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Lasombra

The leaders of the Sabbat, clan Lasombra are social Darwinists, predators,
elegant and inhuman and with a wicked sense of humor. Firm believers in the
worthy ruling and the unworthy serving, the Lasombra have maintained their
traditions even as they have turned the Sabbat to their own purposes.
Simultaneously graceful and predatory, the Lasombra guide - and, when
necessary, whip - the Sabbat into an implacable force. Turning their backs
upon the humans they once were, Lasombra give themselves wholly over to
the dark majesty of the Embrace. Murder, frenzy, predation: Why fear these
things, many Lasombra ask, if one is meant to be a vampire? In contrast to
the Tzimisce, though, Lasombra generally seek not to reject all things mortal,
but to shape them for their own pleasure.
Culture
Lasombra are fiercely predatory creatures, and the Lasombra mindset is
defined by an enthusiastic embrace of social darwinism. The Lasombra firmly
believe that power is best held by the most worthy, and that the primary test
of worthiness is acquiring said power. As a result, they are predatory,
backstabbing, power-hungry and unapologetically arrogant about their
position. Needless to say, the Lasombra and Ventrue despise each other.
Historically, the two clans have sought out parallel dominions - the Lasombra
focused on the Mediterranean, the Ventrue on Germany. The Lasombra went
to the Church, the Ventrue went to the state. The Lasombra went to the
Sabbat, the Ventrue to the Camarilla. And finally, the Ventrue deduce their
claim of rulership over all Cainites through their lineage from the first of Third
generation, while the Lasombra claim leadership over them as the Clan who
first managed to slay their Antediluvian founder. That stated, as the ruling
clans of their respective sects, they are naturally prone to come to
loggerheads.

Lasombra pride themselves on doing things with style and elegance. That
doesn't mean they all dress alike, act alike or furnish their havens the same
way. Almost anything can be elegant. One of the classic Lasombra virtues is
the gift of exposition, allowing one vampire to explain to others why this
particular choice is in fact elegant. The clan favors its members who can
articulate their preferences in persuasive manner. The clan frowns on efforts
to shock unless they work. Managing to introduce something so unfamiliar
that it tramples on existing assumptions and yet, with explanation, manages
to fit clan imperatives is one way to win a great deal of honor.

That stated, the Lasombra embrace of the Mediterranean and the Church has
left odd marks on their clan culture. Many Lasombra are drawn to the sea,
and the majority of antitribu are sailors. Even now, the Lasombra are prone to
some ancestral Catholicism, notable figures such as Archbishop Ambrosio
Luis Monada viewed the world in Catholic terms (prior to his death) - they
believe in God and their own damnation with equal certainty. Elder Lasombra
in particular place a strong emphasis on confession, although without
redemption.

Since their beginning, the Clan has extremly strong ties to the sea; some
speculate that this fascination stems from the Antediluvians experience of
the Deluge and marks his beginning of fascionation with the Abyss. The
compulsion to spend time around dark tides comes even at many
generations' remove from the Antediluvian. It is not uncommon for Elder
Lasombra to resettle to the coastlines and one day to venture into the flood
and to never reemerge from it.
The Lasombra are also noted for a strong fascination with Chess; the game
serves as a metaphor for Vampiric existence (or at least, as the Lasombra see
it), and consequently any Lasombra who plans to get anywhere in the clan is
proficient in the game.
The Lasombra have been involved with the Church since its inception, and
some Kindred whisper that the clan was instrumental in the spread of the
Christian faith. In modern nights, however, Lasombra have turned their backs
on that divine institution. There are exceptions, of course, but for the most
part, Clan Lasombra bears only contempt for the notion of salvation. In fact,
the Lasombra brought many of the Church's rites and rituals into the Sabbat
sect, twisting them into mockeries of Christian doctrine. The Lasombra
ordained many of the sect's auctoritas and ignoblis ritae, so that the
vampires of the Sabbat might never forget who and what they are.
Through the Curse of Caine, some Lasombra believe, God has cast them out,
and thus it is their duty to build a new order on Earth via the Sabbat. More
scientific Lasombra scoff at this superstition, but even they tend to believe
that, as vampires, they represent a new and more advanced breed of
sentience, one unconcerned with petty human notions of ethics. Let the
milksops of Clan Ventrue burn in the solar fires of martyrdom; the Lasombra
are happy with what they are.
Naturally, this villainous outlook is not universal among the clan, but many
newly Embraced Sabbat Lasombra take great glee in the wanton destruction
and vulgar depravity that such a philosophy allows. In striking contrast, some
elder Lasombra still maintain their ties to the Church, though even they seem

