AbyssObten
From From The Ashes
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Credits: The basis of this is pulled from the OWBN Abyss Mysticism packet, modified as needed for this game.
Obtenebration 101
The retests for Obtenebration are as listed in Faith & Fire unless the individual has the Abyss Mysticism ability at which point that replaces Occult for Obtenebration. Also while in control of your Obtenebration you do not suffer any negatives from it (such as the Clumsy from a Nocturne).
Obtenebration rating is equal to the combined totals of Abyss Mysticism rituals, Obtenebration discipline powers and Obtenebration based combo disciplines.
Learning Abyss Mysticism
Because an Abyss Mystic needs to understand the very nature of the Abyss, an Abyss Mystic cannot have a Ritual with a rarity rating higher than her current level of the Abyss Mysticism ability.
Unlike other forms of Blood Magic, there are no paths of Abyss Mysticism. Rather the discipline of Obtenebration provides the necessary ability to manipulate the Abyss. However, simply possessing the discipline of Obtenebration is not enough to become an Abyss Mystic. A further understanding of what the Abyss is and what rules govern its behavior is also necessary. Gaining this understanding requires an exceptional investment of time and research or a capable teacher.
Furthermore, because there are no Paths of Abyss Mysticism, Abyss Mystics do not gain free rituals with the purchase of Obtenebration. Rather, an Abyss Mystic must purchase all Abyss Mysticism rituals at the cost of 2 experience points per level of the ritual (4 experience points for intermediate rituals, and 6 experience points for advanced rituals). Also it should be noted that being that Abyss Mysticism is only rituals it does not count as full fledged Blood Magic (in reference to learning multiple types of Blood Magic).
For Lasombra learning Abyss Mysticism is a matter of enlightenment. As the rituals rarities increase so does the level of understanding necessary to master them. Not all Rituals are readily accessible to all Abyss Mystics. The following system of rarity has been established to ease the understanding of which Rituals should be accessible to a given PC. In any case Staff has the final call as to which Rituals are to be allowed in this game.
Common (Rarity 1) – These powers represent the basis of Abyss Mysticism and should be available to virtually all practitioners of Abyss Mysticism.
Uncommon (Rarity 2) – Abyss mystics of Clan Lasombra closely guard who in their ranks learn these powers.
Rare (Rarity 3) – These powers represent mastery of the Abyss that can be taught only by those with exceptional understanding of the Abyss.
Most Rare (Rarity 4) – These powers are rarely seen outside of the secret strongholds of the Abyss’s Children. While possessed by some Lasombra they generally feel uncomfortable displaying powers this rare in all but the most secure of locations. The level of understanding needed to master these paths is oppressive, and should at this point be the main focus of anyone attempting to learn these powers to the exclusion of almost everything else.
Rarity 5 – PC Created Rituals. PC Abyss Mystics may create new rituals with Majority Staff Approval. Once PC created rituals are incorporated into this packet, these rituals may only be learned from the PC that created them or from an Abyss Mystic that has received instruction from the PC that created the ritual. NPCs will not teach any custom Abyss rituals.
Casting Abyss Mysticism Rituals:
The rituals of Abyss Mysticism are neither as rote as Hermetic Thaumaturgy, nor as free form as Assamite Sorcery. Rather, the important aspect of forcing the Abyss to behave in a way altogether different than that which the Discipline of Obtenebration provides is a means to contact an Abyssal Entity and the ability to convince it to behave as the Abyss Mystic wishes. Because of the large number of distinct Abyssal Entities that exist, the specific rituals that Abyss Mystics use may vary in verbal and somatic components. However, while the specifics may vary between Abyss Mystics, the general practice of each ritual is distinct. Regardless of any superficial differences in the casting of Abyss Mysticism, all Abyss Mysticism rituals are functionally identical.
Abyss Mysticism rituals are cast using the same system outlined in laws of the Night: Revised (page 185). Once the caster decides to cast the ritual, an investment of time is made. Unless specifically noted otherwise, basic rituals require 10 minutes, intermediate rituals require 20 minutes, and advanced rituals require 30 minutes. At the conclusion of the ritual casting time, the player of the Abyss Mystic initiates a static mental challenge against 5 traits for a basic ritual, 7 traits for an intermediate ritual, and 9 traits for an advanced ritual. The Abyss Mysticism ability may be used as a retest. If the player wins the static challenge, the ritual functions as written in this packet. If the player fails the challenge, then the ritual does not function, and whatever expenditures (i.e. Blood, Will Power, and / or material components) are expended.
