by human_being Obtenebration is the discipline of controlling darkness and •• Shroud of Night shadow.
Kindred who possess Obtenebration are able to automatically The Kindred urges the shadows to flood the surrounding area see in total darkness. No artificial light source interferes with or and lay siege to the light, creating a zone of darkness. inhibits any of the discipline powers, but sunlight instantly neCost: 1 Willpower gates all effects and no Obtenebration powers may be used upon Dice Pool: Wits + Intimidation + Obtenebration or in an area bathed in sunlight. Action: Instant For those abilities requiring a dice roll (Obtenebration 1, 2, Darkness is imposed on an area localized in line of sight. All and 3), a Failure indicates that the power does not take effect within the area without the ability to see in total darkness are but further attempts may be made in subsequent turns with ad- effectively blind as per p166 of the World of Darkness rulebook ditional expenditure of any resource cost. A Dramatic Failure and everything in the area is obscured to outside observers. The indicates that the power does not take effect and is inaccessible zone of effect may not be moved once established and characters for the rest of the night. An Exceptional Success has no addi- exiting the area may see as normal again outside of the boundational effect beyond that for the number of successes rolled. ries of the darkness. Light sources in the area of effect are not Except for Obtenebration 4, which acts immediately, all pow- extinguished but shed no illumination and are only visible as a ers last for one scene. The user may terminate the effect early at dim shape such as the circular mouth of a flashlight or flickering will. tongues of flame. For those discipline levels with an Area Effect (Obtenebration Success: Successes determine the total area affected as de1 and 2) the size of the area is determined by the number of scribed in the introduction above. successes on the activation roll: ••• Night’s Grasp Successes Space 1 success 5 sq. yards The Khaibit draws shadow into himself, permitting him to 2 successes 10 sq. yards touch those ephemeral creatures which possess enough focus to 3 successes 50 sq. yards affect the physical world and supernaturally enhancing his 4 successes 250 sq. yards blows. When this power is activated the Kindred employing it 5+ successes 1000 sq. yards could appear with limbs darkened in shadow or limned in a A specific sized area can be created by taking a -1 die penalty black nimbus, but with accomplished shadow-shapers other per size-step up the chart for the desired coverage. (Vampire: the presentations are possible. Requiem p264) Areas may be shaped as desired and a smaller Cost: 1 Vitae one than that rolled may be created. The area is localized to any Dice Pool: Manipulation + Occult + Obtenebration region within line of sight during activation. Action: Instant This discipline grants bonus dice to attack pools for unarmed • Shadow Play close combat. Attacks enhanced with this discipline inflict lethal The Khaibit moves and sculpts shadows at whim. damage. Further, attacks using this discipline may be considered Cost: None Enchanted and can be used upon any target in Twilight that has Dice Pool: Intelligence + Crafts + Obtenebration Manifested (WoD p209-210). Only an ephemeral target with Action: Instant enough presence to affect the physical world, such as Manifested The character may change the shape, intensity, and size of Spirits or Kindred using Protean 5 Body of Spirit may interact shadows. They may be animated and moved. They may even be with the absorbed shadow, and thus be attacked. Intangible tardetached from the object which cast them. While at turns dis- gets that have not Manifested are unaffected. turbing or entertaining, this is not an illusion and the shapings The bonus dice do not apply to any weapon based attack used will be no more deceptive than a normal shadow would be. The while the discipline is active, nor does the lethal damage type complexity of the manipulation is set by a Modifier penalty tak- override the damage type for the weapon employed. The appearen on the activation roll as indicated on p66 of Bloodlines: The ance of the shadow-enhanced attacks is up to the Player and Hidden. The Shadow Play does not require concentration and Storyteller and is independent of the use of Shadow Play. may be altered reflexively. The behavior of the shadows may not Success: successes on the activation roll are added as bonus exceed the complexity of the penalty taken on the activation roll dice to attack pools for unarmed close combat. or the size bounds of the area of effect rolled. The location of •••• Perambulam In Tenebris the zone of effect, however, may be moved anywhere in line of sight as a reflexive action. Only one use of this power may be The Khaibit learns to step into a pool of shadow and silently made by a character at one time. reappear in another. The shadows return to normal at the end of the scene or if the Cost: 1 Vitae vampire leaves the zone of effect behind. Dice Pool: This power involves no dice roll Success: Successes determine the total area affected as deAction: Reflexive scribed in the introduction above.
