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Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies | Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies. Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead. | ||
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''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>'' | ''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 36</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == UNLIVING ANCHOR == | ||
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'''Oblivion''' | '''Oblivion''' •• | ||
'''Amalgam:''' Fortitude • | |||
'' | ''The vampire channels the powers of Oblivion through their own corpse, turning it into an artificial fetter which binds a wraith to them permanently. This wraith may be a trusted advisor willingly bound, or an unwilling servant bent to its master's bidding.'' | ||
'''Cost:''' One Rouse Check | '''Cost:''' One Rouse Check | ||
'''Dice Pools:''' | '''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure | ||
'''System:''' The vampire must have direct access to the wraith to initiate the bond. Binding a willing spirit requires only a Rouse check, while forcing a spirit into the bond against its will also requires a contest of Resolve + Oblivion vs Resolve + Composure. A vampire can only ever have one bound wraith — another cannot be bound unless the current one is released or destroyed. While this power does not inflict any form of mental compulsion, the vampire is the wraith’s fetter, and thus their continued livelihood is important to the bound wraith whether they like it or not. A character starting with this power is assumed to already have a bound wraith. | |||
Bound wraiths are always at the beck and call of their vampire host, and Summon Spirit can be used on them without the need for a Rouse check and a five-minute ceremony. Other ceremonies can be applied to the wraith at -1 Difficulty and do not require a Rouse check. The wraith can act as a retainer, performing small tasks for their vampire host. They do not have a telepathic rapport with their host, however, and must communicate verbally (though any witnesses who cannot sense the wraith might think the vampire is speaking to themself). | |||
The vampire can Rouse the blood to gift the bound wraith with substance for one scene, allowing them to manifest with a visible, vaguely-corporeal form. In this form the wraith can perform minor actions such as picking up objects or flipping switches; they cannot actually harm corporeal targets, but most mortals will be terrified at the sight of a ghost materializing in front of them. | |||
When summoned to the vampire, the wraith is clearly visible to anyone using Oblivion’s Sight, Sense the Unseen, or equivalent powers. Any powers that specifically reveal fetters will show the vampire as a fetter with a thick, bloody aura — potentially even breaking Obfuscate. When not summoned, the wraith exists in the Shadowlands, and they can freely be sent back to the other side. | |||
'''Duration:''' | '''Duration:''' Until the wraith is released or destroyed. | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Homebrew Content, pg. XX</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | |||
= LEVEL 3 = | |||
<br> | <br> | ||
== | == AURA OF DECAY == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
''Kindred with a strong connection to Oblivion can affect the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead things, though.'' | |||
'''Cost:''' One Rouse Check | |||
'' | '''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude | ||
''' | '''System:''' The vampire makes a Rouse Check. Following a win on a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within five yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3). | ||
If anything living is caught in the aura, it makes a Stamina + Medicine contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected. | |||
The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes. | |||
'''Duration:''' | '''Duration:''' One scene | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
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<br> | <br> | ||
== | == PASSION FEAST == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Amalgam:''' Fortitude •• | |||
''When a vampire needs to spend an extended period in the lands of the dead, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths rather than blood. An accomplished necromancer can feed on these passions, enabling them to go without blood for longer than their fellow Kindred.'' | |||
'''Cost:''' Free | |||
''' | '''Dice Pools:''' Resolve + Oblivion vs Resolve + Composure | ||
'''Duration:''' Up to one scene | '''System:''' A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed. | ||
'''Duration:''' Passive | |||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 88</sub>'' | |||
</div></div> | |||
<br> | |||
== SHADOW PERSPECTIVE == | |||
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'''Oblivion''' ••• | |||
''The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast (p. 87).'' | |||
'''Cost:''' One Rouse Check | |||
