Oblivion: Difference between revisions

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(Alphabetized powers. Added "Shadow Servant" from Players Guide.)
(Alphabetized powers.)
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== STYGIAN SHROUD ==
== NECROTIC PLAGUE ==
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'''Oblivion''' ••••
'''Oblivion''' ••••




''Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.''
''Through touch alone, the vampire can poison a
mortal victim’s blood, imbuing them with a disease
that wracks and ravages their body. This disease can
also be made contagious and transmit the same harm
to other mortals. Oblivion practitioners schooled
in medicine often have enough talent to make
this power appear in the form of specific illnesses,
sometimes including some believed extinct.''




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


'''Dice Pools:''' Intelligence + Oblivion vs. Stamina + Stamina or Fortitude
'''System:''' The user makes a Rouse Check and then rolls Intelligence + Oblivion while touching their mortal victim. If the victim is weak (a baby, elderly, unwell, recovering from an illness, dying, or with 3 unmarked Health boxes or less), they are automatically infected. If the victim is healthy, they make a Stamina test (those with Fortitude may resist with Stamina + Fortitude), resisting the disease if they roll more successes than the vampire.
Victims of the disease take one Aggravated Health damage at the start of every scene following their infection. The victim suffers from the disease for a number of scenes equal to the user’s Oblivion rating. This damage cannot be medically treated, as it is supernatural in origin, but it can be healed through drinking vitae.


'''System:''' The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/ meters. The area is centered on the user or a spot in their line of sight.


If the player rolls a critical win when activating this power, they can choose to make the disease communicable via touch, with subsequent recipients suffering the disease for one turn fewer than the victim by whom they were infected.


Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.


Use of this power warrants Stains, at the Storyteller’s discretion.


'''Duration:''' One scene
 
'''Duration:''' One turn to activate, variable length of condition


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 295</sub>''
''<sub>Players Guide, pg. 89</sub>''
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<br>
<br>


== NECROTIC PLAGUE ==
== STYGIAN SHROUD ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••••
'''Oblivion''' ••••




''Kindred scholars claim Oblivion pollutes everything it touches, with this power as a prime example. Through touch alone, a vampire might poison a mortal victim’s blood, imbuing them with a disease that wracks and ravages their body. Most dangerously of all, this disease runs the risk of being contagious, and might inflict the same harm to other mortals.''
''Nearby shadows spread outwards as the vampire blankets the area in a layer of darkness, while sounds become muffled and indistinct. Anyone viewing the effect from without sees it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.''
 
 
''Necromancers schooled in medicine have enough talent to make this power appear in the form of specific illnesses, sometimes including those that died out in decades or centuries past. Regardless of how it manifests, the symptoms will eventually disappear even without medical treatment, whether or not the victim survives.''
 
 
'''Dice Pools:''' Intelligence + Oblivion vs. Stamina + Medicine or Fortitude




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'''System:''' The user makes a Rouse Check and then rolls Intelligence + Oblivion while touching their victim. If the victim is weak (a baby, elderly, unwell, recovering from an illness, dying, or with 3 unmarked Health boxes or less), they are automatically infected. If the victim is healthy, they roll Stamina + Medicine (those with Fortitude may use it in place of Medicine), resisting the disease if they roll more successes than the vampire. This power cannot be used on vampires. Storytellers may decide spreading such a horrific disease warrants Stains.
'''System:''' The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/meters. The area is centered on the user or a spot in their line of sight.




Victims of the disease take one Aggravated Health damage at the start of every scene following their infection. The victim suffers from the disease for a number of scenes equal to the user’s Oblivion rating. The sickness cannot be medically treated, as it is supernatural in origin, but it is healed through drinking vitae.
Anyone caught in the Stygian Shroud receives a three dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.




If the player rolls a critical win when activating this power, they can choose to make the disease communicable via touch, with subsequent recipients suffering the disease for one turn fewer than the victim by whom they were infected. If the player rolls a total failure, the vampire’s own vitae convulses as if poisoned. They suffer three Aggravated Health damage as the infected blood pours out of them and must make a Rouse Check.
'''Duration:''' One scene
 
 
'''Duration:''' One turn to activate, variable length of condition


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 206</sub>''
''<sub>Players Guide, pg. 90</sub>''
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Revision as of 08:14, 3 April 2023

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 (see p. XX). 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.



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.