Necromancy
Outlawed in all but the Dark Kingdom and the Wastelands, the terrible practice of Necromancy involves communion and resurrection of the dead, usually for the sole purpose of building an army of the Undead, although some of the minor powers have some extremely useful scientific applications. Any character with Necromancy should beware that, if caught using it in any of the Kingdoms besides the Dark Kingdom, she will be outlawed at best, or, most likely, publicly executed.

� Twitch
Twitch allows the 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. Spend 1 Vita and roll Dexterity + Occult (difficulty 6). The more successes rolled, the more complex the action performed can be. One success causes the corpse to Twitch instantaneously, while five allow the Necromancer to set up specific conditions under which the body animates. Under no circumstances can a Twitch cause any damage.

�� Insight
This power allows the 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 other than the character using Insight. Spend 1 Vita and roll Perception + Occult (difficulty 8). The number of successes rolled indicate the clarity and duration of the vision, while a Botch shows the Necromancer her own death, and can cause her to go Berserk unless she succeeds on an Instinct roll (difficulty 7). Insight can obviously only be used on bodies whose eyes are still intact.

��� Decay
The power of Decay allows a particularly malicious Necromancer to induce the effects of Decay in a living victim. Spend 2 Vita and roll Dexterity + Medicine (difficulty of the victim�s Stamina + 3). The number of successes rolled indicates the severity of the Decay, but as a general rule each success causes 1 health level of damage that should be considered as Aggravated in terms of soaking and healing. As soon as Decay is successfully used, the victim must make an immediate Stamina roll (difficulty 7), with no modifiers or bonuses from Aptitudes such as Endurance. If the victim Botches or fails the roll, the effects are permanent, even when healed. Severe effects of Decay can call for crippling effects and loss of Physical Attributes, at the Storyteller�s discretion. This power requires physical contact with the victim to work.

���� Animate
Animate allows the Necromancer to make a dead body rise and perform a simple function, such as digging, or guarding a tomb. Once Animated, the corpse will wait forever if necessary, to fulfil its task, unless it is destroyed. To Animate a corpse, the character must physically touch it, spend 3 Vita, and roll Wits + Occult (difficulty 8). The more successes granted, the more complex the order given to it may be. Animated corpses have the same statistics as a Zombi, but without Aptitudes.

����� Resurrect
Resurrect is indeed a very potent power of Necromancy, allowing a corpse to be Resurrected completely, restoring its free will (although the Necromancer may choose to exert her own will over it). Resurrect may be used on any corpse, so long as there is still at least some skeletal remains. The Necromancer must spend one permanent Vita point and one permanent Willpower point. She then rolls Wits + Medicine (difficulty 8). The number of successes rolled indicates how loyal the Resurrected corpse will be to her. Once Resurrected, a corpse may restore its own flesh by eating the flesh of others; the exact details of this are best left in the hands of the Storyteller.

����� � Rise from the Ashes
Rise from the Ashes is a reflexive power that allows a Necromancer who is killed to return to life a little while later. When the Necromancer is killed, she must immediately spend 1 Vita and roll her current Willpower (difficulty 7). If the character has run out of either Vita or temporary Willpower, she cannot make the roll and therefore truly is killed. Otherwise, the character�s body regenerates from death to the Mauled health level over the course of (10 � the number of successes scored) days. Of course, if the Necromancer�s body is destroyed before she is returned to life, the power fails.

����� �� Gaze of the Vampire
A character using Gaze of the Vampire entices her victim into a deadly trance, during which she may implant orders and information (accurate or otherwise). Using the Gaze of the Vampire requires that the Necromancer make eye contact with her victim, spend 2 Vita and then roll Manipulation + Subterfuge (difficulty of the victim�s Willpower). Each success allows the Necromancer to implant one statement or order in the mind of the victim � however, while orders cannot be suicidal or directly detrimental (�Throw yourself into the ravine� will not work), orders that cause indirect harm are fine (�Punch the Duke in the face� is acceptable). The statements or orders can be negated with the expenditure of Willpower; one point negates one statement, but remember that characters may only spend 1 Willpower point per turn.

����� ��� Tomb Rot
This power causes a victim's flesh to die and begins to rot, even while they are still alive. Using Tomb Rot requires that the Necromancer make physical contact with the victim�s flesh; a handshake will do fine. She must then spend 3 Vita and roll Wits + Medicine (difficulty 7); this may be contested by the victim, who may �soak� the Necromancer�s roll by rolling Stamina + Endurance (difficulty 7). If the victim does not possess the
Endurance Aptitude, she may still roll Stamina on its own (difficulty 7). If the Necromancer scores more net successes, the victim�s flesh begins to die; all his flesh will have rotted off within 20 days. The Necromancer must then immediately make a Willpower + Occult roll (difficulty 7). Each success reduces the number of days the victim has left by 1. If either this roll or the initial Tomb Rot roll is Botched by the Necromancer, she herself contracts the Tomb Rot, and will be dead in 20 days (no deductions).

����� ���� Malediction of the Dead
Using this power, the Necromancer is able to immobilise a victim completely, and strip him of his health. Malediction of the Dead costs 3 Vita and requires a successful Wits + Occult roll (difficulty 7). Each success renders the victim immobile for one turn, and for each turn that he is immobilised, he also loses one health level (i.e. the health level cannot be healed, since it is gone). Victims trapped by this power may try to break free, by succeeding on a Strength roll (difficulty 9) and scoring more successes than were the last Malediction of the Dead roll. Bonuses from the
Might Aptitude may be added to this roll. While trapped a victim may do nothing that requires physical movement. If a victim loses all of his health levels, he (obviously) dies; otherwise, once freed, the lost health levels return at the rate of one per day.

����� ����� Army of Darkness
The �hallmark� of the truly accomplished Necromancer, Army of Darkness has two applications. First, it allows the Necromancer to raise an army from already dead corpses and skeletons (beware of any Necromancer who enters a cemetery, or who is otherwise surrounded by dead bodies). Doing this costs 4 Vita and requires a Wits + Occult roll (difficulty 7). The number of successes rolled indicates how many of the corpses and/or skeletons are �raised�.
  None      No effect
     1        Roughly one tenth of those available
     2        Roughly one fifth of those available
     3        Roughly one quarter of those available
     4        Roughly one third of those available
     5        Roughly half of those available
     6+      All of those available
�Raised� Undead will remain so until either the Necromancer is killed, or the Necromancer leaves the vicinity (usually determined as approximately (the Necromancer�s Occult + Medicine) feet from the Undead creature), or until the creature itself is destroyed. Undead have the same statistics as
Zombi, but without Aptitudes.
The second application of Army of Darkness is essentially a better version of Resurrect. The Necromancer focuses on (looks at) a particular corpse � even that of a victim that she has just killed � and spends 1 Vita. The corpse is then animated, and takes on the same statistics as a
Zombi, complete with all Aptitudes and Manifestations that the person or Nephilim may have had in life. The newly created Undead creature lasts until it is killed.
Back to Common Aptitudes
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