Basic Rituals
Abyssal Projection (Rarity 2)
System:
By focusing your will in an hour long ritual you can establish a deep connection with the Abyss. For the remainder of the night you gain the ability to concentrate for an entire round and spend a blood trait in order to sense the surroundings of one of your Arms of Ahriman. This power allows you to command the Arm when it is outside of your normal sensory range as well as to sense touch, taste, sound, temperature and pressure but does not confer any powers of sight. For the purposes of this power, a creature summoned with the rituals ‘Calling the Thing in Darkness’ or ‘The Heart that Beats in Silence’ is considered an Arm of the Abyss. No Disciplines or other supernatural powers may be used through this link.
Drawing the Shades of Darkness (Rarity 1)
System:
This ritual functions identically to “Defense of the Sacred Haven” found in Laws of the Night Revised (page 185).
Communing with the Darkness (Rarity 1)
System:
The caster spends one hour in the isolation of a lightless room, intoning a chant in a long-forgotten language. The caster then breathes in the nocturne of the abyss into his being, allowing the chilling darkness to merge with his very soul. If the ritual is successfully cast, for the rest of the night the caster is up two traits on all self-control / instinct challenges, but is down a trait on conscience / Conviction challenges, as the cold heartlessness that permeates the Abyss alters the caster’s mindset. If the caster fails to successfully cast this ritual they may not attempt to cast the ritual again that evening, and the skin of the caster becomes darkened, similar to that of an elder Assamite, for the rest of the night, as the darkness of the Abyss is taken in by the caster, but rather than merging with the caster’s soul, it coalesces in the caster’s body.
The Shadow of Hands That Serve (Rarity 1)
To invoke this ritual, the caster crushes a lit candle in their hand inflicting one level of aggravated damage (and prompting a rötschreck check at difficulty 4). If the Lasombra maintains control of herself, she then engages in a static mental challenge versus four traits. If successful, the burning wound in the caster’s hand bubbles with vitae which blackens and drips to the floor. a horrific shriek of pain emanates from the place where the vitae lands, and a small portal to the Abyss opens. a small (fist-sized) tentacled black orb immerges from this brief rift into the Abyss, and jumps into the casters hand, where its tentacles lick clean the casters wound (but does not heal the damage). The creature then serves the caster’s spoken commands with unquestioning and unimaginative fervor. It can crudely communicate with material beings in images and emotional impressions, but only while in physical contact. At sunrise, the creature will be pulled back into the Abyss. The caster may have as many Hands and Hearts total as their Abyss Mysticism rating.
The Shadow of Hands That Serve / Eyes of Ahriman
P/S/M: 5/2/8
Abilities: Investigation 3, Dodge 3, Intimidation 2, Stealth 4
Disciplines: Obtenebration: Shadow Play
Willpower: 3
Health Levels: 3
Special abilities:
Eyes of Ahriman can invoke Shadow Play without the expenditure of blood. Eyes of Ahriman are also composed of a shadowy substance, very similar to that a Lasombra assumes in Tenebrous Form. Eyes of Ahriman cannot envelope however due to reduced size. Eyes of Ahriman also can not cause any physical damage, and can not be harmed by physical objects, though fire still affects it normally.
Eyes of Ahriman are an alien being that does not suffer from Frenzy. Social and mental challenges affect it normally, though mental contact via telepathy or similar powers will provide only the vaguest information about the creature. Eyes of Ahriman can fly at 30 feet (ten steps per round) and do not take trait penalties for movement.
Eyes of Ahriman, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and warding circles.
The Heart that Beats in Silence (Rarity 2)
System:
To invoke this ritual, the caster crushes a lit candle in their hand inflicting one level of aggravated damage (and prompting a rötschreck check at difficulty 4) . If the Lasombra maintains control of herself, she then engages in a static mental challenge versus six traits. If successful, the burning wound in the caster’s hand bubbles with vitae which blackens and drips to the floor. a horrific shriek of pain emanates from the place where the vitae lands, and a small portal to the Abyss opens. a small (fist-sized) tentacled black orb immerges from this brief rift into the Abyss, and jumps into the casters hand, where its tentacles lick clean the casters wound (but does not heal the damage). The creature then serves the caster’s spoken commands with unquestioning and unimaginative fervor. It can crudely communicate with material beings in images and emotional impressions, but only while in physical contact. At sunrise, the creature will be pulled back into the Abyss. The caster may have as many Hands and Hearts total as their Abyss Mysticism rating.
Hearts That Beat in Silence
PSM: 8/3/8
Abilities: Brawl 3, Dodge 3, Intimidation 3, Stealth 5
Disciplines: Obtenebration: Shadow Play (basic), Obtenebration: Nocturne (basic), Obtenebration: Arms of Ahriman (int.)