to consider themselves "tools of the Devil." The two groups do see eye to eye
on one matter: Members of Clan Lasombra, as consummate manipulators
themselves, adamantly refuse to submit to the antiquated whims of the
Antediluvians. They fight the Jyhad proudly, but unlike many Kindred, they
firmly believe they can win.
The typical Lasombra possesses a gift for manipulation, as well as keen
leadership skills. Lasombra are the most common leaders of Sabbat packs, as
their motivational and Machiavellian natures make them ideal for
orchestrating the movements of the sect. Unfortunately, pride goes hand in
hand with this dark nobility, and very few Lasombra acknowledge other
vampires as equal, let alone superior.
The Lasombra embrace is notably sadistic. The clan generally has traits that
they're looking for: strength of will, ability to manipulate events, self-control,
and an ability to evade the limelight for positions of power. When a candidate
is identified, the sire will usually "test" the candidate.

Testing, in this case, generally means totally destroying the target's life and
seeing how the target reacts. If the candidate falls apart, then he was
obviously unworthy of the embrace. If he can continue to survive and even
overcome the challenges, then these challenges tend to become more
extreme, until the Sire decides that the candidate has demonstrated enough
merit and is taken into the night. As a rule of thumb, the Lasombra generally
don't embrace that many shovelheads, while becoming True Sabbat after
being shovelheaded is a sign of talent, the Lasombra generally prefer to be
choosy.
The Lasombra, as a rule, loathe ghouls with a passion. To them, a mortal in
the world of Cainites is as absurd as a poodle putting on a tutu and walking
around on it's hind legs. Due to their command of Potence and Dominate,
mortals are laughably easy to control, both physically and mentally - how
could the Lasombra possibly respect or value such a pathetically weak and
frail thing? As a consequence, the ghoul of a Lasombra is typically a sniveling
and timid wretch, living in terror of a single mistake which could end their
lives.
Lasombra ghouls fall into two broad categories. The first are the raft of
accountants, lawyers and bankers that the Lasombra need to keep the
finances rolling in, and perhaps these are the luckier of the two groups - as
long as the books balance at the end of the day, they'll live to see another
one. The second group cater to the Lasombra's difficulty with their own
image. Some Lasombra keep an army of personal attendants - scores of
ghouls to brush the mistress' hair, do her makeup and dress her. Such

attendants are punished severely for infractions. If the hair is not brushed
with exactly one hundred strokes, the ghoul might find themselves on the
wrong side of the hairbrush, a Potence fuelled hand wielding it. Also due to
the Lasombra's curse, ghouls of either stripe might have their faces reduced
to identical spider-webs of scar tissue, or be forced to wear featureless white
masks.
Many young Lasombra disdain private havens, sleeping with the pack and
maintaining communal lairs "for the good of the sect." Old habits die hard
among the Keepers, though; certain elders maintain ancestral manses or
other ostentatious havens.
Finally, something must be said about the impact that the lost visage has on
the Lasombra. The clan weakness makes it impossible for a Lasombra to ever
see his own image again - mirrors, photography and other reflective media
fail, and the Lasombra react to this problem in a variety of ways. Clan culture
places a strong emphasis on not overreacting to this problem - it is generally
acceptable to sit for a portrait every few years, but extreme reactions (such
as hiring a Tzimisce to fleshsculpt a ghoul) is considered a breach of good
taste and grounds for diablerie.

