Blood Gift of Tenebrae

The Blood Gift of Tenebrae allows vampires to draw on the Ethereal realm known as the Umbra, a realm of night and shadow twisted by humanity's perceptions of the dark. Tenebrae allows vampires to harness the Umbra's powers, enabling them to command shadow to form tenebrous weapons, form illusions, or even transform themselves into pure darkness.

## Mechanics

Tenebrae functions by its vampiric wielders drawing upon the power of the Umbra, the Ethereal realm of shadows. Primarily, the vampire uses themselves as a conduit for the Umbra's energies, letting its power flow through them and into the surrounding world. The Umbra contains both shadows and a tremendous amount of psychic power, generated by humankind's beliefs and perceptions of the dark, which can be used by the vampire wielding it to influence mortal fear and distort their perceptions.

Due to the associations of terror humankind has with darkness, Tenebrae powers induce supernatural discomfort and fear within mortals who witness them being wielded. Most supernatural beings cannot be too strongly effected by this power, though many feel an unpleasant sense of disquiet whenever it is used. This phenomenon is known as Umbral Dread.

Any Tenebrae wielding vampire may attempt to usurp the shadows controlled by another, so long as they are of equal or greater skill to whomever they are attempting to steal from.

## Powers

### New Blood Gifts (Levels 1-2)

* **Shadowplay (Level 1):** The first step to mastering the Umbra, this ability allows vampires to manipulate existing shadows. Though these shadows cannot be given solid form or weaponized in any way, the vampire can manipulate any existing shadow into any shape they see fit. If they so wish, the vampire can even cause the shadows under their command to rise up off the ground and into the air, moving unnaturally, do the shadows do remain tethered to whatever casts them. Such shadows can be dispelled by ordinary light, as being able to combat sources of illumination requires more advanced usages of Tenebrae. Lastly, the amount of shadow a vampire may manipulate at once is dependent on their Tenebrae mastery.

* **Enshroud (Level 2):** The ability to Enshroud oneself gives vampires the ability to summon forth the essence of the Umbra, and wrap it around their bodies. They appear to those who can see them, via the Blood Gift of Augury, or Tenebrae power of Shadowsight, or other means of supernatural perception, to be enshrouded in black, shadow mist. Elsewise, they are imperceptible. This imperceptibility is mental, preventing victims from consciously registering the vampire's presence. People will walk around the vampire unconsciously, for instance, but will have no inkling of their presence. Enshrouded vampires do appear on film, usually as highly distorted dark figures.

* **Shadowsight (Level 2):** Shadowsight enables a vampire to channel the essence of the Umbra to enhance their vision. When this occurs, their eyes become pure black, reflective voids, windows directly into the Umbra. While the power is active, the vampire can see perfectly in pitch darkness, though their vision is in shades of grey, and can instantly spot if a shadow is mundane or if it is being controlled by use of Tenebrae or other umbrakinetic power. The ability also enables its wielder to attempt to penetrate the powers of concealment that Tenebrae offers, though it is usually unsuccessful if employed against a more skilled Tenebrae wielder. When Shadowsight is active, lights, even relatively weak ones, can be extremely painful and disorienting when looked at. Lastly, when anyone looks into the eyes of a vampire using Shadowsight, and thereby, into the Umbra, they are usually afflicted with the effects of Umbral Dread.