Willpower: 5
Health Levels: 5
Special abilities:
The Heart of Silence can invoke all of its Obtenebration without the expenditure of blood. However, it must expend willpower traits to enhance its Obtenebration (such as increasing the size of a shroud of night or lengthening an arm of ahriman). The Heart of Silence is also composed of a shadowy substance, very similar to that a Lasombra assumes in Tenebrous Form. Thus, the Heart of Silence can envelope a target to affect it as a localized shroud of night. However, the Heart of Silence can not cause any physical damage without invoking arms of the abyss. Likewise, the Heart of Silence can not be harmed by physical objects, though fire still affects it normally.
The Heart of Silence is an alien being that does not suffer from Frenzy. Social and mental challenges affect it normally, though mental contact via telepathy or similar powers will provide only the vaguest information about the creature. The Heart of Silence can fly at 30 feet (ten steps per round) and does not take trait penalties for movement.
The Heart of Silence, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and warding circles.
Name the Shadow Puppeteer (Rarity 3)
System:
Casting this ritual requires the expenditure of one blood trait and one temporary willpower trait. Upon successfully casting this ritual, the Abyss Mystic calls out to a lesser Abyssal Entity which enters the casters body and resides in one of the casters ears. Until sunrise, when the Abyss Mystic sees or experiences an effect caused by Obtenebration, she may attempt to coerce the summoned Abyssal Entity to divulge the name of the one who summoned the witnessed Obtenebration power. To do this, the Abyss Mystic engages in a static mental challenge against a difficulty of the temporary mental traits possessed by the individual that summoned the Obtenebration effect. If the Abyss Mystic is successful, the Abyssal Entity they summoned divulges the name of the Kindred (or Abyssal Entity) that summoned the witnessed Obtenebration effect.
Nocturnal Discussion (Rarity 1)
System:
The Abyss Mystic must cast this ritual in the presence of a stationary shadow. Upon the completion of the casting of this ritual, the Abyss Mystic expels at least one trait of vitae directly on a stationary shadow. If the ritual was successfully cast, that shadow then becomes possessed by a weak abyssal entity who is compelled to truthfully and completely answer one question made by the caster regarding what occurred in the environment around the shadow within the last night. Examples of questions that the shadow may answer include, “What did the person who last passed by you look like”, “How long has it been since the lights were turned on in this room?”, etc. The shadow can not answer any questions whose answers could not be divined by a mortal standing at the shadow’s location during the time in question.
Nox Eternum (Rarity 2)
System:
This ritual is primarily used to keep safe an Abyss Mystic’s haven. Casting this ritual requires the expenditure of a willpower trait in addition to what ever blood is required to call forth a Shroud of Night of sufficient size. Upon successfully casting this ritual, the Abyss Mystic calls forth a Shroud of Night to whatever size they desire (limited by the amount of vitae they can spend in a single round). Unlike a normal Shroud of Night, this one is unable to be moved. However, it remains in existence until sunlight strikes it. An Abyss Mystic may only have one such Shroud at any given time.
Pierce the Murk (Rarity 1)
System:
Upon casting this ritual, the player engages in three static mental tests at a difficulty of eight traits. Winning two of the three tests provides the caster with the merit Controllable Night Sight for the remainder of the night. With ST approval and the expenditure of four experience traits, this merit can be made permanent. If all three static tests are lost, the caster of this ritual gains the flaw Uncontrollable Night Sight, permanently, and this ritual will never function again for the caster. Failing to win two of the three tests, while not losing all three tests merely means the ritual fails with no other negatives.
When the caster uses Controllable Night Sight obtained from this ritual, their pupils are covered with an inky blackness that expands to cover the rest of their iris and sclera (the whites of their eyes). Those that fail the three simple tests have their eyes blacked out for the rest of their existence.
Transubstantiation of Essence (Rarity 1)
System:
The caster engages in a static physical challenge against eight traits. If the test is failed, throw a second challenge. If the second challenge is won, the ritual simply fails. If the second challenge is failed, the caster takes one level of aggravated damage that may not be resisted with fortitude and this ritual will not function for the rest of the night. If the first challenge is won, the caster may expend as many blood traits as desired (exceeding generational limits). Each trait expended in this way heals two levels of lethal or bashing damage. When the caster next feeds, the Abyss will take an amount of vitae equal to that the caster expended in the ritual. Until this debt of vitae is repaid, the caster will gain no sustenance from feeding. Furthermore, the caster can not successfully recast the ritual until their debt to the Abyss has been repaid.
The taint of the Abyss never fully leaves a vampire’s blood after casting this ritual. As a result, the mystic’s vitae thereafter has an unnatural darkened hue. This effect is purely cosmetic, though few sights are more disturbing than the ebon tears of a weeping Abyss mystic, save perhaps the horrors that make her weep.