Organization
The Lasombra are the ruling clan of the Sabbat, as much as any clan can be
said to "rule" that chaotic body. A few elder Lasombra hold membership in
the Camarilla or Inconnu, but such creatures lead lonely and perilous
existences.
Clan Lasombra's structure is simultaneously formal and open. Respect and
homage are afforded to the elder warriors who helped found the Sabbat, but
younger members operate with almost no guidance from the clan as an
entity. Quarterly meetings, known as conventicles, serve to keep the
Lasombra informed as to each other's status, and blood-drinking rituals are
performed at these meetings. While no Lasombra is ever told "You may not
do that" (at least not publicly), almost all Keepers have a profound respect for
tradition. A secret Lasombra coterie known as Les Amies Noir is rumored to
hand down "death sentences" on those Keepers who bring undue shame,
attention or ignominy to the clan or its members.
Lasombra naturally seek positions of power and authority, as a result they
form the bulk of the Sabbat's administrative offices - ducti, prisci and the like.
Tzimisce are more likely to be pack priests, while the Lasombra focus on the
practical matters of administration and leadership. The Lasombra operate
under the metaphor of "shadows". They do not stand in the limelight,

preferring to manipulate others to their own ends while doing as little as


possible to make themselves a target. This is not done solely out of fear, but
because many Lasombra have domineering and superior personalities that
necessitate having someone beneath them. This role is usually filled by
mortals; though they are not quite as adept at manipulating the living world
as the Ventrue are, those cultures that still revere the Catholic Church often
have several generations of Lasombra pulling their strings. Those who find
themselves under the control of a Lasombra can expect a demanding and
unrewarding experience. Their domitor will use any and all tools available to
ensure loyalty, such as the Blood Bond, coercion, physical intimidation, and
unapologetic use of Dominate. The wise Lasombra will judge just how much
of this force is neccessary; too little, and the servant is untrustworthy - too
much, and the servant is spineless and afraid to act when they need to act.
Separate from Sabbat organization, the Lasombra maintain a clan-specific
organization, the Friends of the Night, usually called les amies noires (amici
noctis during the Dark Ages). While a Lasombra can be in the clan and not a
Friend of the Night, all Lasombra who matter are part of the organization. The
Friends are something of a formalized favor network within the Lasombra they grant prestige and prestation, but the most notable feature of the
friends are the Courts of Blood, which regulate diablerie.
The Lasombra are a clan driven by ambition, and consequently they accept
diablerie as a necessary facet of their existence; from the Lasombra
perspective, the only tragedy in diablerie is that such an unworthy vampire
as the vessel was sired in the first place. The courts regulate diablerie by
accepting petitions to diablerize other Lasombra and authorize hunts - these
hunts usually have conditions attached because the target must be guilty of
something before the hunt is authorized. The court system ensures that
diablerie is managed - Lasombra are allowed, if not flat-out encouraged to
cannibalize appropriate targets, but those targets must be judged worthy of
this attention by a court before the attack can take place.
The Lasombra have several informal factions amongst the clan. Lasombra
consensus holds that overly rigid structures turn on their creators. Thus the
institutions within the clan operate flexibly and with substantial local
autonomy. These informal distinctions are just as deadly earnest as anything
chartered and codified, but they are much more lethal for being open to
interpretation like any Court of Blood can prove. Most of the Lasombra
subcultures have no organization or even a well-known name. They're
outlooks rather than institutions. A group that became organized enough to
challenge the courts would be co-opted and folded into the Friends
themselves or destroyed, depending upon how well the group's leaders pled
their case.

Corsairs The Corsairs are Lasombra that have answered the call of
the sea that seems to be inherent to their blood. They spend most of
their time on the waves, often masquerading as pirates, and some
never come on dry land

Crusaders - The Crusaders view the Sabbat as a religious and military


organization almost to the exclusion of the Sabbat as an ideology of
freedom. They have often strong ties with the Ultra-Conservatives
within the Sabbat.

Faithful - The Faithful draw their traditions from the once strong hold of
the Lasombra within the Catholic Church. Ardents followers of God and
believers in their own damnation alike, these individuals seek to fulfill
the will of God in this world.

Kings of Shadow- The Kings (and Queens) of Shadow take part in


mortal institutions, exerting influence, gathering resources and in
general keeping the mortal population unaware of the vampires among
them. Most have distanced themselves from regular Sabbat activities
to maintain their Humanity.

