Oblivion: Difference between revisions

Jump to navigation Jump to search
mNo edit summary
 
(58 intermediate revisions by the same user not shown)
Line 8: Line 8:




Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies (see p. XX). Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.
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__
__NOEDITSECTION__


<br>
<br>
Line 54: Line 55:




''Destroying evidence of feeding is a necessity among vampires who leave dead bodies in their wake. This power enables a vampire to destroy a corpse — fresh or long dead — by introducing their vitae to its body. This power does not work on vampires, but can work on animated cadavers, at the Storyteller's discretion.''
''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.''




Line 62: Line 63:




'''System:''' The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion against Stamina. (Corpses with Fortitude may resist with Stamina + Fortitude.) If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse is subsequently immune to this power from any user.
'''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.




'''Duration:''' Variable (see Difficulty effects)
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.
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 85</sub>''
</div></div>


<br>


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


<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>


Line 102: Line 82:




''The vampire’s eyes turn black, allowing them to see clearly within pitch darkness and to perceive ghosts who are not actively hiding their presence.''
''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.''




Line 108: Line 88:




'''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, and the pitch-black eyes incur a two-dice penalty to social interactions with mortals while active.
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.




Line 120: Line 100:


<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>


Line 217: Line 197:




''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.''




Line 238: Line 209:




For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 (after halving for Superficial damage). Standing in Oblivion’s shadow is a terrifying prospect.
For anyone standing within the shadow’s 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.




Line 244: Line 215:


<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>


== WHERE THE VEIL THINS ==
== 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 •


''Vampires with an affinity for Oblivion can sense
 
where the veil between the world of the living and
''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.''
the world of the dead is the weakest. This power
doesn’t tell a vampire why the veil between worlds
is thin in a certain place, though. In locations where
the veil is thinnest, mortal health suffers and use of
the Oblivion Discipline becomes easier.''




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


'''Dice Pools:''' Intelligence + Oblivion
'''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.


'''System:''' Following a Rouse Check, the player
rolls Intelligence + Oblivion (Difficulty 3) and
on a win may determine the density of the veil
in their nearby area, as large as an entire building
or landmark. On a critical win, this roll reveals
whether the veil density recently changed. On a
total failure, the power backfires and gives a false
reading.


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).


Without use of this power, Oblivion users cannot
benefit from a thinning of the veil, though penalties
apply at the Storyteller’s discretion.


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:''' One turn


{| class="wikitable"
'''Duration:''' Until the wraith is released or destroyed.
|-
! 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>Players Guide, pg. 87</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>


Line 392: Line 341:
'''Oblivion''' •••
'''Oblivion''' •••


'''Amalgam:''' Auspex
'''Amalgam:''' Dominate




Line 407: Line 356:


<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>


Line 579: Line 528:
<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 ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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>


Line 667: Line 593:
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.
Line 709: Line 633:


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 92<br>Prerequisite(s) for ReVamped, pg. 87</sub>''
''<sub>Players Guide, pg. 92<br>Prerequisite(s) per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


Line 742: Line 666:
'''Oblivion''' •
'''Oblivion''' •


'''Prerequisite:''' The Binding Fetter
'''Prerequisite:''' Oblivion's Sight




Line 760: Line 684:


<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>


Line 769: Line 693:
'''Oblivion''' •
'''Oblivion''' •


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




Line 790: Line 714:


= LEVEL 2 =
= 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>
Line 827: Line 775:
<br>
<br>


== BINDING THE ALLOY EYE ==
== 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:''' Shadow Cast
'''Prerequisite:''' Summon Spirit




Line 855: Line 803:
'''Oblivion''' ••
'''Oblivion''' ••


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




Line 879: Line 827:


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


Line 888: Line 836:
'''Oblivion''' ••
'''Oblivion''' ••


'''Prerequisite:''' Oblivion Sight ''or'' Fatal Prediction
'''Prerequisite:''' Oblivion's Sight ''or'' Fatal Prediction




Line 918: Line 866:
'''Oblivion''' ••
'''Oblivion''' ••


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




Line 948: Line 896:
<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 ==
<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;'>
''<sub>Blood-Stained Love, pg. 152</sub>''
</div></div>
<br>
== NEKYIA ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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>
<br>
== WHERE THE VEIL THINS ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''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"
|-
! Shroud Density !! Possible Cause !! Effect
|-
| Impenetrable || No deaths took place here, sacred ground || Wraiths cannot cross the Shroud here
|-
| Thick || Long ago a death took place here, a place of joy || No effect
|-
| Thin || A death recently took place here, melancholic mortals often pass through this place || −1 Difficulty on Oblivion Ceremony rolls
|-
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
| Absent || Split the Veil was used here, wraiths regularly pass through this part of the veil || −2 Difficulty on Oblivion Ceremony rolls, wraiths can freely pass to and from the lands of the dead, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
|}
<div style='text-align: right;'>
''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>''
</div></div>
</div></div>


Line 960: Line 1,011:
'''Oblivion''' •••
'''Oblivion''' •••


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




Line 978: 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>
</div></div>


Line 987: Line 1,038:
'''Oblivion''' •••
'''Oblivion''' •••


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




Line 1,002: Line 1,053:


<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>


Line 1,011: Line 1,062:
'''Oblivion''' •••
'''Oblivion''' •••


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




Line 1,035: 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>


Line 1,068: Line 1,119:
'''Oblivion''' •••
'''Oblivion''' •••


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




Line 1,083: Line 1,134:


<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>


Line 1,121: Line 1,202:
<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</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>


Line 1,133: Line 1,241:
'''Oblivion''' ••••
'''Oblivion''' ••••


'''Prerequisite:''' Gift of False Life
'''Prerequisite:''' Necrotic Plague




Line 1,160: Line 1,268:
'''Oblivion''' ••••
'''Oblivion''' ••••


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




Line 1,180: Line 1,288:


<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>


Line 1,189: Line 1,297:
'''Oblivion''' ••••
'''Oblivion''' ••••


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




Line 1,207: 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>


Line 1,216: Line 1,324:
'''Oblivion''' ••••
'''Oblivion''' ••••


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




Line 1,233: 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>


Line 1,246: Line 1,354:
'''Oblivion''' •••••
'''Oblivion''' •••••


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




Line 1,288: 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 1,297: Line 1,405:
'''Oblivion''' •••••
'''Oblivion''' •••••


'''Prerequisite:''' Gift of False Life
'''Prerequisite:''' Summon Spirit




Line 1,318: Line 1,426:


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


Line 1,328: Line 1,436:


'''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.''




Line 1,354: Line 1,464:
'''Oblivion''' •••••
'''Oblivion''' •••••


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




Line 1,378: 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>


Line 1,417: Line 1,558:
'''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.