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Necromancy
Necromancy
is at once a Discipline and a school of magical learning, all dedicated
toward the command of the souls of the dead. It has some similarities
to Thaumaturgy in that, rather than being a strict linear progression
of powers, Necromancy consists of several "paths" and accompanying
"rituals." Well-trained and puissant vampiric necromancers can
summon the dead, banish or imprison souls, and even reinsert ghosts into
living or unliving bodies. Needless to say, the study of
Necromancy is not widespread among the Kindred, and its practitioners
primarily Giovanni Kindred are shunned or ignored whenever
possible.
Over the centuries, the various schools of vampiric Necromancy have diversified,
leaving three distinct paths of necromantic magic available to Cainites.
All necromancers first leam the so-called Sepulchre Path, then extend
their studies to the Bone Path or the Ash Path as time and opportunity
permit. The Sepulchre Path is always considered the character's "primary"
path; it increases automatically as the character increases her overall
Necromancy rating. The Bone and Ash Paths must be bought separately, using
the experience costs for secondary paths.
Like Thaumaturgy, Necromancy has also spawned a series of rituals. While
not nearly so immediate in effect as the basic powers of Necromancy, Necromantic
rituals can have impressive long-term effects. Unsurprisingly, the elements
of Necromantic ritual are things like long-buried corpses, hands from
the cadavers of hanged men, and so on, and so obtaining suitable materials
can be quite difficult. Scarcity of supply limits the frequency of Necromantic
rituals, giving cause for many other Kindred to breathe a metaphorical
sigh of relief.
System: A Cainite necromancer must learn at least three levels in the
Sepulchre Path before learning his first level in either the Bone Path
or the Ash Path. He must then achieve mastery in the Sepulchre Path (five
levels) before acquiring any knowledge of the third path.
As with Thaumaturgy, advancement in the primary path (in this case, the
Sepulchre Path) costs the normal experience amount, while study of secondary
Necromantic paths incurs an additional experience-point cost. Because
Necromancy is not quite so rigid a study as Thaumaturgy is, the rolls
required to use Necromantic powers can vary from path to path and even
within individual paths.
THE SEPULCHRE PATH
1 - INSIGHT
This power allows a necromancer to stare into the eyes of a corpse and
see reflected there the last thing the dead man witnessed. The vision
appears only in the eyes of the cadaver and is visible to no one except
the necromancer using Insight.
System:
This power requires a roll of Perception + Occult (difficulty 8 for formerly
living creatures, 10 for unliving ones such as vampires) as the vampire
stares into the target's eyes. The number of successes on the roll determines
the clarity of the vision; a botch shows the necromancer his own Final
Death, which can induce Rotschreck.
This power cannot be used on the corpses of vampires who have reached
Golconda, or those in whom advanced decomposition has already set in.
| 1
success |
A
basic sense of the subject's death |
| 2
successes |
A
clear image of the subject's death andthe seconds preceding it |
| 3
successes |
A
clear image, with sound, of the minutes preceding death |
| 4
successes |
A
clear image, with sound, of the half-hour before the subject's demise |
| 5
successes |
Full
sensory perception of the hour leading up to the target's death |
2 - SUMMON SOUL
The power of Summon Soul allows a necromancer to call a ghost back from
the Underworld, though for conversational purposes only. In order to perform
this feat, the Giovanni must meet certain conditions:
The necromancer must know the name of the wraith in question, though
an image of the wraith obtained via Psychom-etry will suffice.
An object with which the wraith had some contact in life must be
in the vicinity. If the object is something of great importance to the
ghost, the chances for success in the summoning increase dramatically
(-2 difficulty).
Note:
This bonus applies for all powers on the Sepulchre Path.
Certain types of ghosts cannot be summoned with this power. Vampires who
achieved Golconda before their Final Deaths, or who were diablerized,
are beyond the reach of this summons. Likewise, many ghosts of the dead
cannot be called they are destroyed, unable to return to the mortal
plane, or lost in the eternal storm of the Underworld.
System:
To use Summon Soul, the vampire's player must roll Perception + Occult
(difficulty 7, or the ghost's Willpower if the Storyteller knows it).
