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Oblivion (Lasombra)

Description:

Few Kindred outside Clan Lasombra and the Hecata know the Discipline of Oblivion, and as far as the Camarilla is concerned, this is a good thing. While the Lasombra favor the Discipline’s raw power, the more necromantically-inclined Hecata explore its ritual uses. With this power, vampires wield the very stuff of shadows and unlife as weapons. Some call the power’s source the Abyss, while other practitioners refer to it as the Labyrinth. The one certainty is Oblivion channels the darkest arts, from where the dead go to die. The masters of Oblivion call upon it to wreathe themselves in night, enslave spectres, or throttle victims with their own shadow. Each time they use it, wielders run the risk of losing their soul and Humanity to something darker than death and twice as hungry.


Characteristics:

  • The powers of Oblivion allow for the control of forces or spirits of an extradimensional element, originating from a plane of death and nothingness.
  • When manifest, this element projects into our reality as two-dimensional shadows on the surface of three-dimensional objects, either by themselves or as extensions of the wielder’s own shadow, snaking along the ground, walls, objects, or people. This makes them impossible to attack with most physical means as any blow will only hit the surface on which they’re projected, rather than the entities themselves.
  • 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
The abyssal shadows 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: Core Rulebook
Shadow Cloak


Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.

Cost:
Free
N/A The vampire gains a two-dice bonus to Stealth rolls, as well as on Intimidation versus mortals. Passive
Oblivion's Sight The vampire closes their eyes. Upon opening them, the irises of their eyes are black against the white of their sclera, and they can now see clearly within pitch blackness, and can perceive ghosts who are not actively hiding their presence.

Cost:
Free
N/A On activation, the user’s eyes become supernaturally attuned to darkness, allowing them to ignore all low-light penalties, including those of supernatural origin. They still need their eyes to see and are affected by blindfolds and the like as usual.

If a ghost is present and not attempting stealth or using a power to conceal its presence, the spirit becomes visible to the vampire using Oblivion’s Sight. In such cases, ghosts appear as they wish to appear, whether as humans bearing the wounds that caused their death, as spectral monstrosities, or as perfectly immaculate corpses.

Ghosts do not automatically realize when a vampire spots them, but if they do, many react with fear or anger rather than passivity.

This power does not grant the ability to make physical contact with ghosts.
One Scene


Powers - Level 2:

Name & Requirements Description & Cost Dice Pools System Duration
Vampire the Masquerade: Core Rulebook
Shadow Cast 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.

Cost:
One rouse check
N/A 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.

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.

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.
One scene
Arms of Ahriman

Requires:
Potence 2
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
Wits + Oblivion

The user takes one turn and pays the cost, summoning the shadow appendages. 


Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent 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. 


The vampire can do nothing else except control the arms while this power is 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.)


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.

The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault.


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.

One scene or until ended or destroyed


Powers - Level 3:

Name & Requirements Description & Cost Dice Pools System Duration
Vampire the Masquerade: Core Rulebook
         


Powers - Level 4:

Name & Requirements Description & Cost Dice Pools System Duration
Vampire the Masquerade: Core Rulebook
         

Powers - Level 5:

Name & Requirements Description & Cost Dice Pools System Duration
Vampire the Masquerade: Core Rulebook