Vitreous

Category
Subcategory
necromancy
The Vitreous Path allows a necromancer to control and influence the energies pertaining to death, what wraiths call Oblivion. Rare in the extreme, this path manipulates entropy and decay, forces that even most necromancers are uncomfortable harnessing. This path, a development of the Nagaraja bloodline (who sometimes call the power 'Nihilistics'), sees only the most limited use even among skilled necromancers. Still, its powers make a formidable complement to other necromantic crafts, and those obsessed with mastery over death and souls – such as the Harbingers of Skulls – would certainly risk much to uncover this path's secrets. Like most necromancers, Nagaraja learn the Sepulchre Path before any others. The Vitreous Path is usually their second focus of study, which at one time reflected the amount of time they spent in the Underworld. Note: This Necromancy Path is not available to PCs. * Eyes of the Dead The necromancer employing the Eyes of the Dead can literally see through the eyes of any wraiths around her, allowing her to use the wraiths' Deathsight. Of course, if there are no wraiths present, the power is useless. On the upside, at least for the necromancers, a few of the Restless may almost always be found wandering around. To an experienced manipulator of ghostly energies, the auras of surrounding beings give off telltale hints as to their health and may indicate their emotions or desires; the necromancer can see the energies of death and passion flowing through everyone, just as wraiths can. System: The player rolls Perception + Occult, difficulty 6, in order to see through the eyes of the Dead around the necromancer. This effect is often disorienting, especially in areas where many wraiths are present and, at the Storyteller's discretion, can cause the necromancer to suffer up to a +4 difficulty when attempting to perceive things not in the Underworld. While employing the Eyes of the Dead, the necromancer may not always understand what he is seeing (when in doubt, use Intelligence + Occult to recognize the patterns of death in auras). Properly used, this power lets a necromancer determine whether someone is injured, diseased or dying and, also, whether the individual labors under any sorts of curses or baleful magic. This ability lasts for one scene, though the necromancer may choose to prematurely draw his perceptions back to his own body (thereby ending the power). ** Hour of Death Much like Eyes of the Dead, this power allows the necromancer to see with the perceptions of the Restless Dead. The difference is that this power grants the necromancer himself Deathsight instead of borrowing the perceptions of a wraith, and this vision gives much greater details. By looking at the entropic markings on a person's body, the necromancer can gain rough knowledge of how far that person is from death, how soon that person is likely to die and even what the cause of her death is likely to be. Conversely, the patterns of auras also tell when a person is agitated or excited and allow the death magician to gauge someone's feelings towards another individual when the two first meet. This is not an exact science by any means, but the power is extremely useful to give the necromancer an edge over those she scrutinizes. Many necromancers actually use this talent to be at the right place and time to capture a newly departing soul. System: The player rolls Wits + Occult (difficulty 7). The more successes scored, the more the character can tell about the target's fate. One success means the character can guess how long the target has to live to within a few weeks. Three successes means the character can estimate how long the target has to live and what the probable source of demise will be, as the entropic markings clearly show the wounds that will someday exist on that person. Five successes means the character can actually see where and when the event will occur by interpreting the black markings on the target's soul. While this power lasts for one scene, it can be used to read the fate of only one target at a time. *** Soul Judgment Wraiths seem to possess a Beast, much like vampires, though their 'Shadows' are often less brutish. By using Soul Judgment, the necromancer determines whether the wraith is currently influenced by his darker passions. That knowledge can be very useful, as many necromancers prefer to barter with apparitions rather than merely trying to force the wraiths into subservience. Knowing the aspect of a wraith with which the death magician is dealing means knowing whether or not to discuss matters of importance with the wraith at that time. Many necromancers take this affair one level further, dealing with the Shadow and the normal wraith in separate matters and never letting on to either just what the other half is doing. System: The player rolls Perception + Occult (difficulty 7) and spends one Willpower point in order to discern which aspect of the wraith is currently in control. Since the wraith's higher self usually has no idea of what its Shadow is doing (although the converse is not true), the necromancer can conceal his dealings by working with the wraith's dark nature. This power also allows the necromancer to determine whether the ghost is normally dominated by his higher self or his Shadow; wraiths routinely dominated by their Beasts are known as Spectres and