Oblivion

From Eden Calling LARP
Jump to navigation Jump to search

Those who practice Oblivion flirt with something unnatural; the very realm where wraiths are destroyed forever in the powers of the labyrinth. This danger does not come without power however, as the masters of this Discipline call upon it to wreathe themselves in night, destroy and enslave specters, and throttle victims with their own shadow.



Powers (Mental - Subterfuge)

Oblivion Sight

Challenge: N/A Cost: N/A Duration: Instant( Dismissable)

The kindred’s eyes go pitch black allowing them to see in the dark (reducing blindness penalties by one) and allowing them to see ghosts.

⚫⚫ Shroud of Night

Challenge: None Cost: One Blood Duration: One action to activate, Lasts for a scene

The Shroud can be cast anywhere within 10ft of Oblivion cast per level (i.e. a Vampire with level 5 Oblivion can drop her sphere 50ft away) Creates one ten foot diameter sphere. The Shroud only extinguishes light within the visible spectrum, and does not extinguish fire or sunlight. Does 1 Bashing Damage (Suffocation) per round to anything that needs to breathe.

Blindness has three penalties associated with it. -1 trait, Blindness retest, -1 trait.

Heightened senses, Eyes of the beast, Oblivion sight and Blindfighting remove them in order the order listed above. Having one removes the one trait penalty. Having two removes one trait penalty and the retest. Having all three removes both trait penalties and the retest.

Any abilities that are line of sight dependent, such as most uses of Dominate, which requires eye contact, most uses of presence, which requires you to see the face of the user, and the like cannot be used in total darkness. The penalties would have to be reduced by the victim (either lowering the trait penalty or removing the retest against) for those powers to be effective. Wraiths within the area of effect suffer no penalties and heal at a rate of one bashing per minute.

⚫⚫⚫ Arm of the Abyss

(Helper) Challenge: None Cost: 2 Blood Duration: Reflexive activation, lasts until dismissed

The kindred spends two blood to summon a black arm of the abyss. If you can't spend two blood in one round then it takes 2 rounds to activate. The arm is a helper and protrudes from the cainites body does not inhibit the kindreds movement in any way. During the helper round the arm can be used for two thing: One, it can be used to bash targets with your brawl. The arm is not dexterous enough to wield weapons but it deals 3 bashing (this damage converts to lethal if the kindred has potence 5). Two, the Kindred can ensnare opponents with his shadowy arm with the user's athletics. This is a grapple attempt that does not impede the user in any way. This arm can be concealed under clothes.

⚫⚫⚫⚫Tenebrous Form

Challenge: None Cost: Three Blood Duration: Scene

Cost is 3 blood to activate Tenebrous Form requires three full turns of concentration (concentration imposes a 1 trait penalty to life). You cannot be harmed by physical effects with the following exceptions:

Fire, Sunlight, and Magic (Conjured Materials are considered magic) A Kindred Warded Sword would apply full damage (The sword's traits are still used.) Tenebrous Form gives a +1 trait bonus to stealth. The stealth benefit is not like Obfuscate. as a matter of fact it is pretty obvious. Unless otherwise stated the shadow Form looks like a walking three-dimensional shadow. With the following exception shadow form imposes the following two penalties:

You may not affect your physical environment. You may not use any powers other than Oblivion. The exception is Oblivion can be used to effect the physical environment (Dark Metamorphosis Tentacles, Arms of the Abyss) Every Shadowform is unique and distinct, and Subterfuge can be used to mimic another's form. You cannot use any discipline besides auspex and Oblivion. If you have Arm of the Abyss active you can still use it. Skuld deals 1 less damage when this is active.


Master Level Powers--------------------------

⚫⚫⚫⚫⚫ Black Metamorphosis

Challenge: None Cost: 2 Blood Duration: Until dismissed or scene

(Transformation) The Lasombra reaches deep into his soul, down into the very depths of darkness and touches the portal to the abyss that lurks within, and then he pulls on it. He yanks and pulls the darkness of the abyss around his body, wrapping himself in sticky corrosive shadows. Four large tentacles (Like the ones from Arm of the Abyss) burst forth from the shadow maw on his back. This shadow hardens into armor around his body and empowers him with the power shadows. This Discipline has several effects.

1.The Cainite ignores all ranged projectile attacks (Not explosives). The shadows encompass and consume these projectiles before they can injure the kindred. Magical attacks, sunlight, and attacks with fire ignore this protection.

2.The Cainite gains 2 bonus physical traits.

3.The Cainite can take 2 additional steps each round as he propels himself forward with his tentacles. The Cainite can use these steps to move vertically up a surface if he chooses.

This power is a breach of the masquerade and will terrify and confuse most mortals. It does not allow you to stack other transformation powers but you can specifically cast blood thaums and Oblivion rituals/ oblivion powers, Celerity potence , fortitude while it is active

⚫⚫⚫⚫⚫ Shroud Mastery

Challenge: Static Mentals(Subterfuge) Challenge (vs 10 traits) Cost: One Blood per person Duration: Until Dismissed

The Necromancer may use Shroud Mastery to bring any creature with you into the Deadlands. All subjects must be willing, you cannot drag someone grappled into the Deadlands, and the only objects or mass that can be taken with you is what you can carry on your person. It costs one blood per subject you wish to bring across, and this is subject to blood per round limitations. You can eject people with a thought. This can't be used to enter the labyrinth, but can be used to eject yourself back into the skin lands should you find yourself in the labyrinth, or anywhere else in the deadlands.

⚫⚫⚫⚫⚫ Skuld Fulfilled

Challenge: Mentals (Subterfuge) vs Physicals(Defense) Cost: One Blood Duration: Instant

The Necromancer is the lord of the dead. With but a touch the necromancer can destroy lesser forms of corporeal undead and consume them for power. When used on a zombie or mindless undead this power works flawlessly. When used on a non-vampiric sentient undead, the target gets a defensive test. The essence of the creature is transferred into the necromancer and all that's left behind is ectoplasm or ash. The Necromancer gets back two points of blood for consuming a zombie. When used on a vampire or wraith, the creature suffers 3 Aggravated damage( Which cannot be increased in anyway), and the Necromancer heals one aggravated damage. If a wraith is destroyed via this power it is lost to oblivion.