'''System:''' Following a Rouse Check, the presence of the vampire’s senses in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole. | |||
'''Duration:''' Up to one scene | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
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Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies. | Unless otherwise noted, '''performing a Ceremony requires a Rouse Check, five minutes per level to cast, and a winning Resolve + Oblivion test (Difficulty = Ceremony level +1)'''. Ceremonies usually require additional ingredients or sacrifices to mingle the caster’s vitae with. Unless otherwise stated the caster can only perform beneficial Ceremonies on themselves. Ghouls of Oblivion practitioners, or thin-bloods, can gain temporary access to Oblivion powers, but not to Ceremonies. | ||
Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn. | Ceremonies each have a prerequisite Oblivion power. At character creation a player can choose one Level 1 Ceremony if they have at least one Oblivion power noted as a prerequisite for that Ceremony. Characters can buy new Ceremonies at the cost of the Ceremony’s level x 3 experience points, providing they meet the power prerequisite as well. Learning new Ceremonies during play requires both experience and time, as well as a teacher who knows the Ceremony already. Expect a Ceremony to take at least the square of its rating in weeks to learn. | ||
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= 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> | ||
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'''Oblivion''' •• | '''Oblivion''' •• | ||
'''Prerequisite:''' | '''Prerequisite:''' Traveler's Call | ||
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<br> | <br> | ||
== | == MAW OF AHRIMAN == | ||
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'''Oblivion''' •• | '''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> | |||
<div style= | == 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;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Homebrew, pg. XX</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == WHERE THE VEIL THINS == | ||
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'''Oblivion''' | '''Oblivion''' •• | ||
'''Prerequisite:''' | '''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:''' | '''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;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Players Guide, pg. 87<br>Edited per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br><br> | |||
= LEVEL 3 = | |||
<br> | <br> | ||
== | == FORTEZZA SINDONICA == | ||
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'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Where the Veil Thins | ||
'' | ''A modern variation on a powerful Giovanni family warding spell, this Ceremony is kept strictly within the Hecata clan. Intended to severely disable or halt attacks or espionage from other necromancers, this ward pulls tight the veil in such a way that forces any wraith who attempts to cross it to become momentarily stretched between the worlds of the living and the dead.'' | ||
'''Ingredients:''' | '''Ingredients:''' Powdered bones, salt, a steel chain long enough to encircle the desired area, the caster’s vitae, a severed human finger, a metal basin. | ||
'''Process:''' The | '''Process:''' The steel chain is laid along the circumference of the desired area, meeting and leaving no gaps. Mixing the ingredients into the basin, the caster dips their hands into the mixture, coating up to the wrist, and applies the mixture by hand along the chain at equidistant intervals. With a final sigil located in the center of the chain, the Ceremony is complete. Wraiths who attempt to cross the chain are dragged into a horrid momentary echo of physical form, often in states of torturous wailing terror. Wraiths so affected are temporarily visible to any casual onlooker, leading to terrifying tales of the appearance of screaming ghosts. | ||
'''System:''' This Ceremony costs three Rouse Checks instead of the usual one, but the caster does not make their Ceremony roll until a wraith attempts to cross the chain, triggering its effect. This Ceremony is strongest when fresh, but lasts a year and a day after it’s performed. If the ward is triggered more than seven days after it was performed, subtract two dice from their pool. The wraith rolls their Willpower in a contest against the caster and if the necromancer succeeds, they inflict torturous pain upon their victim. The wraith suffers three points of Superficial Health damage. For as long as they remain within the boundary, they lose two dice to all Willpower rolls and rolls to use their supernatural abilities. On a critical win from the caster, they may choose to bar the wraith from leaving the boundary until they pass a Difficulty 4 Willpower test, which they may attempt once per scene. The other parameters of this warding Ceremony are identical to Blood Sorcery Warding circles (see Vampire: The Masquerade, p. 275). | |||