are exceedingly dangerous. **** Breath of Thanatos The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person. Often, the death magician literally takes a deep breath and then forcefully exhales a fog of mephitic energy. This cloud of virulence is completely invisible to anyone without the ability to see the passing of entropy (as with lower levels of this power). The energy of this cloud is like a beacon for Spectres, and they are drawn to the entropic force like moths to flame. There is no obligation on the part of Spectres to behave themselves, and the necromancer had best have a plan for what to do with them once they've arrived - which is why most Vitreous Path necromancers also learn other paths. Once the energy is pulled from the necromancer's body, she can either disperse it over a large area as a lure for Spectres or use the mist for somewhat more sinister purposes. Channeled into an object or person, the death-mist inflicts the subject with an unwholesome, negative aspect, and may actually cause injury. Furthermore, the focused energies are tainted and eerie, and though generally invisible, they tend to cause people and animals to feel discomfort around the victim. System: The player spends one blood point and rolls Willpower (difficulty 8). Only one success is needed to draw out the Breath of Thanatos. If dispersed to summon Spectres, the energies cover roughly one-quarter of a mile in radius, centered around the necromancer. The range increases by one-quarter mile for every additional blood point expended. As noted previously, Spectres summoned with this power are not beholden to the necromancer in any way and may well go out of their way to wreak havoc on anyone in the vicinity. This energy disperses after a scene. If the cloud is directed toward a particular target, the necromancer must either touch the target or else direct the stream of entropy using Dexterity + Occult (difficulty 7). A target laden with entropy suffers one (and only one) level of aggravated damage; this generally manifests as illness or decay. The target's social difficulties with those unfamiliar with the touch of death - Lupines, faeries, certain mages and most normal humans - increase by 2. Furthermore, supernatural perceptions indicate the target as tainted with decay, which can be dangerous, as certain entities (such as the Lupines) have special senses to detect such taint and a rather violent crusade against those thus infected. This form of taint lasts until sunrise or sunset; a victim already plagued by this power cannot be affected again until the previous fog of entropy has dispersed. A botch on the roll to control this power indicates that the vampire has turned the energy upon himself, and suffers all the effects of the vitriolic breath. This inflicts the usual injury and subjects the necromancer to the possibly dangerous affection of Spectres and other creatures from beyond the grave. ***** Soul Feasting Just as the necromancer can draw Oblivion from within, she may also pull external entropic energies into herself as a source of power. Soul Feasting allows the caster to either draw on the ambient death energies around her or to actively feed on a wraith, stealing the wraith's substance and mystically transforming that energy into a rude sustenance. System: The player spends one Willpower to allow the vampire to feed on the negative energies of the dead. If the character is drawing the energies from the atmosphere, she must be in a place where death has occurred within the hour or in a place where death is common, such as a cemetery, a morgue or the scene of a recent murder. Generally, the necromancer can draw anywhere from one to four points of entropy from such a location, although the difficulty of all Necromancy (and all ghostly powers that must cross into the living lands) increases by an equal amount for several nights. The energies of such an area may only be drained once until the area's entropy replenishes (again, after several nights). In cases when the necromancer feeds on a wraith, the vampire must actually attack the wraith as if feeding normally. Wraiths have up to 10 'blood points' that may be taken from them, and they become less and less 'substantial' as their spirit-essence drains away. The character is vulnerable to any attack the wraith might make, even those that do not normally affect the physical world; while feeding, the vampire is essentially in a half-state, existing in both the living lands and the Underworld simultaneously. The wraith so attacked is considered immobilized and cannot run or escape unless it can defeat the vampire in a resisted Willpower roll. This power may also be used in conjunction with Ash Path Necromancy, allowing the vampire to drain power (though not sustenance) from ghosts while traveling in the lands of the dead. This soul energy may be used to activate Disciplines, but may not be used in place of actual blood for the purposes of feeding or for other physical purposes such as healing or boosting Attributes. Botching this power renders the vampire unable to feed through the wall of death. Conversely, he remains susceptible to the assaults of ghosts and spirits for several turns (generally, a number of turns equal to the amount of energy that could have been drawn from the area or one turn if attacking a ghost) as he hovers between worlds, unable to function effectively in either.