NECROMANCY
THIS POWER ALLOWS THE VAMPIRE TO COMMUNICATE WITH AND CONTROL THE SPIRIT WORLD.
PRIME ATTRIBUTE: WILLPOWER
CLANS WITH NECROMANCY: CAPPADOCIAN, GIOVANNI (OLD CLAN)
POWERS WITH A CLAN NAME LISTED ARE SPECIFIC ONLY TO THAT CLAN.
REVIEWED AND REVISED ON 5/27/11.
POWER | EFFECT |
ACTION DURATION |
TARGET # | |
LEVEL 1 | INSIGHT | THIS POWER ALLOWS THE VAMPIRE TO LOOK INTO THE EYES OF A CORPSE AND WITNESS THE LAST THINGS THAT THE PERSON'S EYES BEHELD. THE NUMBER OF SUCCESSES INDICATES HOW MUCH INFORMATION IS LEARNED ABOUT WHAT WAS SEEN FROM THE DECEASED. EVERY TWO SUCCESSES GRANT THE CASTER ONE PIECE OF INFORMATION. |
COMPLEX INSTANT |
6 |
LEVEL 2 | SUMMON SPIRIT | THE VAMPIRE MAY SUMMON A SPIRIT FROM THE DEAD AND CONVERSE WITH IT. THE VAMPIRE MUST KNOW THE NAME OF THE PERSON TO BE SUMMONED AND THERE MUST BE SOME PERSON OR OBJECT IN THE ROOM WITH A PERSONAL CONNECTION TO THE SPIRIT IN LIFE. FOR EACH SUCCESS, THE SPIRIT WILL ANSWER ONE QUESTION AND THEN DEPART. |
COMPLEX SUSTAINED |
SPIRIT'S WP |
LEVEL 3 | COMPEL |
THIS POWER ALLOWS THE VAMPIRE TO MASTER A
SUMMONED SPIRIT. THE NUMBER OF SUCCESSES INDICATES
THE DEGREE OF CONTROL.
ASSUMING THE CHARACTER SCORES ENOUGH SUCCESSES FOR THE SPIRIT TO COOPERATE,
IT WILL DO SUCH FOR A NUMBER OF HOURS EQUAL TO THE SUMMONER'S CHARISMA
RATING. 0 suc. The SPIRIT IS ENRAGED AND ATTACKS THE SUMMONER. 1 suc. The SPIRIT APPEARS BUT IS FREE TO DEPART IF IT WISHES. 2 suc. The SPIRIT IS COMPELLED TO REMAIN AND WILL NOT ATTACK ANYONE WITHOUT THE SUMMONER'S PERMISSION. 3 suc. The SPIRIT IS BOUND TO REMAIN PEACEFULLY AND ANSWER ANY QUESTIONS TRUTHFULLY, THOUGH THEY MAY NOT NECESSARILY REVEAL PERTINENT DETAILS. 4 suc. The SPIRIT IS BOUND TO REMAIN PEACEFULLY AND ANSWER ANY QUESTIONS TRUTHFULLY AND FULLY- NO HALF TRUTHS OR LEAVING THINGS UNSAID. 5 suc. The SPIRIT IS BOUND TO REMAIN AND ANSWER, AND TO PERFORM ANY TASK THE CHARACTER DEMANDS. IF UNWILLING, IT MAY DO A BAD JOB OR WILLFULLY MISINTERPRET INSTRUCTIONS. 6 suc. The SPIRIT IS BOUND TO OBEY BOTH THE WORD AND THE INTENT OF THE CHARACTER'S COMMANDS TO THE BEST OF ITS ABILITY. |
COMPLEX INSTANT |
SPIRIT'S WP |
LEVEL 4 | HAUNTING | THE VAMPIRE MAY KEEP A SPIRIT FROM RETURNING TO THE SPIRIT WORLD. THE SPIRIT WILL REMAIN FOR ONE DAY PER SUCCESS. NO ADDITIONAL ROLLS ARE REQUIRED TO MAKE CONTACT AS LONG AS IT REMAINS. |
COMPLEX INSTANT |
SPIRIT'S WP |
LEVEL 5 | SOUL STEALING | THE VAMPIRE MAY SUMMON A SPIRIT FROM A LIVING BODY. SUCCESS INDICATES THAT THE SPIRIT HAS BEEN DRAWN FROM THE BODY AND MAY BE TREATED AS A GHOST. THE SPIRIT MAY REMAIN AWAY FROM THE BODY FOR ONE HOUR PER POINT OF THE VICTIM'S body RATING BEFORE THE PHYSICAL BODY BEGINS TO DETERIORATE. AFTER THAT THE VICTIM SUFFERS ONE BOX OF PHYSICAL DAMAGE EVERY FIVE MINUTES UNTIL DEATH, OR THE SPIRIT IS RESTORED. THIS PROCESS MAY ALSO BE HALTED SHOULD THE NECROMANCER CHOOSE TO END IT OR BECOMES INCAPACITATED. |
