Quicken the Dragon Chronicle

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OBTENEBRATION ERRATA

These are game mechanic adjustments we have found necessary to keep the environment balanced and includes an errate for this discipline by Peter Woodworth, MET Developer for White Wolf Games.

We support the following hand signs for Obtenebration which are not listed in MET materials. Tenebrous form is similar for other amorphous forms such as Astral Projection (Auspex) and other genre ghostly manifestations.

Shadow Play invisibility

Just like Obfuscate - arms crossed over the chest, palms flat to the body

Black Metamorphosis

Hands at shoulder height, fingers up and wiggling slightly to indicate the tentacles. Use this motion to reflect the amount of motion from the tentacles

Tenebrous Form

Hands up, thumbs toward the body to indicate the periphery of an amorphous form. If in this form and in an area of shado in which you would blend in, you may use the Shadow Play invisiblity hand sign

Posted 07/17/2003 08:00:27 by Peter Woodworth
Consider this a preview of the LotN FAQ in progress:

OBTENEBRATION

General
Unless otherwise specified in the individual power description, all uses of Obtenebration require actual shadows of at least somewhat commensurate size in order to generate the desired effect. (Each Arm of the Abyss requires at least a roughly child-sized area of shadow to spring from, just to get the ball rolling.) Oh, and we’re talking real shadows here, not just areas of “less light” — an area must be well and truly dark in order to be a candidate for use/manipulation with this Discipline. While allowances should be made to accommodate certain conceits of Mind’s Eye Theatre — Storytellers shouldn’t remove chances for players to use this Discipline in game just because out of game the play area must be fairly well lit for safety’s sake — this requirement generally rules out such dubious areas of “shadow” such as those that lurk in
the folds of common street clothing, under a person’s eyes, in their hair and so on. Note that Shadow Play can be used to “stretch” existing shadows to create necessary volume needed for the desired results, such as taking a small
shadow and coaxing it into an area large enough to spawn several Arms of the Abyss — give a Lasombra even a little bit of genuine darkness and it’ll be a dangerous thing…

Thus players should bear in mind that in order to summon a truly impressive number of tentacles or other effects from this Discipline, they may have to first extinguish existing light sources and/or supernaturally shift and stretch local
shadows to their liking a bit beforehand — generally more than a fair trade for the power this Discipline offers when it’s finally activated, not to mention atmospheric as all heck as the local shadows twist, writhe and lengthen in the
seconds before the Lasombra unleashes the deadly powers of the night itself…

BASIC

Shadow Play
Replace the stated benefits of this Discipline [as in LotN-R] with the following: When used in the appropriate context, Shadow Play grants a character a single retest on a Stealth or Intimidation-related test. As it relies on conditions present at the moment it is employed, a character may only benefit from one use of this Discipline at a time, and cannot “stock up” multiple retests for later use. However, once a given retest has been used up, the character may
activate Shadow Play again and receive another retest, provided of course they continue describing how they are manipulating local shadows to their advantage. However, if a character attempts to use Shadow Play for Intimidation purposes and fails, that target is considered immune to such uses of this Discipline for the rest of the session — they have seen through such tricks and are unimpressed. This does not apply to failed attempts at using Shadow Play to augment Stealth, however. Also, the use of Shadow Play
to confuse or choke victims is unaffected.

Just for sake of clarity: You cannot “throw” darkness into the eyes of another character with this Discipline, cause the shadows under their eyes to fly into their eyes and blind them, etc. Any blinding attempts fall under the purview of Shroud of Night, and are addressed more specifically below. (NOTE: Not yet. I'm almost but not quite done with Shroud of Night, so it's not here.)