Children of the Abyss The Children of the Abyss follow the ancient
traditions of Abyss mysticism, paying often only lip services to the
Sabbat, but staying in line, as the sect provides them with the means
to pursue their arcane art.

Transhumanists- Transhumanists revel in their predatory nature and


seek to perfect their undead state. Transhumanists quantify their
various powers, work out taxonomies and otherwise seek to reduce
vampirism to data. Many have a keen interest in mortal technology,
particular in those that augment the human body, while others seek a
perfect state without reliance on external tools.

Fatalists- Fatalists are those Lasombra that have stopped to believe in


the freedom of Will. Many claim that their blood ties them directly to
the Elders and Methuselahs of their Clan and these beings are in
charge of the destinies of their progeny.

Doomed- The Doomed are an exhibitionistic lot among the Clan that
dont believe in the value of secrecy and aim to gain inmediate and
direct control of their environment, often without concerns to the kine.
Many Lasombra kill those Clan mates on sight.

Black Angels- Also called Angellis Ater (possibly in rememberance from


a bloodline originating from the Dark Ages), these Lasombra revel in

their state as servants of Satan and enemies of God, practicing


Satanism and other socially repulsive things.

Factionless- The Factionless are those Lasombra that have not yet
found an overlying purpose within the history of the Clan and give
more regards to their sect than their heritage.
Nickname: Keepers (as in, my brothers)
Appearance: Many Lasombra of elder generations hail from Spanish
or Italian stock, and some still show their Moorish or Berber heritage.
Lasombra neonates and ancillae, however, run the gamut of cultures
and ethnicities. Almost all Lasombra are reasonably attractive, with
well-bred, aristocratic features - blue-collar Lasombra are rare, and one
hardly sees the callused hands or broken noses of the working class
among the Keepers.
Background: Lasombra may come from any background, but are
typically professionals, politically inclined or well educated. Lasombra
tend to be aggressive, both physically and socially; the clan has little
interest in weaklings and does not hesitate to cull unworthy vampires
from its ranks. Lasombra are universally skilled at social discourse and
pulling the strings of others - coarse manners are viewed poorly, for
the Lasombra are refined monsters
Character Creation: A Lasombra may have any Demeanor (the better
to hide her true Nature!). Most Lasombra favor Social Attributes,
though Mental Attributes are prized almost as greatly. Many Keepers
cultivate extensive Influence, Status (Sabbat) or Resources, and favor
Backgrounds more than additional Disciplines or Abilities. Lasombra
founded the Path of Night, and this Path has a number of followers in
the Keepers' clan (though many choose to follow other Paths of
Enlightenment, and some Lasombra keep vestiges of Humanity).
Clan Disciplines: Dominate, Obtenebration, Potence
Weakness: Lasombra vampires cast no reflections. They cannot be
seen in mirrors, bodies of water, reflective windows, polished metals,
photographs and security cameras, etc. This curious anomaly even
extends to the clothes they wear and objects they carry. Many Kindred
believe that the Lasombra have been cursed in this manner for their
vanity. Additionally, due to their penchant for darkness, Lasombra take
an extra level of damage from sunlight.
Obtenebration

Lasombra are best known for their Discipline of Obtenebration, a


means by which they call forth a tangible "living" darkness,
manipulating it at their whim. Obtenebration is the trademark
Discipline of clan Lasombra which is the unearthly control over
shadows. It is related to the practice of Abyss Mysticism within the
clan.
The unnatural darkness summoned by Obtenebration is extremely
frightening to mortals, animals, and even other Cainites unaccustomed
to its use. The exact nature of this Discipline is unknown even among
its greatest masters, and it has been a subject of religious,
philosophical, and metaphysical debate among vampires for millennia.
Those who begin to fully delve into an understanding of Obtenebration,
begin to gain an understanding of not only the discipline, but also the
realm known as the abyss, itself.
Abyss Mysticism
Abyss Mysticism is a form of Blood Sorcery, derived from the Discipline
Obtenebration. Obviously, this arcane art is practiced almost exclusively by
members of clan Lasombra. Those who practice these mystic arts are called
the Shadowed.
Despite the pragmatic view most Lasombra have on Obtenebration, some
eccentric vampires have figured out what their clan discipline really is: a
window to the Abyss itself, that great and terrible unknown that lies at the
center of creation.
To learn abyss mysticism, the character must purchase the Abyss mysticism
merit, And gains the shadow step with it. The rest of the rituals are purchased
according to the standard ritual cost, but must have the obtenebration level
equal to the ritual.

