LAiA - Obtenebration
Obtenebration

Disclaimer

Parts of this Disicpline have been changed for use in LAIA. If you’re using this site as a reference for a different game, please check with your Storyteller or consult your core rulebook!

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.

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.

•• 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 on p. 274). 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.

••• 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.

Tentacles and Turn Order

Arms of the Abyss can be used the following turn they’re summoned and can’t be manipulated during Celerity actions.

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 (two meters) long and possesses 3 Dexterity and 2 Strength. 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 its own Stamina of 2. Aggravated damage may not be soaked.

Tentacles may constrict foes, inflicting (Strength + 1) bashing 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, in combat.

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.

•••• Black Metamorphosis
The Cainite calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and shadow. Though still humanoid, the vampire takes on an almost demonic appearance, as the darkness within him bubbles to the surface.

While all will be mottled with shadow and sprout several tentacles, the specifics of their Metamorphosis will reflect a great deal of the Lasombra’s self image, conceptions of their legacy, and individual nature. Spiritual Lasombra may find themselves warped with religious iconography, while those with a Lovecraftian approach will see themselves changed by non-Euclidan angles and peculiar special distortions. In any event, no two Lasombra, not even sire and childe, will look quite the same.

System
The player spends two blood points and makes a Manipulation + Courage roll (difficulty 7) — vampires of lower Generation may have to take two turns to make the transition. Failure indicates the vampire cannot undergo the Black Metamorphosis (though he spends the blood points nonetheless). A botch inflicts two unsoakable health levels of lethal damage on the vampire as darkness ravages his undead body.

While under the effects of the Black Metamorphosis, the vampire possesses four tentacles similar to those evoked via Arms of the Abyss (though their Strength and Dexterity ratings are equal to the vampire’s own Attributes, including dice from Celerity and Potence). These tentacles, combined with the bands of darkness all over the Kindred’s body, subtract two dice from the Stamina and soak dice pools of opponents physically touched in combat, for as long as the vampire remains in contact with the victim. This is not cumulative with other powers in Obtenebration, although targets can asphyxiate at Stamina 0, as per Shadow Play. The vampire may make an additional attack without penalty by using the tentacles (for a total of two attacks, not one additional attack per tentacle). Additionally, the vampire can sense his surroundings fully even in pitch darkness.

The vampire’s head and extremities sometimes appear to fade away into nothingness, while at other times they seem swathed in otherworldly darkness. This, combined with the wriggling tentacles writhing from his body, creates an unsettling sight. Mortals, animals, and other creatures not accustomed to this sort of display must make Courage rolls (difficulty 8) or succumb to a panic that amounts to Rötschreck (though it is inspired by the darkness rather than fire). Many Kindred cultivate this devilish aspect, and the Black Metamorphosis adds three dice to the invoking Kindred’s Intimidation dice pools.

••••• Tenebrous Form
At this level, the Kindred’s mastery of darkness is so extensive that she may physically become it. Upon activation of this power, the vampire becomes an inky, amoeboid patch of shadow. The form this living shadow takes depends more on the character's inner nature than her master of Obtenebration. For some, this form may be undulating and serpentine, while it may be a formless cloud for others. Vampires in this form are practically invulnerable and may slither through cracks and crevices. In addition, the shadow-vampire gains the ability to see in natural darkness.
System
The transformation costs three blood points (which may need to occur over three turns, depending on the vampire’s Generation). The vampire is immune to physical attacks while in the tenebrous form (though she still takes aggravated damage from fire and sunlight), but may not herself physically attack. She may, however, envelop and ooze over others, affecting them in the same manner as a Shroud of Night, in addition to using mental Disciplines. Vampires in Tenebrous Form may even slither up walls and across ceilings or “drip” darkness upward — they have no mass and are thus unaffected by gravity. Rötschreck difficulties from fire and sunlight do increase by one for vampires in this form, as the light is even more painful to their shadowy bodies.

Mortals (and others not used to such displays) who witness the vampire transform into unholy shadow require Courage rolls (difficulty 8) in order to avoid the debilitating terror described under Black Metamorphosis.

••••• • Shadow Perspective
Using this ability, the vampire can potentially observe anything done near the shadows. She shifts her perception from the shadows she is standing in to a nearby shadow. She can choose to shift any or all of her senses across to that area as if she were actually standing there. Should she move all her senses, it will be as if she is standing in the other shadow, but she would not even feel an attack made on her own body.
System
The vampire must be in line of sight to the shadow she wishes to shift her perception to, and spend a blood point for each sense she moves. She may only shift her sensory perceptions (touch, taste, sight, smell, or hearing), and cannot affect the area with any other powers she cannot already use from where she is currently standing. However, by shifting sight she can change her options for any line-of-sight effects. She must stand in shadow for the power to work, and there must be shadow at the area she shifts her perceptions to.

She may attempt to shift perception to an area she cannot see but knows very well. If she does so, she must also make a Perception + Awareness roll (difficulty 9) to succeed. If there are no shadows at the area in question, the power will not work, but the blood points are still spent.

