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VITREOUS
PATH
The
Vitreous Path allows a necromancer to control and influence the energies
pertaining to death,
what wraiths call Oblivion. Rare in the extreme, this path manipulates
entropy and decay, forces that even most necromancers are uncomfortable
harnessing. This path, a development of the Nagaraja bloodline (who sometimes
call the power "Nihilistics"), sees only the most limited use
even among skilled necromancers. Still, its powers make a formidable complement
to other necromantic crafts, and those obsessed with mastery over death
and souls such as the Harbingers of Skulls would certainly
risk much to uncover this path's secrets.
Like most necromancers, Nagaraja learn the Sepulchre Path before any others.
The Vitreous Path is usually their second focus of study, which at one
time reflected the amount of time they spent in the Underworld.
1 - EYES OF THE DEAD
The
necromancer employing the Eyes of the Dead can literally see through the
eyes of any wraiths around her, allowing her to use the wraiths' Deathsight.
Of course, if there are no wraiths present, the power is useless. On the
upside, at least for the necromancers, a few of the Restless may almost
always be found wandering around. To an experienced manipulator of ghostly
energies, the auras of surrounding beings give off telltale hints as to
their health and may indicate their emotions or desires; the necromancer
can see the energies of death and passion flowing through everyone, just
as wraiths can.
System:
The player rolls Perception + Occult, difficulty 6, in order to see through
the eyes of the Dead around the necromancer. This effect is often disorienting,
especially in areas where many wraiths are present and, at the Storyteller's
discretion, can cause the necromancer to suffer up to a +4 difficulty
when attempting to perceive things not in the Underworld. While employing
the Eyes of the Dead, the necromancer may not always understand what he
is seeing (when in doubt, use Intelligence + Occult to recognize the patterns
of death in auras). Properly used, this power lets a necromancer determine
whether someone is injured, diseased or dying and, also, whether the individual
labors under any sorts of curses or baleful magic. This ability lasts
for one scene, though the necromancer may choose to prematurely draw his
perceptions back to his own body (thereby ending the power).
2 - HOUR OF DEATH
Much
like Eyes of the Dead, this power allows the necromancer to see with the
perceptions of the Restless Dead. The difference is that this power grants
the necromancer himself Deathsight instead of borrowing the perceptions
of a wraith, and this vision gives much greater details. By looking at
the entropic markings on a person's body, the necromancer can gain rough
knowledge of how far that person is from death, how soon that person is
likely to die and even what the cause of her death is likely to be. Conversely,
the patterns of auras also tell when a person is agitated or excited and
allow the death magician to gauge someone's feelings towards another individual
when the two first meet. This is not an exact science by any means, but
the power is extremely useful to give the necromancer an edge over those
she scrutinizes.
Many necromancers actually use this talent to be at the right place and
time to capture a newly departing soul.
System:
The player rolls Wits + Occult (difficulty 7). The more successes scored,
the more the character can tell about the target's fate. One success means
the character can guess how long the target has to live to within a few
weeks. Three successes means the character can estimate how long the target
has to live and what the probable source of demise will be, as the entropic
markings clearly show the wounds that will someday exist on that person.
Five successes means the character can actually see where and when the
event will occur by interpreting the black markings on the target's soul.
While this power lasts for one scene, it can be used to read the fate
of only one target at a time.
Storytellers must exercise judgment with this power, since the markings
of death are typically unavoidable. Of course, if the Storyteller rolls
the dice, the player has no way of knowing whether her insight is correct.
3 - SOUL JUDGMENT
Wraiths seem to possess a Beast, much like vampires, though their "Shadows"
are often less brutish. By using Soul Judgment, the necromancer determines
whether the wraith is currently influenced by his darker passions. That
knowledge can be very useful, as many necromancers prefer to barter with
apparitions rather than merely trying to force the wraiths into subservience.
Knowing the aspect of a wraith with which the death magician is dealing
means knowing whether or not to discuss matters of importance with the
wraith at that time. Many necromancers take this affair one level further,
dealing with the Shadow and the normal
wraith in separate matters and never letting on to either just what the
other half is doing.
System:
The player rolls Perception + Occult (difficulty 7) and spends one Willpower
point in order to discern which aspect of the wraith is currently in control.
Since the wraith's higher self usually has no idea of what its Shadow
is doing (although the converse is not true), the necromancer can conceal
his dealings by working with the wraith's dark nature. This power also
allows the necromancer to determine whether the ghost is normally dominated
by his higher self or his Shadow; wraiths routinely dominated by their
Beasts are known as Spectres and are exceedingly dangerous.