Intermediate Rituals
Ahriman’s Favor (Rarity 2)
System:
To invoke this ritual, the caster must spend half an hour in a lightless room reciting a prayer to a long forgotten Abyssal entity. Upon completion of the prayer, the caster expends a point of willpower and three blood traits, which are completely soaked up by the darkness. Until the next sunrise, the caster may engage in a mental challenge with any entity that has currently active Arms of the Abyss. If the caster wins the mental challenge, she gains control of the Arms of the Abyss created by the target of the challenge. Furthermore, any Arms of the Abyss that are taken from another entity do not count against the normal limit of Arms of the Abyss that a Kindred may control. At the end of the scene, the Arms of the Abyss cease to exist.
Calling the Hungry Shade (Rarity 4)
Extending his mastery of the Abyss beyond The Heart That Beats in Silence & Calling the Thing in Darkness, a mystic who knows this ritual may call forth an actual Hungry Shade into a circle of blood. Such entities are incalculably malicious and resent attempts to bind them into service. If they break free of the magic that enslaves them, they do not hesitate to drag the errant Cainite to the Abyss or tear him asunder on the spot.
System: A mystic may initiate this ritual any time between dusk and midnight. To begin, the vampire stands at the center of the intended summoning area and slits his left palm. He then turns counterclockwise in silence with bloody hand outstretched to drip a circle of blood. Next he steps out of the circle, taking care to drip no more blood outside its edge. He then begins a whispered chant of invocation as he prowls around the circle in a spiral that winds slowly inward. Multiple Abyssal Mystics who know this ritual may assist and usually do, circling equilaterally apart from one another in synchronous steps. The total number of participating mystics cannot exceed the highest Abyssal Occult rating in the group.
Every Mystic makes an extended Mental challenge (difficulty 10), once per hour of chanting and making all retests with Abyssal Occult. The Staff will privately keep track of the total number of successes amassed and permit players of the participant mystics to continue as long as they like until an hour before dawn. When performing these hourly tests, only losses on the initial chop (not any of the further, extended challenges) will count against the total pool of successes. For each initial loss, one success is removed from their total pool, whereas for each win (including wins on the extended challenge,) the mystics generate one success. When the mystics choose to resolve their processional litany, they stop and turn to face the center of the circle. Each speaks a syllable of summons in perfect unison and their players spend one point of Willpower each. It is at this moment that the air tears asunder and a Hungry Shade rises in the blood circle.
The statistics of each summoned Hungry Shade vary. Each success in casting generates three bonus points that may be used to generate its statistics according to the base creation costs listed Faith & Fire. The shade begins with a rating of zero in all traits except Obtenebration and may not have Backgrounds, Virtues or a Road (as it has no need of such Traits). Health levels cost two bonus points each and the creature never suffers wound penalties. It can also store more Willpower than its permanent rating for a cost of one bonus point per additional point of capacity and begins with a full pool. None of the shade’s traits may exceed the rating of the highest Obtenebration rating among the participating mystics.
The only exceptions are as listed below.
The Hungry Shade's Obtenebration rating begins at Advanced.
The Hungry Shade's Permanent Willpower can be bought up to double the highest caster’s Obtenebration rating.
The Hungry Shade's health levels may be purchased up to twice the shade’s permanent Willpower.
The Hungry Shade's temporary Willpower capacity has no upper limit.
The shade may possess only the following Disciplines, or rather analogous powers: Celerity, Fortitude, Obtenebration and Potence which are treated as in-clan powers, and each may not exceed a rating of Ascendant.
The shade’s default state is immaterial as per Tenebrous Avatar, so its version of that power allows it to solidify at the cost of a Willpower. The shade can see in all darkness, natural or otherwise. It regains one point of Willpower for every blood point consumed or health level of damage inflicted, and all its attacks (including Arms of Ahriman) inflict aggravated damage. It has no blood pool and does not need to spend blood to activate Obtenebration powers but substitutes Willpower to augment shadow effects or use Celerity.
The shade suffers aggravated damage from sunlight and fire and soaks like a vampire when materialized. It cannot speak but may telepathically communicate at will in images and emotions with any sentient being it can see. Once the Hungry Shade is built according to the number of successes, the player of the lead mystic makes an opposed Willpower Challenge against the sum of the shade’s two highest permanent traits other than Willpower. The vampire receives one extra trait per assisting mystic. If the vampire wins, the shade must serve him faithfully in all endeavors for a number of nights equal to his Willpower. This duration may be extended by one night per point of fresh human or vampire blood immediately fed to the monster. It is not possible to increase the duration of servitude after the ritual ends, though it is believed that more powerful summoning rituals may exist for such purposes.
If the shade wins the contest of wills, it may freely attack the mystics and usually does, though some have been known to flee the area and wreak havoc elsewhere or even return to the Abyss without incident. A freed shade may remain in the physical world as long as it desires, although it loses points of Willpower equal to its Obtenebration rating each dawn. If it runs out of Willpower, it will no longer bear separation from the Abyss and returns home through the closest shadow.