••••• • Shadowstep
The vampire has such fine control over the darkness that he may become it briefly and reform himself from other darkness close by. The vampire may Shadowstep through walls, floors, and even mystical barriers. The Cainite simply steps “into” a shadow and re-emerges from another shadow a short distance away (or next to the barrier, if there is no shadow on the other side).
System
The player rolls Dexterity + Occult, and on a successful roll, the character may emerge from another shadow no more than 50 feet (or 15 meters) away. Failing the roll means simply that the character cannot step through the shadow-realm, while a botch signifies the character has become trapped between shadows (which fiendish Storytellers should have a heyday with). Pulling another individual through the shadow requires a Strength + Occult roll, with consequences for failure similar to failing by oneself.
••••• • Shadow Steed
Tales of dark riders who bring death and destruction in their wake on nightmare steeds made of the night itself have long permeated tales of frontier campfires and made many a weary settler jump at their own shadow once the sun had set. The Cainites of the west know that distance is their enemy and the ability to traverse it as fast as possible is one of the best ways to guarantee survival. Several Lasombra from packs out of New Mexico and the California territories have adapted their innate control of the darkness to suit this unique need in a terrifying way.
System
The Kindred spends 1 Blood Point and performs a Charisma + Occult roll (Difficulty 7). If successful, the user conjures into existence a horse made of shadow. The Shadow Steed has the stats of a Large Horse but is always affected by Tenebrous Avatar. It is only substantial to the vampire and can carry them and any weight they bear at top speed without getting tired. The creature also has the ability to jump through shadows via Shadowstep. The steed lasts until sunrise.
••••• • The Darkness Within
This power allows the Cainite to call forth the darkness contained in her black soul. This enormous, turbulent shadow vomits from the vampire’s mouth, though some vampires are said to cut themselves and let the blackness seep from their veins. The shadow-cloud engulfs a chosen target, burning it with a soul-scarring chill and siphoning its blood away in torrents.
System
The player makes a Willpower roll (difficulty 6) and spends a blood point. The resulting shadow envelops the target and, though it does not physically harm the victim, it may strike terror into him. Individuals observing the Darkness Within, whether as targets or onlookers, may suffer from the terror described under Black Metamorphosis, unless they are already familiar with the Kindred’s power.

Individuals touched by The Darkness Within lose one point of blood per turn, though targets may resist this effect by succeeding on a Stamina roll (difficulty 6) each turn the target remains in contact with the cloud.

The Cainite invoking The Darkness Within must devote all her attention to maintaining the cloud. If the vampire is attacked, the darkness immediately returns to her through whatever orifice it originated. The Cainite can summon the darkness back at any time, gaining a number of blood points equal to one-half the number the shadow siphoned from its victims (round up). Taking blood from another in this fashion is similar to drinking from that vampire, and blood bonds may result. Additionally, the Darkness Within may take blood from only one individual per turn, though it may be in contact with many.

••••• •• Shadow Lair
This power is an advancement on Shadowstep, effectively allowing the vampire to pause mid-step. She enters a personal dark realm outside existence, where she is unaware of what might be occurring in the real world. Just as nothing can see the vampire here, she also can’t see anything outside her lair.
System
Using Shadowstep the vampire enters the shadows, but may spend a blood point to delay her exit for up to an hour. At the end of that hour, she may spend another blood point to remain for another hour or return to the real world. Unless another ability is used, the vampire will return to where she entered from.

This realm is subconsciously shaped the moment the vampire first uses this power, reflecting where they feel most at ease, or where they consider their domain. A spiritual Lasombra might find themselves in the center of a quiet chapel, while those tethered to their studies of the Abyss might find little more than a black box. The lair can be physically altered as they see fit, and furnished with further objects brought through with Shadowstep. Anything deposited inside of it is immune to the ravages of time.

The vampire can take others into her lair in the same way as Shadowstep, as long as they are willing. They do not need to spend any blood points, but should the vampire leave without them, they will be unable to leave unless retrieved.

••••• •• Shadow Twin
The vampire’s control over darkness has progressed to such a degree that he may bestow upon it a limited degree of sentience. By animating his own shadow or that of another, the Cainite can actually “free” the shadow cast by light. While this power is active, the subject casts no shadow, as it has left to pursue the vampire’s commands.

This power can unnerve mortals and even a few inexperienced vampires. The Kindred wielding Obtenebration commands the individual’s shadow; some vampires report having seen mortals literally scared to death, as their shadows leapt away to taunt or menace them.

System
The player spends a blood point and makes a Willpower roll (difficulty 8). If the roll succeeds, the shadow springs to unholy freedom for one hour per success (though it disappears at sunrise regardless of how many successes the vampire had). The Shadow Twin has Attribute and Ability ratings equal to half those of its parent body; they won’t do much talking or thinking, so Mental and Social Traits don’t matter much, though Wits may come into play. Additionally, the Shadow Twin has an Obtenebration score equal to one-half of that of the vampire who animated it (rounded down). Mortals and vampires unused to Obtenebration require a Courage roll upon witnessing this, as per Shadow Play.

The twin may separate itself from the parent and travel up to 50 feet or 15 meters away, crawling through crevices or sliding up walls. It may attack and be attacked, though it takes and does only half damage (again, round down). Flame and supernatural attacks (such as vampire fangs, mystical powers, etc.) do full damage. If the Shadow Twin is killed, its parent loses half her Willpower points and must roll to avoid Rötschreck (difficulty 9).