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System: The mystic invokes the Obtenebration power Shadow Play and concentrates,
focusing the manipulated shadows to gather into a sphere. She holds this intangible sphere in one
hand and gazes into its depths, while her player rolls Perception + Occult (difficulty 8). Success means
the vampire permanently gains the Merit Darksight (p. 206), while a botch results in the mystic
permanently gaining Darksight as a Flaw. A failure means the Cainite fails to comprehend the lesson
and must try again another night.
Side Effect: When a vampire uses Darksight obtained from this ritual, her pupils appear to
grow in an inky stain that envelops iris and white in pure black. Those who botch this ritual obtain
blackened eyes for the rest of their unlife along with their warped perceptions.
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
womans shadow could be made look like a mans, but a dogs 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 from her, even to the point of bending against the light. The caster gains the Flaw Eerie
Presence (with the above descriptor) for the duration of this rituals effects. (V20, p. 495).
System: Upon successful casting this ritual, the Lasombra summons into her hand a sphere of
pure shadow. As she stares into the sphere, she makes a Perception + Occult (difficulty 8) roll. If the
roll is successful, she permanently gains the Controllable Night Sight Merit (see p. 122). If they fail,
they may try again the next night, but if they botch they permanently gain the Uncontrollable Night
Sight Flaw (p. 123).
Side Effect: Whenever the vampire uses her new vision, her eyes become disturbing inky
black pits of shadow. If she has no control over her sight, her eyes will always look like this.
System: The mystic devotes a full turn to meditating; her player spends one Willpower point
and rolls Stamina + Occult (difficulty 8). A botch inflicts one level of aggravated damage. For every
success rolled, the vampire may spend one blood point to heal two levels of bashing or lethal
damage. For the purposes of this unholy healing, the vampire may even surpass normal generational
limits on blood expenditure. The Abyss takes its due, however. Whenever the vampire feeds, the
Abyss consumes the blood until it has taken a total number of points equal to twice the number of
health levels healed. No blood actually enters the vampires system until the cost is paid in full.
Moreover, this ritual cannot be used again until the Abyss receives its toll and never more than once
per night.
Side Effect: The taint of the Abyss never fully leaves a vampires blood after casting this
ritual. As a result, the mystics 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.
System: When casting this ritual, the vampire cuts herself open with a knife and draws the
surrounding shadows into her own body. The process takes an hour and is very painful, subtracting
two dice from any rolls the Cainite makes for the duration. After this torment, the vampire makes a
Manipulation + Occult roll (difficulty 8) to hold the power of the shadows inside her. If she fails, the
shadows escape her, and if she botches, the shadows take a blood point for each 1 rolled as well. If
she succeeds, her skin turns dark and her eyes become black. All her physical attributes rise to the
level of their Obtenebration if they are lower. Obtenebration powers up to level three are used at -2
difficulty, and the blood point cost for Arms of the Abyss is halved. This augmentation lasts for as
long as the vampire desires. Unfortunately, upon rising from slumber each night, the vampire in this
condition must pay an additional blood point cost equal to their Obtenebration rating. Should she fail
to do so, she returns to normal. In her augmented form, she is also more vulnerable to sunlight and
takes triple damage from it. Her Appearance also drops by one point while empowered.
Side Effect: Should the vampire spend more consecutive days in this form than her highest
Virtue, her skin begins to darken permanently, in a similar way to elder Assamites.
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 andgrows more pronounced the more frequently the mystic casts and maintains this ritual.
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 Abyss 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 Occult rating
in the group. Make an extended Intelligence + Occult check (difficulty 6) for every mystic involved,
rolling once per hour of chant without looking at the dice. The Storyteller should 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. A botch from any mystic reduces the number of
accumulated successes by five. 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. 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 costs listed on p. 129 of Dark
Ages: Vampire... 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 sufferswound 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 shades traits may exceed the rating of the highest Obtenebration score
among the participating mystics. The only exceptions are Obtenebration (begins at five dots; cannot
exceed a rating of eight), permanent Willpower (can equal double the highest casters
Obtenebration), total health levels (up to twice the shades permanent Willpower) and temporary
Willpower capacity (no upper limit). The shade may possess only the following Disciplines, or rather
analogous powers: Celerity, Fortitude, Obtenebration and Potence. The shades default state is
immaterial as per Tenebrous Avatar, so its version of that power allows it to solidify for a turn at the
cost of one Willpower point. 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 rolled, the player of the
lead mystic makes an opposed roll of Willpower against the sum of the shades two highest
permanent traits other than Willpower (both rolls at difficulty 4). The vampire receives one extra die
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 can no longer bear separation from the Abyss and returns home through the closest shadow.