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''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>'' | ''<sub>Players Guide, pg. 85<br>Edited per ReVamped, pg. 35</sub>'' | ||
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== DEAD MAN'S HAND == | |||
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'''Oblivion''' • | |||
'''Amalgam:''' Potence • | |||
'''Prerequisite:''' Lethal Body | |||
''When you strike the living you can disrupt the vital workings of their life force, and your unarmed strikes can harm restless spirits.'' | |||
'''Cost:''' None or One Rouse Check | |||
'''System:''' If you wish it, any unprepared or weak mortal you injure or grasp firmly dies at the end of the Scene. This sudden death often takes the form of uncontrolled internal bleeding and ruptured organs that also has the unfortunate side effect of befouling their blood. Mortals who die in this way can only be fed upon if you have the Iron Gullet (●●●) merit. | |||
Particularly strong willed mortals or those who receive advanced or supernatural medical care during the Scene can avoid this fate by taking one Aggravated Willpower damage at the end of the Scene instead. | |||
Additionally, if you make a Rouse Check, your unarmed attacks can grapple and damage animated shadows, ghosts, and wraiths for the rest of the Scene. | |||
'''Duration:''' Passive or One Scene (see System) | |||
<div style='text-align: right;'> | |||
''<sub>Homebrew, pg. XX</sub>'' | |||
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''<sub>Players Guide, pg. 89</sub>'' | ''<sub>Players Guide, pg. 89</sub>'' | ||
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<br> | |||
== PROFANE THE SANCTIFIED == | |||
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'''Oblivion''' •••• | |||
'''Prerequisites:''' Aura of Decay ''or'' Touch of Oblivion | |||
''The vampire draws on hateful necromantic shades from the Abyss to resist True Faith and wither that which is most holy. As shadows of death stretch out to envelop the sanctified target, the victim begins to deteriorate rapidly. The exposed flesh of a True Faith believer necrotizes; the holy symbol rots, tarnishes, or crumbles at unnatural speed. Holy water turns black as tar.'' | |||
'''Cost:''' One Rouse Check | |||
'''Dice Pools:''' Resolve + Oblivion vs. Willpower | |||
'''System:''' The user must make a contest of Resolve + Oblivion vs. the True Faith holder’s Willpower. On a win, the user can direct this Power against their opponent or one of their holy symbols. Used on the symbol, it corrodes it and renders it inert. Used on a believer, it negates their True Faith rating for one turn and causes them to stagger, costing them an action. (The apparent rot and decay does no damage; the shades merely reveal what inevitably must occur.) The vampire can repeat this contest each subsequent turn, without the need for additional Rouse Checks; however, the opponent loses no more actions. Losing the contest ends this power. | |||
If the user has a religious Conviction with this attack, the use of this Power incurs a Stain. | |||
'''Duration:''' One turn to activate, variable length of condition | |||
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''<sub>Tattered Facade, pg. 100</sub>'' | |||
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= LEVEL 5 = | = LEVEL 5 = | ||
<br> | |||
== DARKNESS WITHIN == | |||
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'''Oblivion''' ••••• | |||
''Kindred philosophers have long contemplated the nature of the split self: the Jungian anima, the vampiric Beast, and what the dead refer to as their shadow. Does this dark half exist in all creatures? Does everyone harbor their own self-destructive mirror of rage and pain? Those skilled in Oblivion feel they’ve answered this question and have empirical evidence to prove it.'' | |||
''This cruel Power forcibly expels and manifests the negative and violent parts of a person’s psyche — they might vomit forth their fears, witness their shadow forcibly peel away, or catch their reflection from the corner of their eye and notice an unexpected bloodlust in their eyes. This evil twin is so consumed with self-loathing that they immediately attack their host, seeking to drag them down to the same endless pit of despair from which they hail.'' | |||
'''Cost:''' Two Rouse Checks | |||
'''Dice Pool:''' Manipulation + Oblivion vs. Composure + Resolve | |||
'''System:''' The vampire makes a series of beckoning gestures toward their target as the two enter into a contest of Manipulation + Oblivion vs. Composure + Resolve. If the vampire wins, they summon a dark entity from the victim, inflicting one level of Aggravated damage as it separates itself from its host. The victim must be clearly visible to the vampire. | |||