If the wraith is possessing an individual or object when they cross the chain, the same effects apply, and the unlucky individual suffers 3 Superficial Willpower damage as the wraith is violently forced from them. | |||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Trails of Ash and Bone, pg. 173<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == HARROWHAUNT == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' Where the Veil Thins | '''Prerequisite:''' Where the Veil Thins | ||
'' | ''Some places seem haunted, raising the hackles of mortal and vampire alike. A place Harrowhaunted is in a different league. Places subjected to this Ceremony convey a sense of such miasmic dread that most breathing creatures find it hard to, well, breathe, let alone stay. Sabbat vampires often use this to discourage unwanted visitors from lingering in the proximity of their communal havens. While it won’t scare away encroaching vampires, most mortals will unconsciously take the long road around it, or make up excuses for why they’ll check up on the rumors surrounding the place “tomorrow... probably.”'' | ||
'''Ingredients:''' | '''Ingredients:''' Mortals subjected to abject terror and suffering. The more the merrier. | ||
'''Process:''' | '''Process:''' It starts with a “party.” A number of mortals are confined to the place and inflicted with terror and torture that ends with their death. But this is no mercy. The broken remains of their souls, scarcely more than fear-urges and sublime revulsion, are bound to the place, their bones buried in the ground, and made to share their torment with anyone who enters uninvited. | ||
'''System:''' | '''System:''' Mortals entering the vicinity (anything up to a two-story building) are beset by an irrational terror, requiring a Composure + Resolve test each turn to remain. If they fail they will indulge any excuse to leave, or run shrieking on a total failure. Vampires are less affected, but each scene spent in the location requires a test for fear frenzy. | ||
<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Sabbat Sect Book, pg. 52<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | ||
</div></div> | </div></div> | ||
<br> | <br> | ||
== | == HOST SPIRIT == | ||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | '''Oblivion''' ••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Summon Spirit | ||
'' | ''This Ceremony allows a vampire to open their body to possession by a wraith.'' | ||
'''Ingredients:''' | '''Ingredients:''' A gift to be made as tribute to a wraith (whether the wraith values it depends on the individual), a parasitic bug, and two teeth extracted from the vampire’s mouth. | ||
'''Process:''' The | '''Process:''' The vampire must be in close proximity to a wraith in order to use this power, typically through use of Summon Spirit (see p. 92). The necromancer presents a tribute to the wraith, sometimes in the form of alcohol poured on the wraith’s gravesite, or a bag of coins to be buried in the earth, or even the freshly decapitated head of one of the wraith’s until recently living enemies. The vampire then pulls two teeth from their mouth, usually with pliers, and bites into a parasite with their remaining teeth. The vampire then opens their mouth and the wraith can choose to enter it, inhabiting the vampire’s body. | ||
The benefits of having a wraith ride one’s body include an enhanced physique, access to whichever memories the wraith chooses to share, and the wraith’s voice offering the vampire advice. The wraith can take complete possession of the vampire if they wish to, which some necromancers view as a blessing to be experienced, and others deem the main reason not to use this power. | |||
<br> | Allowing a wraith to control one’s actions for a night effectively subdues the Beast, as well as demonstrating physical prowess and knowledge the vampire may not usually possess. | ||
== SHAMBLING HORDES == | |||
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | '''System:''' Make a successful Oblivion Ceremony roll. If the wraith agrees to the proposition, it then enters the vampire’s body and can remain for a number of scenes equal to the successes rolled on the Oblivion Ceremony roll. With the wraith inside them, the vampire gains two dice to all Physical Attribute rolls and +2 Health until the wraith departs. The vampire can hear the wraith in their head, offering advice, and they can substitute the wraith’s Skills for their own, at the Storyteller’s discretion. | ||
'''Oblivion''' ••• | |||
'''Prerequisite:''' Gift of False Life | A wraith can choose to assert its possession instead of acting as a passenger. If the vampire resists, they make a Resolve + Composure roll vs. the wraith’s Resolve + Composure. If successful, they reject the wraith’s influence. If failed, the wraith steers the vampire until the end of the scene, though it can’t make the vampire do anything self-destructive. | ||
<div style='text-align: right;'> | |||
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.'' | ''<sub>Players Guide, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | |||
'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice. | <br> | ||
== KNIT THE VEIL == | |||
