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Obtenebration - The Dual Path of Lordship and Scholarship



Obtenebration is the trademark Discipline of clan Lasombra which is the unearthly control over shadows. It is related to the practice of Abyss Mysticism within the clan.

Obtenebration is said to further damn the vampire who uses it, who removes himself further from God's grace and into the dark pull of the Abyss. For this reason, the user is shunned by animals and humans alike. Proficient users may manifest physical changes: Eyes become pools of utter darkness, shadows move of their own accord in her presence, and from time to time, spontaneous Obtenebration effects may manifest.

The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use. The exact nature of this Discipline is unknown even among its greatest masters, and it has been a subject of religious, philosophical, and metaphysical debate among vampiresfor millennia.

Its greatest scholars are the followers of the Path of Night and practitioners of Abyss Mysticism, which draws on knowledge of this Discipline in its rituals. While fairly common within the Sabbat, Obtenebration is virtually nonexistent among Camarilla vampires and anyone seen using it is regarded with extreme suspicion.

For canonical information, see http://whitewolf.wikia.com/wiki/Obtenebration_(VTM)

Revised paths for the Lord and Scholar castes:

Rule: the character must choose when he learns Obtenebration which path he is walking. This is normally based on the blood of his sire but ability and preference can change it. Once chosen, the character must continue along it until they reach level 5.

A Lasombra can never learn the other side of Obtenebration except as a completely separate discipline which is counted as non-clan for them (so depending on the rules used for learning disciplines, they might have to diablerise a clan member of another caste to gain access to it even as a non-favoured discipline). The Amici Noctis do make sure however that the blessings of the clan goes to those most willing to serve it. As such, the most favoured of the Clan often know both paths (and few methusaleh's are anything other than favoured).

All advanced powers can be learnt by all Lasombra but each is aligned to one path and is more likely to be known by that caste; however elders of the clan are masters of both shadow and lore and so can learn secrets from both sides of the discipline).

Basic Powers
All those who wish to command the substance of the Abyss must start by understanding certain basic abilities In how to evoke and control this substance. As they begin to master this discipline, however, they must decide which path to follow, that of the Lord of Shadows or the Scholar of Mysteries.

Path of the Lord
The Lords of the Lasombra clan are few in number since the Sabbat rebellion. They were the puppet masters and nobles of the clan and many of their bloodlines were wiped out when their childer fell upon them. The path of Lordship allows the Lasombra greater control over the shadows they can summon and allows them to master others.

1)Shadow Play: Move and shape the natural shadows around you
2) Shroud of Night: Blanket an area in a cloud of unnatural shadow that obscures light, sound, and heat
3) Arms of the Abyss: Summon black tentacles from the shadows to assist you
4) Nightshades: Create illusions made of shadow or conjure a shroud of whirling shadows this hamper those within it (Vampire: The Dark Ages, Pg. 156 / 200)
5) Dark Puppetry: conjure bindings of shadow that you can manipulate to make your victim do what you wish.  (House created power: See Below)

Path of the Scholar
In the modern nights, this is the more common path for a Lasombra to walk although in ancient times it was not. This path allows the Lasombra to become one with the shadows and gain power through the infusion and meddling of shadow with his own existence.

1)Shadow Play: Move and shape the natural shadows around you
2) Shroud of Night: Blanket an area in a cloud of unnatural shadow that obscures light, sound, and heat
3) Arms of the Abyss: Summon black tentacles from the shadows to assist you
4) Black Metamorphosis: Encase your body in nightmarish armor and grow black tentacles from your sides. (Vampire: The Masquerade Revised Edition, Pg. 169)
5) Tenebrous Form: Transform into pure shadow that can only be harmed by fire, sunlight, or magic

New Basic Powers

Dark Puppetry - Obtenebration 5
This terrible power allows the user to conjure bindings of shadow that allow the user to manipulate his victim body's body at whim. The binding's strength is undeniable and ignores the strength of will that other cainites bring to bear against mental forms of control.
''System:" The vampire spends three bloodpoints and rolls Wits + Occult to conjure the bindings. The bindings last for 1 scene and the amount of control he has over the victim depends on the number of successes he has.
1 success) The victim is completely immobilised and cannot move.
2 successes) The victim's limbs can be moved so that they walk or gesture as the user desires. Any dexterity roll needed has a dexterity of 2 and only gross motor functions can be controlled.
3 successes) The victim can be forced to move in any way the user wishes  with an effective dexterity of 3.
4 successes) The victim can be forced to move in any way the user wishes  with an effective dexterity equal to the user's Obtenebration score.
5+ successes) As well as the benefits of 4 successes, the user can force his victim to speak as he wishes.
The bindings cannot be broken by the victim, however  in any turn, the victim can make an opposed strength check to act as he wishes rather than as the bindings dictate (on a tie, re-roll). If the victim wins this check they may move as they wish in that turn, however their strength and dexterity are reduced to the number of successes they had over the user's.
The bindings have the same statistics (with the exception of dexterity) as a tentacle summoned by the Arms of the Abyss power. However any attempt to damage them automatically inflicts the same attack on their victim.
The look of the bindings depends on the preferences of the vampire, some encase their victim in a mass of solid shadow, others have marionettes strings tied to their victim that rise up into the darkness above, others have ornate shackles and some simply have thin bands or chains of shadow that wind around their victim's limbs. In all cases, the shadows are very noticeable however and it is easy to see that the victim is being controlled.
Finally, the vampire can use this power on himself. In this instance, the shadows he conjures reinforce his own natural strength and dexterity so that he gets a bonus to strength and dexterity equal to the number of successes gained on the activating roll to a maximum of the higher of his Obtenebration Score or his current Strength and Dexterity +1.
Only one set of bindings can be controlled at any time by the vampire.

