Difference between revisions of "Oblivion"

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'''Oblivion draft'''
 
  
 
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.
 
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.

Revision as of 14:50, 17 August 2020

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 - Craft:Shadow)

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. They may also purchase craft shadow at this point.


⚫⚫ 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.

The total darkness penalty is 2 traits and a retest. Having Heightened Sense or Gleam of the Redeye removes the trait penalty. Having both removes the trait penalty 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

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

The kindred gets one extra action and only one: This stacks with celerity and occurs at the end of the round after all celerity actions. This additional action is an attack using your physical traits. If you can't spend two blood in one round then it takes 2 rounds to activate. The arm protrudes from the cainites body does not inhibit the kindreds movement in any way. The arm can be used for two things. One, it can be used to punch targets. The arm is not dexterous enough to wield weapons but it deals 3 bashing with a punch. Two, the Kindred can ensnare opponents with his shadowy arm. 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 only the damage of the ward itself. (The sword's traits are still used.) Tenebrous Form only gives the stealth benefit of Shadowplay, 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 Shadow Crafting can be used to mimic another's form. You are the use of any discipline besides auspex and Oblivion . If you have Arm of the Abyss active you can still use it.


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.


⚫⚫⚫⚫⚫ Placeholder

Challenge: Cost: Duration:


⚫⚫⚫⚫⚫ Skuld Fulfilled

Challenge: Mentals (Craft-Shadow) 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 2 Aggravated damage, and the Necromancer heals one aggravated damage. If a wraith is destroyed via this power it is lost to oblivion.