'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands. | <div class="toccolours mw-collapsible mw-collapsed" style="width:568px;"> | ||
'''Oblivion''' ••• | |||
'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed. | '''Prerequisite:''' Where the Veil Thins ''or'' Shadow Perspective | ||
''Using the knowledge gained from their mastery of the beyond, the necromancer is able to not only mend minor tears in the shroud, but sear shut any weakness, making the area impenetrable for the duration of the Ceremony.'' | |||
'''Ingredients:''' Ground bones, an iron needle, cat gut thread, the caster’s vitae, a goat tallow candle. | |||
'''Process:''' The caster scatters the powdered bone around an area no larger than a football field to mark the boundary of this Ceremony. Then, they prepare the candle by piercing their flesh and passing the thread under their skin. Using the needle, they carve runes down the length of the candle and then wrap the thread around it until they pull it from under their skin. The candle may then be placed inside the boundary and lit, burning with a pale and unmoving flame that artificially thickens the Shroud around it with radiating, uncomfortable warmth. | |||
'''System:''' When lighting the candle, the caster makes their Ceremony roll, subtracting one die from their pool for every wraith present within the boundary, on either side of the Shroud. Upon a win the Shroud density (see Cults of the Blood Gods p. 205) of the area becomes Impenetrable for as long as the candle burns. On a critical win, the Ceremony’s duration is doubled and no being may spy across the Shroud. Undisturbed, it persists for as many nights as the caster has Oblivion dots. Another necromancer who attempts to Split the Shroud (see Cults of the Blood Gods p. 213) here must win against the caster’s successes as a Difficulty, doing so ends this Ceremony and reduces the Shroud density as per that Ceremony. | |||
<div style='text-align: right;'> | |||
''<sub>Trails of Ash and Bone, pg. 174<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
== NAME OF THE FATHER == | |||
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'''Oblivion''' ••• | |||
'''Prerequisite:''' Traveler's Call | |||
''Priests of Shalim have all been trained to use their voices as weapons, slicing through the sugar coating their victims wrap around their love for the world. By invoking the name of their dark master and calling for his aid, they channel a fraction of his power into an adversary and cloud their very mind with shadow, causing them to stand dumbstruck by the emptiness of Oblivion.'' | |||
'''Ingredients:''' The ability to speak ancient Greek, eye contact with a victim, five charcoal sticks | |||
'''Process:''' The priest invokes an incantation in a dialect of ancient Greek, invoking the name of Shalim as they crush four charcoal sticks in hand. These words are spoken while making eye contact with the victim, therefore the victim must be able to see and hear the user for this power to be successful. Upon crushing the final charcoal stick, a shadow crosses the eyes of the priest and those of the victim, leaving the eyes of each participant entirely black as the victim succumbs to a crushing sense of despair. Those who have experienced this power and lived to tell of it speak of an all-consuming darkness closing in around their thoughts and robbing them of all sensation. The last thing they recall is a distant, rumbling laughter echoing in their mind. | |||
'''System:''' The vampire’s player makes their Ceremony roll vs. the victim’s Resolve + Composure. On a win, the vampire may activate this Ceremony’s effects any time they are in the victim’s presence. Upon activation, the victim is paralyzed with despair for a number of turns equal to the margin. While under this effect, victims cannot see, hear or experience any form of sensory input except touch and physical pain, which brings them out of the effect. The victim can expend Willpower equal to the number of turns they would remain paralyzed to break free of the power. | |||
<div style='text-align: right;'> | |||
''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
== THE SHALLOW SLUMBER == | |||
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'''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> | |||
<br> | |||
== SHAMBLING HORDES == | |||
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'''Oblivion''' ••• | |||
'''Prerequisite:''' Gift of False Life | |||
''This Ceremony enables a vampire to raise a group of aggressive, walking dead minions.'' | |||
'''Ingredients:''' A mortal corpse (or multiple corpses), and a fresh mortal sacrifice. | |||
'''Process:''' The vampire must have a separate corpse in addition to a mortal prepared for sacrifice. The vampire slays the sacrificial victim, spilling their blood on the corpse or corpses intended for animation. If the Ceremony is successful, the corpses stand (the recent sacrifice does not) and serve the vampire’s commands. | |||
