Arms of Ahriman
  1. Abilities

Arms of Ahriman

Amalgam: Potence 2


The vampire summons shadowy extensions from unlit spots in the area, within line of sight. Local shadows distort as they flow across walls and floors 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.


Cost: One Rouse Check

Dice Pools: Wits + Oblivion

System: The user takes one turn and pays the cost, summoning the extensions. 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. The shadows 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 shadows while this power is active.

They can also use the shadows to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. The extrusions have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that they, being shadows, move across surfaces, not air, and any distances must take this into account.)

The shadow arms can only be banished by bright light, such as from a powerful torch or daylight, but a successful Wits + Oblivion roll against Difficulty 3 allows the shadows to avoid the light for a turn.

Duration: One scene or until ended or destroyed