humanity. Only one attempt per subject per torpor can be made. | ||
A vampire can use this ceremony on themselves or another vampire, even if the subject has not yet fallen into torpor. The sigils stay on the subject’s body until they are washed away, marred by injury, or intentionally defaced, though rarely longer than a week due to natural abrasion. | |||
'''Duration:''' Indefinite, so long as the sigils remain. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Gehenna War, pg. 50</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == SHAMBLING HORDES == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' | '''Oblivion''' ••• | ||
'''Prerequisite:''' Gift of False Life | |||
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.'' | |||
'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice. | |||
'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands. | |||
'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed. | |||
The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master. | |||
As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly. | |||
{| class="wikitable" | |||
|- | |||
! '''Aggressive Corpse''' | |||
|- | |||
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.<br><br>'''General Difficulties:''' 3/2 | |||
|} | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == WISDOM OF THE DEAD == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' | '''Oblivion''' ••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Ashes to Ashes ''or'' Where the Veil Thins | ||
''This Ceremony allows the | ''This Ceremony allows the Kindred to glean skills and abilities from the head or skull of a corpse. The information gleaned represents the spiritual echoes of the deceased. Their spirit or will is not invoked.'' | ||
'''Ingredients:''' | '''Ingredients:''' The head or skull of the deceased, pure water and a small flame. | ||
''' | '''System:''' The cermonist must possess a skull or head. After rolling Resolve + Oblivion (Difficulty 2 for a mostly intact head, or 3 for a skull), the Kindred begins to glean knowledge from the deceased. The Storyteller will name one skill the deceased was most knowledgeable about in life (or unlife if a Kindred skull) and an additional skill per point of the margin of success. For the rest of the night, the user may draw upon the deceased’s knowledge: each time the user rolls one of the deceased’s skills, so long as they are still carrying their skull or head, they may add 2 dice to your dice pool. This only applies if the deceased had a higher skill rating than the user. | ||
At dawn, roll one die for each skill roll boosted: a failure on any of these dice indicates the skull or head dissolves to ashes as the Ceremony ends and it cannot be reconstituted by any means. | |||
'''Duration:''' Until dawn, or the head/skull is destroyed. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Book of Nod Apocrypha, pg. 35</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | |||
= LEVEL 4 = | |||
<br> | <br> | ||
Line 1,191: | Line 1,241: | ||
'''Oblivion''' •••• | '''Oblivion''' •••• | ||
'''Prerequisite:''' Necrotic | '''Prerequisite:''' Necrotic Plague | ||
Line 1,209: | Line 1,259: | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Sabbat Sect Book, pg. 52</sub>'' | ''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br>< | <br> | ||
== BIND THE SPIRIT == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' •••• | |||
'''Prerequisite:''' Summon Spirit | |||
''Vampires with access to this Ceremony have the ability to shackle wraiths to specified locations and people.'' | |||
'''Ingredients:''' A wraith’s fetter, the sacrifice of an innocent mortal, and sufficient salt to surround a property or individual. If the target for haunting is an individual, the necromancer must possess something of their body, such as fingernails, hair, blood, or skin. | |||
'''Process:''' The vampire must already have a wraith under their control using Compel Spirit (see p. 93). The vampire kills an innocent mortal (though innocence is subjective, this tends to apply to the young, caregivers, and genuinely pious individuals) in or close to a location or person they want their wraith to haunt. Subsequently, they mix their vitae with sufficient salt to surround the target for haunting, and paint a circle with the mixture. They place the wraith’s fetter somewhere within the location, or in the target’s possession. | |||
'''System:''' Following the steps of the Ceremony, the vampire may incur Stains from the murder depending on the Chronicle Tenets and the Storyteller’s discretion. They make an Oblivion Ceremony roll that cannot be resisted, as the wraith must already be compelled for this power to work. | |||
The wraith is bound to the location or individual targeted, with no duration applied to this Ceremony’s effects. Any emotion the wraith feels intensely during its binding affects the inhabitants of the location or the individual to whom it’s bound, with each person affected suffering a two-dice penalty to all rolls made to resist acting or feeling the way the wraith feels. Therefore, an angry wraith may make vampires more inclined to Frenzy, while a depressed wraith might make a mortal more likely to stop self-care. Bound wraiths have the same powers as spectres (Vampire: The Masquerade, p. 377). | |||