'''System:''' Due to the amount of blood spilled in this Ceremony, the caster must first test to resist hunger frenzy (Difficulty 2). Make a Ceremony roll, possibly incurring Stains in the process depending on the chronicle Tenets and the Storyteller’s discretion. Upon a win a number of aggressive dead equal to the necromancer’s Oblivion rating or the number of prepared bodies (whichever is lower) receive the gift of animation. Corpses animated this way do not decay and only enter repose if commanded to by the vampire, if the vampire meets final death, or if destroyed. | |||
The animated corpses can parse moderately complex orders such as “kill everyone who enters,” “groan if you see anyone pass this way,” or “terrorize that neighborhood.” Unlike the corpses raised using the Gift of False Life (see p. 92), these animated dead do not sit idle if left without commands, instead attacking anyone around them except for their master. | |||
As per the rules for temporary Advantages like these (Vampire: The Masquerade, p. 180), their continued usefulness beyond the current story must be ensured with Experience — such as through the Retainers Background (Vampire: The Masquerade, p. 196; one dot per loyal corpse) — or the aggressive corpses may become unstable and unruly. | |||
{| class="wikitable" | |||
|- | |||
! '''Aggressive Corpse''' | |||
|- | |||
| '''Standard Dice Pools:''' Physical 4, Social 0, Mental 0<br><br>'''Secondary Attributes:''' Health 6, Willpower 0<br><br>'''Exceptional Dice Pools:''' Brawl 6, Intimidation 5<br><br>'''Special:''' Aggressive corpses take Superficial and Aggravated damage in the same way as vampires, except they are immune to sunlight. They cannot heal or mend damage. They cannot be mentally dominated or influenced as they are bound to their master. They do not need eyes or ears to perceive everything around them as someone with unimpeded vision and hearing might. Bites from the aggressive dead inflict +2 Health damage which is Aggravated to mortals.<br><br>'''General Difficulties:''' 3/2 | |||
|} | |||
<div style='text-align: right;'> | |||
''<sub>Players Guide, pg. 95<br>Prerequisite(s) for ReVamped, pg. 87</sub>'' | |||
</div></div> | |||
<br> | |||
== WISDOM OF THE DEAD == | |||
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'''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;'> | <div style='text-align: right;'> | ||
''<sub> | ''<sub>Book of Nod Apocrypha, pg. 35</sub>'' | ||
</div></div> | </div></div> | ||
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'''Oblivion''' •••• | '''Oblivion''' •••• | ||
'''Prerequisite:''' | '''Prerequisite:''' Necrotic Plague | ||
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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 | ''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:''' | '''Prerequisite:''' Traveler's Call | ||
Latest revision as of 12:09, 12 October 2024
OBLIVION
Obtenebration | Necromancy | Abyss Mysticism | Mortis | Thanatosis
Oblivion is a mysterious, unpalatable power that most vampires rightly fear to use, witness, or fall victim to. Only vampires of Clans Lasombra and Hecata wield it with any frequency, and even they do so tentatively. Oblivion requires cautious masters who know the power’s risks, as no other Discipline reaches into the Underworld and allows its manipulator to extract tangible darkness or furious spectres. Oblivion is the darkest of arts.
Notably, while the Lasombra are prone to expanding their repertoire of Oblivion powers, the Hecata focus their energies on developing Ceremonies. Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.
CHARACTERISTICS
- Type: Mental
- Masquerade Threat: Medium-High.
Spirits and abyssal shadows rarely show up well on cameras but are obviously unnatural if witnessed in person.
- Blood Resonance: None.
Psychopaths and the emotionally detached. Blood empty of Resonance.
- Note: When making a Rouse check for an Oblivion power or Ceremony, a result of “1” or “10” results in a Stain, in addition to any Hunger gained. If the user’s Blood Potency allows for a re-roll on the Rouse check, they can pick either of the two results.
Oblivion allows for the manipulation of creatures and substances originating from the Underworld. When the Hecata use this Discipline, they tend to channel the entropic nature of the Underworld and its surroundings, decaying flesh, calling forth spirits, and posing a dangerous risk to the living.
Oblivion projections and spirits sustain damage from fire and sunlight, counting as vampires with Blood Potency 1 in this regard. They also take one level of Aggravated Health damage per round from bright, direct lights, and may also be damaged (Superficially or Aggravated) from blessed weapons and artifacts, depending on the strength of the blessing and whether the wielder has True Faith.
Oblivion’s powers are ineffective in brightly lit areas. Daylight and rooms without shadows are prohibitive, preventing the Discipline’s successful function, though ultraviolet light and infrared light place no restriction on the Discipline’s use. Moderately lit rooms apply a one-die penalty to the Discipline roll involved.
The use of Oblivion negatively affects the necromancer’s psyche, with many powers causing Stains as the vampire finds themselves performing increasingly macabre acts in service to this Discipline.