Calling the Thing in Darkness (Rarity 4)
System:
This power requires a one hour ritual, the expenditure of one blood and a static mental challenge vs. 7 traits. If cast successfully, this ritual summons a Thing to do your bidding as a roughly man-sized,
semi-solid physical form. The spirit has a number of physical and mental traits equal to the number of Obtenebration powers possessed by the summoner, zero willpower, five health levels (all Healthy), no
Disciplines, and is immune to Social Challenges and all powers that rely on the comparison of Social Traits, even if they do not require a challenge. It can move independently at the summoner's running speed (though it has no access to Celerity), and may briefly flatten itself to pass through cracks or under doors, but may not remain two dimensional for any longer than this.
Things in Darkness have no eyes, and thus are immune to all powers that require eye contact. They are immune to all darkness penalties (including those imposed by Obtenebration) and are considered to be under the effects of Shadow Play for the purposes of stealth and ranged combat at all times. They do not gain the *clumsy* negative trait from any Obtenebration uses. They may be active with no penalties during the day, but they are extremely vulnerable to sunlight (see below).
In combat, Things inflict one level of Lethal damage and inflict the *clumsy* negative trait (not cumulative with other Obtenebration) on anyone they strike or grapple or who strikes them with an unarmed attack. Things convert all incoming lethal damage to bashing and take Aggravated Damage from fire and sunlight as vampires do. Things summoned by characters with the Strength of Shadows Merit take Bashing Damage from sunlight instead of Aggravated, gaining no other bonuses from that Merit. Things may not make use of any weapons. Anyone who sees a Thing and has not encountered one before must make a Courage Test at a 3 Trait Difficulty or fall to Rötschreck, this is a one time check for any partially awakened or awakened creatures. Mortals must make this check every time.
Each Thing suffers from the effect of a powerful derangement chosen by the storyteller (usually Phobia: Light or something similar). A summoned Thing returns to the Abyss after an hour unless the summoner feeds it 5 traits of blood. Thereafter, the Thing has a permanent Blood Pool of 5, which may be refreshed at any time by feeding on the caster's vitae. Three traits of this stored blood are automatically spent at the beginning of each night to keep the Thing on the physical plane. Things with less than three blood traits at the beginning of a night return to the Abyss immediately. A Thing may also spend one blood per round to heal damage as a Vampire would (including healing 2 bashing for 1 blood). Things may not use blood for any other purpose (such as the gaining of physical traits).
Users of this ritual may not control more Things in Darkness at a given time than their Self Control score.
Instead of calling such a creature to service after summoning it, the caster may attempt to attack and consume it, by engaging it in one on one combat and destroying all of its health levels before eating the
remains. In order for this ritual combat to happen, the Thing must be summoned in an enclosed chamber, with the caster naked and unarmed. No one else may enter the chamber during the fight and no weapons or outside assistance (not even Arms or other Things) may be used, or else the ritual fails to grant any benefits.
If this is done successfully, the caster gains one of the named physical traits and one of the named mental traits formerly possessed by the creature for the remainder of the evening (over generational
maximums as with traits granted by Thaumaturgy or shape shifting powers). However, he also gains the creature's derangement for the same duration. Only one creature may be consumed in this manner per night and the summoner need not feed any blood to the Thing before fighting it.
Should the creature reduce its summoner to the Torpor Wound Level in this combat, the summoner will be possessed by the creature instead of entering torpor and the creature will gain the ability to use his/her
Obtenebration, Blood Pool, Celerity, Potence, and Fortitude (not Willpower or any other abilities) for the remainder of the night or until exorcised by another successful casting of this ritual (which does nothing but send the creature back to the Abyss in this instance) or removed by another power that can remove possessing entities. It can also return the following night and try again, and if it defeats the summoner three nights in a row, it will possess the summoner until driven out. The creature retains its immunity to Social Challenges while possessing the character and will return to the Abyss on its own at the end of the night unless exorcised. Abyss Spirits may not attempt to possess anyone unless that person tries and fails to consume them in the above ritual combat.
Drinking the Blood of Ahriman (Rarity 3)
By drawing the shadow essence of the Abyss into himself and fusing it with his blood, a mystic who knows this ritual may undergo a frightening transformation.