[ 1 ] Weight Of Shadows ( Rites Of The Blood -- Page 38 )


For the rest of the evening, the caster may concentrate and control naturally
occurring shadows, making them move, act, or otherwise obey the caster's
commands. So long as the caster takes no other action, she may thus control
any shadow that is not currently being controlled by another individual.
System: This ritual only allows the caster to control natural shadows, not
shadows created by Obtenebration. Shadows controlled by the caster can
gain or lose a small amount of size (thus a woman's shadow could be made
look like a man's, but a dog's shadow could not). Only one such shadow may
be controlled at a time. The Storyteller is the arbiter of what kinds of shadows

are simply too large for this power to affect (such as the shadow of a
skyscraper). The effects of this ritual last until the next sunrise.
Side Effect: Shadows are drawn toward the caster, and when not controlled,
will attempt to move toward her, even to the point of bending against the
light. The caster gains the Eerie Presence Flaw (with the above descriptor) for
the duration of this ritual's effects.

[ 1 ] Pierce The Veil [ Vampire: The Dark Ages (20th Anniversary Edition) -Page 271 ]
When one stares into the Abyss, the Abyss stares back. This ritual attunes the
mystic's vision to darkness by harnessing the watchful gaze of Ahriman,
though it marks the mystic forever.
System: Using Shadow Play, the mystic forms a ball of shadows in her hand
and gazes into its depths. The player rolls Perception + Occult, difficulty 8. A
success results in the character permanently gaining the Merit Darksight.
Failure simply means that the ritual does not succeed and must be tried
another night, while a botch results in Darksight being acquired as a Flaw.
Side Effect: When a character uses Darksight gained through use of this
ritual, her eyes become completely black, without reflection -- windows into
the Abyss itself. This effect is permanent for characters who obtained
Darksight as a result of a botched ritual.

[ 1 ] Eyes Of The Abyss [ Vampire: The Dark Ages (20th Anniversary


Edition) -- Page 271 ]
With this ritual, the Abyss Mystic summons tiny denizens of the Abyss to act
as her servants, most often being used as spies.
System: The vampire crushes a small flame(e.g. a lit candle) in her bare
hand, taking a level of aggravated damage. She then makes a Rottschreck
check. On a success, a tiny Abyss elemental is summoned and consumes the
extinguished flame. This damage may be soaked with fortitude.

The creature remains a number of nights equal to the casters obtenebration


level. The elemental will respond to and obey all commands given by the
caster. It cannot affect the material world, though it can communicate
mentally by entering a person's shadow. Any non-mystic who communicates
with an Abyss elemental in such a fashion must make a derangement check.

Failure results in a temporary Derangement that lasts the remainder of the


evening.
The elemental is always in shadow form, can fly 30 yards/meters per turn,
and is instantly destroyed by fire or sunlight. A level 2 version of this ritual,
Talons of the Abyss, can summon shadow elementals that are corporeal and
can even attack enemies.
The Abyss Elemental looks the part of an amorphous blob of inky shadow. It
can temporarily take whatever shape it'd like, up to the size of a human child.
It has the following stats. Attributes:
physical 8, social 4, mental 4.
skills: Alertness 3, Athletics 3, Brawl 3, Intimidation 2, Stealth 5 (+1 while in
shadows).
Disciplines: Obtenebration 3.
Willpower: 5