### Common Blood Gifts (Levels 3-4)

* **Shadowmask (Level 3):** This ability advances on the power to Enshroud oneself, enabling the vampire to craft an illusion around themselves to appear as any humanoid they wish. Similar to Enshroud, vampires using this ability appear to those who see past their illusion as humanoids cloaked in darkness, though this shadowy form will be shaped like the illusion itself, merely lacking its textures. To those who the illusion affects, the vampire may freely customize their bodily appearance, the sound of their voice, and their clothing, so long as they are all roughly humanoid. As the illusion is mental, anyone who touches them will feel whatever they expect to feel on their body.
* **Substantiate Shadow (Level 3):** This power enables vampires to give the shadows they command corporeality, allowing them to be used as weapons. Though the shapes a Tenebrae wielder commands are still rather amorphous, they can now form grasping tendrils of darkness, rippling shadow shields, or scything black claws that can tear through flesh. Such constructs feel ice cold to the touch, and actually suck the warmth from anything they come into contact with. Being touched by them induces Umbral Dread. Substantiated shadows can be damaged physically, though the vampire controlling them can repair them easily with any darkness they have at hand. Light, particularly light from fire, and even more so, the sun, is capable of dispelling Substantiated Shadows, though this is more difficult the more mastery over Tenebrae the vampire controlling them has.
* **Inumbration (Level 4):** Using this power, a vampire may now use themselves as a tiny crack in the door to the Umbra, enabling them to exude darkness out from their bodies, conjuring it where there was none before. Inumbrated darkness can assist in snuffing out light, and provides shadows for the vampire to wield using other Tenebrae powers. As it comes directly from the Umbra, this darkness, while not substantial and solid by default, chills anything it touches, sucking away warmth and inciting Umbral Dread.
* **Nightshade (Level 4):** An ability that combines the illusory abilities of Shadowmask with the umbrakinetic powers of Shadowplay, this ability allows a vampire to conjure Nightshades. Nightshades are illusory shadows, shaped by the wills of their creator, operating on the same principles as a Shadowmask. Due to being mental illusions, Nightshades if touched will seem to be substantial, and any wounds they "inflict" will also be felt by victims. Nightshades can be given actual substance through Substantiate, but this adds further strain, in addition to that which is required to maintain the illusion.
* **Shadowmeld (Level 4):** The ability to Shadowmeld allows a vampire to merge themselves with an existing shadow, so long as it is of sufficient mass to contain their body. This is accomplished by letting the Umbral energies of the shadow to flow into them. Once this is done, they become incorporeal shadows, invisible to the mundane eye and unable to be harmed by anything save fire or the light of the sun, which can force the Tenebrae wielder out. After being Melded with the shadow, the Tenebrae wielder can manipulate it using any other Tenebrae powers at their disposal. Unlike the more advanced power of the Shadowform, remaining Shadowmelded does not require a continuous expenditure of energy.