Advanced Powers

Level 6)
Aegis of Shadows: Cover yourself in powerful shadow armor (Players Guide to High Clans, Pg. 156) [Lord]
Eyes of the Night: See without light, even through supernatural darkness (Players Guide to the Sabbat, Pg. 110) [Scholar]
Shadowstep / Walk the Abyss: Teleport from shadow to shadow (Players Guide to the Sabbat, Pg. 110/ Vampire: The Dark Ages, Pg. 201) [Scholar]
Shadow Parasite: Grow a black tentacle within a target until it kills them (Clanbook: Lasombra, Pg. 34) [Lord]
The Darkness Within / Call the Lamprey: Cover a target in a horrid shadow that drains them of blood (Guide to the Sabbat, Pg. 111) [Lord]
Level 6: Shadow Dancing: the vampire can create tangible objects and animals out of pure shadow. (House created) [Lord]
Level 6: Shadowed Being: This power masks the mind and soul of the vampire with shadows (House created) [Scholar]

Level 7)
Darksight: Watch and listen through any shadow in the world (Clanbook: Lasombra, Pg. 34) [Scholar]
Fortify Against Ahura Mazda: Your shadows summoned through Obtenebration become resistant to sunlight (Players Guide to High Clans, Pg. 157) [Lord]
Shadow Twin: Animate your shadow into a weaker duplicate of yourself (Guide to the Sabbat, Pg. 112)  [Lord]
Shadow Servitors: The Vampire can create servants from shadow made tangible. These are sentient and able to perform many tasks. (House created) [Lord]

Level 8)
Dark Hunter: Create a shadow duplicate of yourself that hunts a specific target (Libellus Sanguinis 1: Masters of the State, Pg. 30) [Lord]
Inner Darkness: Draw the shadow into yourself to gain great power (Players Guide to High Clans, Pg. 157) [Scholar]
Night Shades: Summon shades to act as your servants (Dark Ages Companion, Pg. 87) [Lord]
Oubliette / Entombment: Lock one person in an Abyssal prison (Guide to the Sabbat, Pg. 112 / Players Guide to the Sabbat, Pg. 110) [Lord]
Ripples in the Shadow: Allows the user to further control and empower summoned shadows once they are already defined. (House created)  [Lord]
Castle of Shadows: within his haven, the vampire's abilities with shadow are heightened and those of others are weakened. (House created) [Scholar]

Level 9)
Ahriman's Demesne: Blanket an area in a darkness that devours everything it touches (Ahriman's Demesne, Guide to the Sabbat, Pg. 112) [Lord]
Enter the Abyss: Enter and leave the Abyss at any time, allowing you to teleport from shadow to shadow around the world (Players Guide to High Clans, Pg. 158) [Scholar]
Tchernabog: Temporarily blot out the sun in your area (Libellus Sanguinis 1: Masters of the State, Pg. 31) [Lord]
Shadow Armour: creates armour made of thick black shadows that mould themselves to the vampire's form that protects him from all effects, even fire and sunlight and chills and terrify others. (House created) [Lord]
Lasombra’s Demesne: This power allows the vampire to summon a cloud of darkness that is almost as chilling as the void itself and drains the mind of all force and energy. (House created)  [Lord]
Shadow Economy: This power allows the Lasombra to spend a blood point and then use any Obtenebration power less than or equal to eight without any further use of blood for the rest of the evening. (House created) [Scholar]

Level 10)
Banishment: Send someone to the Abyss for an extended period of time, (Players Guide to the Sabbat, Pg. 111) [Lord]
Shadow Constructs: This power allows the vampire to create huge and permanent constructions from shadow (House created) [Lord]

New Advanced Powers

6: Shadow Dancing

The vampire spends a blood points to gain an hour of Shadow Dancing. While this power is active he can create objects and animals out of shadow.