The user enters a shadow and immediately reappears in another shadow chosen within line of sight. This ability may only be used in conjunction with a character’s movement during the turn. The shadow transport does not replace or consume the user’s Speed trait and both normal movement and shadowstepping may be used in the same turn. A Khaibit could move a portion of their allotted Speed, use Perambulam In Tenebris, and then move the rest of their Speed trait or any other combination of the movement types. The Vitae cost must be paid for each movement from one shadow to another. Clothing and carried personal items can pass through the shadow-stepping with the user, but other individuals or larger items cannot.
(Auspex •, Obtenebration •) by Russell Bailey The most useful power of the Khaibit is the most frightening to them and the most dangerous to the Strix and other spirits. Vampires already see better in the dark than mortals; night sight allows the Asps to see clearly with almost no illumination at all. Even in complete darkness, the vampire can distinguish the many shades of black from each other, ebony from jet from sable. While using Night Sight, the vampire's eyes fill with an inky, swirling blackness. Cost: 1 Vitae Dice Pool: This power requires no roll. Action: Reflexive The vampire suffers no penalty for acting in darkness, and can see through any non-solid obstruction, such as fog. In light, the vampire can see the shadows of spirits as if they were solid beings; in darkness, the otherworldly creatures glow an eerie, diffuse white, like the ghosts of an earlier Creation. This power costs five experience points to learn.
••••• Shadow Form
The character becomes literally a shadow. They are beyond material harm and can deal directly with the intangible and incorporeal. Cost: 1 Vitae Dice Pool: This power involves no dice roll Action: Instant The character becomes a shadow and enters Twilight. Clothing and carried personal items can enter the intangible Twilight state with the user, but other individuals or larger items cannot. The Kindred takes on the appearance of their own shadow on a surface. Shadow Play (Obtenebration 1) may be used to alter their appearance to observers as they see fit. The Kindred may interact with, attack, or use any disciplines against another target in Twilight whether Manifest or not. The character moves as a shadow can across any surface (wall, ceiling, etc.), through cracks and crevices, and through translucent barriers (windows, paper doors, etc.) at their normal or supernaturally enhanced rates. The character may spend 1 Willpower in the scene for the ability to, during their turn, reflexively adopt a free standing three-dimensional appearing shape and speak with others in the physical world. A Khaibit exercising this option may be considered Manifested. In either state the vampire is immune to all effects or attacks from corporeal opponents which would not affect a target in Twilight, such as claws or fire, but contact with sunlight instantly terminates the intangible form and returns the kindred to a physical state. While in either the two dimensional or free standing version of the Shadow Form the vampire may not make attacks or use disciplines on any target not in Twilight. It should be noted however that Shadow Play and Shroud of Night still have effects in the physical world because, though they may or may not take on different shapes, the shadows in both Twilight and physical materiality are the _same_. [Obtenebration 5 allows one to become a shadow. It does Not allow one to pass through the gauntlet into “The Shadow”, aka the Spirit World of W:tF.]
