Obtenebration
1 Shadow Play
By spending a blood point, the vampire can manipulate shadows and dim (but can not
extinguish) lights, gaining a one-die bonus in
all Intimidation and Stealth rolls.
2 Shroud of Night
Roll: Manipulation + Occult, difficulty 6
The vampire may cover ten square feet, per success, in a black matter that obscures all
light and sound. Most are blind and deaf
within it; those with Heightened Senses or Gleam of Red Eyes are not, but lose three dice
in relevant pools. If the vampire can not
see the area to be blackened, she must spend a blood point, and the difficulty is
increased by two.
3 Arms of the Abyss
Roll: Manipulation + Occult, difficulty 7
The vampire may create dark tendrils. Each success either summons a six-foot shadowy
tendril, or increases such a tendril by six
feet. Each tendril has Strength 4, Dexterity 3, Brawl 2.
4 Nightshades
Roll: Wits + Occult, difficulty 7
The vampire may create a circle of moving shadows. Within such a circle, all adversaries,
and even all allies who dont have
Obtenebration, suffer a +3 difficulty to initiative rolls, and lose one die from all
pools. With one success, this circle is ten feet in
diameter. Each additional success adds five feet to the diameter.
5 Shadow Body
By spending three blood points, the vampire may transform, over three turns, into a
shadow. In this state, the vampire may see in
absolute darkness, slither through cracks, and is invulnerable to physical attack. The
drawback is that Rötschreck rolls are
increased in difficulty by one.
6 Call the Lamprey
The vampire may summon from within herself a large shadowy monster. If it attacks mortals,
it may draw blood at one point per
turn, and if drawn back into the vampire, she gains half the blood it drew. Other vampires
suffer a +3 difficulty to all rolls, and if
bitten, must roll Courage, difficulty 8, to avoid Rötschreck. The Lamprey is immune to
physical attack, has Stamina 4, and any
non-physical damage done to it, or any attack against the vampire, will kill it. The
vampire must concentrate solely on the Lamprey;
she may not split her dice pool.
6 Shadow Step
Roll: Intelligence + Stealth, difficulty 6
The vampire may teleport, by stepping into one shadow, and emerging from another, up to
fifty feet away. By rolling Intelligence +
Brawl, difficulty 7, she may even pull someone else through the shadow.
6 Eyes of the Night
The vampire can see in absolute darkness -- even darkness created by Obtenebration. She
gains Gleam of Red Eyes if she did not
already have it, and if in a poorly lit area, may close her eyes and concentrate to see
anything in a fifty-foot radius.
7 Shadow Slave
Roll: Willpower, difficulty 8
By spending a blood point, the vampire may animate her own shadow, which may move up to
150 feet away from her. In the event
of a botch, the shadow will be hostile to her. The shadow has no disciplines, except for
Obtenebration at half that of the vampire,
and its abilities and attributes are half those of the vampire, except for Stealth, which
is that of the vampire. If the shadow is
destroyed, the vampire loses half of her willpower, must make a Rötschreck roll at
difficulty 9, and can not use this power for a
month. This power lasts for one hour per success.
8 Entombment
Roll: Wits + Security, difficulty Dexterity + Occult
The vampire may trap the victim in an impenetrable darkness, which will dissipate under
sunlight, or at the will of the vampire. The
vampire may choose to make it airtight, and mortals trapped within will asphyxiate after a
number of minutes equal to their
Stamina.
8 Master of the Night
By spending one willpower point, and spilling five blood points on the ground, the vampire
may create a shade, and by spending one
blood point each, she may summon up to three. These shades obey every command she gives
them. The shades have the following
traits: Strength 3, Dexterity 4, Stamina 3, Charisma 0, Manipulation 0, Appearance 0,
Perception 4, Intelligence 1, Wits 5, Athletics
1, Brawl 3, Dodge 1, Stealth 8, Celerity 1, Obfuscate 1, Obtenebration 6. Additionally,
they do not take wound penalties, and all
hand damage that they inflict is aggravated.
9 Summon the Abyss
Roll: Intelligence + Stealth, difficulty 6
By spending two willpower points and concentrating for three turns, the vampire may summon
a sentient darkness. The number of
successes is the amount of damage this darkness does to anyone within fifty feet of the
vampire. This darkness remains for one
turn, and cleans up after itself; all corpses are removed.
10 Banishment
Roll: Willpower, difficulty Humanity
The vampire may send a victim to the abyss, for the following time periods:
1 suc. one day.
2 suc. one week.
3 suc. one month.
4 suc. one year.
5 suc. forever, until the victim finds the way out herself.