Health: *******

[ 2 ] Subsume The Darkness [ Vampire: The Dark Ages (20th Anniversary


Edition) -- Page 272 ]
By using this ability, the Mystic consumes the Abyss to accelerate healing.
System: The vampire spends a full turn meditating on the Abyss, then spends
one point of Willpower . success allows the vampire to spend one blood point
to heal two levels of lethal damage or four levels of bashing damage, ignoring
generation limits for such an expenditure. The effects of this ritual last for
one night.
Once the Mystic casts this ritual, the Abyss consumes all blood gained from
feeding until it receives a number of blood points equal to the blood spent to
heal. A Mystic may not use this ritual more than once per night, and may not
use it until her debt to the Abyss has been paid in full. Furthermore, use of
this ritual stains the Mystic's soul. After use of this ritual, the Mystic's blood
becomes black and absorbs all light. This effect clearly marks the Mystic as
something terrifyingly alien. Any mortal who sees the Mystic bleed (or cry)
must pass a static challenge versus a difficulty equal to the casters
obetenebration levels, or flee in terror

[ 2 ] Feed The Darkness ( Rites Of The Blood -- Page 38 )

For the rest of the evening, the caster may feed through the touch of an Arm
of the Abyss. Any Flaws or other issues the caster naturally suffers are still in
effect: The Arm's absorption of blood can be excruciatingly painful if the
caster has the Grip of the Damned Flaw, all feeding restrictions still apply,
and so forth. However, the Arm of the Abyss leaves a deep, black bruise on
the subject's body that looks similar to the mark of a feeding leech, rather
than the tell-tale sign of a vampire's fangs.
System: The caster must spend fifteen minutes in contemplation at the
beginning of the evening, chanting in Abyssal tongues and calling upon the
spirits of the Abyss. The effects of this ritual last until the next sunrise.
Side Effect: While the caster's body contains any vitae gained through the
use of this ritual, her blood is a dark, blackish color. This causes notable dark
streaks where her veins and arteries are near the surface of her flesh.

[ 3 ] Balthazar's Revelation [ Vampire: The Dark Ages (20th Anniversary


Edition) -- Page 272 ]
This strange expression of Abyss Mysticism comes from the Kiasyd bloodline.
It peels back the veils that keep a stable mind safe from the dark truths of
the world.
System: The ritualist enchants a small object, usually a coin. Anyone holding
the coin must make a static mental challenge, difficulty of the casters mental
traits. Failure imposes a Derangement chosen when the object was
enchanted, which lasts until the victim has spent Willpower equal to the
ritualist's Obtenebration rating. Additionally, the victim sees nightshades and
other strange entities everywhere. This causes +2 difficulty to all mental
challenges involving perception, and +2 to all rottschrekt difficulties so long
as the Derangement persists.

[ 3 ] Calling The Hungry Shade [ Vampire: The Dark Ages (20th Anniversary
Edition) -- Page 272 ]
With this ritual, the Mystic calls a Hungry Shade, a human-sized soldier of the
Abyss. Eternally hungry and fiercely independent, they will attempt to
destroy any vampire foolish enough to summon them.
System: Beginning just after dusk, the Mystic paints a circle in his own blood.
She spends 1 hour in preparation, making chants of evocation. Upon

completion, the makes a static mental challenge, difficulty of 10. The


difficulty may be lowered by 1 for each additional Mystic that assists in the
ritual, with a maximum number of participants equal to the caster's Occult
rating. Failure means the ritual fails to produce a Shade, and a botch results
in the Shade attacking the caster.
On a success, the Mystic summons a Hungry Shade. The Hungry Shade
possesses a physical and mental attributes equal to the caster's rating in
Obtenebration X2 with a maximum value of 12. Its social attribute for all
intents and purposes is equal to the casters obtenebration level. It is always
in shadow form, as Talon of the Abyss.
For the Hungry Shade, the following scores are equal to the caster's rating in
Obtenebration. Abilities: Alertness, Athletics, Brawl, Intimidation, Melee,
Stealth.
It also possesses the following Disciplines: Assign a number of points to
Disciplines equal to the caster's rating in Obtenebration. The Hungry Shade
may not possess Disciplines not known by the caster or assisting Mystics (if
any).
Willpower: 6;

Health: ***********

[ 3 ] The Third Eye Of Rickard Argentis [ Vampire: The Dark Ages (20th
Anniversary Edition) -- Page 273 ]
This ritual summons forth a mysterious third eye, forged from abyssal
energies, which rests upon the caster's forehead and protects him from harm.
System: The ritual takes ten minutes to cast as close to dusk as he is able, at
which time the caster chooses how much blood to invest in the eye. At any
time the caster would be ambushed or surprised, the eye will expend one of
the blood so invested. When this happens, the caster automatically succeeds
on the test to react to surprise, and the eye reflexively summons forth one
Arm of Ahriman against his attacker, which can act immediately. If the player
chooses to expend further blood points, additional Arms can be summoned
against other attackers, but no more than one per attacker. Once the blood is
fully expended, the eye vanishes until recast.

