ThirteenthArk

Nameless Day Caste

Mar 7th, 2019
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  1. 5 Larceny Charms
  2. 3 Medicine Charms
  3. 12 Stealth Charms
  4. 7 Martial Arts Charms
  5. Sorcery/Necromancy 3 spells
  6.  
  7. Larceny
  8. Cunning Criminal Style
  9. Cost: -; Mins: Larceny 1, Essence 1
  10. Type: Permanent
  11. Keywords: None
  12. Duration: Permanent
  13. Prerequisite Charms: None
  14. This Charm allows the Abyssal to adopt any of the following aspects at will.
  15. Familiarity: The Abyssal seems familiar to members of criminal organisations, giving off the impression that she is one of them, or at least an ally. This effect can be used in social influence as though it were a Minor Tie.
  16. Dissonance: Any observers who don’t personally know the Abyssal find her blandly unremarkable and will not recognise her later. Any characters trying to identify her as part of an official investigation suffer a -2 penalty to their Bureaucracy and Investigation rolls to do so.
  17. Vulnerability: The Abyssal makes herself appear a particularly appealing target for one particular kind of crime, encouraging criminals to attempt to prey on her.
  18. Receptivity: Characters seeking to provide illicit goods or services or make dubious business deals sees the Abyssal as an interested customer, and will approach her to make their offers.
  19.  
  20. Skeleton Key Technique
  21. Cost: 1m or 3m; Mins: Larceny 2, Essence 1
  22. Type: Supplemental
  23. Keywords: None
  24. Duration: Instant
  25. Prerequisite Charms: None
  26. No lock can bar the path of Death’s Lawigvers. For one mote, the Abyssal can gain double 9s and (Essence) automatic successes on an attempt to pick a lock. This effect allows her to defeat magic that would make a lock impossible to pick, and guarantees that she will succeed even if her roll fails. A failed roll instead leads to some kind of complication occurring.
  27. Alternatively, for three motes the Abyssal can reflexively touch any mundane lock to make it crumble to dust. This automatically destroys the lock with no roll required, and allows her to skip the sometimes lengthy lockpicking process.
  28.  
  29.  
  30. Artful Impersonation Style
  31. Cost: 6m; Mins: Larceny 4, Essence 1
  32. Type: Simple
  33. Keywords: None
  34. Duration: Until the Exalt sleeps
  35. Prerequisite Charms: None
  36. The Abyssal’s talent for infiltration is unsurpassed. She makes a disguise roll with double 9s and two automatic successes, and with no penalties can change her apparent race or sex, adjust her apparent height by up to ten inches, change her scent and appear up to double or half her actual age. Only characters with superhuman senses can attempt to contest this disguise, and even they subtract two successes from their rolls and cannot see who the Abyssal truly is even if they beat her roll, only that she is wearing a disguise.
  37.  
  38. Flawless Doppelganger Disguise
  39. Cost: 5m, 1wp; Mins: Larceny 5, Essence 2
  40. Type: Simple
  41. Keywords: None
  42. Duration: Until the Exalt sleeps
  43. Prerequisite Charms: Artful Impersonation Style
  44. This Charm functions as its prerequisite, except the Abyssal adds (Essence) non-Charm successes to her disguise roll and ignores any penalties associated with impersonating another character or making drastic changes to her body type. No character, no matter what kind of superhuman senses he has, can attempt to see through her disguise unless she acts completely out of character, and even then the character takes a -4 penalty to his roll in addition to the penalty of Artful Impersonation Style.
  45. This Charm allows the Abyssal to disguise herself as a visibly supernatural being, providing all the associated visual effects. If she impersonates a god, she might make herself appear to float or make her hair seem to writhe of its own accord and crackle with lightning. If she disguises herself as another Exalt, she can disguise her anima banner accordingly.
  46.  
  47. Face-Stealing Touch
  48. Cost: -; Mins: Larceny 5, Essence 2
  49. Type: Permanent
  50. Keywords: None
  51. Duration: Permanent
  52. Prerequisite Charms: Unjust Appropriation Method, Flawless Doppelganger Disguise
  53. The Abyssal lays a hand on another character, and her body blurs, transforming to match his. A moment later, he stands before his twin. This Charm allows the Abyssal to use Flawless Doppelganger Disguise reflexively when she touches the person she wishes to impersonate, creating the disguise in an instant. Alternatively, she can ‘hold’ his face for up to an hour after touching him, allowing her to instantly transform into him at any point during that hour.
