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''<sub>Cults of the Blood Gods, pg. 213</sub>''
''<sub>Cults of the Blood Gods, pg. 213</sub>''
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== DEATH RATTLE ==
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'''Oblivion''' ••••
'''Prerequisite:''' Fatal Precognition
''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.
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''<sub>Trails of Ash and Bone, pg. 174</sub>''
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Revision as of 21:25, 8 October 2021

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.


The masters of Oblivion call upon it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to something darker than death and twice as hungry.


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, 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.


The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness. When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielder’s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which they’re projected, rather than the entities themselves. 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 add one to the Difficulty of the Discipline roll involved.


The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the vampire finds themself performing increasingly macabre acts, the numbing emptiness of Oblivion seeping into the spirit of the wielder.



LEVEL 1


SHADOW CLOAK


OBLIVION'S SIGHT


ASHES TO ASHES


THE BINDING FETTER



LEVEL 2


SHADOW CAST


ARMS OF AHRIMAN


FATAL PRECOGNITION


WHERE THE SHROUD THINS



LEVEL 3


SHADOW PERSPECTIVE


TOUCH OF OBLIVION


AURA OF DECAY


PASSION FEAST



LEVEL 4


STYGIAN SHROUD


NECROTIC PLAGUE


UMBROUS CLUTCH



LEVEL 5


SHADOW STEP


TENEBROUS AVATAR


SKULD FULFILLED


WITHERING SPIRIT



CEREMONIES


Flow chart for some of Oblivion's many prerequisite discipline powers.

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 necromancers or thin-bloods drinking from empty temperaments gain temporary access to Oblivion powers, but not to Ceremonies.


Ceremonies each have a prerequisite Oblivion power. This requirement acts as a gateway for necromancers that blood sorcerers need not pass through. 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.


Note: Past and future products contain Oblivion Ceremonies and powers that may match well with those presented here. If these books are available, the Storyteller may feel free to suggest alternate prerequisite powers.



LEVEL 1


THE GIFT OF FALSE LIFE


SUMMON SPIRIT


TRAVELER'S CALL


THE KNOWING STONE



LEVEL 2


AWAKEN THE HOMUNCULAR SERVANT


COMPEL SPIRIT


BINDING THE ALLOY EYE



LEVEL 3


NAME OF THE FATHER


HOST SPIRIT


SHAMBLING HORDES


FORTEZZA SINDONICA


KNIT THE VEIL


HARROWHAUNT



LEVEL 4


BIND THE SPIRIT


SPLIT THE SHROUD


DEATH RATTLE


BEFOUL VESSEL



LEVEL 5


PIT OF CONTEMPLATION


EX NIHILO


LAZARENE BLESSING


TRANSFERENCE OF THE SOUL