OBTENEBRATION
THIS POWER ALLOWS THE VAMPIRE TO MANIPULATE AND USE SHADOWS AND DARKNESS.
PRIME ATTRIBUTE:
WILLPOWER
RESISTANCE ATTRIBUTE:
QUICKNESS
CLANS WITH OBTENEBRATION:
LASOMBRAPOWERS WITH A CLAN NAME LISTED ARE SPECIFIC ONLY TO THAT CLAN.
POWER | EFFECT |
ACTION DURATION |
TARGET # | |
LEVEL 1 | SHADOW PLAY | the vampire may MANIPULATE SHADOWS AND DIM LIGHT IN THE AREA. THIS POWER CAN BE USED FOR EFFECT (SHADOWING THE VAMPIRE'S FEATURES TO APPEAR MORE MENACING - THINK DESPERADO), AS WELL AS ALLOW THEM TO MOVE ABOUT MORE DISCREETLY IN DARKNESS. -2 TO ALL STEALTH RELATED TARGET NUMBERS. |
complex SUSTAINED |
4 |
LEVEL 2 | SHROUD OF NIGHT | The vampire may cover an area in an inky black matter that obscures all light and sound. Most are blind and deaf within it (perception tests are made as per total darkness). VAMPIRES with Heightened Senses or Gleam of Red Eyes suffer only half penalties. If the vampire can not see the area to be blackened, the target number is increased by two. |
complex SUSTAINED |
4, THE VAMPIRE MAY COVER AN AREA OF TEN FEET PER 2 SUCCESSES |
LEVEL 3 | ARMS OF THE ABYSS | The vampire may summons one or more shadowy tendrils of 6 feet in length, which may be used to grasp foes. Targeted characters may resist the grasps attempts through an opposed quickness test. Tendrils remain until destroyed or until the vampire releases them. Each tendril has a BODY rating of 6. two SUCCESSES ARE REQUIRED FOR EACH TENDRIL SUMMONED. ADDITIONAL SUCCESSES MAY BE USED TO INCREASE THE LENGTH BY 6 FEET. |
complex SUSTAINED |
4+ QUICKNESS MODIFIER |
LEVEL 4 | NIGHTSHADES | USING THIS POWER, THE VAMPIRE MAY EVOKE MURKY AND INDISTINCT SHADOWY IMAGES. THEY MAY BE OF THE VAMPIRE HIMSELF (USEFUL FOR A DIVERSION), MONSTERS OR INANIMATE OBJECTS. AS THESE SHADOWS POSSESS NO REAL FORM, ATTACKS PASS RIGHT THROUGH THEM. THIS POWER MAY ALSO BE USED TO SHROUD AND OBSCURE THE GENERAL AREA WHICH MAY CONFUSE AND DISORIENT THE VAMPIRE'S ENEMIES. ANYONE WITHIN THE AREA OF EFFECT NOT POSSESSING OBTENEBRATION SUFFERS A -2 PENALTY TO INITIATIVE AND A +2 TO ALL OTHER TARGET NUMBERS FOR THE DURATION OF THE EFFECT. |
complex SUSTAINED |
4 |
LEVEL 5 | SHADOW BODY | SIMILAR TO MIST FORM, WITH THIS POWER THE VAMPIRE may transform into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. THIS DOES NOT ALLOW THE VAMPIRE TO 'FLY', but they may travel across surfaces at normal speed. |
complex SUSTAINED |
AUTOMATIC |
