
II. Shroud of Night
You can evoke an area of inky black darkness. The darkness obscures light
completely; most opponents trapped within are completely blind, and those
with Gleam of the Red Eyes or Heightened Senses can see only with difficulty.
The darkness is normally static; you may move it about at walking speed,
but only with intense concentration.

III. Arms of the Abyss
You can summon one or more tendrils of darkness from a shadowy area to
grasp foes. Each tendril has five Physical Traits for the purposes of grasping,
and can be destroyed by two levels of damage.

IV. Nightshades
You may evoke murky and indistinct shadowy images. They may be of you yourself,
monsters or even inanimate objects. The images are completely incorporeal
and attacks merely pass through them. They are normally man-sized, but
can be larger. Alternately, this power can be used to shroud and obscure
the general area with a bewildering array of flitting forms, confusing
and disorienting your enemies.

V. Shadow Body
You can turn your body into an oozing form of shadow. In this form, you
may see in pitch darkness, slither through the tiniest of cracks, and are
immune to physical harm (though you may not attack physically either).
Fire and sunlight still do their normal damage, and indeed are more painful
to you in this form -- such that they are much more likely to cause you
to frenzy. You may not fly, but may slither along surfaces at normal speeds.

VI. The Darkness Within (GS)
This enables the vampire to summon the dark force within himself. The darkness
emerges from the mouth of the vampire and envelops a chosen target, draining
her life force. Takes one blood point per turn. The damage takes the appearance
of hundred of tiny bites. This can be used to kill mortals but may not
drain blood from other vampires. It will however, increase all difficulties
by three; furthermore the terrifying feeling of being chewed on will cause
Rotschreck. The Lamprey returns to the mouth of the user and gives him
half of the blood points. While using the Lamprey, the vampire cannot perform
any other action other than concentrating. The Lamprey is immune to all
physical attacks but may be destroyed by magical attacks. If the vampire
is attacked while using the Lamprey, it automatically returns to the vampire's
body.

VI. Eyes of the Night (PGS)
The vampire is able to see anything that goes on within the dark force
created by any another use of this Discipline. Thus, the vampire could
evoke the Shroud of Night (Level Two) in another room and clairvoyantly
scan the area power Gleam of Red Eyes. Finally as long as the vampire is
not in well-lit area, she may view her surroundings from anywhere within
50 feet of her own body just by closing her eyes and concentrating.

VII. Shadowstep (GS)
The vampire can walk through one shadow and exit another up to 50 feet
away. This power as a limited form of teleportation. The vampire may use
it to bypass solid walls, ascend a floor in a building, and get around
other obstacles. The vampire may also use try to use this power to pull
others through a shadow to him. The Vampire may do this by reaching into
the shadow, grabbing the victim and pulling the victim through the shadow
to his own location.

VII.Shadow Twin (GS)
The vampire's control over darkness has progressed to such a degree that
he may bestow it with a limited degree of sentience. By animating his own
shadow or that or that of another, the Lasombra can actually "set free"
the shadow cast by light. While this power is active, the subject casts
no shadow, as it has left to pursue the Lasombra's commands.
Needless to say, this power unnerves mortal and even a few inexperienced
vampires. The Lasombra commands the individual's shadow, and some vampires
report having seen mortals literally scared to death, as their shadows
leapt away to taunt or menace them.
The Shadow Twin has Attributes and Abilities ratings equal to half of those
of its parents, though they won't do much talking or thinking. The Shadow
Twin also has an obtenebration score equal to half that of the Lasombra
who animated it.
The twin may separate itself from the parent and travel up to 50 feet away,
crawling through crevices or sliding up walls. It may attack and be attacked,
though it takes and does only half-damage; flame and supernatural attacks
(werewolf claws, vampire fangs, magical spells) do full damage, however.
If Shadow Twin is killed, the parent loses half her Willpower pool and
risks Rotschreck.

VIII. Oubliette (GS)
By creating a "chamber" of pure darkness, the Lasombra may entrap or smother
her enemies. No air exists in this shadow-trap, and mortals suffocate within
its chilling void. Even vampires have little recourse once trapped--they
may leave only at their captor's whim. The Oubliette appears as a dense
patch of shadow, unaffected by light around it.
While vampires cannot use disciplines Disciplines
or take any actions, the Oubliette vanishs instantly when touched by sunlight--or
when the Lasombra chooses to relax it. Only one Oubliette may be maintained
at a time.

VIII.Master of the Night (PGS)
The vampire is able to summon three (or fewer) shades, creatures made of
solid darkness. While shades may be injured normally, they act as if they
are uninjured until they reach the level of Incapacitated, at which point
they dissipate. The shade will serve the vampire one night at a time if
they are not destroyed in combat. While they do possess a limited degree
of sentience, they fully serve the vampire's verbal commands.
Costs 5 Blood Points each shade and 1 Willpower. (the blood is spilled
on the ground and the shadow emerges to drink it).Shades possess Celerity
1, Obfuscate 2, Obtenebration (Eyes of the Night, Shadow Walk, and Shadow
Body). They may attack and be injured normally. The chill grasp of the
shades does aggravated damage.

IX.Ahriman's Demesne (GS)
This power allows the vampire to summon a darkness so oblivating that it
extinguishs the light or life--or unlife--of any victim trapped within
it. It creats a 50 foot radius of void that issues from the Cainite's hand
and takes away the bodies of those it claims when it vanishs. The overwhelming
darkness destroys friends and foes alike, claiming anyone unfortunate to
be within its circumference.

X.Banishment (PGS)
The vampire can remove his victim from the world and send him to the abyss
from whence the darkness originates. None have ever escaped this doom on
their own.