Oblivion: Difference between revisions

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(Removed "Binding Fetter" after merging it with "Oblivion's Sight")
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''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.''




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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.




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<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>



Revision as of 18:31, 15 July 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.