Sepulchre

• Insight

This power allows a necromancer to stare into the eyes of a corpse and see reflected there the last thing the dead man witnessed. This is to be taken literally - the vampire sees the reflection as though looking through the eyes of the deceased. If the victim was shot from behind whilst hanging out washing, the vampire is more likely to see some sheets and suddenly the ground, instead of a view of the assassinator.

The vision appears only in the eyes of the cadaver and is visible to no one except the necromancer using Insight.

Cost: One blood point.

Dice Pool: Perception + Occult. Difficulty 7 for formerly living creatures, 9 for unliving ones such as vampires.

Action: Immediate.

Roll Results

Botch: This will show the necromancer her own Final Death, which can induce Rotschreck. The vampire cannot attempt to use this level of Sepulchre on the corpse again. All blood points spent are lost.

Failure: The vampire is unable to view any reflection in the eyes of the corpse, however may try again on her next turn. All blood points spent are lost.

Success System

One Success: The vampire is able to see what the deceased saw in the last ten seconds of life. Evidently if the individual was left to die slowly somewhere, the last ten seconds are unlikely to yield any great information.

Two Successes: The vampire is able to see what the deceased saw in his last minute of life.

Three Successes: The vampire is able to see what the deceased saw in the five minutes preceding his death.

Four Successes: The vampire is able to see what the deceased saw in the half hour preceding his death.

Five Successes: The vampire is able to see what the deceased saw in the hour preceding his death.

==•• Summon Soul==

This power allows a necromancer to call a soul back from the Underworld, though for conversational purposes only.

Cost: One blood point.

Dice Pool: Perception + Occult.

Action: Immediate.

Roll Results

Botch: The vampire summons a malevolent ghost that immediately sets about tormenting the summoner. All blood points spent are lost.

Failure: The vampire is unsuccessful in her attempt to summon anyone, and must wait until her next turn to try again. All blood points spent are lost.

Success: The vampire successfully summons a soul. The summoned soul will remain in the vicinity for five minutes per success.

System

In order to perform the summoning, the necromancer must meet one of two conditions:

1) She must know the name of the soul in question, or
2) Have an object with which the soul had some contact in life.

If the object is something of great importance to the soul, the chances for success in the summoning increase (-1 difficulty on the roll).

==••• Compel Soul==

With this power, a vampire can command a soul to do her bidding for while. Compel is a perilous undertaking and, when used improperly, can endanger vampire and wraith alike.

Cost: Two blood points.

Dice Pool: Charisma + Occult.

Action: Immediate.

Roll Results

Botch: The summoning ends and the wraith is free to leave. Many wraiths take the opportunity to assault their would-be masters as they depart. All blood points spent are lost.

Failure: The summoning ends and the wraith is free to leave. It must, however, leave immediately, or risk another attempt at being compelled. If the wraith remains in the vicinity, the vampire may attempt this again on her next turn. All blood points spent are lost.

Success System

One Success: The wraith must remain 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 perform up to one service per hour, as commanded by it's new master. These commands are followed to the letter, so also require careful phrasing.

Five Successes: The wraith is trapped, obeying the spirit of the vampire's commands to the best of its ability.

System

In order to compel a wraith, the vampire must first successfully summon it, as in Summon Soul. Before the wraith has left the scene of the summoning, the vampire must roll Charisma + Occult.

The wraith can spend Pathos (ghost equivalent to blood; assume a pool of 7 or use wraith stats) to combat the compulsion; each point spent removes one of the vampire's successes.

The [vampire may attempt to compel a wraith multiple times during a single summoning.

Compel holds a wraith for one hour per success rolled. If the vampire wishes, she can expend another blood point to keep the wraith under the compulsion for an extra night.

==•••• Haunting==

Haunting binds a summoned wraith to a particular location or, in extreme cases, an object. The wraith cannot leave the area to which the necromancer binds it without risking self-destruction.

Cost: Two blood points.

Dice Pool: Manipulation + Occult.

Action: Immediate.

Roll Results

Botch: The vampire fails to bind the wraith. This level of Sepulchre cannot be used against the wraith for a number of nights equal to the botch level. Ie. -1 botch, 1 day, -2 botch, 2 days, etc. The wraith is free to leave immediately. All blood points spent are lost.

Failure: The vampire fails to bind the wraith, who is then free to leave. It must, however, leave immediately, or risk another attempt at being bound. If the wraith remains in the vicinity, the vampire may attempt this again on her next turn. All blood points spent are lost.

Success: The vampire can tie the wraith to a particular spot of her choosing for one night per success.

==••••• Torment==

Torment allows the vampireto strike a wraith as if she herself were in the lands of the dead, inflicting damage on the wraith's ectoplasmic form. The vampire remains in the real world, however, so she cannot be struck in return by the wraith.

Cost: Two blood points.

Dice Pool: Strength + Brawl.

Action: Immediate.

System

The player rolls strength + brawl 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.

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