Aura of Decay: The vampire's connection to Oblivion manifests as an aura which spoils food, poisons water, wears down structures, and kills living things with their mere presence.The victim suffers aggravated damage, and a crippling injury (blindness, muteness, a ruined limb, or the like). Touch of Oblivion: The vampire touches their victim and channels the raw entropic power of Oblivion through them.This eavesdropping cannot be detected without supernatural means, such as Sense the Unseen from Auspex. Shadow Perspective: The vampire casts their senses to a shadow they can see, maintaining both their mundane senses and their shadow perspective.They do not learn the cause of the Shroud's condition, simply what it is. Where the Shroud Thins: The vampire determines the density of the local Shroud, learning whether ghosts (and Kindred with the right Ceremony) may cross between worlds here, how difficult uses of Oblivion are, and whether mortals are at risk.Attempts to subvert the fate seen in the vision become more difficult. Fatal Precognition: The vampire's eyes become black and they remain still while they scry a vision which shows the death of a non-Kindred they can percieve.Multiple tendrils can be created by splitting the vampire's dice pool. They attack using the vampire's Wits and Oblivion, benefiting from their Potence when inflicting damage. Arms of Ahriman: The vampire summons two-dimensional shadow tendrils which glide across surfaces and victims, alternatively engaging in mystical grapples with the victim's shadow.It allows them to use other Oblivion powers through it despite the presence of light, and casting it on somebody during social conflict intensifies the Willpower damage that victim suffers. Shadow Cast: The vampire summons a supernatural shadow from Oblivion, one which they control and can only be destroyed by sunlight.The Binding Fetter: The vampire can identify objects and locations important to ghosts by a faint aura.Ashes to Ashes: The vampire may disintegrate non-Kindred corpses with their vitae, including animated cadavers like those brought to false life with Oblivion.They ignore all darkness penalties, even those brought on by supernatural darkness, and can see ghosts. Oblivion's Sight: The vampire's irises become black against the white of their sclera.Shadow Cloak: The vampire shapes ambient shadows to conceal their presence and make themselves more frightening. They add two dice to Stealth tests, and the same amount to Intimidation tests against mortals.Oblivion is resonant to a total lack of Resonance, such as psychopaths and those without emotional attachment. ![]() A lack of shadows to pull from can make this Discipline difficult to use, though ultraviolet and infrared lights have no effect. Oblivion's supernatural projections of darkness and void are vulnerable to bright directed lights, fire, sunlight, and True Faith. These can be avoided by those with potent blood, who may reroll certain Discipline-associated Rouse Checks. On a result of 1 or 10 when making a Rouse Check for the Discipline, the vampire suffers a Stain as Oblivion seeps into their soul. ![]() This danger does not come without power however, as the masters of this Discipline call upon it to wreathe themselves in night, enslave specters, and throttle victims with their own shadow. Those who practice Oblivion flirt with something unnatural the very realm where wraiths are destroyed forever.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |