Oblivion: Hecata
Description:
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. 208). Ceremonies take longer, but are required for communing with and making passage through to the lands of the dead.
Characteristics:
- 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 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 any True Faith of the wielder.
- Oblivion’s powers are ineffective in brightly lit areas.
- Daylight and rooms without shadows are particularly prohibitive, preventing the Discipline’s successful function, though ultraviolet light and infrared light places no restriction on the Discipline’s use. Moderately lit rooms apply a one die penalty to the Discipline roll involved.
- The use of these powers takes a heavy toll on the psyche of the user, and many powers cause Stains as the numbing emptiness of Oblivion seeps into the spirit of the wielder.
Type
Mental
Masquerade threat
Medium-High
Spirits rarely show up well on cameras but are obviously unnatural if witnessed in person.
Blood Resonance
Psychopaths and the emotionally detached. Blood empty of Resonance.
Note
When making a Rouse check for an Oblivion power, 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.
Powers - Level 1:
Name & Requirements | Description & Cost | Dice Pools | System | Duration |
Vampire the Masquerade: Cults of the Blood Gods |
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Ashes to Ashes |
Destroying evidence of feeding is a common necessity among vampires who leave screaming, resisting vessels, especially when those same vessels end up dead. This power enables a vampire to destroy a corpse by introducing their vitae to its body. This power does not work on vampires, but does work on animated cadavers. Cost: One Rouse Check |
Stamina + Oblivion vs Stamina + Medicine or Fortitude |
The vampire makes a Rouse Check to expend vitae, and introduces the vitae to the corpse. Unless the corpse is animated, the body disintegrates over three turns with no test necessary. If it is, the user rolls a contest of Stamina + Oblivion vs Stamina + Medicine (Corpses with Fortitude may resist with Stamina + Fortitude). If the user wins, the animated corpse dissolves in five turns, minus the margin (minimum one, and disintegrating corpses suffer physical Impairment). On a critical win, the corpse disintegrates immediately. On a total failure, the corpse putrefies but does not disintegrate, and is subsequently immune to this power from any user. | Variable |
The Binding Fetter | The vampire closes their eyes. Upon opening them, the irises of their eyes display a dull reflection of their surroundings and they can identify objects or locations important to ghosts. These “fetters” act as icons that bind the dead to their existence. Knowing if an object is a fetter allows a necromancer to better manipulate the ghost. Fetters emanate variable auras, some bursting with vitality and glowing gold light, others radiating decay, or odors important to the bound wraith, such as the smell of freshly baked bread, gasoline, or cigarette smoke. Cost: Free |
N/A | On activation, the user’s senses become supernaturally attuned to the energies of fetters, and they may identify these auras by sight, smell, and their other senses. While this power is in use, the necromancer is distracted from other activity around them, conveying a −2 penalty to all Awareness, Wits, and Resolve linked rolls. |
One Scene |
Powers - Level 2:
Name & Requirements | Description & Cost | Dice Pools | System | Duration | ||||||||||||||||||
Vampire the Masquerade: Cults of the Blood Gods | ||||||||||||||||||||||
Fatal Precognition
Requires: |
It is said by many necromancers that the Lady of Fate rules the Underworld through her Stygian servants, and through communion with her certain death-dealers have learned this power. Fatal precognition allows a vampire to scry any non-vampire and experience a vision of their impending death, whether it’s due a minute from now or several decades away. The Kindred’s eyes turn black and they stand, sit, or lie completely still as the fate plays out in their mind. Fate can of course be cheated, though there’s a cost for doing so. Cost: One rouse check |
Resolve + Oblivion | The vampire must be able to see or hear their target when they use this power. After rolling Resolve + Oblivion (Difficulty 3 or more at the Storyteller’s discretion), the vampire becomes paralyzed in place as the vision plays out, preventing them from any form of physical or social interaction for that turn. The higher the margin, the clearer the vision. A win grants sight of the corpse, and with each point of margin an additional clue is provided, such as the manner of death, time and place of death, or the name and face of the first living person to find the corpse. A critical win on this roll grants the vampire a vision of crystal clarity, along with a sense of the motive, if the target is intentionally killed. A total failure renders the vampire blind for the remainder of the scene, and unable to use this power on the same target again. If anyone attempts to subvert the fate observed in this way, they find everything working against their hubristic ambition. Add one to all Difficulties while working to directly circumvent the precognition as cars break down, storms erupt from nowhere, and people become hostile for no reason. This penalty applies until the prophecy is fulfilled or avoided, or the current story ends. |
Until fulfilled, avoided, or the story ends. | ||||||||||||||||||
Where the Shroud Thins |
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. Cost: One rouse check |
Wits + Oblivion |
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. The following table expresses the different degrees of Shroud density, and the effects they have:
|
One scene |
Powers - Level 3:
Name & Requirements | Description & Cost | Dice Pools | System | Duration |
Vampire the Masquerade: Cults of the Blood Gods | ||||
Aura of Decay | Kindred with a strong connection to Oblivion find the Discipline affecting the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead bodies. Cost: One rouse check |
Stamina + Oblivion vs Stamina + Medicine or Fortitude |
The vampire makes a Rouse Check. Following a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within 5 yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two unhalved Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3).
