Magic
Paths
None
Rituals
[ 1 ] Pierce the Murk
It is a simple fact that understand flows from perception and darkness thwarts perception. Most individuals incorrectly assume no answers are to be found in the dark, but that is simply because they do not know how or where to look. This ritual resolves the first paradox, attuning a mystic's eyes to the primordial darkness even as they forsake light.
System: The mystic invokes the Obtenebration power Shadow Play and concentrates, focusing the manipulated shadows to gather into a sphere. She holds this intangible sphere in one hand and gazes into its depths, while her player rolls Perception + Occult (difficulty 8). Success means the vampire permanently gains the Merit Darksight, while a botch results in the mystic permanently gaining Darksight as a Flaw. A failure means the Cainite fails to comprehend the lesson and must try again another night.
Side Effect: When a vampire uses Darksight obtained from this ritual, her pupils appear to grow in an inky stain that envelopes iris and white in pure black. Those who botch this ritual obtained blackened eyes for the rest of their unlife along with their warped perceptions.
[2] The Heart that Beats in Silence
This ritual summons the smallest beings that dwell in the Abyss and grants them brief existence in the material world as servitors of the mystics who invoke them. Such entities are not demons or ghosts or true spirits, but rather something else that defies comprehension or classification. All that is certain is that they hate light, hunger for life and bear a malign cognition that would shatter the sanity of any who truly understood it. Although the creatures summoned with this ritual are harmless, they make excellent spies and are so called the Eyes of Ahriman.
System: The vampire crushes and extinguishes a candle in his fist, suffering one level of aggravated damage and prompting an immediate check for Rötschreck (difficulty 4). If the vampire can maintain control, his player rolls Intelligence + Occult (difficulty 6). Botching this roll results in a further level of unsoakable aggravated damage. If successful, however, the vampire tightens his fist until blood drips from his fingers. The blood blackens and burns as it falls, undulating and extending horrible tendrils to reclaim the wisps of acrid smoke. When the blood lands, it shrieks in pain and births a momentary gateway to the Abyss. Out of this brief rift emerges a globe of shadow substance the size of a child's hand. As the vampire opens and upturns his burnt and bloody palm, the orb flies to his hand and licks it clean with extruded tentacles. The creature endures one night per success on the casting roll before returning to the Abyss. Until this time, it serves the vampire's spoken will with unquestioning if unimaginative fervor. It can crudely communicate with material beings in images and emotional impressions, but only while in physical contact.
A level-two version of this ritual exists, known as The Heart That Beats in Silence. This ritual follows the same rules and process, save that the summoned being is twice as large and possesses greater mastery of Obtenebration, allowing it to attack its caster's foes physically. A vampire may not summon more beings through castings of The Shadow of Hands That Serve and/or The Heart That Beats in Silence than his Occult rating.
[4] Wings of the Fallen:
Within the depths of the Abyss ancient creatures long forgotten by man and Cainite alike lie imprisonned, their torment has long filled the dark realm. Yet the incalculable powers of these beings is nothing to the Abyss, and the mystics know the strength they hold over them. Thus they take the wings of the Fallen as their own, and in the world of man their prey know terror as only the demons of old could inspire it.
System:
The Cainite uses the Obtenebration power Nightshades to summon two shadows from the Abyss that will form into identical wings on his back. He then uses the Obtenebration power Nocturne to summon a shroud to give his wings substance. Then calling on the dark power of the Abyss, the Mystic spends a willpower point to have the wings take on a semi-solid consistency that will allow the vampire to fly as if they had the Flight discipline (Rank 5).
The wings are always black and feathered, when flying they produce no sound and when attacked any weapon will simply pass through (except for fire, which will burn the wings and destroy them within 3 rounds) and sunlight (which destroys the wings instantly as per any normal Obtenebration effect - the merit Strength of Shadows does not apply here, though Fortify against Ahura Mazda works normally).
The power lasts for a number of hours equal to the user's Obtenebration rating, and can be stopped at any time before it's duration runs out.
Side Effects:
While under the effects of the ritual, the Cainite gains the Harbinger of the Abyss, Hand of Hades, Light Sensitive and Animate Shadow flaws. In addition, whenever seen in a mirror the cainite appears as a withered husk with broken, skeletal wings (as per Death's Reflection, with the winged caveat
Disciplines
Animalism
[ 1 ] Feral Whispers
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the Animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact.
Since Feral Whispers requires eye contact, animals that cannot see are not affected. Further, the simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish (with the possible exception of larger ones like sharks) are just too simple, their Beasts too weak, to connect with.
Feral Whispers provides no guarantees that an animal will want to deal with a vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can probably cow smaller beasts into heeding commands, but he's better off couching orders for larger predators in terms of requests.
If the vampire successfully used the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and may affect it for some time.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, insectivorous/vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and RolePlaying skill (we highly recommend that all communication between characters and animals be RolePlayed).