LEVEL 6 | CALL THE LAMPREY | THIS POWER ALLOWS THE VAMPIRE TO DRAW FORTH A DARKNESS FROM WITHIN THEMSELVES THAT SUCKS THE LIFE FROM AN UNFORTUNATE VICTIM. THIS DARKNESS SPRINGS FORTH FROM THE MOUTH OF THE VAMPIRE AND ENVELOPES THE TARGET, DRAINING THEIR LIFE FORCE, AND THEN RETURNING TO THE CASTER. THE VICTIM SUFFERS ONE BOX OF PHYSICAL DAMAGE (DEADLY) PER TWO SUCCESSES ROLLED BY THE CASTER. THE DAMAGE TAKES THE APPEARANCE OF HUNDREDS OF TINY BITES ALL OVER THE VICTIM'S BODY. IF THE CASTER IS ALREADY INJURED, UPON RETURNING TO THEM, THE DARKNESS WILL RESTORE UP TO HALF OF THE VICTIM'S HEALTH DAMAGE TAKEN FROM THE TARGET. SIMILAR TO DAMAGING MANIPULATION SPELLS, THE VICTIM MAY ADD COMBAT POOL DICE TO RESIST DAMAGE. |
complex INSTANT |
4 |
LEVEL 6 | EYES OF NIGHT | The vampire can see anything that goes on within the darkness created by the use of another OBTENEBRATION power. Hence the vampire could evoke Shroud of night in another room and clairvoyantly scan the area within (assuming they have AUSPEX or a similar power). The vampire also gains Gleam of Red Eyes if they do not already have it, and if in a poorly lit area, may close their eyes and concentrate to see anything in a fifty-foot radius. |
complex SUSTAINED |
AUTOMATIC |
LEVEL 6 | SHADOW STEP | The vampire may teleport, by stepping into one shadow, and emerging from another, up to fifty feet away. THE vampire may use this power to pass through solid walls, ascend a floor of a building, or move around other obstacles. The vampire may even attempt to pull someone else through the shadow to their own location. Targeted characters may resist through an opposed quickness test. |
complex INSTANT |
6 |
LEVEL 6 |
SHADOW PARASITE LASOMBRA |
THIS POWER ALLOWS A VAMPIRE USING ARMS OF THE ABYSS TO CAUSE ONE OF THE ARMS TO INSERT ITSELF INTO THE TARGET, AND THEN EXPAND, LITERALLY RIPPING THE TARGET APART. |
complex INSTANT |
4+ QUICKNESS MODIFIER |
LEVEL 7 | SHADOW SLAVE | The vampire may ANIMATE THEIR OWN SHADOW, USING IT AS A SENTRY OR EVEN AS A COMBATANT. THE VAMPIRE MUST BE IN AN AREA WHERE THEY CAST A SHADOW IN ORDER TO USE THIS POWER. THE SHADOW IS INCAPABLE OF COMMUNICATION AND HAS ATTRIBUTES, SKILLS, AND DICE POOLS WITH HALF THE RATING OF ITS' CREATOR. THE SHADOW MAY NOT USE DISCIPLINES, SAVE FOR OBTENEBRATION, WHICH IS ALSO AT HALF THE RATING. THE SHADOW MAY TRAVEL UP TO 150 FEET AWAY FROM IT'S CREATOR, AND MAY SLITHER THROUGH CRACKS AND UP WALLS. THE SHADOW WILL EXIST FOR ONE HOUR PER TWO SUCCESSES ROLLED OR UNTIL SUNRISE UNLESS DESTROYED. |
complex SUSTAINED |
6 |
LEVEL 7 |
DARKSIGHT LASOMBRA |
THIS POWER ALLOWS THE VAMPIRE TO USE A SPECIFIC SHADOW AS A LISTENING POST FOR EAVESDROPPING AND SCOUTING. ONCE THE SHADOW IS "CHOSEN", THE VAMPIRE MAY SEE AND HEAR WHAT THEY WOULD AS IF THEY WERE STANDING IN THAT EXACT SPOT. THERE IS NO LIMIT TO THE DISTANCE IN WHICH THE VAMPIRE MAY TRAVEL AWAY FROM THE SHADOW, ONCE THE BOND IS ESTABLISHED. THIS POWER REMAINS IN EFFECT UNTIL SUNRISE OR DISPELLED BY THE CASTER. NOTE, THE VAMPIRE NEED NOT SPECIFICALLY MAINTAIN CONCENTRATION ON THE SHADOW FOR THIS POWER TO BE EFFECTIVE, HOWEVER, IF THE VAMPIRE IS TRYING TO "ACTIVELY" LISTEN WHILE PERFORMING OTHER TASKS, TARGET MODIFIERS SHOULD BE APPLIED AS IF THE CHARACTER WERE SUSTAINING A SPELL. |