[ 3 ] Abyssal Threads ( Rites Of The Blood -- Page 38 )


The caster creates a shining, jet-black thread and affixes it to a single target
of any kind. The thread stretches through shadow and into the Abyss, to the

caster's wrist. If the thread is affixed to a person or creature, at any point


during the evening, the individual on either end may tug on this thread,
causing a similar pull to manifest on the other end. If the thread is attached
to an inanimate object, a tug will manifest on the caster's end of the thread if
that object is moved in any way.
System: The individual or item to which the thread is being affixed must be
present while the ritual is cast. This ritual takes thirty minutes of casting,
during which time the Abyss Mystic draws forth a point of his blood and mixes
it with the preternatural essence of the Abyss. By spinning this combined
matter upon a skein, the caster forms the Abyssal Thread, and may then
attach it as desired. The effects of this ritual last until the next sunrise.
Side Effect: While this ritual is in effect, the cold air of the Abyss circulates
around the caster, and may draw unwanted attention. The caster effectively
gains the Flaw Cold Breeze for the duration of this ritual's effects.

[ 4 ] Reflections Of Hollow Revelation [ Vampire: The Dark Ages (20th


Anniversary Edition) -- Page 273 ]
A character with this ability stares through the darkness of the Abyss to view
distant objects, places, or people.
System: The caster summons a Nocturne and bends its shape to her will,
forcing it to contract into a sphere that can be held in both hands. To attempt
this, the caster makes a static mental challenge against a difficulty of 10. A
dramatic failure leaves the character drained by the attempt -- she suffers a
-2 penalty on all challenges for the remainder of the scene. On a failure, the
Nocturne expands and acts as it normally would. On a success, the Nocturne
becomes a fixed window upon any object, place, or person that the caster has
previously personally witnessed. This window remains open for the remainder
of the scene, or until the target leaves the vicinity of the window. Maintaining
the window requires concentration, however; the caster suffers a -2 penalty
mental challenges pertaining to alertness for as long as the window is active.
Any character with Obtenebration or with abilities that supernaturally
augment senses, such as Auspex, may issue a mental challenge) to detect
the watchful gaze of the shadows around them.

[ 4 ] Maw Of Ahriman ( Rites Of The Blood -- Page 38 )


Once a caster has invoked this ritual, her mouth becomes a portal to the
Abyss. She may not speak or make sounds, and anyone looking into her

mouth will see a deep chasm of blackness beyond instead of the workings of
human physiology.
System: The caster may consume anything she can fit into her mouth,
eradicating the item (or creature, or part of a creature) utterly by absorbing it
into the Abyss. Biting an opponent deals aggravated damage as per a
standard bite, but also removes one Willpower dot from the opponent's total
Willpower. Willpower lost in this manner may not be regained for one lunar
month. The effects of this ritual last until the next sunrise, or the caster may
end the ritual at any time.
Side Effect: The caster cannot speak or otherwise use her vocal cords, mouth,
tongue, or fangs for the duration of this ritual's effects.

[ 5 ] Whispers In The Dark [ Vampire: The Dark Ages (20th Anniversary


Edition) -- Page 273 ]
The Abyss existed before creation and will persist after its destruction. Its
memory encompasses everything that is known or ever has been known as
well as mysteries too dense for human minds to fathom. By sending one's
thoughts into the Abyss, one may seek answers to her deepest questions.
System: The caster summons and contracts a Nocturne, as with Reflections of
Hollow Revelation, until it can fit in the palm of her hand. The caster focuses
her thoughts on a single question, which the Storyteller assigns a rating from
1 to 10 based on the importance or complexity of the answer, with 1 as trivial
knowledge and 10 as truly revelatory.