[*Please refer to the Shroud of Night and Black Metamorphosis mechanic below from LOTN-R and the Avenus stipulations which will be used until Peter has completed this work]

*Shroud of Night
White Wolf revised for Shoud of Night reads:

Evoke a cloud of inky blackness that absorbs all light and distorts sound. Spend a Blood to create a sphere of blackness roughly 10' in diameter within your line-of-sight within 50 feet of your location. Victims enveloped in this globe suffer the Negative Physical trait, Clumsy, and mortals with 5 or fewer current Physical traits may be strangled as noted above. This tenebrous cloud can move at a speed roughly equal to a walk, as long as you concentrate fully on such motion. Inside the blob, all light sources other than fire are extinguished and sound is muffled. All victims of the cloud, without some means of seeing, suffer the penalties of total darkness: down 2 traits in tie resolution and are forced to make a single retest on any successful challenge because of the darkness [this means once per turn]. Even those with Heightened Senses and Eyes of the Beast are affected; each removes 1 penalty trait from the effects of the cloud (the forced retest is not removed). The Shroud of Night lasts for the entire scene/hour/or until you dispel the darkness. "

* Avernus stipulates that while using Shroud of Night, the caster must focus on bringing forth the inky abyss and thus cannot call up other forms of Obtenebration while using Shoud or it will dissipate just as if he had lost consciousness. He may take physical actions, but otherwise may only walk or converse and not engage any action which would excessively compromise his concentration. Characters with Concentration or Abyssal Mysticism ability are exempt from this stipulation.

INTERMEDIATE

Arms of the Abyss
The mother of all problems with this Discipline. Consider it to be properly revised in this version, which can be considered to replace the existing text:

From the shadowy corners of a room or the blackness of night itself, you can summon forth tentacle limbs that flail about, ensnaring or attacking as you desire. These black shadow tentacles animate as you direct, even while
you take other actions. You can pull many tentacles from a single source of sufficient size, or generate shades from a number of different locations at once, provided enough suitable areas of darkness are available.

You must expend a Blood Trait to create the shadow tentacles; every tentacle created costs a Social Trait. You may never create more tentacles at once than your permanent Willpower rating (tentacles created by Black Metamorphosis
are separate and do not count toward this limit). The tentacles are six feet long, possess three Physical Traits and four Health Levels. Each additional Physical Trait spent on a given tentacle adds another six feet of length,
or adds another Physical Trait on its total. A single tentacle may not receive more Physical Traits in this manner than the wielder’s permanent Occult rating.

Once created, your shadowy tentacles remain for the duration of the scene or until they are destroyed, you choose to dispel them or you enter unconsciousness or torpor. Regardless of the circumstances, this Discipline
may only be activated once per scene. You can control the actions of the tentacles even while performing other actions; however, any turn where you choose to re-direct one of your tentacles, you suffer a one-Trait penalty due
to the concentration required to shift its focus. Thus, if you have four active tentacles and you desire two of them to shift and attack different targets in the same turn, you suffer a two-Trait penalty to all actions that turn. Directing the tentacles does not require gesturing or verbal communication, though you may only issue new directions to the tentacles during your action. In addition, you do not suffer any penalty the initial turn the tentacles are created — they are considered to automatically engage in their first task as part of their creation.

The tentacles can grab, whip, hold items and perform other complex tasks with precision. The tentacles take damage normally from attacks, and they suffer damage from fire and sunlight just like a vampire, though they are considered to have any Fortitude you might possess with regards to resisting damage, though not in terms of adding additional health levels. (You must still pay all corresponding costs for these Disciplines normally.) With the expenditure of a
Physical Trait, you can lend your Potence to all of your tentacles for a full turn, though not at the same time as you are adding your Fortitude. You may not combine the effects of Obtenebration with the powers of any other
Disciplines.”