The entity possesses the same Physical Attributes and Skills as its host, no Willpower, six Health levels, and takes damage as a vampire. If its host has supernatural powers that supplement their physical capabilities — such as Disciplines — the doppelganger possesses those (ratings are halved and rounded down, while activation costs consume Health instead). It has one goal — the destruction of its living host — and ignores all other distractions. | |||
'''Duration:''' One scene, or until either it or its host are destroyed | |||
<div style='text-align: right;'> | |||
''<sub>Tattered Facade, pg. 100</sub>'' | |||
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= LEVEL 2 = | = LEVEL 2 = | ||
<br> | |||
== ASHEN RELIC == | |||
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'''Oblivion''' •• | |||
'''Prerequisite:''' Ashes to Ashes ''or'' Oblivion's Sight | |||
''This Ceremony allows for the preservation of pieces of a Kindred’s body even after they’ve been destroyed. The Ceremony has become more dangerous in the era of the Second Inquisition, as tangible proof of the Kindred’s existence poses more danger than ever before. Many of the Hecata and Ministry hunt down such relics, lest the secret of this ancient Ceremony draw unwanted attention from Kindred of the Camarilla or the Second Inquisition. Still, some morbid Kindred find relief in surrounding themselves with the remains of their ancestors (or descendants) and practitioners of Oblivion occasionally find other uses for such relics. To the mercurians of the thinbloods, such relics are a source of speculation and an ingredient of unknown power for their alchemy.'' | |||
'''Ingredients:''' The decaying body of a vampire, plus salt and herbs associated with embalming. | |||
'''Process:''' The concoction is applied to the body or body part of the destroyed vampire. Since the decay of the remains — especially supernatural features such as fangs — only takes a few minutes at most, a swift performance is essential. | |||
'''System:''' The player makes their Ceremony test. A win preserves one small body part, such as a finger bone or a fang, while three successes in the margin can preserve a femur or skull. Once created, the relic (usually in the form of a mummified hand, skull, femur, or desiccated eye) persists until destroyed or exposed to sunlight. At the Storyteller’s discretion, a particularly high roll or a critical success may grant the relic the power to persist despite sunlight. | |||
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''<sub>Book of Nod Apocrypha, pg. 35</sub>'' | |||
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''<sub>Homebrew Content, pg. XX</sub>'' | ''<sub>Homebrew Content, pg. XX</sub>'' | ||
</div></div> | |||
<br> | |||
== MAW OF AHRIMAN == | |||
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'''Oblivion''' •• | |||
''Mystics of the Abyss draw its void inside their own bodies, holding it there ever-ready to smother the very motivation of a another person. The Ceremony’s effect can be used to spring a rather nasty surprise on a sex partner, making it possible to use it in situations where the victim is seduced with malign intentions.'' | |||
'''Ingredients:''' A room that no light enters and is quiet as the grave. | |||
'''Process:''' The vampire performing the Ceremony contemplates the darkness and the silence, then unleashes their voice as loudly as possible, casting it out to make room for the darkness of the Abyss. | |||
'''System:''' The vampire’s player makes a Ceremony roll. The character’s mouth or another orifice becomes a void of inky blackness, destroying inanimate objects placed within in a matter of seconds. | |||
For the duration of the Ceremony, the character cannot speak if the power was used on the mouth, as it most commonly is. A bite attack deals 1 aggravated point of Willpower damage in addition to the fang damage. The vampire is unable to slake Hunger while this Ceremony is in effect, though, as any blood swallowed is annihilated. | |||
The Ceremony lasts until sunrise or the vampire cancels it. Canceling the Ceremony requires the character to pay in flesh: they must stick a small portion of their body into an orifice, dealing 1 point of Superficial damage which cannot be reduced in any way as a bit of flesh is consumed by the Abyss. It can be mended normally. | |||
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''<sub>Blood-Stained Love, pg. 152</sub>'' | |||