System: The mystic summons a Nocturne and cuts her palm with a knife that has never tasted blood. Chanting softly, the mystic flicks blood into the Nocturne, drawing its hunger into her wound. The shadow melds into the palm, traveling through the veins to suffuse the vampire’s entire form. This painful process takes half an hour. During this time the vampire is down 2 traits from the cold agony of the fusion. At the end of the ritual, the vampire’s player makes a Mental Challenge (difficulty 8). Failure means the fusion is unsuccessful and the shadow escapes to the Abyss. Success causes the vampire’s skin to darken noticeably and her eyes to become the impossibly inky black of the Abyss. In this augmented state, if the caster’s Physical Trait total is lower than half his/her Obtenebration rating it will rise to that level for the duration of the ritual. The void augmented vampire must spend a number of blood points upon awakening each night equal to her Obtenebration rating. Failure to pay this surcharge immediately revokes the transformation. In addition, the vampire’s shadowy form takes triple damage from sunlight and the caster is down 2 traits in all social challenges not involving Intimidation while this ritual is in effect.
Side Effect: Once a vampire spends more consecutive days in spectral form than her highest Virtue, the darkening of her skin becomes permanent. This resembles the darkening of an elder Assamite and grows more pronounced the more frequently the mystic casts and maintains this ritual.
Empowering the Shroud of Night (Rarity 4)
System:
As this ritual’s name implies, this ritual imbues a Shroud of Night summoned by the Abyss Mystic with the actual power of night. In order to cast this ritual, the Abyss Mystic must anoint every window and door in a specified room with a mystical symbol drawn in their own blood. This requires the expenditure of at least one blood trait. The caster then spends ten minutes in deep concentration, at the end of which she brings forth a Shroud of Night to fill the room (requiring the standard expenditure of one blood trait per 10 foot sphere the caster wishes to bring forth). In addition to the standard effects of a Shroud of Night, the Empowered Shroud further affects all those within it as if they were under the fall of night. Mortals experiencing this wholly unnatural feeling must immediately make a self control test against 3 traits or flee the shroud to the best of their ability. However, the real use of this ritual is to allow Abyss Mystics to conduct their research even during the daylight hours unimpeded. Characters in the Empowered Shroud of Night are not restricted by their morality rating to determine the number of traits they may call during the day. Sunlight still disrupts this shroud of night. Rituals cast in this empowered shroud of night which normally end at sunrise must still be recast at sunrise.
Pact of Shadow (Rarity 3)
System:
By performing an hour long ritual and sacrificing (not drinking) a trait of blood each from yourself and up to 5 other participants you can make others immune to the effects of your Shroud of Night. Anyone
participating in this ritual may see normally inside the caster's Shroud of Night for the remainder of the night. If the caster chooses, he can remove this protection at by concentrating for one turn (ending
the effects of this ritual on all participants). A given individual can be under the effect of only one casting of this ritual at any given time. When the caster invokes this ritual, any previous castings that are still in effect on any of the participants are immediately negated.
Pilfer the Tenebrous Essence (Rarity 2)
System:
Upon successfully casting this ritual, until sunrise the caster may once try and steal the Shroud of Night created by another individual. This requires the expenditure of a blood and a contested mental challenge. If successful, the caster gains control of the Shroud of Night as if she created it. This cannot be used to create multiple instances of Nox Eternum.
Reflections of Hollow Revelation (Rarity 3)
System:
The caster invokes a shroud of night while successfully casting this ritual (with its normal blood cost) and then wills the shroud to shrink to a sphere about the size of the caster’s head (which costs a willpower trait). The caster then concentrates on an individual or location they have previously seen (if the target is a location, then the caster must have actually been there, not just seen a picture of it), and engages in a static mental challenge versus eight traits. If the caster wins the challenge and the target is within a number of miles equal to the sum of the caster’s levels of Obtenebration, then the contested challenge starts. If the Scry is on a location it works at this point.
In order to Scry directly on an individual, the caster must defeat the target in a static mental challenge.
Can penetrate Obfuscate/Chimistry by contested challenge, however the defender gets to add their highest level of the power to their traits for tie resolution & the aggressor does not get to add their Auspex or Obtenebration ratings to their totals.
The target or location appears in the orb of darkness from the perspective of the closest shadow to the scene. Any character at the scene with Obtenebration or Auspex is granted a static mental challenge versus eight traits to notice the thickening of the shadows from which the caster is peering, but there is no knowledge imparted to the characters that they are being watched. This ritual will last for a scene or hour, or until the target moves from the line of sight of the shadow through which the caster is watching. At the conclusion of this ritual, the caster suffers a two trait penalty on all perception-based challenges for the remainder of the night. Failing to successfully cast this ritual leaves the caster drained and down two traits on all challenges for the rest of the scene.