System: These have a limited sentience similar to those of the shadow tentacles (intelligence 1) and in some way reflect the vampire's soul. The physical attributes are those of normal animals of a similar sort. This power can also be used to gain an extra 2 dice in intimidation and stealth. Finally if the vampire invokes this power and relaxes with the shadows until they quieten he gains a temporary willpower point. The vampire may have no more objects or animals active than his manipulation + occult – generation.

6: Shadowed Being

  This power masks the mind and soul of the vampire. Anyone attempting to magically discern anything directly about him (for example through Telepathy, Aura Sight, the Mage mind or spirit spheres or Garou gifts such as Sense the Wyrm) instead simply see a shadow around him. They may interpret this as they wish however and may see it as evidence of deep corruption. Those attempting to scry on the vampire also see this shadow but can see his surroundings and those speaking to him - it is only the user of the power that is cloaked.

System: This power is automatic and always on. The vampire can turn it off if he wishes however. The shadow can only be seen through with a power that is greater than the user's Obtenebration score.

7: Shadow Servitors

The Vampire can create servants from shadow made tangible. These are sentient and able to perform many tasks.

System: The vampire spends a blood point for each servitor he calls forth. He can have up to manipulation + occult – generation active at a time. There are three types of servitors; Warriors, Scouts and Servants. The warriors look like knights in plate armour, have physical attributes equal to the vampires obtenebration score, mental attributes equal to one quarter the vampires obtenebration score, wield broadswords and have melee 4. The scouts look and move like the obtenebration 5th power, tenebrous form, and cannot interact with physical surroundings, they have no physical attributes, mental attributes equal to half the vampires obtenebration score, can telepathically relay what their senses tell them to their summoner from up to 5 miles distance (provided the summoner has auspex 4) and have stealth 4. The Servants look humanoid, have physical and mental attributes equal to half the vampire’s obtenebration score, can speak telepathically (again provided the summoner has auspex 4) and use the Shadow-step power. All servitors have a number of health levels equal to the summoner’s obtenebration score, any over seven count as bruised. Each blood point maintains a servitor for one hour.  If one of the servitors is killed (as opposed to being dismissed which can be done with a thought), the summoner loses a temporary willpower point due to the shock.

7: Walk the Abyss

This power allows the vampire to physically enter and leave the abyss. From the abyss, the vampire can access other places within the world (he effectively travels at 1,000mph as if he were astral travelling), spy on other places as if Astral Travelling or enter the Umbra or Dark Umbra or any other place touched by the Abyss.

System: The vampire must roll wits + occult to enter or leave the Abyss. He must either have a guide or succeed at a Perception + Cosmology roll to get to where he is going. Since he physically enters the abyss, he retains all his powers and abilities as normal but if he is killed then he is destroyed utterly. The abyss is dangerous (see Lasombra clanbook for details).

8: Ripples in the Shadow

This power is an extreme refinement of shadow manipulation that relies of control and discipline to change shadows once they are already defined. With this discipline, a key can be made that unlocks an unpickable lock, shadow restraints could flow in such a way that they give around a struggling victim and grow tighter and more unmoveable, Shadow servitors could flow around a sword blade and be unharmed, heal themselves or even grow another limb and a wisp of shadow could flow gently through a pore and into the heart of a victim. Colour can also be changed and this power can be used to create shadow objects that look realistic. More than this sentient and semi-sentient obtenebration created beings can use this power themselves. The power has one further effect which is that the control of shadows that this power grants is so good that the wielder's shadows will never lose his control unless he is in frenzy or consciously allows them to play (as for example when using Shadow Dancing to regain him willpower). The relief that this causes is also increased by the normal repression and so willpower gained through shadow playing is doubled. If the user is trying to utilise this power he must spend a willpower point to do more than talk, walk, run etc… If more shadow beings than the users obtenebration score are using this power then willpower must also be spent. These penalties are cumulative.

System: No further blood needs be spent to use this power which simply allows other obtenebration powers to be changed. If two people were to have this (extremely rare) power then they could try to outshift each other with a comparison of self-control + occult + obtenbration - generation.

8: Castle of Shadows

The vampire can link his own abilities with obtenebration to the shadows within a place. Within this area, his own abilities with shadow are heightened, those of others are weakened. In an area like this, the shadows appear alive and those who can sense then are aware that they will not readily respond to powers that normally control them.

System: To link, the kindred must spend 10 bloodpoints and 3 willpower points. He can link to a single structure (a cathedral, castle or flat) and can only ever be linked to one. He can break the link with the expenditure of another willpower point. While within the structure, he effectively can use the first three levels of Obtenebration without having to spend blood. His Obtenebration acts as if he were a Generation higher and he gains three extra dice to any dice pool. The powers of anyone other than he (even his allies) that are concerned with Shadow are lessened as if they were one generation lower (so a 7th Gen Vampire with the Shadowstep power could not use it within the area) and they lose three dice from any dice pool. If they are purposely trying to harm the vampire linked to the shadows with obtenebration or any other shadow-based power, they must also spend a willpower point each time they activate a power. Another vampire with this power who is not linked to a place already may attempt to wrest control of shadow from the incumbent but must succeed on an opposed Obtenebration roll with the incumbent (including all penalties and bonuse from this power).

