Oblivion: Difference between revisions

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(Alphabetized powers.)
(Alphabetized powers.)
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== SHADOW CAST ==
== ARMS OF AHRIMAN ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Amalgam:''' Potence ••


''Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness 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.''
 
''The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victim’s own shadow, the arms are able to hold them in place or smother them.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check
'''Dice Pools:''' Wits + Oblivion
'''System:''' Upon summoning the shadow appendages, the vampire can perform bludgeoning and grappling attacks against distant targets every turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: The Masquerade p. 125). The arms use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus.




'''System:''' Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.
Whilst active, the user is able to speak and make slight movements to maintain line of sight of targets, and can can make slightly larger movements as long as they have no meaningful impact on combat. They cannot activate other Discipline powers whilst the Arms are active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. The arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)




Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitioner’s Oblivion rating in yards/meters.
As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks, defending themselves and their user. This is handled as if defending normally, dealing no damage with these rolls and applying a cumulative one-die penalty to each defense. The user can choose whether to prioritize themselves or the arms when making these defensive rolls.




For anyone standing within the shadow’s reach, the Willpower damage from social conflict increases by 1 after halving for Superficial harm. Standing in Oblivion’s shadow is a terrifying prospect.
As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim may roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.




'''Duration:''' One scene
'''Duration:''' One scene or until ended or destroyed


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 294</sub>''
''<sub>Players Guide, pg. 86<br>Homebrew Errata Included</sub>''
</div></div>
</div></div>


<br>
<br>


== ARMS OF AHRIMAN ==
== THE HARROWING ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
'''Oblivion''' ••


'''Amalgam:''' Potence ••
'''Amalgam:''' Auspex •
 
 
''The Maeghar are known to reach into their enemies' resting minds — while on the precipice of death and sleep — to torment their nightmares.''
 
 
'''Cost:''' Free
 
'''Dice Pool:''' Wits + Oblivion vs Resolve + Composure
 
 
'''System:''' The vampire holds something that belongs to the target. The target dreams of their own death when they next sleep. The vampire can suggest one element ("fire" or "a car crash") for each success above the threshold, and the Storyteller designs the nightmare. The target cannot fully remember the dream upon waking, but the trauma prevents them from regaining Willpower until the sun passes the horizon.
 


'''Duration:''' One nightmare


''The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victim’s own shadow, the arms are able to hold them in place or smother them.''
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>


<br>
== SHADOW CAST ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••


'''Cost:''' One Rouse Check


'''Dice Pools:''' Wits + Oblivion
''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.''




'''System:''' Upon summoning the shadow appendages, the vampire can perform bludgeoning and grappling attacks against distant targets every turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: The Masquerade p. 125). The arms use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus.
'''Cost:''' One Rouse Check




Whilst active, the user is able to speak and make slight movements to maintain line of sight of targets, and can can make slightly larger movements as long as they have no meaningful impact on combat. They cannot activate other Discipline powers whilst the Arms are active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. The arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.)
'''System:''' Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight.




As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks, defending themselves and their user. This is handled as if defending normally, dealing no damage with these rolls and applying a cumulative one-die penalty to each defense. The user can choose whether to prioritize themselves or the arms when making these defensive rolls.
Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the practitioner can lengthen the shadow to up to twice the practitioner’s Oblivion rating in yards/meters.




As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim may roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.
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.




'''Duration:''' One scene or until ended or destroyed
'''Duration:''' One scene


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 294</sub>''
''<sub>Players Guide, pg. 87</sub>''
</div></div>
</div></div>


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''Vampires with an affinity for Oblivion can sense locations where the Shroud between the world of the living and the Shadowlands thins. Though this Discipline doesn’t directly tell a vampire why the Shroud between worlds is thin in a certain place, it may be due to a grisly murder that took place there many years before, or because necromancers have frequently used the location to summon spirits, or it might be a location of holy or unholy resonance, among other reasons. In locations where the Shroud is thinnest, mortal health suffers and use of the Oblivion Discipline becomes easier, if the vampire knows how to harness the gap in the Shroud.''
''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.''




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


'''Dice Pools:''' Wits + Oblivion
'''Dice Pools:''' Intelligence + Oblivion




'''System:''' Following a Rouse Check, the player rolls Wits + Oblivion (Difficulty 3) and on a win may determine the density of the Shroud in their nearby area, as large as an entire building or landmark. On a critical win, this roll reveals whether the Shroud’s density recently changed. On a total failure, the power backfires and gives a false reading. Without use of this power, Oblivion users cannot benefit from a thinning of the Shroud.
'''System:''' Following a Rouse Check, the player
rolls Intelligence + Oblivion (Difficulty 3) and
on a win may determine the density of the veil
in their nearby area, as large as an entire building
or landmark. On a critical win, this roll reveals
whether the veil density recently changed. On a
total failure, the power backfires and gives a false
reading.




The following table expresses the different degrees of Shroud density, and the effects they have:
Without use of this power, Oblivion users cannot
benefit from a thinning of the veil, though penalties
apply at the Storyteller’s discretion.




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! Shroud Density !! Possible Cause !! Effect
! Shroud Density !! Possible Cause !! Effect
|-
|-
| Impenetrable || No deaths took place here, consecrated land || Vampires and wraiths cannot cross the Shroud here
| 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
| 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 rolls
| 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, necromancers often enact Ceremonies here || −2 Difficulty on Oblivion rolls
| Frayed || A series of deaths took place here, Oblivion Ceremonies are often enacted here || −2 Difficulty on Oblivion Ceremony rolls
|-
|-
| Absent || A necromancer used Split the Shroud here, spectres regularly pass through this part of the Shroud || −2 Difficulty on Oblivion rolls, wraiths can freely pass to and from the Shadowlands, mortals suffer two Superficial Health damage in this area that cannot be healed until they depart
| 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
|}
|}


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 205</sub>''
''<sub>Players Guide, pg. 87</sub>''
</div></div>
 
<br>
 
== THE HARROWING ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' ••
 
'''Amalgam:''' Auspex •
 
 
''The Maeghar are known to reach into their enemies' resting minds — while on the precipice of death and sleep — to torment their nightmares.''
 
 
'''Cost:''' Free
 
'''Dice Pool:''' Wits + Oblivion vs Resolve + Composure
 
 
'''System:''' The vampire holds something that belongs to the target. The target dreams of their own death when they next sleep. The vampire can suggest one element ("fire" or "a car crash") for each success above the threshold, and the Storyteller designs the nightmare. The target cannot fully remember the dream upon waking, but the trauma prevents them from regaining Willpower until the sun passes the horizon.
 
 
'''Duration:''' One nightmare
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
</div></div>



Revision as of 07:43, 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.