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Obtenebration
This Discipline relates to the powers of darkness. It allows the user to manipulate darkness and possibly the abyss in a powerful manner. This Discipline is primarily practiced by the Lasombra.
Level 1--Shadow Play
The vampire can manipulate shadows and dim (though not extinguish) light in an area. Among other uses (such as eliminating the vampire's own shadow), this power gives the vampire an extra die on Stealth rolls and Intimidation rolls (the vampire is able to subtly manipulate the shadows around her body to make her appear more menacing).
System: This power requires no roll, but a Blood Point must be spent to activate it.
Level 2--Shroud of Sight
The vampire can evoke an area of inky black matter. The darkness obscures light and even sound; most opponents trapped within are completely blind, and even characters with Gleam of Red Eyes or Heightened Senses suffer penalties of three dice to their Pools. The darkness is normally static; the vampire may move it about (at walking speed), but must fully concentrate on such a task.
System: For every success on a Manipulation + Occult roll (difficulty 7), a 10' area may be covered in the shadowy stuff. The range of this power is 50 yards. The Shroud may even be summoned in an area the vampire cannot see (such as the room behind a closed door at which the vampire stands), but the difficulty of such a feat is increased by two, and a Blood Point must be spent.
Level Three Arms of the Abyss
The vampire can summon one or more tendrils of darkness from a shadowy area to grasp foes. Each tendril has a Strength of 4, a Dexterity of 3 and a Brawl of 2 (for the purpose of grasping).
System: A Manipulation + Occult roll must be made (difficulty 7); successes must be spent to call up the tentacles (one per success) and to increase their length (the base tendril is six feet long, plus another six feet per success spent).
Level Four--Nightshades
The vampire may evoke murky and indistinct shadowy images. They may be of the vampire himself (useful for a diversion), monsters or even inanimate objects. The images are completely incorporeal and attacks merely pass through them. They are man sized; however, successes may be spent to create larger images. Alternately, this power may be used to shroud and obscure the general area with a bewildering array of flitting forms, confusing and disorienting the vampire's enemies.
System: The vampire may create one Nightshade for each success on a Wits + Occult roll (difficulty 7 ). Successes may also be used to double the size of the object.
Alternately, one success can be used to cover a 10 foot area with flitting shadows; each additional success adds five feet to the diameter. Opponents (and allies who do not possess Obtenebration! ) in the display have their initiative difficulties increased by three and suffer a one die penalty to all Dice Pools.
Level Five Shadow Body
The vampire can turn her body into an oozing form of shadow. In this form, the vampire may see in pitch darkness, slither through the tiniest of cracks, and is immune to physical harm (although she may not attack physically either). Fire and sunlight still do their normal damage, and indeed are more painful to a vampire in this form to the extent that difficulties to avoid the Rotschreck (if the terror is induced by these substances) are one higher in this form. Shadowy vampires may not fly, but may slither along surfaces t normal speeds.
System: Three Blood Points must be expended to evoke this power, and the change takes three turns.
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