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Obtenabration 
The bailiwick of the Lasombra, the Obtenabration Discipline grants its users power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the Keepers. Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a Kindred control over the stuff of her soul, allowing her to coax it tangibly forth.
In any event, the effects of Obtenabration are terrifying, as waves of enveloping blackness roil out from the vampire, washing over their targets like an infernal tide. Blatant uses of this power are obvious breaches of the Masquerade - of course, as Obtenabration is proprietary to the Sabbat, any Camarilla neonate or ancillæ caught using the Discipline had better have an impeccable explanation.
Note: Lasombra vampires can see through the darkness they control, though other Lasombra cannot. Dreadful tales of rival Keepers struggling to blind and smother each other with the same wisps of darkness circulate among young members of the clan, though no elders have come forth to substantiate these claims.
Shadow Play
This power grants the vampire a limited control over shadows and other ambient darkness. Though the vampire cannot truly "create" darkness, she can overlap and stretch existing shadows, creating patches of gloom. This power also allows Kindred to separate shadows from their casting bodies and even shape darkness into the shadows of things that are not truly there.
Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility while under the vampire's manipulation. By varying accounts cold or hellishly hot and cloying, the darkness may be used to aggravate or even smother victims. Certain callous Lasombra claim to have choked mortals to death with their own shadows.
System:This power requires a blood point must be spent to activate it. Shadow Play lasts for one hour and requires no active concentration. Kindred cloaking themselves in shadow gain an extra point in their Stealth and one less damage from ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one point to Intimidation Checks. Opponents plagued by flapping shadows and strangling darkness subtract point from any actions. Mortals, ghouls and other air-breathers reduced to zero on all actions.
The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, Kindred who have never seen it before).
 Shroud of Night
The vampire can create a cloud of inky blackness. The cloud completely obscures light and even sound to some extent. Those who have been trapped within it (and survived) describe the cloud as viscous and unnerving. This physical manifestation lends credence to the tales of those Lasombra who claim that the darkness is something other than mere shadow.
The tenebrous cloud may even move, if the creating Kindred so wishes, though willing this requires complete concentration.
System:The player spends 2 points of blood for roughly 10 feet in diameter patch of darkness, though the amorphous cloud constantly shifts and undulates, sometimes even extending shadowy tendrils. Each additional 2 blood doubles the diameter of the cloud (though the vampire may voluntarily reduce the area she wishes to cover). The cloud may be invoked at a distance of up to 50 yards, though creating darkness outside the vampire's line of sight adds two to the difficulty of the roll and requires a blood point's expenditure.
The mass actually extinguishes light sources it engulfs (with the exception of fire), and muffles sounds to the point of indistinguishability. Those within the cloud lose all sense of sight and feel as though they've been immersed in pitch. Sound also warps and distorts within the cloud. Even those possessed of Heightened Senses or Eyes of the Beast suffer -2 difficulty penalties for most actions
Mortals and animals surrounded by the Shroud of Night must make will checks verses the casters willpower per Shadow Play, above, or panic and flee.
  Arms of the Abyss
Refining his control over darkness, the Kindred can create prehensile tentacles that emerge from patches of dim lighting. These tentacles may grasp, restrain and constrict foes.
System:The player spends 2 blood points and makes a single tentacle. Each tentacle is six feet long and possesses Strength and Dexterity ratings equal to the invoking vampire's Obtenabration Trait. If the vampire chooses, she may spend a blood point either to increase a single tentacle's Strength or Dexterity by one or to extend ' its length by six feet. Each tentacle has four health levels (and is affected by fire and sunlight as a vampire) and soaks bashing and lethal damage using the vampire's Strength + Fortitude. Aggravated damage may not be soaked.
Tentacles may constrict foes, inflicting Strength + 1 lethal damage per 10 seconds. Breaking the grasp of a tentacle requires the victim to have a higher Strength than the tentacle.
All tentacles need not emanate from the same source - so long as there are multiple patches of suitable darkness, there are sources for the Arms of the Abyss. Controlling the tentacles does not require complete concentration; if the Kindred is not incapacitated or in torpor, she may control tentacles while carrying out other actions.
   Black Metamorphosis
The Lasombra calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen. Though still humanoid, the Lasombra takes on an almost demonic appearance, as the darkness within him bubbles to the surface.
System:The player spends two blood points to activate it for 5 minutes. While under the effects of the Black Metamorphosis, the vampire possesses four tentacles similar to those evoked via Arms of the Abyss (though their Strength and Dexterity ratings are equal to the vampire's own Attributes). These tentacles, combined with the bands of darkness all over the Lasombra's body, The vampire may make an additional attack without penalty by using the tentacles. Additionally, the vampire can sense his surroundings fully even in pitch darkness.
The vampire's head and extremities sometimes appear to fade away into nothingness, while at other times they seem swathed in otherworldly darkness. This, combined with the wriggling tentacles writhing from his body, creates an unsettling sight. Mortals, animals and other creatures not accustomed to this sort of display must have a willpower of 4 or higher or succumb to a panic that amounts to Rotschreck (though it is inspired by the darkness rather than fire). Many Lasombra cultivate this devilish aspect, and the Black Metamorphosis.
You need to hold up the relevant card for this Discipline.
    Tenebrous Form
At this level, the Kindred's mastery of darkness is so extensive that she may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow vampire gains the ability to see in utter darkness.