= ''' | The wraith is forever bound to the target, unless the vampire cancels the Ceremony, the fetter ever moves from the location or individual’s possession, or the wraith is destroyed. Binding also ends if the necromancer attacks the wraith. Most wraiths bound in this way are furious or melancholic about their plight, and their mood affects the area around them. Many necromancers use this method to defend their havens or haunt their enemies. | ||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | <br> | ||
== | == DEATH RATTLE == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' | '''Oblivion''' •••• | ||
'''Prerequisite:''' Summon Spirit | |||
''This Ceremony allows the caster to inflict the full sensory experience of a chosen wraith’s death upon a target.'' | |||
'''Ingredients:''' A wraith’s fetter, a personal item owned by the intended target (living or undead, but not another wraith), the caster’s vitae, over proof rum, a black candle, a clay bowl large enough to hold the fetter and target’s personal belonging. | |||
'''Process:''' The caster must be in close proximity to the desired wraith in order to successfully complete the Ceremony, typically through the use of Summon Spirit. The fetter and target’s possession are combined in the bowl along with the c aster’s vitae. The candle is held over the bowl and lit allowing the w ax to drip into the contents of the bowl. The name of the wraith and the target are chanted repeatedly. As the wax melts, it forms a seal between the items inside of the bowl, creating a bridge between the wraith and the desired target. When this seal is broken, the rum ignites the possession of the target and they experience the death of the wraith. | |||
'''System:''' The caster makes their Ceremony roll and the target contests with Composure + Resolve whether or not they know they’re being targeted. On a win by the caster the victim experiences a vision of the wraith’s death, with a higher margin leading to a more vivid experience. For example, one point of margin is enough for the target to have brief flashes of the moment, while five may cause the target’s experience to be so vivid that they will be shocked to realize they’re not dead afterwards. If the wraith died a violent death, this causes Superficial Willpower damage equal to the margin of the roll, but even a peaceful death inflicts one point as they experience the wraith’s dying gasp. A critical win from the target rebounds this trauma back onto the necromancer, inflicting the margin as Superficial Willpower damage to them instead. | |||
Be it a personal curiosity in death, to investigate the situation of a death first hand, or an attempt to gain a deep understanding of a particular wraith, the caster may wish to be the target of the Ceremony. They roll only against the normal Ceremony Difficulty, and the caster must open their mind to accept any resulting Willpower damage. | |||
'' | <div style='text-align: right;'> | ||
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
''' | == SPLIT THE VEIL == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' •••• | |||
'''Prerequisite:''' Where the Veil Thins | |||
''This Ceremony allows a vampire to create a tear in the veil through which wraiths can pass. Wraiths who enter our world via this method take to haunting locations and people, indulging in their passions, and possess mortals if their powers allow for it. Some treat the vampire with gratitude for splitting the veil, while others enjoy tormenting the ones responsible.'' | |||
'''Ingredients:''' A blade that’s been used to cut into someone living, chalk or charcoal, a silk sheet, and a human sacrifice. | |||
'''Process:''' The vampire hangs a silk sheet over a wall in a place where the veil density (see p. 88) is standard, thin, or frayed. They then perform a human sacrifice against the sheet, and as blood coats the sheet, cut it open with a blade. The Ceremony widens the portal between the world of the living and the world of the dead. | |||
'''System:''' | '''System:''' The caster performs the sacrifice, which may result in Stains depending on the chronicle Tenets and the Storyteller’s discretion. When cutting the silk sheet, their player makes the Ceremony roll). Due to the amount of blood spilled in this Ceremony, the caster must roll to resist hunger frenzy (Difficulty 2). For every success on the Ceremony roll, the veil’s density reduces by one level, down to being absent (see Where the Veil Thins on p. 87). | ||
Importantly, if the veil rating is reduced to absent, wraiths can spill into the physical world for the remainder of the session (or night). Once that period concludes, a veil density of absent increases to frayed and the gateway for wraiths closes. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | |||
= LEVEL 5 = | |||
<br> | <br> | ||
Line 1,255: | Line 1,354: | ||
'''Oblivion''' ••••• | '''Oblivion''' ••••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Where the Veil Thins | ||
Line 1,297: | Line 1,396: | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Cults of the Blood Gods, pg. 213</sub>'' | ''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
Line 1,306: | Line 1,405: | ||
'''Oblivion''' ••••• | '''Oblivion''' ••••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Summon Spirit | ||
Line 1,312: | Line 1,411: | ||
'''Ingredients:''' One | '''Ingredients:''' One mortal sacrifice, incense, the heart of any mammal, and powdered silver. | ||
