Lasombra

1 • Shadow Play(VtM 3rd)

You can manipulate shadows and dim (though not extinguish) light in an area. Among other uses, (such as eliminating the vampire's shadow), this power allows the vampire to subtly manipulate the shadows around her to make herself appear more menacing. One bloodpoint required.

2 • Shroud of Night(VtM 3rd)

You can evoke an area of inky black darkness. The darkness obscures light and even sound; most opponents trapped within are completely blind, and those with Gleam of the Red Eyes or Heightened Senses can see only with difficulty. The darkness is normally static; you may move it about at walking speed, but only with intense concentration. Covers a 10' area, the range of this power is 50 yards. (1 BP)

3 • Arms of the Abyss(VtM 3rd)

You can summon one or more tendrils of darkness from a shadowy area to grasp foes. Each tendril has five Physical Traits for the purposes of grasping, and can be destroyed by two levels of damage. The base tendril is 6 feet long.

4 • Nightshades

You may evoke murky and indistinct shadowy images. Alternately, this power can be used to shroud and obscure the general area with a bewildering array of flitting forms, confusing and disorienting your enemies. 5 • Shadow Body(VtM 3rd)

You can turn your body into an oozing form of shadow. In this form, you may see in pitch darkness, slither through the tiniest of cracks, and are immune to physical harm (though you may not attack physically either). Fire and sunlight still do their normal damage, and indeed are more painful to you in this form -- such that they are much more likely to cause you to frenzy. 3 blood points required and takes 3 turns to make the change.

6 • Shadow Parasite (Clanbook: Lasombra)

This allows the Lasombra to make ONE tendril moving into the victim and expand. This causes the victim to be ripped apart from the inside out. This requires 3 blood points. *Can only be soaked with fortitude.

6 • Eyes of the Night (PGS)

The vampire is able to see anything that goes on within the dark force created by any another use of this Discipline. Thus, the vampire could evoke the Shroud of Night (Level Two) in another room and clairvoyantly scan the area. Vampire automatically receives the Protean power Gleam of Red Eyes. Finally as long as the vampire is not in well-lit area, she may view her surroundings from anywhere within 50 feet of her own body just by closing her eyes and concentrating.

6 • Shadowstep (GS)

The vampire can walk through one shadow and exit another up to 50 feet away.

6 • Darksome Embrace (DAC){Darkness Within-GS, Call of the Lamprey-PGS}

The vampire that uses this power, vomits a shadowy stuff from his or her mouth onto the victim. If the victim is mortal, then the shadowy stuff pulls the blood from the mortal body, like a leech (Parody of a Dark Kiss). If the victim is vampiric, then overwhelming error is invoked by this act. (Blood cannot be drained from a vampire using this.)

7 • Shadow Twin (GS) (also Shadow Slave in PGS)

By animating his own shadow or that or that of another, the Lasombra can actually "set free" the shadow cast by light. While this power is active, the subject casts no shadow, as it has left to pursue the Lasombra's commands. The Shadow Twin has Attributes and Abilities ratings equal to half of those of its parents, though they won't do much talking or thinking. The Shadow Twin also has an obtenebration score equal to half that of the Lasombra who animated it. The twin may separate itself from the parent and travel up to 50 feet away, crawling through crevices or sliding up walls. It may attack and be attacked, though it takes and does only half-damage; flame and supernatural attacks (werewolf claws, vampire fangs, magical spells) do full damage, however. If Shadow Twin is killed, the parent loses half her Willpower pool and risks Rotschreck. Requires one blood point.

7 • Darksight (Clamnook: Lasombra)

(BP and 1 *WP) This allows the Lasombra to use the shadows to eavesdrop and spy for information.

7 • Death Shroud (DAC)

This allows the vampire to funnel all light as not to cast a shadow while this is invoked. The light is funnelled directly into the Death Shroud.

7 • Wall of Shadows

The Cainite with this power can create a flowing wall of pure shadow, which cannot easily be penetrated. System: The wall created is a foot thick and can be up to the user's Manipulation + Occult x 5 yards long. The wall itself can only be dispelled by direct sunlight, or by the will of the power user, who does not need to concentrate to maintain it.

8 • Oubliette (GS) (also Entombment in PGS)

By creating a "chamber" of pure darkness, the Lasombra may entrap or smother her enemies. No air exists in this shadow-trap, and mortals suffocate within its chilling void. Even vampires have little recourse once trapped--they may leave only at their captor's whim. The Oubliette appears as a dense patch of shadow, unaffected by light around it. While vampires cannot use disciplines or take any actions, the Oubliette vanishs instantly when touched by sunlight--or when the Lasombra chooses to relax it. Only one Oubliette may be maintained at a time.

8 • Night Shades (DAC) {Master of the Night-PGS}

This power allows the vampire to call forth creatures of shadow. The vampire must drip his blood into his or her own shadow to open a "doorway" for the Night Shade to enter, up to 3 at any one time. ((Costs: 3 WP and 15 BP))Shades possess Celerity 1, Obfuscate 2, Obtenebration (Eyes of the Night, Shadow Walk, and Shadow Body). They may attack and be injured normally. The chill grasp of the shades does aggravated damage.

9 •Ahriman's Demesne (GS) (also Summon the Abyss in PGS)

This power allows the vampire to summon a darkness so oblivating that it extinguishs the light or life--or unlife--of any victim trapped within it. It creates a 50 foot radius of void that issues from the Cainite's hand and takes away the bodies of those it claims when it vanishs.

9 • Walking the World's Shadows

The Kindred can enter any shadow on Earth and exit any other shadow, provided she is familiar with where she is going. She simply takes a safe shortcut through the abyss.

System: Spend two Blood Points per step through the Shadows.

10 • Banishment (PGS)

The vampire can remove his victim from the world and send him to the abyss from whence the darkness originates. None have ever escaped this doom on their own.