The number of successes on the roll indicates the tractability of the
summoned spirit and how long the summoned wraith remains in the vicinity
of her summoner. Summoned ghosts are visible and audible to the vampire
who summoned them, and remain so up until the time the summoning wears
off. Ghosts who wish to be summoned can voluntarily appear.
For each question the vampire asks the summoned spirit, the Storyteller
should roll one die per summoning success. At least one success is needed
on this second roll (difficulty 6) in order to keep the wraith around
long enough to answer the question.
If a vampire botches a summoning roll, she calls forth a malevolent ghost
(known as a spectre), which immediately sets about tormenting its summoner.
3 - COMPEL SOUL
With this power, a vampire can command a ghost to do his bidding for a
while. Compel is a perilous undertaking and, when used improperly, can
endanger vampire and wraith alike.
System:
In order to compel a wraith, the vampire must first successfully summon
it. Before the wraith has left the scene of the summoning, the vampire's
player must roll Manipulation + Occult (difficulty equal to the target's
Willpower). The wraith can spend Pathos (the ghostly equivalent of blood;
assume a pool of 7 for all ghosts) to combat the compulsion; each point
spent removes one of the vampire's successes. The vampire may attempt
to compel a wraith multiple times during a single summoning.
For each success achieved on the Manipulation + Occult roll, the necromancer
achieves a greater degree of control over the wraith. The breakdown is
as follows:
| Failure |
The
compulsion of the summoning ends and the wraith is free to leave.
Many wraiths take the opportunity to assault their would-be masters
as they depart. |
| 1
success |
The
wraith must remain in the vicinity and refrain from attacking any
creature without the necromancer's consent. |
| 2
successes |
The
wraith is bound to remain and answer any questions truthfully, though
the questions had best be phrased carefully. |
| 3
successes |
The
wraith is forced to remain and answer any questions truthfully, without
evasion or omission. |
| 4
successes |
The
wraith must remain, answering truthfully any questions asked of it.
It must also perform any services commanded by its new master, though
it is bound only by the letter of the command, not the spirit. |
| 5
successes |
The
wraith is trapped, obeying the spirit of the vampire's commands to
the best of its ability. |
Compel
holds a ghost for one hour per success rolled. If the vampire wishes,
she can expend a temporary Willpower point to keep the wraith under the
compulsion for an extra night. The expenditure of a permanent point of
Willpower on the vampire's part binds the wraith for a year and a day.
4 - HAUNTING
Haunting binds a summoned ghost to a particular location or, in extreme
cases, an object. The wraith cannot leave the area to which the necromancer
binds it without risking self-destruction. A wraith attempting to leave
the area of a haunting must make a Willpower roll (difficulty 10, two
successes necessary) or take a level of aggravated damage; if the wraith
runs out of health levels, it is hurled deep into the Underworld to face
destruction.
System:
The player rolls Manipulation + Occult (difficulty is target's Willpower
if she resists; otherwise it is 4). Each success ties the wraith to a
particular spot of the necromancer's choosing for a night; with the expenditure
of a Willpower point, that becomes a week. Expenditure of a point of permanent
Willpower extends the duration to a year.
5 - TORMENT
It is through the use of this power that elder Giovanni convince bound
ghosts to behave or else. Torment allows the vampire to strike
a wraith as if he himself were in the lands of the dead, inflicting damage
on the wraith's ectoplasmic form. The vampire remains in the real world,
however, so he cannot be struck in return by the wraith.
System:
The player rolls Stamina + Empathy (difficulty is the wraith's Willpower),
and the vampire reaches out to "touch" the wraith. Each success
inflicts a level of lethal damage on the wraith. Should the wraith lose
all health levels, it immediately vanishes into what appears to be a doorway
to some hideous nightmare realm. Ghosts "destroyed" thus cannot
reappear near the real world for a month.
THE BONE PATH
The
Bone Path is concerned primarily with corpses and the methods by which
dead souls can be restored to the living world temporarily or otherwise.
1 - TREMENS
Tremens allows a necromancer to make the flesh of a corpse shift once.
An arm might suddenly flop forward, a cadaver might sit up, or dead eyes
might abruptly open. Needless to say, this sort of thing tends to have
an impressive impact on people who aren't expecting a departed relative
to roll over in his coffin.