'''Process:''' The necromancer burns incense to perfume the air before performing an act of sacrifice, cutting the heart of the victim out and replacing it with the heart of another mammal, though it doesn’t need to be stitched in and working for the Ceremony to function. After pouring a bag of powdered silver over the open eyes of the dying or dead mortal, the vampire invites a wraith to take the deceased mortal as a host. Wraiths cannot be forced to possess a body, but few refuse the opportunity to walk around in semi-living shoes again. | |||
'''System:''' Killing a mortal for this Ceremony may incur Stains, depending on the chronicle Tenets. If the replacement heart was likewise taken from someone the vampire murdered, that murder might also incur Stains. Following a successful Ceremony roll, a wraith can enter the freshly-dead body and live in it as if it were their own. The wraith must be present during the act of sacrifice. | |||
The possessed corpse wakes bearing the wounds that killed it, though the replacement heart is functional (no matter its origin or placement) and the body heals one point of Health damage upon possession. The remaining Health damage recovers with time (as vampiric healing). The body gains no special resistances to harm beyond Disciplines it might have possessed in life. The body possesses the same Physical Attributes, Disciplines (if a ghoul), and Advantages it had in life. Social and Mental Attributes, Skills, and any form of morality rating match those of the wraith. | |||
This possession lasts indefinitely, or until the possessed body dies again or the wraith is exorcized from the host. | |||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 97<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
== NIGHT OF A THOUSAND EYES == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | |||
'''Oblivion''' ••••• | |||
'''Amalgam:''' Auspex ••• | |||
'''Prerequisite:''' Gift of False Life | |||
''According to the old legends, this ceremony was the final creation of the mad necromancer Lodovico Sangiovanni, who attempted to bring about the Day of Judgement with an army of the hungry dead. Even now, vampires who have no qualms about binding wraiths into service or forcing life back into dead tissue often have reservations about using this technique... though others see it as the Family’s ultimate weapon against the Second Inquisition.'' | |||
'''Ingredients:''' A human sacrifice, a pen carved from a sentient creature’s bone, and a coffin lined with iron. | |||
'''Process:''' The necromancer murders the sacrifice, possibly accruing one or more Stains, and lets the blood flow into the coffin. Using a bone pen and the fresh blood, they mark any number of zombies with a sigil encoding their own true name, then they immerse themselves completely and seal the coffin shut to block out all light. | |||
'''System:''' For the remainder of the night, the necromancer can control any of the marked zombies freely, seeing through its eyes and controlling its limbs as though it were their own body and switching from one zombie to another at any time. While possessing their horde, they suffer no impairment, cannot frenzy, and do not apply Hunger dice to their rolls. | |||
At the same time, however, they have no awareness or control of their own body—which is driven solely by the Beast, as if wassailing (see Vampire: the Masquerade Fifth Edition page 241). Sensible necromancers have trusted ghouls inter the coffin under stone and dirt before making the ceremony roll, though this can lead to a very unpleasant night if the roll fails! | |||
<div style='text-align: right;'> | |||
''<sub>Homebrew Content, pg. XX</sub>'' | |||
</div></div>'' | |||
<br> | |||
== PIT OF CONTEMPLATION == | |||
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'''Oblivion''' ••••• | |||
'''Prerequisite:''' Traveler's Call | |||
''Only the most powerful of Shalim’s priests have been able to manifest this ability, but the effect is one of the most terrifying and demonstrative uses of Oblivion yet seen in modern nights. The ability to cast an enemy into Oblivion terrifies even the toughest of Kindred.'' | |||
'''Ingredients:''' Pot of ink, three pints/six liters or more of blood from an innocent the user murdered, an unlit room (this power does not work outside) | |||
'''Process:''' The vampire personally murders an innocent mortal, likely incurring Stains depending on the Chronicle Tenets and their Convictions. While innocence is subjective, traditional sacrifices are children, virgins, and holy individuals. The vampire then takes at least three pints/six liters of the deceased’s blood into an unlit room and uses it to paint a doorway on a wall in the chamber. Finally, the vampire splashes a pot of ink onto the blood-painted portal. Focusing their will upon the gateway, the priest opens a tear through to Oblivion. | |||
Anyone foolish or unfortunate enough to fall into the gap is immediately transported into a pocket of eternal black nothingness for as long as the priest sees fit. If the priest is destroyed without releasing their prisoners, any undead prisoners remain trapped in the void (unless and until another vampire reverses the Ceremony). | |||
Priests may choose to pass through the door, but doing so condemns them forever. Some Shalimites do this when they feel they have completed their work as a part of the cult. | |||
'''System:''' Following the Ceremony steps, the priest’s player makes their Ceremony roll, and on a success the effect is quick and implosive. A hole opens at the point where ink and blood mix. The hole draws objects, air, and people toward it and, if they fail a Dexterity + Athletics roll (Difficulty 4), sucks them into a pock et within Oblivion. | |||