Tendrils E Tenebris
(Obtenebration ••, Vigor ••+) by Deimos Masque The stories tell of Asps who fought with the shadows as their weapon, not merely of sneaking and hiding in them as the modern members of the bloodline. Those stories told of razor sharp darts and sturdy shields made of a living shadow. This devotion, mostly lost to the annuals of history is the cause of those stories. It allows the Khaibit who use it to create a structured and substantial form of the shadows they manipulate with Shadow Play. Cost: 2 Vitae and 1 Willpower Dice Pool: Wits + Occult + Obtenebration Action: Instant Roll Results Dramatic Failure: The power fails and the Asp is unable to use this devotion or the Shadow Play Obtenebration power until the next sunset. Failure: Nothing of value happens though the vampire can try again at the cost of 2 vitae and a willpower point. Success: The Vampire succeeds in forming various tendrils and limbs created out of a sort of living shadow. These tendrils have a Power equal to the vampire’s dots in Vigor, a Finesse equal to their Wits and a Resistance equal to their dots in Obtenebration. Exceptional Success: As above but the Power, Finesse and Resistance of the tendrils are all increased by 2. These tendrils cannot be use independently and must be directed as an instant action. When using the tendrils the vampire is incapable of taking any other action except walking at half speed. Defense is not modified though. When used in combat the tendrils do lethal damage but are still effected by both armor and defense. They use their creators Brawl skill with their Power attribute to make any sort of attack.
Also the tendrils can be used for defense in which case the user adds the Resistance attribute to their defense until the end of the turn. Through the use of Shadow Play the Khaibit can craft these tendrils into actual objects such as a shield, a sword or clothing. When doing so the vampire gets a +2 bonus since the shadows were formed and shaped with their own vitae once already. The crafted equipment grants and equipment bonus equal to the lowest of the tendrils Power, Finesse or Resistance. Tendrils that are operating in light above the level of a poorly lit room receives a -1 to all their attributes and actions, -3 in bright as day light. If any of the attributes of the tendrils are reduced to zero they are dispelled instantly. By contrast tendrils that operate in darkness gain a +1 to all their actions (but not their attributes) and +2 in total darkness. This power costs 10 experience points to learn.
Success: With a success on the roll the target is inflicted with a very specific form of Dread. They seem to sense people behind them at all times, ready to strike them or hurt them in some way. For the remainder of the scene, the target is -3 to all rolls as they are stricken with a paranoid panic. Exceptional Success: As above except the target is effected by the power until the next sunset. This power costs 10 experience points to learn.
(Auspex •••••, Obtenebration •••••) The vampire’s control over darkness has progressed to such a degree that he may bestow it with a limited degree of sentience. By animating his own shadow or that of another, the Khaibit can actually “set free” the shadow cast by light. The vampire may animate her own shadow, employing it as a sentry and even combatant. The vampire must be in an area where she casts a shadow for this power to be effective. Cost: 1 Vitae + 1 Willpower Dice Pool: Manipulation + Occult + Obtenebration Action: Instant Roll Results Dramatic Failure: The twin is created but leaps at its conjurer and attacks it for 3 turns before disappearing. Failure: No effect. Success: The shadow springs to life and waits for commands from the vampire for one hour per success on the roll. The shadow has half the attribute and skill ratings and health of its “parent”, rounded down (minimum of one), although mental and social traits don’t matter to it. It has no willpower pool. It deals bashing damage when attacking. One point of damage from fire or sunlight destroys the twin and it may not travel farther than 50 feet from its parent. The twin cannot speak even when commanded too, nor can it think creatively. Exceptional Success: The twin lasts for the entire night. This power costs 30 experience points to learn.
(Nightmare ••+, Obtenebration ••) by Deimos Masque People fear the shadows. They see things in them every night. They tell their children stories about how the bogie man lives there, ready to strike on you at any moment. The Khaibit with this devotion are ready to prey on humanity’s fear of the shadows. By tapping into that primal part of the human brain that will always fear the shadows, the Khaibit can cripple their foes with a unending sense of paranoia and fear. Cost: 1 Vitae Dice Pool: Wits + Intimidation + Obtenebration – Target’s Composure Action: Instant Roll Results Dramatic Failure: The Khaibit is backlashed by the power. They can no longer trust their own powers of shadow control and are unable to use any application of Shadow Play until the next sunrise. This includes the use of this power. Failure: The power fails to take effect.