Necro Necromancy
Practiced by: for Giovanni, Najaraga and Harbingers of Skulls



The Sepluchre Path
(Primary for all but Harbingers of Skulls)





Level 1
Insight
    This power allows a necromancer to stare into the eye 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 only visible to the necromancer using Insight

    System:This power requires a roll of Preception + Occult (difficulty is 8 for formerly living creatures, 10 for unliving ones such as vampires) as the vampire stares in to the targets eyes. The number of successes on the roll determine the clarity of the vision, a botch shows the necromancer his own Final Death, which can induce Rotschreck
    This power cannot be used on the corpses of vampires who have reached Golconda, or those whom advanced decomposition has already set in.

1 success       A basic sense of the subject's death
2 successes    A clear image of the subject's death and the seconds preceeding it
3 successes    A clear image, with sound, of the minutes preceeding death
4 successes    A clear image, with sound, of the half-hour preceeding the subject's death
5 successes    Full sensory preception of the hour leading up to the target's death
 

Level 2
Summon Soul
    The power of Summon Soul allows a necromancer to call a ghost back from the Underworld, though for coversational purposes only.  In order to preform this Feat, the Giovanni must meet certian conditions:
 

    Certian types of ghosts can't be summonedwith this power.  Vampires who acheived Golconda before their Final Death, or who were diablorized, are beyond the reach of this summons.  Likewise, many ghosts of the dead cannot be called -- they are destroyed, unable to return to the mortal plane, or lost in the eternal storm of the Underworld.

    System:To use Summon Soul, the vampire's player must roll Preseption + Occult (Difficulty 7, or the ghost's Willpower if the storyteller knows it).  The number of successes on the roll indicates the tractability of the summoned spirit and how long the summoned wraith remains in the vicinity of her summoner.Summoned ghosts are visible and audible to the vampire who summoned them, and remain so up until the summoning wears off.  Ghosts who wish to be summoned can voluntarily appear.
    For each question the vampire askes the summoned spirit, the Storyrteller should roll one die per summoning success.  At least one success is needed on this second roll (Difficulty 6) in order to keep the wraith around long enough to answer the question.
    If a vampire botches a summoning roll, she calls forth a malevolent ghost (known as a spectre), which immediately sets about tormenting its summoner
 

Level 3
Compel Soul
    With this power a vampire can command a ghost to do his bidding for a while. Compel is a perilous undertaking and, when used improperly, can endanger both vampire and wraith alike.

    System: In order to compel a wraith,the vampire must first successfuly summon it.  Before the wraith has left the scene of the summoning, the vampires player must roll Manipulation + Occult (Difficulty equal to target's Willpower).  The wraith can spend Pathos (ghostly equivalent to blood; assume a pool of 7 for all ghosts or see Chapter Nine) to combat the compulsion; each spent removes one of the vampire's successes.  The vampire may attempt to compel a wraith multiple times during a single summoning.
    For each success acheived on the Manipulation + Occult roll, the necromancer acheives a greater degree of control over the wraith. The breakdown is as follows:

    Failure: The compulsion of the summoning ends and the wraith is free to leave.  Many wraiths take the opportunity to assult their would-be masters as they depart.

    One Success: The wraith must remain in the vicinity and refrain from attacking any creature without the necromancer's consent.

    Two Successes: The wraith is bound to remain and answer any questions truthfully, though the questions had best be phrased carefully.

    Three Successes: The wraith is forced to remain and answer any questions truthfully, without evasion or omission.

    Four Successes: The wraith must remain, answering truthfully any questions asked of it. It must also preform any services commanded by its new master, though it is bound only by the letter of the command, not the spirit.

    Five Successes: The wrait is trapped, obeying the spirit of the vampires commands to the best of its ability.

    Compel holds a ghost for an hour for each success rolled. If the vampire wishes, she my expend a temporary Willpower to keep the wraith under the compulsion for an extra night.  The expenditure of a permanent point of Willpower on the vampire's part binds the wraith for a year and a day.
 

Level 4
Haunting
    Haunting binds a summoned ghost to a particular location or, in extreme cases, an object.  The wraith cannot leave the area to which the necromancerbinds it without risking self-destruction.  A wraith attempting to leave the area of a haunting must make a Willpower roll (difficulty 10,two successes necessary) or take a level of aggravated damage; if the wraith runs out of health levels, it is hurled deep into the Underworld to face destruction.

    System: The player rolls Manipulation + Occult (difficulty is target's Willpower if she resists; otherwise it is 4).  Each success ties a wraith to a particular spot of the necromancer's choosing for a night; with the expenditure of a Willpower point, that becomes a week. Expenditure of a point of permanent Willpower extends the duration to a year.
 

Level 5
Torment
    It is through the use of this power that elder Giovanni convince bound ghosts to behave -- or else.  Torment allows the vampire to strike a wraith as if he himself was in the land of the dead, inflicting damage on the wraith's ectoplasmic form.  The vampire remains in the real world, however, so he cannot be struck in return by the wraith.

    System: The player rolls Stamina + Empathy (difficulty is the wraith's Willpower), and the vampire reaches out to "touch" the wraith.  Each success inflicts a level of lethal damage on the wraith.  Should the wraith lose all health levels, it immediately vanishes into what appears to be a doorway to some hideous nightmare realm.  Ghosts "destroyed" thus cannot reappear near the real world for a month.