While trapped, victims are suspended in an endless blackness. They cannot see or hear anyone or anything around themselves. Only the priest who conjures this blasphemous gateway can free those held within, by pouring a vampire’s vitae over the painted door (sufficient to provoke a Rouse Check). Mortals sucked into Oblivion are instantly killed. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Cults of the Blood Gods, pg. | ''<sub>Cults of the Blood Gods, pg. 94<br><br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == SKULD FULFILLED == | ||
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'''Oblivion''' ••••• | '''Oblivion''' ••••• | ||
''' | '''Prerequisite:''' Necrotic Plague | ||
''This | ''This power enables a vampire to reintroduce illnesses to victims who recovered from them, break bones long-since healed, and revoke a ghoul’s immunity to aging. While this power doesn’t work on vampires, it is an effective way of cutting through their servants and ensuring debts to fate are repaid, without having to come into contact with the recipient.'' | ||
'''Ingredients:''' | '''Ingredients:''' A small clay bowl, hemlock kindling, a small amount of pure mercury (quicksilver), a short black candle, and a personal item from the target — ideally a part of their body, such as hair or bodily fluids. | ||
'''Process:''' The vampire lights the black candle and sets its base inside the clay bowl with the personal item. They hold a clear mental image of the target in their mind as they cut their thumb and mix their vitae with the quicksilver, letting the bowl fill until the personal item is submerged and the vitae and quicksilver mixture snuffs out the candle. | |||
'''System:''' The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood, recalling the faces of their targets. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina x 2 (those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague (Players Guide pg. 90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Corebook, pg. 303). | |||
If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. If the victim is Kindred, it causes all Aggravated wounds the vampire has sustained in the last lunar month to immediately reappear. The number of wounds reopened cannot exceed the margin of the Ceremony roll. | |||
If a personal item is used for this ceremony, the Resolve + Oblivion test is made against the default difficulty of 6; if a piece of the target’s body (which includes hair or fluid) is used, then the difficulty of the ceremony is reduced to 5. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again. | |||
''' | '''Duration:''' Variable, dependent on whether the condition is treatable | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 91<br>Edited per ReVamped, pg. 44</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == TRANSFERENCE OF THE SOUL == | ||
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'''Oblivion''' ••••• | '''Oblivion''' ••••• | ||
'''Amalgam:''' | '''Amalgam:''' Blood Sorcery ••••• | ||
''This ritual allows a person’s soul to cement their control over their oppressor’s body in the case of Diablerie.'' | |||
'' | '''Ingredients:''' Five or more objects that are important to the victim to be imbued with their essence. Other ritual components. | ||
''' | '''Process:''' Performing the ritual requires a Rouse check, and successes in both an Intelligence + Blood Sorcery test (Difficulty 6) and an Intelligence + Oblivion test (Difficulty 6). Once the ritual has been performed successfully to imbue the selected objects with the subject’s essence, combining the objects again to restore the subject’s power requires the subject to come into contact with them again. | ||
Multiple objects must be used – at least five – as no single object is capable of storing all of a vampire’s essence. Theoretically however any number of objects could be used in this process, with the power conveyed by each object relative to the total number of objects used. The power restored to the subject is similarly proportional to the number of objects combined in the ritual’s final phase. Importantly, this combination can only be performed once, so any missing objects become inert, and the remaining essence contained within them is forever lost. | |||
It is also possible to break the link between the objects and the subject by performing another instance of the ritual while in possession of the objects, but before the subject can complete the final incantation. A successful casting releases the essence within each object present, rendering them useless. | |||
'''System:''' Following the diablerie of the subject, calculate the experience cost needed to go from the subject’s current Blood Potency level to their former, more powerful level, as well as the cost of any additional disciplines the subject had prior to their diablerie. Divide this number by the amount of objects used in the ritual (round down). For each object successfully used in the ritual, the user regains those experience points that can only be used to purchase Blood Potency and Disciplines that they used to have. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Fall of London, pg. 13</sub>'' | ||
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'''Oblivion''' ••••• | '''Oblivion''' ••••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Traveler's Call | ||
Latest revision as of 12:09, 12 October 2024
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
- 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.