Oblivion: Difference between revisions

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(Alphabetized powers.)
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''<sub>Chicago by Night, pg. 295</sub>''
''<sub>Players Guide, pg. 90</sub>''
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<br>
<br>


== TENEBROUS AVATAR ==
== SKULD FULFILLED ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' •••••




''The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through miniscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.''
''This power enables a vampire to reintroduce illnesses to victims who recovered from them, break bones long-since healed, and revoke a ghoul’s immunity to aging. While this power doesn’t work on vampires, it is an effective way of cutting through their servants and ensuring debts to fate are repaid, without having to come into contact with the recipient.''




'''Cost:''' Two Rouse Checks
'''Cost:''' Two Rouse Checks


 
'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Stamina or Fortitude
'''System:''' The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.




Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.
'''System:''' The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood, recalling the faces of their targets. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina x 2 (those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague (p. 90) — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Vampire: The Masquerade, p. 303). If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again.


 
'''Duration:''' Variable, dependent on whether the condition is treatable
Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storyteller’s discretion.
 
 
'''Duration:''' One scene or until ended


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Chicago by Night, pg. 295</sub>''
''<sub>Players Guide, pg. 91</sub>''
</div></div>
</div></div>


<br>
<br>


== SKULD FULFILLED ==
== TENEBROUS AVATAR ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Oblivion''' •••••
'''Oblivion''' •••••




''Necromancers can be described as fate’s greatest meddlers, as they have a way of interfering with the destined paths of lives and spirits. Occasionally, however, necromancers may seek to serve fate by punishing those who cheat it. This power enables a vampire to reintroduce illnesses to victims who recovered from them, break bones long-since healed, and eliminate the immunity to aging ghouls experience. While this power doesn’t work on vampires, it is an effective way of cutting through their servants and ensuring debts to fate are repaid, without having to come into contact with the recipient.''
''The vampire gains the ability to change their very substance into that of a shadow, becoming a two-dimensional patch of darkness able to slither over any surface and through minuscule gaps and cracks. While in this form the vampire is only harmed by fire and sunlight.''




'''Cost:''' Two Rouse Checks
'''Cost:''' Two Rouse Checks


'''Dice Pools:''' Stamina + Oblivion vs. Stamina + Medicine or Fortitude


'''System:''' The transformation takes one turn, during which the vampire is unable to do anything else. Once the transformation is complete the vampire can move at walking pace across the ground or along walls, hampered only by hermetically sealed barriers.
Vampires using Tenebrous Avatar can envelop victims, causing the victim to reduce all their dice pools by three and suffocating mortals as with Stygian Shroud, above. If surrounding a mortal, the vampire can feed from them without penetrating the skin with fangs.


'''System:''' The vampire makes two Rouse Checks as they expend sufficient vitae to coat both their palms and their face with blood as they recall the faces of their victims. If the user succeeds in a contest of Stamina + Oblivion vs. the victim’s Stamina + Medicine (Those with Fortitude may resist with Stamina + Fortitude), the targeted individual is affected by a serious condition they’ve historically suffered and recovered from, such as treated cancer, a broken bone, or a disease — including one gained through Necrotic Plague — with any debilitating effects from this condition occurring immediately. The condition’s effects are for the Storyteller to determine, but they should be severe (See the Crippling Injuries table for inspiration, Vampire: the Masquerade p.303). If the victim is a ghoul, this power removes their immunity to aging and eliminates any vitae in their system, potentially resulting in older ghouls dying or even disintegrating where they stand. On a critical win, this power may kill the victim by stopping their heart completely if the user wishes. On a total failure, the vampire cannot use this power against that individual again.


Practitioners of this power take no damage from physical sources but can be harmed by fire and sunlight as normal. Mental Disciplines can still be used at the Storyteller’s discretion.


'''Duration:''' Variable, dependent on whether the condition is treatable
 
'''Duration:''' One scene or until ended


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 207</sub>''
''<sub>Players Guide, pg. 91</sub>''
</div></div>
</div></div>



Revision as of 08:19, 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.