In A World Of Darkness...
Necromancy

(Giovanni, Kiasyd, Nagaraja, Samedi)

 

1 Insight

Roll: Per. + Occult, difficulty 8

The vampire may look into the eyes of a target no longer living, and see the last things they saw. The difficulty to use this power is 10 if the target is a vampire.

1 suc. The vampire sees how the victim died.

2 suc. The vampire sees a rough impression of the victim's final minutes.

3 suc. The vampire sees and hears a rough impression of the victim's final minutes.

4 suc. The vampire sees and hears the last half-hour of the victim's life.

5 suc. The vampire completely understands the last hour of the victim's life.

 

2 Summon Spirit

Roll: Per. + Occult, difficulty 6

Resist: Willpower, difficulty 6

The vampire may summon a spirit, and speak with it. For each question asked, roll the number of successes in the initial roll; failure means that contact is lost. The vampire must know the name of the spirit, and have a fetter, to use this power.

 

3 Compel

Roll: Man. + Occult, difficulty Willpower

The vampire may attempt to control a spirit, once she has summoned it.

botch The spirit is pissed off, and attacks.

failure The spirit is free to leave, and free to attack.

1 suc. The spirit must remain, and can not attack anyone without the consent of the vampire.

2 suc. As above. Additionally, the spirit must truthfully answer questions.

3 suc. As above. Additionally, the spirit must truthfully -- and completely -- answer questions.

4 suc. As above. Additionally, the spirit must follow the orders of the vampire. If unwilling, it may intentionally misinterpret orders or follow them poorly.

5 suc. As above, but the spirit must do the best of which it is capable to follow orders.

 

4 Haunting

Roll: Man. + Occult, difficulty Willpower

The vampire may force a spirit into the world of the living, for one day per success. The spirit may still use Argos to escape. The difficulty to use this power is 4 if the spirit is willing.

 

5 Soul Stealing

Roll: Man. + Occult, difficulty Willpower + Occult

The vampire may force a soul out of its body, treating it as a spirit. The unoccupied body deteriorates as if dead or in torpor, and the spirit must spend a willpower point to return to it. In the meantime, the spirit treats its body as a fetter, and has no Arcanos. The difficulty to use this power is 6 if the victim is willing.

 

6 Zombie

The vampire may create a zombie from a body that has been dead for less than eight hours. This zombie has one more point in each of Strength and Stamina, and a Dexterity of one. Zombies can only move at ten feet per minute, and must be fed one blood point daily.

 

7 Torment

Roll: Sta. + Empathy, difficulty Willpower

The vampire may psychically assault a spirit. Each success inflicts one level of damage, and causes the spirit pain.

 

7 Severing the Ties of Death

(From Giovanni clan book)

 

Severing the Ties of Death allows the Necromancer to remove a wraith wholly from the Shadowlands against the spirit's will. In essence, the Necromancer pierces the Shroud, pulls the wraith from the other side, and places her in a holding vessel. A wraith thus removed is no longer affected by events occurring in the Underworld; she no longer exists there.

 

This power is used to contain and store wraiths for "later use." By using this power, the Necromancer prevents the wraith from being rescued by other wraiths, carried away by the Tempest, or affected by other inconvenient eventualities.

 

System: Using this power requires a Blood Point if the wraith is an unwilling subject. The player rolls Intelligence + Occult against a difficulty equal to the local Shroud rating. If the roll is successful, the Giovanni extracts the wraith utterly from the Underworld, and may place her in a vessel for as long as he wishes.

 

While contained within the vessel, the wraith is unaffected by any environmental factors; she is essentially trapped, a part of neither the physical world nor the Underworld. Once per night, she may attempt escape by spending a Willpower point and rolling Wits + Occult (difficulty equal to the Necromancer's Willpower). Success indicates that the wraith flees the vessel and returns to the Underworld.

 

Note: that this imprisonment does not protect a wraith from the Shadow; it is conceivable that the wraith may sink into Oblivion during her incarceration.

 

8 Soul Exchange

Roll: Man. + Occult, difficulty 7

Demand: successes = sum of Willpowers, or more

The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other.

 

9 Possession

Roll: Willpower, difficulty 6

Demand: successes = 5 or more

Resist: Willpower, difficulty 6

The vampire may place a willing spirit into a body that has been dead less than thirty minutes. This power may be used on any dead body other than that of a vampire without a roll.

 

9 Inurement

(From Giovanni clan book)

 

Using Inurement is a last-ditch effort on the part of the Necromancer in her blackest hour. By giving up her soul the moment before Final Death claims her, the vampire may voluntarily become a wraith.

 

The simple fact that this power exists is a source of concern for many Giovanni, who are not convinced that the diablerized soul of Cappadocius was fully consumed by Augustus.

 

System: The vampire must carefully prepare some object of great sentimental value to herself. This will become the Fetter which prevents her from discorporating once she enters the Underworld. Over the course of preparation 20 points of Willpower must be "invested" in this !i object -- the Kindred contemplates the meaning of the object and its value to her soul. Thereafter, the vampire may spend a point of Willpower and slough off the mortal coil, becoming a wraith as her body crumbles to dust.

 

10 Death Pact

Roll: Int. + Occult, difficulty 6

By having a mortal victim sign an appropriate contract in her own blood, the vampire may bind the mortal, effective after death... but she must serve the mortal until then. Once the mortal has died, the vampire may demand service from them once for each success in the initial roll.