Oblivion

The sudden blast of heat from the gasoline-steeped Cardinal Renate made Talley step back, shielding his eyes.   A very mortal gesture. Talley corrected himself to watch the body burn. Tracking Renate, seizing her, and staking her ultimately came down to which of them was better skilled in the Lasombra arts. It had been a grueling task, but not an unpleasant one.   As his ghoul started typing “It is done” into Talley’s phone, the few lights in the alley blinked off one by one. The shadows drew in, plunging the entire area into blackness. Talley cast about, looking for the source of this sorcery. His eyes pierced the unnatural gloom, but found nothing. A sound made him turn toward the fire. The Cardinal’s body was gone, nothing left but the flames dying down. A stump of the stake was resting in the ash. “Maybe we’ll meet again sooner than planned, my dear.”   Talley dusted ash from his jacket as his accomplice at the other end of the alley spoke up. “By order of the Friends of the Night, you’re next to go, Sir Talley.” Shadows throughout the alley rapidly converged on the Templar, snaking along the walls and across the ground while his assailant maintained their distance. Talley watched as the tendrils approached, and considered for a second before nodding respectfully at his murderous childe, and vaulted into the dark.   Nicknames: Obtenebration, Necromancy, Shadowboxing, Abyssal Mastery, Tenebrae Imperium, Mortis, the Dark Arts, Black Magic, Entropy   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 the 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 the 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 add one to the Difficulty of 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” causes the Abyss to stare back. The use has the choice of taking a Stain and activating the power normally; or "adverting their gaze from the Abyss" the power failing to work and they losing access to Oblivion for the rest of the scene. If the user’s Blood Potency allows for a re-roll on the Rouse check, they can pick either of the two results.  

Level 1

 

SHADOW CLOAK

  Subtly applying the influence of Oblivion on ambient shadows, the user masks their appearance or seems more sinister and threatening.   Cost: Free   System: The vampire gains a two-dice bonus to Stealth and Intimidation rolls.   Duration: 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   System: 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.   The vampire can also identify objects or individuals that are of importance to ghosts: what necromancers call "fetters". Weaker fetters might be marked only by a strangely dark shadow, while stronger ones might have an aura or odor indicating their particular importance to the ghost (a beloved wedding ring always feeling warm to the touch, or a murder weapon marked by the scent of blood).   This power does not grant the ability to make physical contact with ghosts.   Duration: One scene    

Level 2

 

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   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.   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. If the shadow is distorted or made to appear as casted from no visible light source, anyone witnessing can notice something bring out of the ordinary with a Wits + Awareness roll (Difficulty equal to the vampire's dots in Oblivion).   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 on, or whose shadow touches shadow casted by this discipline the Willpower damage from social conflict increases by 1, as they are filled with a terrifying touch of the Abyss.   Duration: One scene    

ARMS OF AHRIMAN

  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   Dice Pools: Wits + Oblivion   System: The user summons shadow appendages with which they can perform bludgeoning and grappling attacks against distant targets. 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 adding half the user’s Potence rating (round up) as a damage bonus (If any). Alternatively, they can grapple using Wits + Oblivion + half the user's Potence rating (if any, round up) as their dice pool.   The vampire needs to focus on controlling the arms while this power is active. They can move and talk and perform minor actions, but cannot do anything that requires their full attention. They can dodge attacks directed at them, but every action performed with the arms gives -1 to penalty to their dodge pool, as usual.   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.)   The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. 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 must 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 or until ended or destroyed.    

