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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.''
''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, 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, 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 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.
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
'''Duration:''' Variable (see Difficulty effects)


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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, 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:''' 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:''' 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 stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. 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.
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, 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, 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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<br>
<br>


== COMPEL SPIRIT ==
== THE HARROWING ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Amalgam:''' Fortitude
'''Amalgam:''' Auspex




''The vampire reaches out and bends a wraith to their will, using spectral chains to control it like a puppet.''
''The Maeghar are known to reach into their enemies' resting minds — while on the precipice of death and sleep — to torment their nightmares.''




'''Cost:''' Free, or one or more Rouse Checks
'''Cost:''' Free


'''Dice Pool:''' Resolve + Oblivion vs Resolve + Composure
'''Dice Pool:''' Wits + Oblivion vs Resolve + Composure




'''System:''' The vampire must be in close proximity to the wraith in order to use this power, typically through use of Summon Spirit (Cults of the Blood Gods, pg 209). The user Rouses their blood and rolls Resolve + Oblivion against the wraith's Resolve + Composure. On a win, the vampire gains complete control of the wraith for a number of hours equal to the margin, or the rest of the night on a Critical. The wraith can be directed via minor actions to act as a spy or to attack other wraiths. With an additional Rouse check the vampire can force the physical manifestation of the wraith for a single turn. The chains are extremely resilient and cannot be damaged by anything short of a holy relic, or by another necromancer attempting to wrest control with their own chains (prompting a contest of Resolve + Oblivion). The chains are clearly visible to anyone able to see spirits.
'''System:''' The vampire holds something that belongs to the target. The target dreams of their own death when they next sleep. The vampire can suggest one element ("fire" or "a car crash") for each success above the threshold, and the Storyteller designs the nightmare. The target cannot fully remember the dream upon waking, but the trauma prevents them from regaining Willpower until the sun passes the horizon.




The bound wraith always maintains control of its mind and cannot be forced to reveal information, but the vampire gains +2 dice to Intimidation attempts against it. Having the wraith’s fetter facilitates this power and removes the Rouse check to bind the wraith as well as adding a third bonus die to Intimidation attempts. Should the necromancer lose possession of the fetter while the wraith is summoned and bound, a new binding contest is made with the necromancer taking a -3 dice penalty, the wraith angrily breaking free on a failure.
'''Duration:''' One nightmare
 
 
This power is particularly cruel and might warrant Stains at the Storyteller’s discretion.
 
 
'''Duration:''' A number of hours equal to the margin, or one night.
 


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94<br>Edited per ReVamped, pg. 38</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


<br>
<br>


== THE HARROWING ==
== SHADOW CAST ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Amalgam:''' Auspex •


''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.''
'''Cost:''' One Rouse Check


''The Maeghar are known to reach into their enemies' resting minds — while on the precipice of death and sleep — to torment their nightmares.''


'''System:''' Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.


'''Cost:''' Free


'''Dice Pool:''' Wits + Oblivion vs Resolve + Composure
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the practitioner can lengthen the shadow to up to twice the practitioner’s Oblivion rating in yards/meters.




'''System:''' The vampire holds something that belongs to the target. The target dreams of their own death when they next sleep. The vampire can suggest one element ("fire" or "a car crash") for each success above the threshold, and the Storyteller designs the nightmare. The target cannot fully remember the dream upon waking, but the trauma prevents them from regaining Willpower until the sun passes the horizon.
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.




'''Duration:''' One nightmare
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>''
</div></div>
</div></div>


<br>
<br>


== SHADOW CAST ==
== UNLIVING ANCHOR ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••
'''Amalgam:''' Fortitude •




''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.''
''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:''' Resolve + Oblivion vs Resolve + Composure


'''System:''' Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.
 
'''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).




Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the practitioner can lengthen the shadow to up to twice the practitioner’s Oblivion rating in yards/meters.
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.




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.
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:''' One scene
'''Duration:''' Until the wraith is released or destroyed.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Auspex
'''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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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 90</sub>''
''<sub>Players Guide, pg. 90</sub>''
</div></div>
<br>
== SKULD FULFILLED ==
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'''Oblivion''' •••••
''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.''
'''Cost:''' Two Rouse Checks
'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Stamina or Fortitude
'''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 (p. 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, Vampire: The Masquerade, p. 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. 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;'>
''<sub>Players Guide, pg. 91</sub>''
</div></div>
</div></div>


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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.


