top of page

Obtenebration

Obtenebration
The bailiwick of the Lasombra, the Obtenebration Discipline grants its users power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the Keepers. Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a Kindred control over the stuff of her soul, allowing her to coax it tangibly forth.
In any event, the effects of Obtenebration are terrifying, as waves of enveloping blackness roil out from the vampire, washing over their targets like an infernal tide. Blatant uses of this power are obvious breaches of the Masquerade - of course, as Obtenebration is proprietary to the Sabbat, any Camarilla neonate or ancilla caught using the Discipline had better have an impeccable explanation.
Note: Lasombra vampires can see through the darkness they control, though other Lasombra cannot. Dreadful tales of rival Keepers 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.


O Shadow Play
This power grants the vampire a 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 truly there.
Once a Kindred takes control of darkness or shadow, it gains a mystical tangibility while under the vampire's manipulation.
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 soak and Stamina dice pools. Mortals, ghouls and other air-breathers reduced to zero Stamina in this manner
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.

-

OO 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 the tales of those Lasombra who claim that the darkness is something other than mere
shadow.
The tenebrous cloud may even move, if the creating Kindred so wishes, though willing this requires complete concentration.

System: 
The player rolls Manipulation + Occult (difficulty 7). Success on the roll generates darkness roughly 10 feet 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, 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 to the point of
indistinguishability. 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. Even those possessed of Heightened Senses or Eyes of the Beast suffer +2
difficulty penalties for most actions. 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). 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.

-

OOO 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.

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 long and possesses Strength and Dexterity
ratings equal to the invoking vampire's Obtenebration Trait. If the vampire chooses, she may spend a blood point either to
increase a single tentacle's Strength or Dexterity by one or to extend its length by six feet. Each tentacle has four health
levels (and is affected by fire and sunlight as a vampire) and soaks bashing and lethal damage using the vampire's Stamina +
Fortitude. Aggravated damage may not be soaked.
Tentacles may constrict foes, inflicting Strength +1 lethal damage per turn. Breaking the grasp of a tentacle requires the
victim to win a resisted Strength roll against the tentacle (difficulty 6 for both).
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.

-

OOOO Black Metamorphosis
The Lasombra calls upon his inner darkness and infuses himself with it, becoming a monstrous hybrid of matter and
shadow. His body becomes mottled with spots of tenebrous shade, and wispy tentacles extrude from his torso and abdomen.
Though still humanoid, the Lasombra takes on an almost demonic appearance, as the darkness within him bubbles to the
surface.

System: 
The player spends two blood points and makes a Manipulation + Courage roll (difficulty 7). 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). These tentacles,
combined with the bands of darkness all over the Lasombra'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. 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 Rotschreck (though it is inspired by the darkness rather than fire). Many Lasombra
cultivate this devilish aspect, and the Black Metamorphosis adds three dice to the invoking Kindred's Intimidation dice
pools.

-

OOOOO 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. 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 utter darkness.

System: 
The transformation costs three blood points and occurs over three turns. The vampire is immune to physical attack
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, above, 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. Rotschreck 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 not to suffer the debilitating terror described under Black Metamorphosis.


-


***** * The Darkness within
This power allows the lasombra to call forth the darkness contained in her black soul. This 
enormous, turbulent shadow vomits out of the lasombra's mouth, though some Keepers 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 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 the shadow Rotschreck as described in the Vampire: The Masquerade, page 169, unless they 
are familiar with the Lasomabra powers.

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

The cainite invoking The Darkness Within must devote all her attention toward maintaining the 
cloud. If the vampire is attacked, the darkness immediately returns to her, through whatever 
orifice it originiated. 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 (rounded up). 
Taking blood from another in this fashion is similar to drinking from that vampire - blood 
bonds may result if it happens enough. Additionally, the Darkness Within may take blood from 
only one individual per turn, though it may be in contact with many.


***** * 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.

System: The player rolls Dexterity+Occult, and on a successful roll, the character may emerge 
from another shadow no more than 50ft 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 Twins
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 Lasombra can 
actually 'set free' the shadow cast by light. While this power is active, the subject casts no 
shadow, as it has left to pursue the Lasombra's commands.

Needless to say, this power unnerves mortals and even a few inexperienced vampires. The 
Lasombra commands the individual's shadow, and some vampires report having seen mortals 
litterally scared to death, as their shadow 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 on the roll 
(though it disappears at sunrise regardless of how many successes gained). The Shadow Twin has 
attributes and abilities equal to half those of its parent body; they won't do much talking or 
thinking, so Mental and Social don't matter much, though Wits may come into play. Additionally, 
the Shadow Twin has an Obtenebration score equal to half that of the lasombra who animated it 
(rounded down).

The twin may seperate itself from the parent and travel up to 50ft 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 (werewolf claws, vampire fangs, 
spells etch.) do full damage, however. If the shadow Twin is killed, its parent loses half her 
willpower and must roll to avoid Rotschreck (difficulty 9).


***** *** Oubliette
By creating a 'chamber' of pure darkness, the Lasombra may entrap or smother her enemies. No 
air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires 
have little recourse once trapped - they may leave at their captor's whim. The Oubliette 
appears as a dense patch of shadow, unaffected by ambient light around it.

System: The vampire spends a blood point, but no roll is necessary to create the Oubliette. To 
actually create the Oubliette around someone requires a contested wits+security roll against 
the targets dexterity+occult (difficulty 7 for both). Mortals suffocate within a number of 
minutes equal to their stamina (though the lasombra may choose to leave their head exposed or 
trap a quantity of air inside as well), while vampires are simply suspended impotently in 
darkness and may not use Disciplines or take actions. The Oubliette vanishes instantly when 
touched by sunlight - which has left more than one vampire under the sun's unforgiving rays - 
or when the Lasombra chooses to relax it. A vampire may maintain only one Oubliette at a time, 
which leads some Cainite philosophersto argue that it is a prison created from the vampire's 
very soul, and thus limited to a single incarnation.


***** **** Ahriman's Demesne
This power allows the vampire to summon a darkness so obliviating that it extinguishes the 
light of life - or unlife - of any victim trapped within it. Ahriman's Demesne creates a 50ft 
radius of void that issues from the Cainite's hand and takes away the bodies of those it claims 
when it vanishes. The overwhelming darkness destroys friend and foe alike, claiming anyone 
unfortunate enough to be within its circumference.

System: The player spends 2 points of willpower and concentrates for three turns. During this 
time, the blackness billows out of the character's hand, growing to fill the area. At the end 
of the third turn, the player rolls Manipulation + Occult (difficulty 6). Everyone in the 
darkness' area suffers that many health levels of damage (aggravated, if the victims are 
vampires) outright - six successes yield six levels of damage, not six dice of damage. After 
Ahriman's Demesne does its damage, it collapses, taking with it the bodies of any who die when 
they came in contact with the dreadful shadow.

 

bottom of page