When ready, the caster swallows the Nocturne. Once this is done, the
vampire falls into torpor as her consciousness is catapulted into the Abyss.
For each night spent in torpor, the player makes a mental attribute + Occult
static challenge, difficulty 12. Successes are accumulated over successive
nights until the player has successes equal to the question's rating.
Of course, attempting to commune with the alien thoughts of the Abyss can
be dangerous. If the Mystic accumulates no successes on her roll for one
night, the interval between rolls increases from one night to several nights to
weeks, and so on. Even successful use of this ritual leaves the mystic forever
altered as she can never entirely dislodge the alien hunger of the Abyss from
her soul. After using this ritual, when dealing with non-mystics vampires
permanently receive a +1 bonus to all Intimidate challenges, and a +1
difficulty to all Social challenges when dealing with mortals. This bonus and
drawback is not cumulative.

Legend has it that the reason for Lasombra's carefully guarded slumber in the
Castle of Shadows is that he lies dreaming of a way to destroy creation
itself

[ 5 ] Ahriman's Wight ( Rites Of The Blood -- Page 38 )


By drawing on the Abyss in time of need, a caster may allow the sentience
within the darkness to move through their very spirit and reinforce his flesh.
System: After casting this ritual, the character gains a number of additional
"Shadow" wound levels at the "Wounded" health level, equal to his dots in
Obtenebration. However, if the character takes an injury that crosses off one
of these Shadow health levels, he loses a commensurate number of dots of
Obtenebration as well. Dots of Obtenebration lost in this way return after one
week.
Side Effect: While this ritual is in effect, all failed beast trait checks earn an
extra beast trait.

[ 6 ] Into The Chasm [ Vampire: The Dark Ages (20th Anniversary Edition) -Page 273 ]
With this ritual, the Mystic willingly enters the Abyss, traveling through the
infinite realm of nothingness to journey to any location she has been
previously.
System: In preparation, the Mystic spends one hour and three points of her
own blood painting a doorway with glyphs of the Abyss. When finished, a
portal to the Abyss opens in the doorway, and remains open for as many
turns as the caster possesses levels of obtenebration.
Once a character steps through the portal, she speaks her destination to the
Abyss and makes a mental + obtenebration static challenge against difficulty
10 to open a portal out of the Abyss. Each failed attempt increases the
difficulty. Additionally, the Mystic takes a level of lethal damage that cannot
be healed while within the portal. Dramatic failures may additionally attract a
Hungry Shade.
Non-Mystics may enter an open portal into the Abyss by spending Willpower.
The Mystic may choose to guide them by remaining in physical contact.
Otherwise, her difficulty to exit the Abyss is 8. Non-Mystics cannot
understand the formless chaos of the Abyss and see only total blackness. A
Non-Mystic who attempts to use supernatural means of enhancing her senses

while in the Abyss must make a static mental challenge at difficulty 10 or


immediately gain a Derangement, as the horrible nothingness of the Abyss is
often too much for non-Mystics to deal with.
Each time a vampire traverses the Abyss, they risk permanent contamination.
Upon leaving the Abyss, each character must make a mental challenge
against a difficulty equal to the level of obtenebration of the caster. A failure
causes them to gain the Flaw Animate Shadow.

[ 7 ] Evocation Of The Oubliette [ Vampire: The Dark Ages (20th


Anniversary Edition) -- Page 274 ]
With this ability, the Mystic causes nearby shadows to erupt and devour a
victim, sending them into the Abyss.
System: The Mystic spends a full turn in concentration before spending three
blood points and mental + occult challenge vs physical + dodge challenge
against a target that must be within line of sight. A successful attack results
in the victim being dragged into the Abyss, where they remain for a number
of nights equal to the caster's Obtenebration rating - though the Mystic may
spend a blood point to summon them back sooner.
The Abyss is a harrowing experience for those not initiated in its mysteries.
Any character without levels of obtenebration gains a Derangement after her
experience that lasts for 1 month. A dramatic failure while casting this ritual
results in the ritual backfiring and dragging the caster herself into the Abyss
for a number of hours equal to her rating in Obtenebration. If the caster's
Willpower is lower than her rating in Obtenebration, she gains a
Derangement as if she was a non-Mystic subject to this power.

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