Seeing the Darkness Within (Rarity 1)
System:
This ritual requires that the caster have Aura Perception in addition to Arms of the Abyss. Casting this ritual requires the caster to sit in a lightless room and draw a perfect ritual circle in the blood of a Lasombra (not necessarily the Caster’s). At least three traits of Lasombra vitae are consumed in the casting of this ritual. Furthermore, if the caster does not have Night Sight (controllable or uncontrollable) or some other way to see in the darkness, the difficulty of casting this ritual is increased by two, due to the complication of constructing the ritual circle without being able to see it. Upon successfully casting this ritual, the caster has attuned themselves to perceive the subtle traces that contact with the Abyss leaves in ones soul. For the rest of the evening, the caster may attempt to perceive the aura of others (via aura perception) to determine if that individual has the discipline of Obtenebration. Upon successfully casting this ritual, the caster’s vision of auras is altered, so they are no longer able to perceive diablerie or emotional state in the auras they see for the duration of the ritual.
Shadow Servant (Rarity 3)
System:
The caster must first cast the ritual “Calling the Thing in Darkness.” Then, upon completion of the ritual, Shadow Servant must be cast on the “Thing.” To enact this ritual, the caster must first subdue the “Thing” (possibly requiring a physical challenge) and then the caster must intone a ritual chant lasting approximately fifteen minutes. At the conclusion of the chant, the caster spills his vitae over the “Thing,” which takes the caster’s vitae into it, making it a shadow servant. The blood trait invested in the “Thing” will not return to the caster until the “Thing” is destroyed, effectively lowering the caster’s blood pool by one trait. However, so long as the caster’s vitae is invested in the shadow servant, it will respond to the caster as if it is blood bound. This requires three traits of blood per “thing”.
Advanced Rituals
Aegis of Ahriman (Rarity 4)
System:
To activate this ritual, the caster must spend half an hour in a lightless chamber, focusing the power of the Abyss into their body, which requires the expenditure of the blood trait and a temporary willpower trait. If the casting of the ritual is successful then until sunrise, any Obtenebration below Advanced may not damage the caster.
Shadow Vault (Rarity 3)
System:
Casting this ritual requires the expenditure of three traits of vitae and one temporary willpower trait. Once this ritual is successfully cast, the Abyss Mystic brings forth a three dimensional protrusion from an existing shadow. The Abyss Mystic may then place any object, up to something that can be concealed by a cloak, into the protrusion. The bubble of shadow then returns to the Abyss. At any later time that the Abyss Mystic is physically at the same location as the ritual was originally cast, she may again call forth the Abyssal Vault to produce the object stored within. An Abyss Mystic may only have one such Shadow Vault at any given time. Objects with even a fleeting consciousness, such as Torpid Kindred, objects with wraiths or spirits fettered to them, etc. may not be placed in a Shadow Vault.
Sight of the True Shadow (Rarity 2)
System:
By successfully casting this ritual, the Abyss Mystic brings an abyssal entity into his body, which resides in her eyes. Until sunrise, the mystic may engage in a static mental challenge against the number of mental traits possessed by any individual they can see. If successful, the mystic is able to see the shadow cast by the target when they are in their true form. For example, a mystic viewing a Tzimisce in Horrid Form would see the shadow cast by the Tzimisce without the effects of vicissitude. However, having the abyssal entity reside within the eyes of the mystic also reduces their visual acuity, granting the caster the negative Mental trait “Oblivious” for the rest of the night.
Strengthen Shadow (Rarity 5)
System:
This ritual, which must be cast immediately following the ritual it is to effect, takes 2 hours, and strengthens the conduit of the Abyss so that it may stay in the normal world, so long as it is tithed 1 blood point per week, and is kept from the rays of the sun. For rituals without a duration it is ST's call on the effects.This ritual only works on Abyss Mysticism rituals of the Basic level.
Tenebrous Slumber (Rarity 1)
There are apocryphal tales dating back to the Dark Ages, of Lasombra expending massive amounts of blood to sleep in their Tenebrous Forms. In particular, some were said to slaughter hundreds of their servants and bathe in great pools of vitae so that they did not have to leave their shadowy state during the day.
This ritual is not as spectacular as the rumors would have one believe, but it is almost certainly the basis for such stories. It must be cast in an enclosed chamber. Over the course of the hour of casting time, the caster must expend 2 blood for every hour that he wishes to remain in Tenebrous Form while sleeping. An entire day of shadowy rest will almost certainly require a mortal death or two, and all blood that is to be used in the course of the casting must be available inside the chamber. The caster may pause to feed from this available blood supply during the ritual, but may not leave the chamber to get more, though it may be brought to him by others.
Once the desired amount of blood is expended, the caster completes the ritual by going to sleep somewhere in the chamber and automatically assumes Tenebrous Form immediately after losing consciousness. The caster may not move after losing consciousness and may therefore not
occupy a space that could not contain his normal body. He will stay in Tenebrous Form until the duration "purchased" in advance during the ritual casting expires, in which case he will revert to his normal form, regardless of whether he is sleeping or awake.