Level 3

 

SHADOW PERSPECTIVE

  The vampire can project their senses into any shadow within line of sight, seeing and hearing as if they were hiding within any part of it. This includes their own shadow, as manipulated by Shadow Cast.   Cost: One Rouse Check   System: Following a Rouse Check, the presence of the vampire in the shadow is undetectable by anything but supernatural means. (Sense the Unseen, for example). While this power is active the vampire perceives both their surroundings as well as what can be gleaned from the Shadow Perspective, as if looking through a screen or hole.   Duration: Up to one scene    

TOUCH OF OBLIVION

  The vampire using Touch of Oblivion channels the power through their vitae. When they make physical contact with a victim, the annihilating element runs through the vampire and into their prey like an electric current, except the effect is to physically wither the target area.   Effective on any part of the body, the touch shrinks and shortens muscles, snaps tendons, and makes bones brittle, effectively aging the affected part catastrophically. Its main use is in withering a limb, choking a throat, or blinding a pair of eyes.   Cost: One Rouse Check   System: Following a Rouse Check, the vampire grips their victim (requiring a Strength + Brawl roll if the victim is trying to avoid the vampire), with the victim suffering two levels of Aggravated damage as well as a crippling injury.   If this injury is inflicted to an arm or leg, the targeted limb is rendered crippled and will in the case of mortals require lengthy rehabilitation, while vampires can mend the damage as regular Aggravated damage.   Likewise, Touch of Oblivion may render a target mute, deaf, or blind. See crippling injuries in Vampire: The Masquerade for details on the mechanical effects of crippled limbs.   Duration: One turn    

Level 4

 

STYGIAN SHROUD

  Darkness spews out of a nearby shadow as the vampire blankets the area around them in gloom equivalent to a moonless night, while sounds are muffled and indistinct. Anyone viewing the effect from without see it as a shadow expanding over every surface, including the bodies of any victims, in the area. Those apart from the invoker caught in the effects find themselves struggling to see and hear their surroundings, and mortals are drained of their very life by the suffocating power.   Cost: One Rouse Check.   System: The user makes a Rouse Check and spends a turn concentrating, spreading the shadow over the desired surfaces. The effect covers a circular area with a radius equal to twice the user’s Oblivion rating in yards/ meters. The area is centered on the user or a spot in their line of sight.   Anyone caught in the Stygian Shroud receives a three-dice penalty to all rolls, unless they possess the ability to see through supernatural darkness. Any mortals caught in the Stygian Shroud suffer one level of Superficial damage for every turn they remain within it, due to the power’s suffocating effects.   Duration: One scene  

Umbrous Clutch

  The user creates a temporary gate out of the victim’s own shadow, causing them to fall through Oblivion and into the waiting arms of the user. The victim will appear to fall into their own shadow, only to reappear falling out of the one cast by the user. The brief journey through the end of everything is usually enough to traumatize the victim into submission, though one must be prepared if the quarry responds violently in fear.   Cost: One Rouse Check, Gain one Stain   Dice pool: Wits + Oblivion vs. Dexterity + Wits   System: In order to use this power, the vampire needs clear sight of both the victim and their shadow. The vampire’s player or Storyteller then rolls Wits + Oblivion vs. Dexterity + Wits to maneuver the victim’s shadow beneath them, creating a supernatural rift into which they appear to fall. At the Storyteller’s discretion, a stationary victim not paying attention can be automatically caught.   A victim caught by this power will then reappear, falling out of the shadow cast by the user. (As with similar powers, the power does not work if the caster is without a shadow.) An unprepared mortal victim will be terrified and likely catatonic, while a vampire must test for fury or fear frenzy, Storyteller’s choice, at Difficulty 4.   Duration: Instant  

Level 5

 

SHADOW STEP

  Stepping into a nearby shadow, the user disappears only to reappear from the same or another shadow further away. Whether they enter the Labyrinth or merely pass along its surface is a source of conjecture among many Lasombra and Hecata, but the spiritual damage with which they can emerge implies they are touching something foul as they use this power.   Cost: One Rouse Check   System: The vampire must enter a shadow large enough to cover them, and emerge from another one turn later. The target shadow must be within sight, though it can be perceived by mystical means, such as Shadow Perspective, if desired.   It is possible to bring another through the passage, but unless that person is willing, they must be held by a successful grapple. If a Stain is incurred as a result of using this power, the passenger also receives one.   Duration: One turn    

TENEBROUS AVATAR

  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.   Cost: Two Rouse Checks.   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.   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