Obtenebration
(Lasombra,
Lasombra antitribu, Kiasyd)
1. Shadow
Play
By spending
a blood point, the vampire can manipulate shadows and dim
(but can not extinguish) lights, gaining a one-die bonus
in all Intimidation and Stealth rolls.
2. Shroud
of Night
Roll:
Manipulation + Occult, difficulty 6
The vampire
may cover ten square feet, per success, in a black matter
that obscures all light and sound. Most are blind and deaf
within it; those with Heightened Senses or Gleam of Red
Eyes are not, but lose three dice in relevant pools. If
the vampire can not see the area to be blackened, she must
spend a blood point, and the difficulty is increased by
two.
3. Arms
of the Abyss
Roll:
Manipulation + Occult, difficulty 7
The vampire
may create dark tendrils. Each success either summons a
six-foot shadowy tendril, or increases such a tendril by
six feet. Each tendril has Strength 4, Dexterity 3, Brawl
2.
4. Nightshades
Roll:
Wits + Occult, difficulty 7
The vampire
may create a circle of moving shadows. Within such a circle,
all adversaries, and even all allies who dont have
Obtenebration, suffer a +3 difficulty to initiative rolls,
and lose one die from all pools. With one success, this
circle is ten feet in diameter. Each additional success
adds five feet to the diameter.
5. Shadow
Body
By spending
three blood points, the vampire may transform, over three
turns, into a shadow. In this state, the vampire may see
in absolute darkness, slither through cracks, and is invulnerable
to physical attack. The drawback is that Rötschreck
rolls are increased in difficulty by one.
6. Call
the Lamprey
The vampire
may summon from within herself a large shadowy monster.
If it attacks mortals, it may draw blood at one point per
turn, and if drawn back into the vampire, she gains half
the blood it drew. Other vampires suffer a +3 difficulty
to all rolls, and if bitten, must roll Courage, difficulty
8, to avoid Rötschreck. The Lamprey is immune to physical
attack, has Stamina 4, and any non-physical damage done
to it, or any attack against the vampire, will kill it.
The vampire must concentrate solely on the Lamprey; she
may not split her dice pool.
6. Shadow
Step
Roll:
Intelligence + Stealth, difficulty 6
The vampire
may teleport, by stepping into one shadow, and emerging
from another, up to fifty feet away. By rolling Intelligence
+ Brawl, difficulty 7, she may even pull someone else through
the shadow.
6. Eyes
of the Night
The vampire
can see in absolute darkness -- even darkness created by
Obtenebration. She gains Gleam of Red Eyes if she did not
already have it, and if in a poorly lit area, may close
her eyes and concentrate to see anything in a fifty-foot
radius.
7. Shadow
Slave
Roll:
Willpower, difficulty 8
By spending
a blood point, the vampire may animate her own shadow, which
may move up to 150 feet away from her. In the event of a
botch, the shadow will be hostile to her. The shadow has
no disciplines, except for Obtenebration at half that of
the vampire, and its abilities and attributes are half those
of the vampire, except for Stealth, which is that of the
vampire. If the shadow is destroyed, the vampire loses half
of her willpower, must make a Rötschreck roll at difficulty
9, and can not use this power for a month. This power lasts
for one hour per success.
8. Entombment
Roll:
Wits + Security, difficulty Dexterity + Occult
The vampire
may trap the victim in an impenetrable darkness, which will
dissipate under sunlight, or at the will of the vampire.
The vampire may choose to make it airtight, and mortals
trapped within will asphyxiate after a number of minutes
equal to their Stamina.
8. Master
of the Night
By spending
one willpower point, and spilling five blood points on the
ground, the vampire may create a shade, and by spending
one blood point each, she may summon up to three. These
shades obey every command she gives them. The shades have
the following traits:
Strength 3, Dexterity 4, Stamina 3, Charisma 0, Manipulation
0, Appearance 0, Perception 4, Intelligence 1, Wits 5, Athletics
1, Brawl 3, Dodge 1, Stealth 8, Celerity 1, Obfuscate 1,
Obtenebration 6. Additionally, they do not take wound penalties,
and all hand damage that they inflict is aggravated.
9. Summon
the Abyss
Roll:
Intelligence + Stealth, difficulty 6
By spending
two willpower points and concentrating for three turns,
the vampire may summon a sentient darkness. The number of
successes is the amount of damage this darkness does to
anyone within fifty feet of the vampire. This darkness remains
for one turn, and cleans up after itself; all corpses are
removed.
10. Banishment
Roll:
Willpower, difficulty Humanity
The vampire
may send a victim to the abyss, for the following time periods:
1 suc.
one day.
2 suc. one week.
3 suc. one month.
4 suc. one year.
5 suc. forever, until the victim finds the way out herself.