System:
To use Tremens, the necromancer spends a single blood point, and the player
must succeed on a Dexterity + Occult roll (difficulty 6). The more successes
achieved, the more complicated an action can be inculcated into the corpse.
One success allows for an instantaneous movement, such as a twitch, while
five allow the vampire to set up specific conditions under which the body
animates ("The next time someone enters the room, I want the corpse
to sit up and open its eyes."). Under no circumstances can Tremens
cause a dead body to attack or cause damage.
2 - APPRENTICE'S BROOMS
With
Apprentice's Brooms, the necromancer can make a dead body rise and perform
a simple function. For example, the corpse could be set to carrying heavy
objects, digging, or just shambling from place to place. The cadavers
thus animated do not attack or defend themselves if interfered with, but
instead attempt to carry out their given instructions until such time
as they've been rendered inanimate. Generally it takes dismemberment,
flame or something similar to destroy a corpse animated in this way.
System:
A roll of Wits + Occult (difficulty 7) and the expenditure of a point
of both blood and Willpower are all that is necessary to animate corpses
with Apprentice's Brooms. The number of corpses animated is equal to the
number of successes achieved. The necromancer must then state the task
to which he is setting his zombies. The cadavers turn themselves to their
work until they finish the job (at which point they collapse) or something
(including time) destroys them.
Bodies energized by this power continue to decay, albeit at a much slower
rate than normal.
3 - SHAMBLING HORDES
Shambling
Hordes creates exactly what you think it might: reanimated corpses with
the ability to attack, albeit neither very well nor very quickly. Once
primed by this power, the corpses wait for years, if necessary
to fulfill the command given them. The orders might be to protect
a certain site or simply to attack immediately, but they will be carried
out until every last one of the decomposing monsters is destroyed.
System:
The player invests a point of Willpower, then spend a point of blood for
each corpse the necromancer animates. The player then must succeed on
a Wits + Occult roll (difficulty 8); each success allows the vampire to
raise another corpse from the grave. Each zombie (for lack of a better
term) can follow one simple instruction, such as "Stay here and guard
this graveyard against any intruders," or "Kill them!"
Note:
Zombies created by Shambling Hordes will wait forever if need be to fulfill
their functions. Long after the flesh has rotted off the mystically animated
bones, the zombies will wait.. .and wait.. .and wait still able
to perform their duties.
4 - SOUL STEALING
This
power affects the living, not the dead. It does, however, temporarily
turn a living soul into a sort of wraith, as it allows a necromancer to
strip a soul from a living or vampiric body. A mortal exiled from
his body by this power becomes a wraith with a single tie to the real
world: his now-empty body.
System:
The player spends a point of Willpower and then makes a contested Willpower
roll against the intended victim (difficulty 6). Successes indicate the
number of hours during which the original soul is forced out of its housing.
The body itself remains autonomically alive but catatonic.
This power can be used to create suitable hosts for Daemonic Possession.
5 - DAEMONIC POSSESSION
Daemonic Possession lets a vampire insert a soul into a freshly dead body
and inhabit it for the duration. This does not turn the reanimated corpse
into anything other than a reanimated corpse, and one that will irrevocably
decay after a week, but it does give either a wraith or a free-floating
soul (say, that of a vampire using Psychic Projection) a temporary home
in the physical world.
System:
The body in question must be no more than 30 minutes dead, and the new
tenant must agree to inhabit it a ghost or astral form cannot be
forced into a new shell. Of course, most ghosts would gladly seize the
opportunity, but that's a different matter. Should the vampire, for whatever
reason, wish to insert a soul into another vampire's corpse (before it
crumbles to ash), the necromancer must achieve five successes on a resisted
Willpower roll against the original owner of the body. Otherwise, the
interloper is denied entrance.
Note:
The soul can use whatever physical abilities (Dodge, Brawl, Potence) his
new home possesses, and whatever mental abilities (Computer, Law, Presence)
he possesses in his current existence. He cannot use the physical abilities
of his old form, or the mental abilities of his new one.
ZOMBIE
STATISTICS
Corpses
animated by a necromancer of the Bone Path have Strength 3, Dexterity
2, Stamina 4, Brawl 2, and always act last in a turn (unless there
are mitigating circumstances). They have zero Willpower points
to spend, but resist attacks as if they have Willpower ratings
of 10. All Mental and Social ratings are zero for a reanimated
corpse, and zombies never attempt to dodge. Zombies' dice pools
are not affected by damage, except that caused by fire or the
claws and teeth of supernatural creatures. Most zombies have 10
health levels, but they are incapable of healing any damage they
suffer.