The number of successes the player receives dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow someone and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months.
The character's Nature plays a large part in how he approaches these conversations. The character might try intimidation, teasing, cajoling, rationality, or emotional pleading. The player should understand that he does not simply play his character in these situations, but the Beast Within as well.
Obtenebration
The signature power of the Lasombra, Obtenebration grants the vampire power over darkness itself. The nature of the darkness invoked by Obtenebration is a matter of intense debate among Kindred. Some believe it to be merely shadows, while others feel that the power gives control over the stuff of the vampire's soul, coaxing it tangibly outward.
Regardless, the effects of Obtenebration are terrifying, as waves of darkness roil out from the Cainite, enveloping those in their path like an infernal wave. As Obtenebration is mostly known as a Sabbat Discipline, any Camarilla vampire caught using the power had better have a damned good explanation.
Note: Vampires using Obtenebration can see through the darkness they control, though other vampires (even those that also have Obtenebration) cannot. Dreadful tales of rival Lasombra 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.
[ 1 ] Shadow Play
This power grants the vampire 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 there. Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility. 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 no roll, but a blood point must be spent to activate it. Shadow Play lasts for one scene and requires no active concentration. Kindred cloaking themselves in shadow gain an extra die in their Stealth dice pools and add one to the difficulties of ranged weapon attacks against them. Vampires who use the darkness to make themselves more terrifying add one die to Intimidation dice pools. Opponents plagued by flapping shadows and strangling darkness subtract one die from all Stamina dice pools (including soak). Mortals, ghouls, and other air-breathers reduced to zero Stamina by strangling shadows begin to asphyxiate; vampires lose all appropriate dice but are otherwise unaffected. Only one target or subject may be affected by this power at any given time, though some modicum of concealment is offered to a relatively motionless group. The unnatural appearance of this power proves extremely disconcerting to mortals and animals (and, at the Storyteller's discretion, Kindred who have never seen it before). Whenever this power is invoked within a mortal's vicinity, that individual must make a Courage roll (difficulty 8) or suffer a one-die penalty to all dice pools for the remainder of the scene, due to fear of the monstrous shadows.
[ 2 ] 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 those Lasombra who claim that their darkness is something other than mere shadow. The tenebrous cloud may even move, if the creating Kindred wishes, though this requires complete concentration.
System: The player rolls Manipulation + Occult (difficulty 7). Success on the roll generates darkness roughly 10 feet (three meters) in diameter, though the amorphous cloud constantly shifts and undulates, sometimes even extending shadowy tendrils. Each additional success 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/meters, 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 tarry mass actually extinguishes light sources it engulfs (with the exception of fire), and muffles sounds until they are indistinguishable. 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, making it nearly impossible to accomplish anything (+2 difficulty, as per Blind Fighting). Even those possessed of Heightened Senses, Eyes of the Beast, Tongue of the Asp, and similar powers suffer the penalty for blindness due to the unnatural darkness. Additionally, being surrounded by the Shroud of Night reduces Stamina-based dice pools by two dice, as the murk smothers and agitates the victims. This effect is not cumulative with Shadow Play, although targets asphyxiate as per Shadow Play if they reach 0 Stamina; more than one unfortunate mortal has "drowned" in darkness. Mortals and animals surrounded by the Shroud of Night must make Courage rolls per Shadow Play, above, or panic and flee.
[ 3 ] 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 a blood point and makes a simple (never extended) Manipulation + Occult roll (difficulty 7); each success enables the creation of a single tentacle. Each tentacle is six feet [≈ average height of a human] (two meters) long and possesses Strength and Dexterity ratings equal to the invoking vampire's Obtenebration Trait -- Potence and Celerity dots are added to these Strength and Dexterity ratings, respectively. 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 another six feet or two meters. Each tentacle has four health levels, is affected by fire and sunlight as if it were a vampire, and soaks bashing and lethal damage using the vampire's Stamina + Fortitude. Aggravated damage may not be soaked. Tentacles may constrict foes, inflicting (Strength +1) lethal damage per turn. Breaking the grasp of a tentacle requires the victim to win a resisted Strength roll against the tentacle (difficulty 6 for each). However, tentacles cannot be used for any kind of manipulation, such as typing or driving. 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.
[4] NightShades
The Lasombra may create illusions crafted from shadow, perhaps summoning dark spirits or reflections of Ahriman. Although the images are only made of inky blackness, and therefore would not be realistic in the light of day, vampires rarely work in such environments anyway, so they can easily craft illusions that are quire believable under a night sky. The illusions are typically human-size and shaped, but with sufficient with skill, one might make larger illusions or a whirling nightmare of shadows and chaos.