9: Shadow Armour

To create the Shadow Armour, the vampire spends three blood points. The result combines with other powers to be one of the most frightening combat powers in existence. The vampire is covered in thick black shadows that look like plate armour and mould themselves to his form however much it changes (for example with the fourth or fifth level obtenebration power or even protean shifts in form).

System: The armour negates all normal physical damage, halves all aggravated damage taken (even from sunlight and fire) and adds 8 to the difficulty of any Presence or Dominate powers used on it’s creator and totally negates all pure shadow based attacks (those which rely on shadow itself to damage rather than moulded shadow). Any mortal or ghoul touching it automatically loses a permanent point of stamina due to it’s unearthly chill. It’s owner receives + 3 dice to stealth and intimidation dice pools. It will stop damage from all normal attacks, but only a number of supernatural attacks equal to the vampire’s obtenebration level. After this, is will "die", causing a loss of 1 temporary willpower point. It can be reinstated, in fact, the vampire could spend the blood to reinstate it before it "died", if he were paying attention! Otherwise the armour lasts for a scene.

9: Lasombra’s Demesne

This power allows the vampire to summon a darkness that is almost as chilling as the void itself. Lasombra’s Demesne summons a 50 ft. radius of darkness that issues from the Cainites hand and overwhelms any within it.

System: The vampire spends 3 points of blood and summons the shadow. Everyone within it loses automatically a number of willpower points equal to half the elder’s manipulation + occult - generation. This can only be resisted by the power Shadow Armour (which reduces the damage to one). Lasombra vampires suffer a loss equal to three quarters the elder’s manipulation + occult – generation, while those with a score of 10 on a good path (such as Honourable Accord) or with Humanity of 8 or over only take one quarter. If the vampire is reduced to no willpower points, he dies and disappears into the void, not even ashes are left.

9: Shadow Economy

This power allows the Lasombra to spend a blood point and then use any Obtenebration power less than or equal to eight without any further use of blood for the rest of the evening. Ninth and tenth level powers still cost their normal amounts.

10: Shadow Constructs

This power allows the vampire to create huge and permanent constructions from shadow. The constructions are permanent and will not disappear after time. It takes a very long time to create them however and huge amounts of resources.

System: The constructs are semi-sentient in the same way as normal shadow servitors and can follow detailed instructions. Their destruction will not harm the vampire in any way (unless the constructor has a clan web in which case he will sense the construct dimly as a strand upon that and can be pained by its death as normal for this). The shadows are animated by the expenditure of 5 willpower points and a huge amount of blood: for 5 blood points invested in it, the shadow may be given 1 dot in a physical or mental stat, for 2 blood points it may be given a point in an ability. It may be granted the use of an obtenebration power at will for 10 blood points + 1/ level of obtenebration power. Size etc… is purely up to the creator, a construct could be given wings and fly or fins and swim or both of these and fly and swim. All constructs can meld into a large patch of shadows and hang their quiescent until called back into being by their master. They are all immune to normal damage and can soak aggravated with stamina. No construct may have a stat. or ability beyond ten unless it is created to a huge scale: for every 10ft in height it has the construct may have a strength or stamina maximum of one over ten (i.e: one 100 foot tall could have strength and stamina 20) - all stats over 10 in this way cost 10 blood points rather than 5 to imbue. All constructs have huge numbers of health levels and no wound penalties – the construct has a number of health levels equal to the total number of blood points spent on it divided by 20 (rounded down). A construct that has been damaged cannot heal itself, instead it can only be healed by its creator and this costs 4 blood points a health level. A construct takes a number of days to complete equal to the number of blood points divided by 10. During this time he must spend at least one hour on the construct each evening or it will melt away and the resources expended will be useless.

e.g: Simon creates a Shadow Construct that looks exactly like him. He grants it Strength, Dexterity and Stamina 10, Intelligence and Perception 5, Wits 10, Melee: 10, Athletics 10 and Alertness 10. He also gives it the ability to use Ripples in Shadow (Ob. 8), Shadow Step (Ob. 6) and Shadow Tentacles (Ob. 3). It will cost him 357 blood points and 5 willpower points and will be completed in 36 nights. It will have 17 health levels and if reduced to one health level would cost Simon 64 blood points to heal. He can then sense it, give it orders which it will carry out with initiative and self-will or simply possess it and use it as an alternate body. The same shadow could be made to look like a gigantic bird or a Tzimisce warbeast if Simon wished when he was constructing it.


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