If he is awakened prematurely, the caster may remain in Tenebrous form without spending additional blood until he either leaves the chamber, leaves Tenebrous Form, or the "purchased" duration runs out,
whichever happens first, at which point every hour/scene of Tenebrous Form must be paid for at the normal rate of 3 blood per hour/scene. This ritual may not be used to assume Tenebrous Form during torpor.
Morality tests may apply for any mass murders that are needed to power this ritual.
Whispers in the Dark (Rarity 4)
System:
The vampire invokes a shroud and forces it to contract as outlined for the ritual Reflections of Hallow Revelation. Rather than staring into the orb and viewing another place, the mystic swallows the darkness, and so is swallowed by it. The vampire falls into immediate torpor as her consciousness merges with the Abyss. The vampire may ask one question of the void, which may be as mundane or arcane as desired. The ST assigns a rating of based on complexity and significance. Truly impossible or momentous questions may even surpass 10, rising as high as the ST deems appropriate. The character then engages in an extended static mental challenge (difficulty of 9 traits) by making one chop for every night the Kindred remains in torpor. When the mystic has accumulated the number of successes equal to the difficulty of the question, the vampire awakes from torpor, and knows the answer to the question asked. For each chop that is failed (after all applicable retests), the time interval between chops is increased. After the first failure, chops are made for each week the vampire is in torpor. After two failures, chops are made after each month of torpor. After three failures, chops are made after each year of torpor. Further failures result in the mystic remaining in torpor for a time period that exceeds the limitations of the LARP setting, and the character is considered to be dead, though the physical form of the character remains to be affected by actions of any other character. There is NO way of prematurely waking an abyss mystic from this self-induced torpor, including the Mortis Path of Necromancy, as the consciousness of the character has descended into the Abyss and is forcibly held there until the ritual is complete. Diablerie on a Cainite in torpor from this ritual gives no benefits, as the soul is not in the body, but is merged with the Abyss.
The caster gains the Nightmares flaw when first used, permanently. Any subsequent castings activates this flaw for the next month (always lose the chop).
Elder
Into the Chasm (Rarity 4)
Other Lasombra elders step from shadow to shadow and audaciously claim to “Walk the Abyss.” To the mystic who knows this ritual, such hesitant journeys are as the tottering steps of a child. For as the Shadowed One did before them when his eyes first darkened with understanding, the mystic may stride wholly into the Abyss to be anywhere, everywhere and nowhere.
System: The Cainite spends an hour painting a circle of glyphs with three points of her own vitae. The circle must be as wide as her outstretched arms and may adorn wall or floor, as long as the surface is smooth and unbroken, like polished stone or glass. The caster then makes a static Mental Challenge vs 12 traits. If that fails, throw a simple, on a loss there, the portal remains open for one turn only and disgorges a Hungry Shade (200 points). This Shade attacks everyone present and may not be controlled. Failure means the glyphs burn black and vanishes in a cloud of foul smoke, wasting the blood and effort. A botch or success opens the portal, causing the oily black of Obtenebration to spiral into a gaping maw of liquid darkness. The portal only stays open 2 turns if successful, and 1 turn if botched.
Anything may pass through a successful portal while it remains open, willingly or otherwise. If multiple characters wish to travel together, they must maintain unbroken contact as they enter and throughout their journey. Otherwise, some may become lost in the void or emerge at very different destinations than their companions.
The Abyss is infinite in its darkness. Those with the Protean power Witness of Darkness or any levels of Obtenebration may perceive the shapeless murk in all its dizzying, impossible geometry and thus see the approach of Abyss spirits, vortices or other travelers. Those without such powers are truly blind and must rely on their other muted senses to perceive anything. The only clear sensation is one of soul-numbing cold that inflicts one die of lethal damage to living beings per minute of exposure.
In addition to serving as a profound spiritual experience for Abyss mystics, travel in the void serves a more utilitarian purpose. The shadow realm intersects all shadows and all darkness, allowing a traveler to emerge from any patch of darkness large enough to contain her. One character may lead others provided all maintain contact, though this requires the expenditure of one Willpower point from every person led in this manner before they step into the portal. Once a passenger lets go of the group, she must find her own way out or be reunited with someone that can pull her out. It is worth noting that no denizens of the Abyss bear blood, so any vampire who remains trapped within will eventually starve into torpor and an eternity of forgotten non-being.
Side Effect: Vampires who walk in the Abyss risk bringing a fragment of its alien malevolence back with them to the material world. After every sojourn make a simple chop, on a loss make a second simple. If only the first simple was lost the vampire gains the Flaw Animate Shadow while losing both simples means the vampire gains the Flaw Harbinger of the Abyss instead. It is possible to gain both Flaws from repeated journeys. All such curses fade with the coming of dawn.