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<br> | |||
== NEKYIA == | |||
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'''Oblivion''' •• | |||
'''Prerequisite:''' Summon Spirit | |||
''Spirits are fickle, driven by emotions strong enough to perists beyond death. But with a proper offering and some gentle diplomacy, industrious Kindred are able to trade favors or strike a bargain with answering wraiths.'' | |||
'''Ingredients:''' Food and drink that the wraith(s) might enjoy, myrrh incense, a clean white sheet | |||
'''Process:''' The caster places the white sheet down as a tablecloth and then arranges the food and drink as a circle in the center. They open a vein to carefully drench the food in their vitae without dirtying the cloth, then light the incense. The caster walks around the cloth and beseeches the wraiths' favor, offering them food and drink in exchange for an audience. | |||
'''System:''' The vampire Rouses as many times as they wish, making an offering to any and all nearby spirits. The incense gives the wraiths a smokey corporeal form with which to pick up and consume the food, drawing out the power from each piece as it crumbles into ash and merges with their corpus. | |||
A number of wraiths equal to the margin will be drawn to the feast (or even more on a Messy Critical) and each Rouse check worth of vitae will heal one level of Superficial Willpower damage or provide one level of Passion to a wraith consuming it. | |||
The ceremony is only an offering; the caster must still entreat the wraiths for their assistance through diplomacy and persuasion, or perhaps offer the food as payment for services already rendered. Once the wraiths have consumed all the food, their smoky forms crumble to ash and the sheet becomes permanently blackened. | |||
<div style='text-align: right;'> | |||
''<sub>Homebrew, pg. XX</sub>'' | |||
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= LEVEL 3 = | = LEVEL 3 = | ||
<br> | |||
== CRAFT FLESH GOLEM == | |||
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'''Oblivion''' ••• | |||
'''Prerequisite:''' Gift of False Life | |||
''This Ceremony allows a vampire to build a flesh golem (Tattered Facade, pg. 146) from corpse parts.”'' | |||
'''Ingredients:''' At least three dismembered adult-sized corpses, embalmed or otherwise relatively free of decay; sea-bed clay and copper dissolved in nitric acid; a brass or platinum burin or other engraving tool | |||
'''Process:''' This Ceremony must be carried out in a location with a split or extraordinary thinning in the Veil. The vampire stitches the corpse parts into a single golem, pouring the acid into the golem's body along the patterns of spine, viscera, and veins. The final step is engraving the word of Power tzel in the golem's mouth with the burin, and dripping the vampire’s vitae onto the word to control and charge it. This act draws shadows from the Abyss into the golem's body and animates it. | |||
'''System:''' The stitched corpse can be assembled manually (with a successful Difficulty 3 Resolve + Medicine or Difficulty 4 Resolve + Crafts test) or with the aid of a successful Difficulty 2 Fleshcrafting (Players Guide, pg. 82) test while the bodies are alive and then turned into corpses. Make a Ceremony test once the prepared corpse is ready. A failure on either the preparation or ceremony test ruins the body parts and wastes the acid. On a total failure, the shadows break free from the golem and attack the vampire in a three-round contest of Intelligence + Oblivion (they have four dice in their pool), doing Aggravated Willpower damage with their wins. The flesh golem's Strength equals the total margin of success on both the preparation and Ceremony tests. It obeys the orders of its creator until the word in its mouth is destroyed; if its creator enters torpor or otherwise becomes uncommunicative, it follows its last order. | |||
{| class="wikitable" | |||
|- | |||
! '''Flesh Golem''' | |||
|- | |||
| '''Standard Dice Pools:''' Physical 7, Mental 2, Social 2<br><br>'''Secondary Attributes:''' Health 10, Willpower 4<br><br>'''Exceptional Dice Pools:''' Brawl 10, Strength 9, | |||