COMPLEX INSTANT |
WP RATING -4 |
LEVEL 6 | ZOMBIE | THIS POWER ALLOWS THE VAMPIRE TO EMPOWER A NEWLY DEAD BODY WITH MOTION. THIS WILL WORK AS LONG AS THE BODY HAS NOT BEEN DEAD LONGER THAN 8 HOURS. THE ZOMBIE IS INCAPABLE OF INDEPENDENT THOUGHT AND MUST BE TOLD WHAT TO DO BY THE NECROMANCER. THE ZOMBIE WILL CONTINUE TO FUNCTION AS LONG AS IT IS GIVEN BLOOD EACH DAY OR UNTIL KILLED. A ZOMBIE HAS TWO MORE RATING POINTS IN STRENGTH AND BODY THAN IT DID IN LIFE AND IT'S QUICKNESS IS REDUCED TO ONE. |
COMPLEX INSTANT |
2X TARGET'S BODY RATING (NON MAGICAL) |
LEVEL 7 | TORMENT | THE VAMPIRE IS ABLE TO INFLICT MYSTICAL DAMAGE UPON A SPIRIT. EACH SUCCESS ROLLED CAUSES THE SPIRIT PAIN, AS IF INFLICTED FROM A PHYSICAL WOUND, AND DOES ONE BOX OF DAMAGE. IF THE SPIRIT RECEIVES 10 OR MORE BOXES OF DAMAGE, IT LOSES ALL CONTACT WITH THE PHYSICAL WORLD FOR AN AMOUNT OF WEEKS EQUAL TO THE NECROMANCER'S WILLPOWER RATING. |
COMPLEX INSTANT |
SPIRIT'S WP |
LEVEL 8 | SOUL EXCHANGE |
THE VAMPIRE IS ABLE TO TRANSFER TWO SPIRITS
FROM PHYSICAL CREATURES INTO EACH OTHERS BODIES. THUS, A BIRD COULD BE
TRANSFERRED INTO A DOG'S BODY AND VICE VERSA. TO SUCCEED, THE VAMPIRE MUST
ROLL A NUMBER OF SUCCESSES EQUAL TO THE HIGHEST WILLPOWER RATING OF THE TWO
CREATURES HE WISHES TO CONDUCT THE TRANSFER ON. BOTH TARGETS MUST BE
WITHIN THE CASTER'S LINE OF SIGHT. each net success
determines the length of the effect.
1 suc. one
round 2 suc. one hour 3 suc. ONE DAY 4 suc. one WEEK 5 suc. one MONTH |
COMPLEX INSTANT |
WP RATING -4 for animals, use animals wp rating x2 |
LEVEL 9 | POSSESSION | AFTER SUMMONING A SPIRIT, THE CHARACTER MAY PLACE IT IN A RECENTLY DEAD BODY. THE SPIRIT MAY THEN INHABIT THE BODY FOR AS LONG AS IT PLEASES. THE BODY MUST NOT BE DEAD FOR LONGER THAN 72 HOURS, AND THE SPIRIT MUST BE WILLING TO MAKE THE TRANSFER. THE NECROMANCER MAY EVEN PLACE THE SPIRIT IN THE BODY OF A VAMPIRE. the necromancer must score at least four successes to complete this process. AFTER SUCH A TRANSFORMATION TAKES PLACE, THE SPIRIT TAKES ON ALL OF THE PHYSICAL ATTRIBUTES OF A MORTAL BEING AND LOSES ANY CONNECTION WITH THE SPIRIT WORLD. |
COMPLEX INSTANT |
NEW BODY RATING |
LEVEL 10 | DEATH PACT | THE VAMPIRE MAY DRAFT A WRITTEN CONTRACT WITH THE SUBJECT, IN WHICH THE CHARACTER AGREES TO SERVE AS NEEDED, IN EXCHANGE FOR THE SUBJECT'S SERVICES UPON DEATH, IN THE FORM OF A SPIRIT. THE PACT IS THEN SEALED BY A DROP OF THE TARGET'S BLOOD. IF THE CHARACTER UPHOLDS THEIR PART OF THE DEAL, THE VICTIM'S SPIRIT BECOMES A COMPLETE SLAVE TO THE NECROMANCER UPON DEATH. ONCE THIS PACT HAS BEEN COMPLETED, THE CHARACTER WILL NOT NEED TO ROLL TO SUMMON OR COMPEL THE SPIRIT. THE NUMBER OF SUCCESSES DETERMINES HOW MANY TIMES THE CHARACTER MAY CALL UPON THE SPIRIT'S SERVICES. AFTER THESE SERVICES ARE USED UP, THE SPIRIT IS NO LONGER COMPELLED TO SERVE THE NECROMANCER. |
COMPLEX INSTANT |
WP RATING -4 |