*Black Metamorphosis (Per LotN-R)
White Wolf revised for Black Metamorphosis reads:

"Your head and limbs seem to fade into shadow, while bands of blackness striate your body and shadowy tentacles sprout from your torso. You must (2B) and a (S) to evoke this power. You immediately sprout four tentacles just like those of the Arms of. the Abyss, though they are considered extensions of yourself and they use your Traits. The tentacles unnatural cold afflicts anyone you touch with the Neg.T, Clumsy, as their limbs are numbed with supernatural cold. You may make +1 attack at the end of each turn by using the tentacles, in addition to any strikes that you normally gain or make with Celerity (this extra attack is added to your attack sequence, not multiplied if you have extra actions). You gain the bonus Traits Intimidating x 3 while taking on this demonic aspect. Lastly, you suffer no penalties from any sorts of mundane darkness. The Black Metamorphosis lasts for one scene or one hour. "

ADVANCED

Tenebrous Form
You may not employ Arms of the Abyss while using this Discipline — if you want full-on, tentacle-powered fighting power, use Black Metamorphosis. If you have already activated Arms of the Abyss, upon assuming Tenebrous Form
any remaining tentacles immediately dissolve into nothingness. Note also that you may not use physical Disciplines while in this form, which not only means
Potence, Celerity and Fortitude, but also any other Disciplines which require a physical form, such as Protean, Vicissitude, etc.


This ends Peter Woodworth's revisions. What follows this are the higher levels of Obtenebration per White Wolf Publications and MET translations by SLAFC --


ELDER

The Darkness Within
Though the casual observer may mistake this power's manifestation for that of Shroud of Night (Laws of the Night, p. 164), your command of the very stuff of darkness now reaches far beyond simple summoning. The cloud of shadow that you produce with The Darkness Within is an extension of your tainted soul, and its touch drains both courage and life from its victims. To assault someone with The Darkness Within, spend a Blood Trait and a Willpower Trait. A cloud of shadow pours forth from whatever orifice you choose. Most Lasombra expel this shadow from their mouths, though some cut themselves and let the darkness leak from the wound or command it to spring forth from other areas of their bodies. Whatever the precise source of this shadow, it rushes forward to envelop its designated target, covering him in an inch-thick shroud of liquid darkness. This power may target anyone within 50 steps of you. While enveloped in this shadow, your victim suffers all the effects of Shroud of Night. If he has not previously experienced the effects of Shroud of Night or The Darkness Within, he must also resist Rotschreck with a two Trait difficulty. Every turn, he must make a Static Physical Challenge against a five Traits difficulty; if he fails, the cloud drains one of his Blood Traits. You must maintain total concentration to keep your victim ensnared. If you sustain an attack, the cloud immediately rushes back to you. However, if you voluntarily recall the cloud, you may absorb up to half the Blood Traits (rounded up) that it drained from its victim. This is considered the same as drinking from the individual in question for purposes of blood bonds and other blood-borne effects.

Shadowstep
Your kinship with the shadows is such that you can use one shadow as a portal to another by calling on the kinship that all darkness shares with its ultimate source. To use Shadowstep, you must be standing in a naturally occurring shadowÑnot one produced via Obtenebration. Spend two Blood Traits and make a Static Mental Challenge against a seven-Trait difficulty. If you win, you may shift your position up to 50 steps, so long as the point at which you end is within your line of sight and is also in a natural shadow. You are not considered to have moved "through" the intervening space in any senseÑoutside observers see your form briefly obscured by a flicker like moonlight through tree branches, with a similar effect at the point from which you emerge. Your clothes and personal possessions (up to half your body weight) travel with you. If you use Shadowstep as a means of Fair Escape, it occurs at the same speed as a normal action, which means an individual using Alacrity may be able to stop you. You may bring one other person with you as you Shadowstep. This requires you to spend a Willpower Trait in addition to the power's other costs. If your - ~ traveling companion is unwilling to move with you, you must defeat her in a Physical Challenge; if she wins, neither of you move. If you wish to use Shadowstep to escape restraint, you must likewise spend a Willpower Trait and win a Physical Challenge against the item or person restraining you. If you're held by another individual, success means you slip out of his grasp. If you are chained to a wall, handcuffed to a bed or tied to railroad tracks, a Narrator decides how many Physical Traits your bonds have.