complex SUSTAINED (SPECIAL) |
6 |
LEVEL 8 | ENTOMBMENT | THIS POWER ALLOWS THE VAMPIRE TO ENCASE A SINGLE PERSON IN IMPENETRABLE DARKNESS. THE DARKNESS IS SO POTENT THAT THE VICTIM WILL LITERALLY SUFFOCATE IN A NUMBER OF MINUTES EQUAL TO THEIR OWN BODY RATING, UNLESS THE CASTING VAMPIRE ELECTS FOR THEM NOT TO. ONCE WITHIN, THE VICTIM MAY NOT ESCAPE BY NORMAL MEANS. THE DARKNESS WILL LAST AS LONG AS IT IS NOT EXPOSED TO SUNLIGHT, OR SHOULD THE CASTER DECIDE TO END IT. ONCE EXPOSED, THE SHADOW DISSIPATES. THIS POWER COULD BE USED, FOR EXAMPLE, TO TRAP A VAMPIRE OUT IN THE OPEN DURING THE NIGHTTIME, ONLY TO BE LEFT THERE FOR THE SUNS RAYS TO FREE THEM THE FOLLOWING MORNING- CERTAINLY NOT THE MOST PLEASANT ESCAPE OPTION. |
complex SUSTAINED |
4+ QUICKNESS MODIFIER |
LEVEL 8 | MASTER OF THE NIGHT | A MORE ADVANCED FORM OF SHADOW SLAVE, THIS POWER ALLOWS THE VAMPIRE TO SUMMON UP TO THREE SHADES - CREATURES MADE OF SOLID DARKNESS WHO WILL SERVE THE VAMPIRE UNFAILINGLY. THESE SHADES POSSESS ATTRIBUTES, SKILLS, AND DICE POOLS WITH HALF THE RATING OF THEIR CREATOR. SHADES DO NOT SUFFER ANY WOUND PENALTIES DURING COMBAT, BUT ONCE THEY REACH THE DEADLY WOUND LEVEL, THEY ARE DESTROYED. SHADES ALSO HAVE A GREATER DISCIPLINE CAPACITY THAN SHADOW SLAVES, POSSESSING CELERITY 1, OBFUSCATE 1-2, AND OBTENEBRATION 1-5. SHADES WILL EXIST FOR ONE FULL NIGHT OR UNTIL SUNRISE UNLESS THEY ARE DESTROYED IN COMBAT. SHADES MAY ONLY BE CREATED IN AN AREA IN WHICH THERE IS SHADOW FOR THEM TO EMERGE FROM. |
complex INSTANT |
8, SUMMONER MUST ROLL 3 SUCCESSES PER SHADE TO BE SUMMONED |
LEVEL 9 | SUMMON THE ABYSS | ESSENTIALLY AN AREA EFFECT VERSION OF CALL OF THE LAMPREY, THIS POWER ALLOWS THE VAMPIRE TO DRAW FORTH A DARKNESS SO POWERFUL THAT IT SUCKS THE LIFE FROM ALL THAT ARE CAUGHT IN IT. THE ABYSS SPRINGS FORTH FROM THE HAND OF THE VAMPIRE AND STAYS FOR ONE TURN BEFORE LEAVING. THE ABYSS ATTACKS EVERYONE OTHER THAN THE CASTER WITHIN A FIFTY FOOT RADIUS OF THE VAMPIRE. EVERYONE CAUGHT WITHIN THIS DARKNESS SUFFERS ONE BOX OF PHYSICAL DAMAGE (DEADLY) PER TWO SUCCESSES ROLLED BY THE CASTER. SIMILAR TO DAMAGING MANIPULATION SPELLS, SUBJECTS MAY ADD COMBAT POOL DICE TO RESIST. |
complex INSTANT |
4 |
LEVEL 10 | BANISHMENT | THE VAMPIRE MAY REMOVE A VICTIM FROM THIS WORLD AND SEND THEM TO THE ABYSS FROM WHICH DARKNESS ORIGINATES. WHAT HAPPENS IN THE ABYSS, INCLUDING ANY ESCAPE POSSIBILITIES IS LEFT TO THE FIENDISH IMAGINATION OF THE GAME MASTER. |
complex INSTANT |
4 +WP MODIFIER |