Necromancy

(Stamina + Theology)   Range is Charisma x 10 in yards.   ● Detect undead, demons, and other sources of negative energy   ●● Create tier zero undead or heal undead of bashing damage.   ●●● Create tier one undead or add temporary attributes to undead or heal undead of lethal damage.   ●●●● Create tier two undead. Heal undead of attribute damage.   ●●●●● Create tier three undead or heal undead of aggravated damage.  

Rebuking Undead

  Characters can roll Charisma + Necromancy to rebuke undead. This opposed by the target’s Willpower if the undead is free willed. Most undead with no free will cannot resist turning at all. Some undead have Turn Resistance which is bonus dice to their Willpower. Non-freewilled undead can still have Turn Resistance which takes the place of Willpower).   Rebuking attempts on undead expend one point of mana per two successes roll, round up. Failures cost one point and botches cost two points and also mean that the particular undead cannot be control by your character for at least a week.   Successes over Undead   One Success: Undead loses remaining actions for this turn and next turn. Undead target cannot dodge or parry but is not treated as helpless.   Two Successes: As with one success. Subsequent rounds the Undead has one-die penalty on all rolls as long as undead turner is within Charisma x 10 yards   Three Successes: As with one success. Subsequent rounds the Undead has two-dice penalty on all rolls as long as undead turner is within Charisma x 10 yards   Four Successes: As with one success. Subsequent rounds the undead cowers and the spot taking no aggressive action even if attacks. They are treat as immobilized but still struggling. This lasts for the caster’s Charisma in minutes.   Five Successes or More: For every success over four, the character can issue the undead a simple command which transcends language barriers though it must be spoken out loud. The undead will never directly harm the cleric who rebuked it but they may try to violate the spirit of a command if intelligent. If unintelligent they will not try to undermine commands but may misinterpret commands that are too broad “kill them all” and attack everyone but the cleric, even the cleric’s allies.   After the caster has used up the commands he rolled, the undead will go back to cowering indefinitely as long as the cleric is within Charisma x 10 yards, unless the cleric wants to issue one more command in which case the undead will follow that last command then the turn is broken.   A caster with Necromancy may roll Charisma + Necromancy to bolster an undead making it resistant to turning (or other necromancers rebuking it). Successes cancel out enemy cleric’s successes on a one for one basis. Rebuking successes will also decay at a rate of one success per hour.  

Commanding Ghosts

  Divine necromancers can roll Manipulation + Leadership against a ghost's Willpower. If the necromancers gets more successes the ghost has to temporarily obey any and all commands though if a ghost is ordered to betray his or her reason for existance, they can roll their Willpower again to try to beat the Necromancer's origianal roll.   Duration of control is temporary, deterimined by how well the necromancer rolled and how many dots they have in Necromancy.   Command attempts on ghosts expend one point of mana per two successes roll, round up. Failures cost one point and botches cost two points and mean that particular ghost can never be control by your character for at least a month.   ● One minute of control per net success   ●● Ten minutes of control per net success   ●●● One hour of control per net success   ●●●● One day of control per net success.   ●●●●● Five days of control per net success.


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