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GttS Widely
believed to be practiced by only the loathsome Giovanni, Necromancy has
actually been adopted by the Harbingers of Skulls, who claim to have learned
the magic of death while trapped in the Underworld. Harbingers seem to
know little of the Bone or Sepulchre Paths, instead learning their own
Mortuus Path and the Ash Path. Harbingers of Skulls have not been known
to interact with the Giovanni, but they may have acquired some knowledge
of other paths from the Samedi, with whom they share some inexplicable
tie. Harbingers of Skulls learn the Mortuus Path as their primary Necromancy
Path; they can only learn their first level of the Ash Path after achieving
the third level of mastery in the Mortuus Path. That aside, they learn
Necromancy like other vampires.
This
power allows the Cainite or the subject of her choice to take on the semblance
of death. Skin stretches tight over bones, flesh grows pale and sallow
and joints seize as the body grows rigid. This power may be used to "play
dead" and look the part, or to curse another with the appearance
of the walking dead. System:
This
power allows the vampire to accelerate the aging and decrepitude processes
in his intended victim. The subject suffers the effects of old age: brittle
bones, dry and thin skin and various rheumatic pains among others. Some
victims have even acquired certain ailments normally experienced by the
elderly, including bone diseases and arthritis.. System:
This
power allows vampires to wrench themselves free from death's long slumber.
A character who possesses this level of mastery may throw off the darkness
of torpor or aid another in doing so. System:
The
Necromancer may temporarily cheat the Curse of Caine, albeit briefly,
by becoming truly dead. While invoking this power, the character suffers
none of the traditional banes against vampires. He is not burned by sunlight,
holy water does not harm him, and he does not rise from the dead each
night. He has literally become a corpse. System:
Named
after mortalsthe Children of Seththis power causes a victim
to contract a virulent plague, similar to the epidemics of the llth through
15th centuries (the BlackPlague, the Red Death, etc.). This illness causes
death within 24 hours for mortals and sends vampires to torpor within
the same period of time. Mortal victims of plague exhibit terrible plague
symp' toms sunken eyes, blackened limbs, bloody sweat and excretions,
swollen nodes and weeping lesions. System:
The
following rituals were developed by the few Sabbat practitioners of Necromancy,
but are not exclusive to the Sabbat. However, they may prove difficult
to learn (or even locate), and Storytellers may wish to grant non-Sabbat
characters versions of these rituals that operate at higher difficulties
and/or lessened effectiveness, or to deny them altogether to such characters.
Eldritch
Beacon takes 15 minutes to cast. The material component is a green candle,
the melted wax from which must be collected and molded into a half-inch
sphere. Whoever carries this sphere, whether in his hand or in a pocket,
is highlighted in the Shadowlands with a sickly-glowing green-white aura.
All wraithly powers affect this individual with greater ease and severity
(Storytellers using Wraith: The Oblivion should apply a -1 difficulty
to all Arcanoi affecting the bearer of the beacon). The sphere retains
its power for one hour per success on the casting roll.
Used
primarily to facilitate conversations with the recently departed, though
also applied as a method of psychological torture, Puppet prepares a subject
(willing or unwilling) as a suitable receptacle for ghostly possession.
Over the course of one hour, the necromancer smears grave soil across
the subject's eyes, lips, and forehead. For the remainder of the night,
any wraith attempting to take control of the subject gains two automatic
successes. The ritual's effects remain even if the soil is washed off.
This
ritual is similar to the Level One Ritual Call of the Hungry Dead in that
it makes the sounds of the underworld audible in the physical realm. However,
Din of the Damned is an area-effect ritual used to ward a room against
eavesdropping. Over the course of half an hour, the necromancer draws
an unbroken line of ash from a crematorium along the room's walls (this
line may pass over doorframes to allow entrance and egress). For the rest
of the night, any attempt to listen in on events inside the room, be it
simple (a glass to the wall), electronic (a laser microphone), or mystic
(Heightened Senses), requires the eavesdropper to score more successes
in a Perception + Occultroll (difficulty 7) than the caster of the ritual
scored. Failure to beat this mark gives the listener an earful of ghostly
wailing and moaning and the sound of howling winds; a botch deafens him
for the rest of the night.
This
hour-long ritual enchants a handful of ergot (a mold that grows on grains
prior to harvest in cold, damp weather) to act as a catalyst for second
sight. By eating a pinch of the magical mold, a subject gains the benefits
of Shroudsight (Ash Path Necromancy Level One, p. 164 of Vampire: The
Masquerade) for a number of hours equal to the necromancer's Stamina score.
Three doses of the enchanted ergot are created for every success on the
roll. Ergot is normally poisonous to some degree; this ritual removes
its toxic properties. However, a botch renders the ergot highly and instantaneously
toxic, inflicting eight dice of lethal damage on any subject who ingests
it including vampires.
Performed
over the course of 12 hours (reduced by one hour per success on the casting
roll), this ritual infuses the Necromancer or a willing subject with the
very cold of the grave. The ritual's material component is a one-foot
cube of ice, which is slowly melted on the subject's chest (inflicting
three health levels of bashing damage on mortal subjects). The subject
must lie naked on bare earth for the entire duration of the ritual. Once
the ritual is completed, its effects remain for a number of nights equal
to the caster's Occult rating. |
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