If anything living is caught in the aura, it makes a Stamina + Medicine (Those with Fortitude may resist with Stamina + Fortitude) contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected.
|
One scene |
Passion Feast
Requires: |
The relationship between vampires and their need for blood as sustenance is well known, but when a vampire needs to spend an extended period in the Shadowlands, or wishes to torment a spirit, this Oblivion power allows them to subsist on the passions of wraiths.
Cost: |
Resolve + Oblivion vs Resolve + Composure |
A vampire with this power can drain a wraith of their passion. While in close proximity (three yards/meters or closer) to the wraith, they may roll a contest of Resolve + Oblivion vs. the wraith’s Resolve + Composure. A win for the vampire inflicts one Aggravated Willpower damage to the wraith and reduces the vampire’s Hunger by one for the remainder of the night. That Hunger returns on the following night regardless of Rouse Checks, as the feeding is only a nepenthe to dull the vampire’s hungry urges. Feeding from a wraith may merit a Stain at the Storyteller’s discretion, as the consumed passion dulls the wraith’s reason for being, likely sending them down a path to self-destructive acts. The Storyteller determines the number of passions a wraith possesses (though five or more is rare), and may deem that the wraith becomes an uncontrollable, murderous spectre once all passions have been consumed.
|
Passive |
Powers - Level 4:
Name & Requirements | Description & Cost | Dice Pools | System | Duration |
Vampire the Masquerade: Cults of the Blood Gods | ||||
Necrotic Plague | 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. 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. Cost: One rouse check, Two Stains |
Intelligence + Oblivion vs Stamina + Medicine or Fortitude |
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. 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. 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 scene 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. |
One turn to activate, variable length of condition |
Powers - Level 5:
Name & Requirements | Description & Cost | Dice Pools | System | Duration |
Vampire the Masquerade: Cults of the Blood Gods | ||||
Skuld Fulfilled | 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. Cost: Two rouse check |
Stamina + Oblivion vs Stamina + Medicine or Fortitude |
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 (p. 206) — 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. | Variable, dependent on whether the condition is treatable |
Withering Spirit | This power channels raw entropy via rapid spiritual decay, affecting vampires as well as kine by targeting the victim’s spirit. A vampire using this power risks Stains, as it can completely obliterate the victim’s spirit, preventing return as a wraith. Cost: Two rouse check, Stains (variable amount) |
Resolve + Oblivion vs. Resolve + Occult or Fortitude | The vampire makes two Rouse Checks to expend sufficient vitae to coat both hands, and touches the victim. After rolling Resolve + Oblivion vs. the victim’s Resolve + Occult (Those with Fortitude may use it in place of Occult), the victim suffers two Aggravated Willpower damage for each point of the vampire’s margin. The attack erodes the victim’s spirit until they’re a broken husk, and if Impaired by this power they will not return as a wraith after death. Storytellers may decide that the spirit-destroying nature of this power warrants Stains, though as always, an appropriate Conviction may mitigate these. |
One turn |