NecromancyThis discipline allows the kindred to learn to command the souls of the undead. Where Necromancy doesn't have levels, it does have various paths. Your Necromancy rating dictates how high your paths may go.
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PLEASE NOTE:
In any case the Necromancer must FIRST learn the Sepulchre Path, up to level three, with the use of experience points. Then and, only then may the Necromancer (through many decades of study) learn other paths of Necromancy, and spend experience points into their use in combat. |
The Sepulchre Path
- Level 1, "Insight": With this ability, the kindred may, stare into the eyes of a corpse, and see the last thing the person witnessed. This ability requires, a Perception and Occult roll, difficulty 8 for non-supernatural creatures, and difficulty 10 for supernatural. See "Success Chart 1" for what can be seen.
- Level 2, "Summon the Soul": This power allows the kindred to call a soul to him/her. In order to do this the kindred must meet certain conditions; such as: the kindred must know the name of the soul in question, or have an object with which the soul had some kind of contact with in life in the vicinity. If the object is of great importance to the soul; the chances of a successful summoning increase dramatically (difficulty decreased by 2).This requires a Perception and Occult roll difficulty 7.
- Level 3, "Compel the Soul": With this power, a kindred may cause a soul summoned via Summon the Soul, to do his bidding. This requires a Manipulation and Occult roll difficulty the souls Willpower. See "Success Chart 2" below for degrees of success.
- Level 4, "Haunting": This binds a summoned soul to a location, or in rare cases an object. The soul cannot leave the area, without risking destruction. A soul attempting to leave the area, must make a Willpower roll difficulty 10. 4 successes are required or, the soul take a level of aggravated damage. The player rolls, Manipulation and Occult, difficulty the soul's Willpower (if they resist), if they do not resist it is difficulty 4. Each success binds the soul for a night, they may spend a Willpower point and make it a week, or may spend a permanent Willpower point and make it a year.
- Level 5, "Torment": With this power, the kindred may, cause damage to a soul. The player rolls Stamina and Empathy, difficulty the souls Willpower. Each success inflicts a health level of lethal damage. The kindred may not be struck in return however, which places the soul completely at their mercy.
The Bone Path
- Level 1, "Tremens": You may cause a body to twitch, such as a cadaver's eyes to open, or an arm to flop out, etc. This power requires the kindred to spend 1 blood point and make a Dexterity and Occult roll difficulty 6. The more successes achieved, the more complicated and precise the movement may be, where 1 success allows for a simple twitch, 5 successes is sufficient for a corpse to sit up and point at an individual.
- Level 2, "Apprentice's Brooms": With this power the kindred may make a reanimated corpse perform a simple function. For example the corpse can be set to digging or carrying, however they may not attack or defend themselves. This power requires a Wits and Occult roll difficulty 7, and the expenditure of both 1 blood point and a Willpower point. There is no limit to the number of cadavers the kindred may animate.
- Level 3, "Shambling Hordes": This power is exactly like Apprentices Brooms, except the reanimated corpses can attack and defend themselves. See "Zombie Statistic Block" below.
- Level 4, "Soul Stealing": This power is only useful on the living, not the dead. It allows the kindred to strip the soul away from a living body. The Kindred must spend a willpower point and make a contested willpower roll against the victim difficulty 6. Successes indicate the number of hours the soul is expelled. this power is often used in conjunction with level 5.
- Level 5, "Daemonic Possession": This allows the kindred to insert a soul into a freshly dead body. The body in question must be no more than 30 minuets dead.The soul retains it's mental abilities the new bodies physical abilities.
The Ash Path
- Level 1, "Shroudsight": This power allows the kindred to see through the Shroud (The mystical barrier that separates the living world from the underworld.) A roll of Alertness and Perception difficulty 7 is all that is required to use this ability.
- Level 2, "Lifeless Tongues": Shroudsight allows the kindred to see the dead, Lifeless Tongues allows them to communicate with you. To use Lifeless Tongues, it requires a Perception and Occult roll difficulty 6 and the expenditure of a willpower point.This power also grants the power of Shroudsight.
- Level 3, "Dead Hand": This power allows the kindred to enter the land of the dead.They may affect a ghostly object as if it were in the real world. This power requires a Wits and Occult roll and the expenditure of a willpower point. The player has entered the spirit's world. Therefore they may attack the player.
- Level 4, "Ex Nihilo": This power works in conjunction with level 3, it makes the kindred no longer susceptible to the dead's attacks.
- Level 5, "Shroud Mastery": With this power the kindred may increase or decrease the strength of the shroud. The kindred must spend 2 points of willpower, and decide whether they are attempting to raise or lower the shroud's level. The kindred must then make a willpower roll difficulty 9. Each success on the roll, either raises or lowers a spirit's action difficulties by 1, The shroud reverts to its normal strength at a rate of 1 point per hour.
Success Chart 1
- 1 Success - A basic sense of subjects demise.
- 2 Successes - A clear image of subject's demise and the seconds before it.
- 3 Successes - A clear image with sound of the minuets proceeding demise.
- 4 Successes - A clear image with sound, of the half hour before the victim's demise.
- 5 Successes - Full sensory perception of the hour leading up to the subject's demise.
Success Chart 2
- No Successes - No control what so ever over the soul.
- 1 Success - No control over the soul, but it may not leave or attack anyone without the kindred without the permission of the kindred.
- 2 Successes - Must answer any questions asked it it truthfully, but had best be worded carefully.
- 3 Successes - Must answer questions truthfully without trying to avoid the question in any way.
- 4 Successes - Must perform any services asked if it, but only what they ask.
- 5 Successes - Does whatever the kindred asks of it to the best of it's ability.
Zombie Statistics Block
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Caitifflord Says:I have never really liked the Giovanni, however this disciplines worth can not be questioned. It is useful, after all, to bring forth armies of warriors who feel no pain. They may not be effective combatants but in a swarm....POWER TO THE MASSES!!
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Caitiffprince Says:This discipline has always seemed like a big joke to me. making the dead twitch, and whatnot, but like Caitiff Lord says, the dead can be "effective" in numbers hope you can raise enough dead before that Thaumaturgist's fireball hits you....thats all I'm saying.
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