System:The transformation costs three blood points and occurs over three minutes. The vampire is immune to physical attack while in the tenebrous form (though she still takes aggravated damage from fire and sunlight), but may not herself physically attack. She may, however, envelop and ooze over others, affecting them in the same manner as a Shroud of Night, above, in addition to using mental Disciplines. Vampires in Tenebrous Form may even slither up walls and across ceilings or "drip" darkness upward - they have no mass and are thus unaffected by gravity.
Mortals and others not used to such displays who witness the vampire transform into unholy shadow require a willpower of 4 or greater in order not to suffer the debilitating terror described under Black Metamorphosis.
You need to hold up the relevant card for this Discipline.
Obtenabration Extended
Shadow Parasite Level Six (Lasombra)
By its creator, this vile attack is startlingly effective. Based upon Arms of the Abyss, Shadow Parasite.
System:(required Cost: 3 blood points) Allows on of the arms to insert itself into the target and then expand. (This power then costs an additional blood to expand the arm and do one point of damage, this can be repeated, until the target explodes to insert the arm, you must have a higher Dexterity that your target or Melee). literally ripping the target open from the inside, of course, one must concentrate on expanding the Tendril of darkness during this time, indicating that it is perhaps more effective as an assassin's weapon than a warrior's.
The Darkness Within (Level Six)
This power allows the Lasombra to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the Lasombra's mouth, though some Keepers are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents.
System: The player spends a blood point. The resulting shadow envelops the target and, though it does not physically harm the victim, it may strike terror into him. Individuals observing the Darkness Within, whether as targets or onlookers, may suffer the shadow Rotschreck as described in Vampire: LARP, unless they are familiar with the Lasombra's power over darkness.
Individuals touched by The Darkness Within lose one point of blood per turn, though players may resist this effect by succeeding on Strength v Willpower check while the vampire remains in contact with the cloud.
The Cainite invoking The Darkness Within must devote all her attention toward maintaining the cloud. If the vampire is attacked, the darkness immediately returns to her, through whatever orifice it originated. The Cainite can summon the darkness back at any time, gaining a number of blood points equal to one-half the number the shadow siphoned from its victims (round up). Taking blood from another in this fashion is similar to drinking from that vampire - blood bonds may result if it happens enough. Additionally, the Darkness Within may take blood from only one individual per 5 seconds, though it may be in contact with marry.
Shadowstep (Level Six)
The vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors and even mystical barriers. The Cainite simply steps "into" a shadow and re-emerges from another shadow a short distance away.
System:The player spends 6 blood then the character may emerge from another shadow no more than 50 feet away. Pulling another individual through the shadow requires a 4 additional blood.
Darksight Level Seven (Lasombra)
A useful power for eavesdropping and scouting. Perhaps a refinement of Eyes of the Night, Darksight allows its possessor to "choose" a specific shadow as a listening post. The vampire may then see and hear (if she wishes) what would be seen and heard if she were standing within that shadow.
System:3 blood need to be spent activating this power, and one additional point for additional shadows while the first is active. The affinity between the Shadow and the Vampire remains until the shadow is disbanded by sunlight. Nor is there any distance limitation on this ability; I have seen Lasombra in Philadelphia pause in mid-sentence to monitor a conversation in Canberra via Darksight.
Shadow Twin (Level Seven)
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 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 mortals 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.
System:The player spends 7 blood points, the shadow then springs to unholy freedom for one hour per Blood spent beyond 7 (though it disappears at sunrise regardless of how many blood spent by the Lasombra). The Shadow Twin has Attribute and Ability ratings equal to half those of its parent body; they won't do much talking or thinking, so Mental and Social Traits don't matter much, though Willpower may come into play.
Additionally, the Shadow Twin has an Obtenabration score equal to one-half of that of the Lasombra who animated it (rounded down).
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 (again, round down); flame and supernatural attacks (werewolf claws, vampire fangs, magical spells, etc.) do full damage, however. If the Shadow Twin is killed, its parent loses half her Blood pool and Frenzies
Oubliette (Level Eight)
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 ambient light around it.
System:The vampire spends ten blood points, but no check is necessary to create the Oubliette. Mortals suffocate within a number minutes equal to their Strength (though the Lasombra may choose to leave their head exposed or trap a quantity of air inside as well), while vampires are simply suspended impotently in darkness and may not use Disciplines or take other actions. The Oubliette vanishes instantly when touched by sunlight- which has left more than one vampire under the sun's unforgiving rays - or when the Lasombra chooses to relax it. A vampire may maintain only one Oubliette at a time, which leads some Cainite philosophers to argue that it is a prison created from the vampire's very soul, and thus limited to a single incarnation.
Ahriman's Demesne (Level Nine)
This power allows the vampire to summon a darkness so obliviating that it extinguishes the light of life - or unlife of any victim trapped within it. Ahriman's Demesne creates a 50-foot radius of void that issues from the Cainite's hand and takes away the bodies of those it claims when it vanishes. The overwhelming darkness destroys friend and foe alike, claiming anyone unfortunate enough to be within its circumference.
System:The player spends 8 points of blood and concentrates for three minutes. During this time, the blackness billows out of the character's hand, growing to fill the area. At the end of the third minute, Everyone in the darkness' area suffers that many health levels of damage (aggravated, if the victims are vampires) After Ahriman's Demesne does its damage, it collapses, taking with it the bodies of any who died when they came in contact with the dreadful shadow. It deals 1 point of damage for every additional blood above 8.
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