Stamina 9, Intimidation 8<br><br>'''Special:''' Flesh golems cannot be reasoned with, Dominated, or influenced. They don't tire and work to fulfill their given tasks without rest, even if their master has met the Final Death. Their master must command them verbally, within hearing distance. A flesh golem without a task searches for things to kill.<br>Flesh golems will not decay further once made unless they're unmade. Each carries a word of power inside its mouth, tzel, which means "shadow" in Hebrew. If the word is removed, the golem loses its ability to go on as the shadows inside it are freed. Furious, these shadows attack the closest living being for three rounds - using a pool of six dice dealing +1 Superficial damage to Health. The shadows can be banished by bright light. After this, they flee to attack the necromancer who bound them, before they return to the Abyss.<br><br>'''General Difficulties:''' 5/3 | |||
|} | |||
<div style='text-align: right;'> | |||
''<sub>Tattered Facade, pg. 101</sub>'' | |||
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<br> | |||
== CREATE FLESH SUIT == | |||
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'''Oblivion''' ••• | |||
'''Prerequisite:''' Summon Spirit | |||
''Old Icelandic folklore tells of the nábuxur, literally "corpse britches," a pair of pants made from human skin, capable of producing an endless supply of money. Endless money is a tempting idea even to the Kindred, but the real advantage of Oblivion-imbued corpseskin clothes is how they warn the wearer of incoming danger.'' | |||
'''Ingredients:''' Sufficient skin of a mortal with Melancholy Resonance, fat of a mortal with Phlegmatic Resonance, waxed thread, any decorative elements desired | |||
'''Process:''' The vampire calls on the powers of Oblivion and their hands fill with shadows from the Abyss as they cut, treat, and sew their chosen garment. It's considered best to do this work by candlelight. Once sewn, the vampire rubs the garment with the fat while speaking to it as a friend. | |||
'''System:''' The more successes the vampire has on the Ceremony test, the nicer the Corpse Suit will look. At the end of the Ceremony, the vampire must convince the now vaguely sentient Corpse Suit that it will be their new closest and most treasured companion, making a test of Manipulation + Persuasion or Subterfuge (depending on sincerity) at Difficulty 2. The Storyteller need not here reveal whether the test has been successful. If the vampire fails to convince the suit, it waits for an opportunity to betray them. When the vampire dons the suit, they gain a Folkloric Bane and Folkloric Block flaw chosen by the Storyteller. | |||
A correctly functioning Corpse Suit attunes to subtle signs of danger and senses all types of curses, wards, and the presence of ill-willed monsters. Noticing when its maker is about to walk into danger, the suit makes their skin prickle as if stuck by many small needles — assuming they’re wearing it. A discontented suit occasionally times these warnings to put the wearer at risk. The suit never contains any money except what others place in it. | |||
'''Duration:''' The suit lasts forever, re-knitting any damage over the course of a night. It cannot be destroyed except with fire, Blood Sorcery, or Oblivion. | |||
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''<sub>Tattered Facade, pg. 101</sub>'' | |||
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''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ''<sub>Cults of the Blood Gods, pg. 94<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
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== 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. | |||
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''<sub>Gehenna War, pg. 50</sub>'' | |||
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''<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>'' | ||
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== 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. | |||
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''<sub>Book of Nod Apocrypha, pg. 35</sub>'' | |||
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''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ''<sub>Players Guide, pg. 96<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | |||
<br> | |||
== BIND TO MORTAL FORM == | |||
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'''Oblivion''' •••• | |||
'''Prerequisite:''' Unliving Anchor | |||
''Necromancers who have mastered this Ceremony can extend a human life past its natural expiration date without making a ghoul out of the mortal. This Ceremony doesn’t keep a mortal young, just alive, and they continue to age both physically and mentally.'' | |||
'''Ingredients:''' The chosen mortal, an Obliviontouched iron chain, a candle made with human tallow, dirt from a fresh grave, a thimble of blood or other body fluids from the mortal | |||