### Elder Blood Gifts (Levels 5-7)

* **Shadowform (Level 5):** Elder vampires who master Tenebrae are able to charge their forms with the energies of the Umbra, and fully transform their bodies into a mass of shadow. This makes them insubstantial and invulnerable to physical harm, and allows them to shape their forms using whatever Tenebrae powers they have at their disposal. However, sufficiently bright light which damages their Shadowform carries over to when they revert to their proper state, and they are extra vulnerable to flame and sunlight in this shape, which can be combated only by extreme mastery of Tenebrae. The elder may, if they so choose, Substantiate their Shadowform for the purpose of offense with it, with all the vulnerabilities that entails. The gravest danger of taking on the Shadowform, however, is that more potent Tenebrae wielders may attempt to usurp their form and manipulate it like a common shadow. Lastly, maintaining a Shadowform usually requires considerable effort, meaning that its uses are usually brief.
* **Umbral Construct (Level 5):** An advancement on the ability of Substantiating Shadows, this enables an elder vampire to craft simple objects from darkness, such as chairs, swords, or armor. These constructs require little concentration to be maintain, though the amount of relative mass which can be conjured varies with Tenebrae mastery. Such constructs remain present until the elder dispels them, they are destroyed, or the elder leaves the location they are present in. These constructs feel ice cold to the touch.
* **Shadowstep (Level 6):** Certain elders learn to use the connection every shadow has to the Umbra (connections which are collectively known as the Shadowweb) to dip themselves into the dark realm, and emerge elsewhere in the physical world. In essence, this power allows them to step through one shadow, and exit out another one within their presence. They may also choose to merely extend a hand or other extension through one shadow and out the other, either to grab an object or strike at an enemy. Sufficiently skilled vampires may take other individuals through with them.
* **Umbradrain (Level 6):** An ability that operates on principles similar to those of Shadowstep, this ability uses the vampire's connection to the shadows to allow them to drain the blood from anyone their shadows touch. Many elder masters of Tenebrae eschew normal feeding altogether, choosing instead to feed via Umbradrain. Unsurprisingly, any mortal subjected to an Umbradrain faces extremely potent Umbral Dread.
* **Umbral Gateway (Level 7):** An ability attained after mastering the power of Shadowstep, a vampire may open a direct gate to the Umbra itself in any shadow. This Gateway allows for passage to and from the Umbra, and is sustained by the vampire's will. They can close it at any time, though other forces may attempt to keep it open. Gateways may be opened both inside the Umbra and the physical world. Using this ability to open a gate from within the Umbra always deposits the user in a location that somewhat corresponds to where they entered. If they moved a substantial distance within the Umbra, they will exit a shadow in the physical world that is a similar distance away. The use of this power has rendered many potent elders notoriously difficult to pin down. Others are known for inflicting terrifying punishments on those who displease them by casting them into the Umbra.
* **Oriel (Level 7):** Elder masters of Tenebrae are able to invest portions of their power and will into shadows after having mastered the ability to Shadowmeld. Once this investiture is made, the shadow is known as an Oriel, which the elder can then see and hear out of, as if they were Shadowmelded with it. The connection between the vampire and the shadow remains until it is dispelled by the light of the sun. Distance is also not a factor in the use of an Oriel, and elders can eavesdrop through shadows even if they are thousands of miles away.
* **Tenebrous Minion (Level 7):** A vampire wielding this ability can cause their own shadow to detach from their body, animated by their will. These shadows can act without specific direction from their vampiric creator, using any Tenebrae power in the creator's arsenal. As extensions of their maker's will, they are capable of certain independent actions, but can only do things their master would want them to do, otherwise having no impulses. While Tenebrous Minions can operate outside their maker's presence, their powers grow weaker and weaker the further they go from them. Greater masters of Tenebrae can extend the range their Minions may operate in. While the Minion is active, their creator casts no shadow. Should they be destroyed, the shadow simply reappears as normal, making the Minion completely expendable.

### Ancient Blood Gifts (Levels 8-9)

* **Arrest Shadows (Level 8):** A necessary defensive power for ancients wielding Tenebrae, this ability enables them to harden any shadows within their vicinity, preventing them from being manipulated by Tenebrae uses other than their own. This is particularly useful for barring unexpected visitors employing Shadow Travel.
* **Shadow Travel (Level 8):** Ancient masters of Tenebrae are able to use this superb advancement of Shadowstepping to step in one shadow, and step out of another in any place that they are familiar with by exploiting the Shadowweb. If a shadow is not present, then one will be spawned from the Umbra for them to exit. It is possible, like with Shadowstep, to take passengers along as well. The usefulness of this power is why many ancients develop the ability to Arrest Shadows, so that they may prevent enemies from using it against them.
* **Chernobog (Level 9):** A power used only by the extremely powerful and self assured (including most notably an ancient by the name of Svarog, who spread the name of this power), Chernobog can give vampires respite from their greatest bane: The sun. Chernobog, when invoked, allows for a great dome of darkness to be enveloped, centered around for the one who summoned it, moving about as they do. Under the dome, it as though night has fallen, and all vampires are completely unhampered by the presence of the sun. They are not harmed by its light, nor are they made to sleep by its presence. Additionally, all mundane flames beneath the dome are instantly are snuffed out, and other light sources fade and grow weak. Lastly, all shadows within grow far easier to control, enhancing the Tenebrae of any vampires beneath it. For these reasons, the power is massively useful even at night. The energy expended in keeping Chernobog active is tremendous, and is both tiring to maintain and easily detectable by any creature with magical senses.
* **Shadowscry (Level 9):** This advancement upon the Oriel enables ancient Tenebrae masters to exploit the Shadowweb to peer through shadows across the world, essentially using them as conduits for their senses without ever needing to have encountered them before. The power of Shadowscry is the reason that many vampires of lines which Tenebrae is inherent in fear that their progenitors watch them constantly.