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THE ASH PATH
The
Ash Path allows necromancers to peek into the lands of the dead and even
to affect things there. Of the three Paths of Necromancy, the Ash Path
is the most perilous to learn, because many of the Path's uses increase
a necromancer's vulnerability to wraiths.
1 - SHROUDSIGHT
Shroudsight
allows a necromancer to see through the Shroud, the mystical barrier that
separates the living world from the Underworld. By using this power, the
vampire can spot ghostly buildings and items, the landscape of the so-called
Shadowlands, and even wraiths themselves. However, the odds are that an
observant wraith will notice when a vampire suddenly starts staring at
him, which can lead to unpleasant consequences.
System:
A simple roll of Perception + Alertness (difficulty 7) allows a necromancer
to utilize Shroudsight. The effects last for a scene.
2 - LIFELESS TONGUES
Where Shroudsight
allows a necromancer to see ghosts, Lifeless Tongues allows her to converse
with them effortlessly. Once Lifeless Tongues is employed, the vampire
can carry on a conversation with the denizens of the ghostly Underworld
without spending blood or causing the wraiths to expend any effort.
System:
To use Lifeless Tongues requires a roll of Perception + Occult (difficulty
6) and the expenditure of a Willpower point. This power also grants the
effects of Shroudsight, so the vampire can see with whom, or what, she
is conversing.
3 - DEAD HAND
Similar to
the Sepulchre Path power Torment, Dead Hand allows a necromancer to reach
across the Shroud and affect a ghostly object as if it were in the real
world. Ghosts are solid to necromancers using this power, and can be attacked.
Furthermore, the necromancer can pick up ghostly items, scale ghostly
architecture (giving real-world bystanders the impression that he's climbing
on air!) and generally exist in two worlds. On the other hand, a necromancer
using Dead Hand is quite solid to the residents of the Underworld
and to whatever weapons they might have.
System:
The player spends a point of Willpower and makes a successful Wits + Occult
roll (difficulty 7) for the vampire to activate Dead Hand. For each scene
the vampire wishes to remain in contact with the Underworld, he must spend
a point of blood.
4 - EX NIHILO
Ex Nihilo
allows a necromancer to enter the Underworld physically. While in the
lands of the dead, the vampire is essentially an extra-solid ghost. He
maintains his normal number of health levels, but can be hurt only by
things that inflict aggravated damage on ghosts (weapons forged from souls,
certain ghostly powers, etc.). A vampire physically in the Underworld
can pass through solid objects (at the cost of one health level) and remain
"incorporeal" thus for a number of turns equal to his Stamina
rating. On the other hand, vampires present in the Underworld are subject
to all of the Underworld's perils, including ultimate destruction. A vampire
killed in the Deadlands is gone forever, beyond even the reach of other
necromancers.
System:
Using Ex Nihilo takes a tremendous toll on the necromancer. To activate
this power, the vampire must first draw a doorway with chalk or blood
on any available surface. (Note: Doors can be drawn ahead of time for
exactly this purpose.) The player must then expend two points of Willpower
and two points of blood, then make a Stamina + Occult roll (difficulty
8) as the vampire attempts to open the chalk door physically. If the roll
succeeds, the door opens and the vampire steps through into the Underworld.
When the vampire wishes to return to the real world, he needs merely to
concentrate (and the player spends another Willpower point and rolls Stamina
+ Occult, difficulty 6). At Storyteller discretion, a vampire who is too
deeply immersed in the Underworld may need to journey to a place close
to the lands of the living in order to cross over. Vampires who wander
too far into the lands of the dead may be trapped there forever.
Vampires in the Underworld cannot feed upon ghosts; their only sustenance
is the blood they bring with them.
5 - SHROUD MASTERY
A bit of
an exaggeration, Shroud Mastery is the ability to manipulate the veil
between the worlds of the living and the dead. By doing so, a necromancer
can make it easier for bound wraiths in his service to function, or make
it nearly impossible for ghosts to contact the material world.