[[File:oblivion-chart.png|thumb|right|Flow chart for some of Oblivion's many prerequisite discipline powers.]]


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='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<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' Oblivion's Sight ''or'' Compel Spirit
'''Prerequisite:''' Oblivion's Sight




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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<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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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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= LEVEL 2 =
= LEVEL 2 =
<br>
== ASHEN RELIC ==
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'''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:''' Where the Veil Thins
'''Prerequisite:''' Gift of False Life




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 93</sub>''
''<sub>Players Guide, pg. 93<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>


<br>
<br>


== BINDING THE ALLOY EYE ==
== BLINDING THE ALLOY EYE ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Cast
'''Prerequisite:''' Summon Spirit




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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 ==
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'''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;'>
''<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 Prediction
'''Prerequisite:''' Oblivion's Sight ''or'' Fatal Prediction




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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Cast
'''Prerequisite:''' Traveler's Call




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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>
== MAW OF AHRIMAN ==
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'''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;'>
''<sub>Blood-Stained Love, pg. 152</sub>''
</div></div>
<br>
== NEKYIA ==
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'''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;'>
''<sub>Homebrew, pg. XX</sub>''
</div></div>
</div></div>


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'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Shadow Perspective ''or'' Fatal Precognition
'''Prerequisite:''' Shadow Perspective ''or'' Fatal Prediction




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'''Process:''' The caster mixes the vitae and ashes in the wooden bowl until it
'''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.
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.
'''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.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited for ceremonial use per ReVamped, pg. 33</sub>''
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Where the Shroud Thins
'''Prerequisite:''' Where the Veil Thins




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<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>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Aura of Decay
'''Prerequisite:''' Where the Veil Thins




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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<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Aura of Decay
'''Prerequisite:''' Summon Spirit




Line 995: Line 1,086:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 94</sub>''
''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Where the Veil Thins
'''Prerequisite:''' Where the Veil Thins ''or'' Shadow Perspective




Line 1,019: 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>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Shadow Perspective
'''Prerequisite:''' Traveler's Call




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94</sub>''
''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</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;'>
''<sub>Gehenna War, pg. 50</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••
'''Oblivion''' •••


'''Prerequisite:''' Aura of Decay
'''Prerequisite:''' Gift of False Life




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 95</sub>''
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== WISDOM OF THE DEAD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••
 
'''Prerequisite:''' Ashes to Ashes ''or'' Where the Veil Thins
 
 
''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:''' 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;'>
''<sub>Book of Nod Apocrypha, pg. 35</sub>''
</div></div>
</div></div>


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'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Necrotic Touch
'''Prerequisite:''' Necrotic Plague




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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<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Necrotic Plague
'''Prerequisite:''' Summon Spirit




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 96</sub>''
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Fatal Precognition
'''Prerequisite:''' Summon Spirit




Line 1,167: Line 1,315:


<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) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Necrotic Plague
'''Prerequisite:''' Where the Veil Thins




Line 1,193: Line 1,341:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 96</sub>''
''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Withering Spirit
'''Prerequisite:''' Where the Veil Thins




Line 1,248: 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>


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'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Skuld Fulfilled
'''Prerequisite:''' Summon Spirit




Line 1,278: Line 1,426:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 97</sub>''
''<sub>Players Guide, pg. 97<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


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'''Amalgam:''' Auspex •••
'''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.''
''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.''




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'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Tenebrous Avatar
'''Prerequisite:''' Traveler's Call




Line 1,338: Line 1,488:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 94</sub>''
''<sub>Cults of the Blood Gods, pg. 94<br><br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
 
<br>
 
== SKULD FULFILLED ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
 
'''Prerequisite:''' Necrotic Plague
 
 
''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:''' 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;'>
''<sub>Players Guide, pg. 91<br>Edited per ReVamped, pg. 44</sub>''
</div></div>
</div></div>


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'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Shadow Step
'''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


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.