MASTER


Shadow Twin

You may breathe a twisted semblance of life into an individual's shadow, causing it to become a dark mannequin. During this dim servant's short life span, it is your loyal servitor, obeying your commands with as much accuracy as its necessary limitations allow. To animate a shadow, make a Static Mental Challenge against nine Traits and expend one or more Blood Traits. If you win, the target's shadow takes on a life of its own for one hour per Blood Trait you spentÑthough it will last no longer than the next sunrise, regardless of how much blood you use to create it. It has all of its parent's Physical, Social, Mental and Ability Traits and six Health Levels (all Bruised for damage penalty purposes). It may invoke Shadow Play at the cost of one Mental Trait. A Narrator should depict the Shadow Twin for the duration of the night. A Shadow Twin may move no farther than 50 feet from its parent, though it may become two-dimensional and slide up walls or under doors. It may engage in combat, though it takes half damage from physical attacks and double damage from supernatural attacks, fire and sunlight. It is normally under your verbal command' though you may release it to its parent's service if you so desire. If a Shadow Twin "dies," its parent loses one Willpower Trait. You may animate a maximum number of Shadow Twins per night up to your number of Morality Traits.

ASCENDANT

Oubliette

Unlike the dungeon from which it draws its name, the Oubliette of Obtenebration has no opening, and thus it is inescapable unless the jailer wills it. It is a prison of pure abysmal shadow, summoned around its victim no matter where she stands. To the outside observer, a victim of this power appears to be drawn down a two-yard wide pool of darkness that forms under her in a second or less, sucks her in, ripples briefly as she passes its surface and then returns to imperturbable quiescence. To entrap a victim in an Oubliette, spend five Willpower Traits and issue a Mental Challenge that your victim resists with her Physical Traits. If you win, your victim is encased in the Oubliette until you release her or until sunlight touches the portion of the Oubliette that remains in the physical realm. You may only summon one Oubliette at a time. Your victim is transported to a frigid, unlit, unventilated, spherical chamber just large enough for her to touch both walls with her outstretched arms. If she is mortal, she suffocates in a number of minutes equal to her Physical Traits. If she is Cainite, she may use no powers of any Discipline of which she does not possess an Ascendant or Methuselah power. She may think as much as she likes, however; the calm surroundings and isolation give her two bonus Traits on any Mental Challenge that she makes during this contemplation unless she has a phobia that the Oubliette would prey upon.

METHUSELAH

Ahriman's Demesne
No modern accounts of this power's use are in evidence, though several prominent Sabbat founders claim that Montano invoked it during his final defense of his sire. Ahriman's Demesne allows you to summon a great, billowing darkness capable of destroying all who stand within it. It is unclear if the cloud itself serves your will or if some darkling creatures within are your willing legions, but the end result is the same. When the cloud withdraws into you, it takes with it the bodies of all those who fell to its wrath, leaving behind their possessionsÑthe only mortal remains this world will ever see of them again. To summon Ahriman's Demesne, spend any number of Willpower Traits and concentrate for three turns. During this time, the cloud billows out from your hands and eyes and under your clothing, spreading throughout a radius of 50 paces like a cold black mist. At the end of the third turn, this entire area is considered to be under Shroud of Night. At the beginning of each of the next three turns, everyone in the area of effect who you wish to destroy must make a Static Physical Challenge against the number of Willpower Traits you spent invoking this power. If they lose, they take three Health Levels of aggravated damage. At the end of the third turn of damage, the cloud collapses back into you. Anyone who died within it, whether the fatal damage came from Ahriman's Demesne or another source, disappears, though their clothes and belongings remain. You may not invoke this power again for the rest of the night.

     


"The path of the righteous man is beset upon all sides by the inequities of the selfish and the tyranny of evil men, blessed is he, who in the name of charity of goodwill, shepards the weak through the valley of darkness for he is truly his brother's keeper and the finder of lost children.  And I will strike down upon thee with great vengeance and furious anger, those who attempt to poison and destroy my brothers.  And you will know my name is the Lord when I lay my vengeance upon thee."

--Ezekiel 25:17