System:
To exercise Shroud Mastery, the necromancer expends two points of Willpower,
then states whether he is attempting to raise or lower the Shroud. The
player then makes a Willpower roll (difficulty 9). Each success on the
roll raises or lowers the difficulties of all nearby wraiths' actions
by one, to a maximum of 10 or a minimum of 3. The Shroud reverts to its
normal strength at a rate of one point per hour thereafter.
NECROMANTIC RITUALS
The rituals
connected with Necromancy are a hodgepodge lot. Some have direct relations
to the paths; others seem to have been taught by wraiths themselves, for
whatever twisted reason. All beginning necromancers gain one Level One
ritual, but any others learned must be gained through in-game play. Necromantic
rituals are otherwise identical to Thaumaturgy rituals and are learned
in similar fashion, though the two are by no means compatible.
System:
Casting times for necromantic rituals vary widely; see the description
for particulars. The player rolls Intelligence + Occult (difficulty 3
+ the level of the ritual, maximum 9); success indicates the ritual proceeds
smoothly, failure produces no effect, and a botch often indicates that
certain "powers" notice the caster, usually to her detriment.
CALL OF THE HUNGRY DEAD (LEVEL 1 RITUAL)
Call of the
Hungry Dead takes only 10 minutes to cast and requires a hair from the
target's head. The ritual climaxes with the burning of that hair in the
flame of a black candle, after which the victim becomes able to hear snatches
of conversation from across the Shroud. If the target is not prepared,
the voices come as a confusing welter of howls and unearthly demands;
he is unable to make out anything intelligible, and might well go briefly
mad.
EYES OF THE GRAVE (LEVEL 2 RITUAL)
This ritual,
which takes two hours to cast, causes the target to experience intermittent
visions of her death over the period of a week. The visions come without
warning and can last up to a minute. The caster of the ritual has no idea
what the visions contain only the victim sees them, after all.
Each time a vision manifests, the target must roll Courage (difficulty
7) or be reduced to quivering panic. The visions, which come randomly,
can also interfere with activities such as driving, shooting and so on.
Eyes of the Grave requires a pinch of soil from a fresh grave.
RITUAL OF THE UNEARTHED FETTER (LEVEL 3 RITUAL)
This ritual
requires that a necromancer have a fingerbone from the skeleton of the
particular wraith he's interested in. When the ritual is cast, the fingerbone
becomes attuned to something vitally important to the wraith, the possession
of which by the necromancer makes the casting of Sepulchre Path powers
much easier. Most necromancers take the attuned fingerbone and suspend
it from a thread, allowing it to act as a sort of supernatural compass
and following it to the special item in question.
Ritual of the Unearthed Fetter takes three hours to cast properly. It
requires both the name of the wraith targeted and the fingerbone already
mentioned, as well as a chip knocked off a gravestone or other marker
(not necessarily the marker of the bone's former owner). During the course
of the ritual the stone crumbles to dust, which is then sprinkled over
the fingerbone.
CADAVER'S TOUCH (LEVEL 4 RITUAL)
By chanting
for three hours and melting a wax doll in the shape of the target, the
necromancer turns a mortal target into a corpselike mockery of himself.
As the doll loses the last of its form, the target becomes cold and clammy.
His pulse becomes weak and thready, his flesh pale and chalky. For all
intents and purposes, he becomes a reasonable facsimile of the walking
dead. Needless to say, this can have some adverse effects in social situations
(+2 difficulty on all Social rolls). The effects of the ritual wear off
only when the wax of the doll is permitted to resolidify. If the wax is
allowed to boil off, the spell is broken.
GRASP THE GHOSTLY (LEVEL 5 RITUAL)
Requiring
a full six hours of chanting, this ritual allows a necromancer to bring
an object from the Underworld into the real world. It's not as simple
as all that, however a wraith might well obj ect to having his
possessions stolen and fight back. Furthermore, the object taken must
be replaced by a material item of roughly equal mass, otherwise the target
of the ritual snaps back to its previous, ghostly existence.
Objects taken from the Underworld tend to fade away after about a year.
Only items recently destroyed in the real world (called "relics"
by wraiths) may be recaptured in this manner. Artifacts created by wraiths
themselves were never meant to exist outside the Underworld, and vanish
on contact with the living world.
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