Amalgam: Potence 2 The vampire summons abyssal appendages from unlit spots in the area, within line of sight. Local shadows distort as murky tentacles snake out from them 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 shadow appendages. 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. (see Vampire: The Masquerade p. 125). The arms 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 arms while this power is active. They can also be used to perform simple actions (such as opening doors and pulling levers) but nothing as advanced as typing or controlling vehicles. The arms have a length (in yards/meters) equal to twice the Oblivion dots of the user. (Note that the arms, being shadows, move across surfaces, not air, and any distances must take this into account.) The arms have three health levels and use their owner’s Wits + Oblivion to avoid and endure attacks. As two-dimensional shadows, they can only be harmed by bright light, such as from a powerful torch or daylight. The Wits + Oblivion roll allows the tendrils to attempt to snake into the dark corners of a room or overpower the light for a turn, taking a health level of damage but continuing the assault. As the shadow tendrils constrict and assault victims via magical means, it takes an act of will to escape them. A constricted victim must roll Resolve + Composure and achieve more successes than the attacker to simply pass through the tendrils incurring no harm. This action does not dissipate the Arms of Ahriman, which can attack again on a subsequent turn if the wielder wishes it and the target is still within reach.
Duration: One scene or until ended or destroyed