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==Level 2== {{Disc_Template|Shadow Cast|Oblivion is powerful but can often be foiled by the simple lack of appropriate shadows from which to summon it. This power draws upon the darkness within the user to project a supernatural shadow from which to manifest other powers, no matter the ambient lightning. This shadow usually mimics the movement and shape of the user but can sometimes grow distorted and even monstrous, resonating with the current temperament of its owner.|None|One Rouse Check|One Scene|Activating the power conjures a supernatural shadow from the vampire’s body. As long as the power is active, the user casts this shadow, which cannot be removed except by direct sunlight. Anyone witnessing the practitioner notices the shadow cast from no visible light source on a Wits + Awareness roll (Difficulty 3). The vampire can direct their shadow, elongating or distorting (but not detaching) it at will, though it can sometimes act on its own accord, at the Storyteller’s discretion. For the purposes of other powers such as Shadow Perspective, the shadow can be lengthened to up to twice the practitioner’s Oblivion rating in yards/meters. For anyone stood within the shadow’s reach, the Willpower damage from social conflict increases by 1. Standing in a Oblivion’s shadow is a terrifying prospect.|2}} {{Disc_Template|Arms of Ahriman (Amalgam: Potence 2)|The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them and converge on one or more hapless victims. Whether by gliding up the body of the victim or engaging in a mystic grapple with the victim’s own shadow, the arms are able to hold them in place or smother them.|Wits + Oblivion|One Rouse Check|One scene or until ended or destroyed|The user takes one turn and pays the cost, summoning the shadow appendages. Using these, the vampire can perform bludgeoning and grappling attacks against distant targets every subsequent turn. Additional arms can be created by splitting the dice pool, enabling the user to engage multiple opponents. (see Vampire: Te Masquerade p. 125). The arms use the vampire’s Wits + Oblivion to attack and deal Superficial damage or grapple, adding half the user’s Potence rating (round up) as a damage bonus. The vampire can do nothing else except control the arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. Te arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.) The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.|2}}
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