'''Process:''' The vampire must be in possession of an iron chain that has been marked by the shades of Oblivion. They can create this themselves using Touch of Oblivion (Players Guide, p. 89) on the chain, or use one prepared by someone else or which hails from the Abyss. They begin the Ceremony proper by lighting the candle, which sputters and casts a circle of warm light around the two. The mortal must then swallow the grave dirt. Using a blowtorch or a similar high-power heat source, the vampire proceeds to heat up the chain, using it to brand the mortal. This sucks all the light out of the room, extinguishing the candle. It also traps the spirit of the mortal within their decaying flesh. The vampire then has three nights to deliver the blood or fluids gathered from the mortal to the same grave where they got the dirt. | |||
'''System:''' The necromancer tests Resolve + Oblivion (Difficulty 5). Each rolled success adds a decade to the mortal’s natural lifespan, but if the test is not an overall win, or if the vampire fails to take the mortal’s blood to the grave within the deadline, the mortal ages at twice the speed they would have otherwise aged, as the shadows binding their spirit eat away at their life force. | |||
Bind to Mortal Form can be performed several times on the same mortal; however, the chain loses its power with use. The shadows binding the mortal’s lifeforce also grow stronger with each Ceremony. Thus, the Difficulty for the Resolve + Oblivion test increases by 1 with each subsequent casting. A mortal sustained by Oblivion shades eventually grows withdrawn, confused, and fearful of the light. | |||
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''<sub>Tattered Facade, pg. 102</sub>'' | |||
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<div style='text-align: right;'> | <div style='text-align: right;'> | ||
''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ''<sub>Cults of the Blood Gods, pg. 213<br>Prerequisite(s) per ReVamped, pg. 87</sub>'' | ||
</div></div> | |||
<br> | |||
== GIFT OF TRUE LIFE == | |||
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'''Oblivion''' ••••• | |||
'''Prerequisite:''' Passion Feast | |||
''Also known as the “siphoning gift” by those less in denial, this Ceremony allows a vampire to transfer vitality from one mortal to another, extending one life by shortening the other.'' | |||
'''Ingredients:''' Two willing or unwilling mortals, a length of silk rope | |||
'''Process:''' Opening a vein on each mortal’s wrist, the vampire presses their wounds together, securing them with the rope. Holding on to each mortal, the vampire channels shadows from the Abyss to push vitality from one mortal into the other. | |||
'''System:''' The vampire makes their Rouse Check as they open the veins and a Ceremony contest of Resolve + Oblivion against the Stamina + Resolve of the mortal being drained as they start channeling the Abyss. A failed Ceremony contest forces the shadows to slink back to where they came from. A win starts the process of pushing vitality from one mortal to another. The results become apparent quickly. For every five minutes of siphoning, the targeted mortal loses 10 years’ worth of life they could have lived to the other. When the target has lost their ordained lifespan (traditionally 70 years), they start deteriorating quickly. The effect on the receiving mortal is more subtle. They become the image of health but aren’t otherwise immediately affected. Following the Ceremony, they age half as quickly as other mortals until the extra lifespan they have been granted has been spent (at which point, they once again age normally). Diseases develop at half the speed as well. They aren’t in any other ways protected from death. | |||
The conversion rate of vitality is 1:1 for mortals who are related or deeply emotionally bonded. Otherwise, the targeted mortal must give a decade for each three years of life received by the other. | |||
The vampire must make a Ceremony test of Resolve + Oblivion at Difficulty 6 to stop the process and cut the bond before the targeted mortal shrivels up like a dried prune and turns to dust. If the vampire cannot stop the Ceremony this way, simply killing the mortal works as well. Regardless of the outcome, the vampire performing this Ceremony most likely gains one or several Stains. | |||
Even more than most, this Ceremony is likely to attract attention from the other side of the Veil. | |||
<div style='text-align: right;'> | |||
''<sub>Tattered Facade, pg. 102</sub>'' | |||
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Latest revision as of 19:00, 12 September 2025
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.