Obtenebration
Practiced by: Lasombra and Kiasyd

1 - Shadow Play
By spending a blood point, the vampire can manipulate shadows and dim (but can not extinguish) lights, gaining a one-die bonus in all Intimidation and Stealth rolls.

2 - Shroud of Night
Roll: Manipulation + Occult, difficulty 7
The vampire may cover ten square feet, and double the area per success, in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Eyes of the Beast are not, but suffer a +2 difficulty relevant pools. If the vampire can not see the area to be blackened, she must spend a blood point, and the difficulty is increased by two.

3 - Arms of the Abyss
Roll: Manipulation + Occult, difficulty 7
The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength, Dexterity and Brawl equal to the summoner's Obtenebration rating.

4 - Black Metamorphosis
Roll: Man. + Courage, difficulty 7
The Lasombra becomes a monstrous hybrid of shadow and matter. His body becomes mottled with spots of shade and wispy tentacles extend from his torso and abdomen. Though still humanoid, the vampire becomes almost demonic in appearance. The player must spend 2 blood points and make the roll, a both inflicts two levels of unsoakable lethal damage. While in Black Metamorphosis the Lasombra has four Arms of the Abyss extending from his body, which while in contact with the victim reduces two from their Stamina and soak dicepools. The vampire may make one additional attack that uses the tentacles (two attacks, not one per tentacle) and the vampire can see in his surroundings, even in pitch black. Mortals, animals and other creatures not accustomed to this vision must roll Courage (difficulty 8) or succumb to Rotscreck like frenzy. The user also gains three dice to intimidation pools.

5 - Tenebrous Form
The vampire spends three blood points and the transformation takes three turns. Upon transformation the vampire becomes a black, inky patch of shadow that may slither through cracks and see in perfect darkness. The vampire is immune to physical attacks, and may "drip" up walls, ignoring gravity.

6 - Shadow Step
Roll: Intelligence + Stealth, difficulty 6
The vampire may teleport, by stepping into one shadow, and emerging from another, up to fifty feet away. By rolling Intelligence + Brawl, difficulty 7, she may even pull someone else through the shadow.

6 - The Darkness Within
Roll: Willpower, difficulty 6
The vampire calls forth an enormous black, turbulent shadow which erupts from the Keeper's mouth, although some vampires slit their wrist and allow the shadow to pour from their veins. The shadow-cloud engulfs a chosen target and burns it with a soul-scarring chill and siphoning blood away in torrents. The character must spend a bloodpoint to invoke this, and devote all of her attention to maintaining the cloud. Individuals touched by the cloud lose one bloodpoint per turn, but may resist with a Stamina roll, difficulty 6 for each turn he remains in contact. The Cainite using the power gains one half the bloodpoints taken by the cloud and blood-bonds may result if taken from another vampire.

7 - Shadow Twin
Roll: Willpower, difficulty 8
By spending a blood point, the vampire may animate her own shadow, which may move up to 150 feet away from her. In the event of a botch, the shadow will be hostile to her. The shadow has no disciplines, except for Obtenebration at half that of the vampire, and its abilities and attributes are half those of the vampire, except for Stealth, which is that of the vampire. If the shadow is destroyed, the vampire loses half of her willpower, must make a Rötschreck roll at difficulty 9, and can not use this power for a month. This power lasts for one hour per success.

8 - Oubliette
Roll: Wits + Security, difficulty Dexterity + Occult
The vampire may trap the victim in an impenetrable darkness, which will dissipate under sunlight, or at the will of the vampire. The vampire may choose to make it airtight, and mortals trapped within will asphyxiate after a number of minutes equal to their Stamina.

9 - Ahriman's Demesne
Roll:Man. + Occult, difficulty 6
The player spend two willpower points and concentrates from three turns. During this time darkness billows out from the character's hand, growing to fill the area. At the end of the third turn the player makes the roll. Everyone in the darkness' area suffers that many levels of damage (aggravated, if the victims are vampires) outright. After Ahriman's Demense does its damage, it collapses, taking with it the bodies of any who died when in contact with the shadow.