4 - BREATH OF THANATOS
The
Breath of Thanatos allows the necromancer to draw out entropic energy
and focus it upon an area or person. Often, the death magician literally
takes a deep breath and then forcefully exhales a fog of mephitic energy.
This cloud of virulence is completely invisible to anyone without the
ability to see the passing of entropy (as with lower levels of this power).
The energy of this cloud is like a beacon for Spectres, and they are drawn
to the entropic force like moths to flame. There is no obligation on the
part of Spectres to behave themselves, and the necromancer had best have
a plan for what to do with them once they've arrived which is why
most Vitreous Path necromancers also learn other paths.
Once the energy is pulled from the necromancer's body, she can either
disperse it over a large area as a lure for Spectres or use the mist for
somewhat more sinister purposes. Channeled into an object or person, the
death-mist inflicts the subject with an unwholesome, negative aspect,
and may actually cause injury. Furthermore, the focused energies are tainted
and eerie, and though generally invisible, they tend to cause people and
animals to feel discomfort around the victim.
System:
The player spends one blood point and rolls Willpower (difficulty 8).
Only one success is needed to draw out the Breath of Thanatos. If dispersed
to summon Spectres, the energies cover roughly one-quarter of a mile in
radius, centered around the necromancer. The range increases by one-quarter
mile for every additional blood point expended. As noted previously, Spectres
summoned with this power are not beholden to the necromancer in any way
and may well go out of their way to wreak havoc on anyone in the vicinity.
This energy disperses after a scene.
If the cloud is directed toward a particular target, the necromancer must
cither touch the target or else direct the stream of entropy using Dexterity
+ Occult (difficulty 7). A target laden with entropy suffers one (and
only one) level of aggravated damage; this generally manifests as illness
or decay. The target's social difficulties with those unfamiliar with
the touch of death Lupines, faeries, certain mages and most normal
humans increase by 2. Furthermore, supernatural perceptions indicate
the target as tainted with decay, which can he dangerous, as certain enti'
ties (such as the Lupines) have special senses to detect such taint and
a rather violent crusade against those thus infected. This form of taint
lasts until sunrise or sunset; a victim already plagued by this power
cannot he affected again until the previous fog of entropy has dispersed.
A botch on the roll to control this power indicates that the vampire has
turned the energy upon himself, and suffers all the effects of the vitriolic
breath. This inflicts the usual injury and subjects the necromancer to
the possibly dangerous affection of Spectres and other creatures from
beyond the grave.
5 - SOUL FEASTING
Just as the
necromancer can draw Oblivion from within, she may also pull external
cntropic energies into herself as a source of power. Soul Feasting allows
the caster to cither draw on the ambient death energies around her or
to actively feed on a wraith, stealing the wraith's substance and mystically
transforming that energy into a rude sustenance.
System:
The player spends one Willpower to allow the vampire to feed on the negative
energies of the dead. If the character is drawing the energies from the
atmosphere, she must be in a place where death has occurred within the
hour or in a place where death is common, such as a cemetery, a morgue
or the scene of a recent murder. Generally, the necromancer can draw anywhere
from one to four points of entropy from such a location, although the
difficulty of all Necromancy (and all ghostly powers that must cross into
the living lands) increases by an equal amount for several nights. The
energies of such an area may only be drained once until the area's entropy
replenishes (again, after several nights).
In cases when the necromancer feeds on a wraith, the vampire must actually
attack the wraith as if feeding normally. Wraiths have up to 10 "blood
points" that may be taken from them, and they become less and less
"substantial" as their spirit-essence drains away. The character
is vulnerable to any attack the wraith might make, even those that do
not normally affect the physical world; while feeding, the vampire is
essentially in a half-state, existing in both the living lands and the
Underworld simultaneously. The wraith so attacked is considered immobilized
and cannot run or escape unless it can defeat the vampire in a resisted
Willpower roll. This power may also be used in conjunction with Ash Path
Necromancy, allowing the vampire to drain power (though not sustenance)
from ghosts while traveling in the lands of the dead.
This soul energy may be used to activate Disciplines, but may not be used
in place of actual blood for the purposes of feeding or for other physical
purposes such as healing or boosting Attributes.
Botching this power renders the vampire unable to feed through the wall
of death. Conversely, he remains susceptible to the assaults of ghosts
and spirits for several turns (generally, a number of turns equal to the
amount of energy that could have been drawn from the area or one turn
if attacking a ghost) as he hovers between worlds, unable to function
effectively in either.
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