System: The player rolls Wits + Occult (difficulty 7). Each success lets the vampire create one human-sized illusion; multiple successes can be combined to make a single illusion that is much larger than a human. Victims of these illusions must make Perception + Alertness rolls (difficulty 9) to deduce that they are not real.
The vampire can also use Nightshades to fill an area with a cloud of shadowy madness, a reflection of the dark half itself. The players of those in the area who don't have Obtenebration reduce their Initiative scores by three and take a two-dice penalty to all dice pools. The vampire can fill an area up to 10 yards in diameter per success with Nightshades in this fashion.
Potence [3]
Kindred endowed with Potence possess unnatural strength. This Discipline enables vampire to leap massive distances, lift tremendous weights, and strike opponents with brutal force. Even low ranks of this power can give Kindred physical power beyond mortal bounds. More powerful Kindred can leap so far that they appear to be flying, toss cars like soda cans, and punch through walls like cardboard. While the more subtle mental Disciplines can be awe-inspiring, the brutal effectiveness of Potence is formidable in its own right.
The Brujah, Giovanni, Lasombra, and Nosferatu are naturally gifted with this Discipline, but members of other Clans often make a point to find someone who can teach them the awesome power of Potence.
System: Each dot that the vampire has in Potence adds an automatic success to all strength related rolls. In melee and brawling combat, successes from Potence are applied to the damage roll results.
While flesh and blood have their limits, undead sinews and vitae have a bit more latitude when it comes to feats of strength. Vampires who are close to Caine in descent are sometimes capable of strength-based maneuvers that awe even other vampires. A product of blood and will as much as of muscle and bone, mastery of Potence gives a vampire the ability to do far more than just lift progressively heavier objects -- if the vampire himself is willing to learn an alternate way.
Celerity: [1]
Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).
Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
Fortitude: [1]
A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma.
Dominate:
[1] Command
The vampire locks eyes with the subject and speaks a one-word command which must be obeyed instantly. The order must be clear and straightforward - run, cough, fall, yawn, jump, laugh, sneeze, stop, belch, follow. If the command is at all confusing or ambiguous, the subject may respond slowly or perform the task poorly. The subject cannot be ordered to do something directly harmful to herself, so a command like "die" is ineffective.
The command may be included in a sentence, thereby concealing the power's use from others. This effort at subtlety still requires the Kindred to make eye contact at the proper moment and stress the key word slightly. An alert bystander - or even the victim - may notice the emphasis; still, unless she's conversant with supernatural powers, the individual is likely to attribute the utterance and the subsequent action as bizarre coincidence.
System: The player rolls Manipulation + Intimidation (difficulty of the target's permanent Willpower). More successes force the subject to act with greater vigor or for a longer duration (continue running for a number of turns, go off on a laughing jag, sneeze uncontrollably).
[2] Mesmerize
With this power, a vampire can verbally implant a false thought or hypnotic suggestion in the subject's subconscious mind. Both Kindred and target must be free from distraction, since Mesmerize requires intense concentration and precise wording to he effective. The vampire may activate the imposed thought immediately or establish a stimulus that will trigger it later. The victim must be able to understand the vampire, although the two need to maintain eye contact only as long as it takes to implant the idea.
Mesmerize allows for anything from simple, precise directives (handing over an item) to complex, highly involved ones (taking notes of someone's habits and relaying that information at an appointed time). A subject can have only one suggestion implanted at any time.
System: The player rolls Manipulation + Leadership (difficulty equal to the target's permanent Willpower). The number of successes determines how well the suggestion takes hold in the victim's subconscious. If the vampire scores one or two successes, the subject cannot be forced to do anything that seems strange to her (she might walk outside, but is unlikely to act like a chicken). At three or four successes, the command is effective unless following it endangers the subject. At five successes or greater, the vampire can implant nearly any sort of command.
No matter how strong the Kindred's will, his command cannot force the subject to harm herself directly or defy her innate Nature. So, while a vampire who scored five successes could make a 98-pound weakling attack a 300-pound bouncer, he could not make the mortal shoot herself in the head.
If a vampire tries to Mesmerize a subject before the target fulfills a previously implanted directive, compare the successes rolled to those gained during the implanting of the first suggestion. Whichever roll had the greater number of successes is the command that now lodges in the target's subconscious; the other suggestion is wiped clean. If the successes rolled are equal, the newer command supplants the old one.
Vicissitude:
[1] Malleable Visage
A vampire with this power may alter her own bodily parameters: Height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope -- no more than a foot (30 cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.
System: The player must spend a blood point for each body part to be changed, then roll Intelligence + Body Crafts (difficulty 6). To duplicate another person or voice requires a Perception + Body Crafts roll (difficulty 8), and five successes are required for a flawless copy; fewer successes leave minute, or not-so-minute flaws. Increasing one's Appearance Trait is difficulty 10, thus usually requiring Willpower expenditure for even minimal success, and a botch permanently reduces the Attribute by one.