Nihilistics
1 • Eyes of the Wraith
The vampire may choose to perceive either the physical world, or the Shadowlands.
She may not perceive more than sight and sound in the Shadowlands, and she
may not perceive both worlds at once.
2 • Consume the Dead
The vampire may drink the corpus from a wraith, in the same fashion that
vampires drink blood from mortals, at up to three points per turn. This inflicts
one unsoakable level of damage on the wraith per blood point gained by the
vampire. This power is not like the Kiss; a wraith is free to struggle, unless
the vampire also has Black Blood.
3 • Aura of Decay
By spending a blood point, the vampire can infect inanimate material within
a foot of her with the energy of Oblivion. The effects are noticeable between
one turn and one day; for example, most highly technological devices will
stop functioning in seconds, but the materials from which they are made will
take much longer to be broken down. This also affects the vampire’s belongings.
4 • The Dark Touch
Roll: Cha. + Occult, difficulty Sta. + 3
By reaching out to a victim within ten feet of her, the vampire can direct
the energy of Oblivion toward a victim, who is put in severe pain, and takes
two levels of damage per success.
5 • Nightcry
Roll: Cha. + Intimidation, difficulty 8
The vampire may summon Shadowland creatures. Those summoned are either from
the area where the vampire is, or other creatures, at the discretion of the
Storyteller. A botch can result in a spectre, doppelgänger, malfean,
or other hostile being responding to the summons.
6 • Black Blood
The vampire may effect wraiths with her blood just as she could normally
effect others, as applicable. This could include blood-bonding a wraith,
making a ghoul wraith, and creating ecstasy in the Kiss.
7 • Oblivion’s Dance
Roll: Sta. + Athletics, difficulty 6
The vampire can summon the energy of Oblivion, which emanates from every
orifice on her head, and affects everything in the vicinity. The effects,
which last for two turns per success, decay non-living material, and cause
two levels of damage per success to any creatures in the area -- live, dead,
or otherwise.