  54. Using Face-Stealing Touch allows for an even greater degree of impersonation than Flawless Doppelganger Disguise normally would. The Abyssal absorbs an instinctive understanding of how the character would be expected to act in any situation she finds herself in while wearing his face. This allows her to know things like the names of his family, code phrases he uses to prove he truly is himself, or that she should treat a man as a close friend when she has never seen him before.
  55.  
  56. Medicine
  57. Flesh-Mending Discipline
  58. Cost: 5m, 1wp; Mins: Medicine 3, Essence 1
  59. Type: Simple
  60. Keywords: None
  61. Duration: Instant
  62. Prerequisite Charms: None
  63. Death’s Chosen have an understanding of how the body can be taken apart and put back together again that few others can match. After spending fifteen minutes to an hour tending to a patient, depending on the severity of his wounds, the Abyssal rolls (Intelligence + Medicine) with double 9s. As long as the target remains in bed rest for the rest of the day, he heals that many levels of lethal or bashing damage. If she rolls enough successes to improve the target’s wound penalty by two or more levels, the Abyssal gains a point of Willpower.
  64.  
  65. Frailty-Scouring Preparations
  66. Cost: 10m; Mins: Medicine 3, Essence 1
  67. Type: Simple
  68. Keywords: None
  69. Duration: Instant
  70. Prerequisite Charms: Flesh-Mending Discipline
  71. The Abyssal methodically cuts away tissue too scarred to ever recover, allowing repairs to be made on her patient’s body. After an hour’s treatment, she converts all the target’s aggravated damage to lethal. She can alternatively prepare a severed limb for reattachment, allowing it to be sewn back on and made whole again if she subsequently uses Flesh-Mending Discipline on the target.
  72.  
  73. Flawless Surgical Practice
  74. Cost: 5m; Mins: Medicine 5, Essence 2
  75. Type: Supplemental
  76. Keywords: None
  77. Duration: Instant
  78. Prerequisite Charms: Frailty-Scouring Preparations
  79. Once per day, the Abyssal can activate this Charm to enhance any Medicine roll with (Essence) non-Charm successes and double 8s.
  80.  
  81.  
  82. Stealth
  83. Shadow Cloak Technique
  84. Cost: 1m, 1wp; Mins: Stealth 2, Essence 1
  85. Type: Reflexive
  86. Keywords: None
  87. Duration: Instant
  88. Prerequisite Charms: None
  89. Cloaked in darkness, the Abyssal is all but impossible to notice. After making any Stealth-based roll, she can reroll all dice other than 10s in the roll. At nighttime, or while in any dark, shadowy area, this Charm’s Willpower cost is waived.
  90.  
  91. Shadow-Shroud Discipline
  92. Cost: 4m; Mins: Stealth 3, Essence 1
  93. Type: Simple
  94. Keywords: None
  95. Duration: One scene
  96. Prerequisite Charms: Shadow Cloak Technique
  97. Infusing the world around her with the blackness of her anima, the Abyssal creates a zone of darkness for her to hunt in. This effect dims all light out to long range of the Abyssal over the course of a round, making the area as dark as night - typically enough to inflict a -3 penalty on sight-based rolls, but if it was already dark when the Abyssal used this Charm the penalty is increased to -5. Light sources such as torches remain as bright and visible as ever, but their light only ever seems to reach a foot or two through the darkness, making them pinpricks of light in the oppressive shadow. Even the light of a bonfire Solar anima banner only extends out to close range.
  98. The Abyssal can see perfectly in the darkness created with this Charm. Using this Charm eliminates the penalties to Stealth caused by her anima banner flaring - it only deepens the shadows that hide her. If she moves while this Charm is active, the darkness does not follow her.
  99.  
  100. Haunting Presence Style
  101. Cost: 3m; Mins: Stealth 3, Essence 1
  102. Type: Simple
  103. Keywords: None
  104. Duration: One scene
  105. Prerequisite Charms: None
  106. The Abyssal walks as a ghost, unseen by all. Alert guards or characters who stop everybody who tries to pass them can notice her, but otherwise, as long as she doesn’t take overt action (including open displays of supernatural power or rolling Join Battle), all attention slides off her as she fails to register in anybody’s minds. This effect can only be pierced by magic if the user has an Intimacy towards the Abyssal or a Major or Defining Intimacy towards something that her presence directly threatens
  107.  
  108. Concealing Distraction Discipline
  109. Cost: 3m; Mins: Stealth 3, Essence 1
  110. Type: Supplemental
  111. Keywords: None
  112. Duration: Instant
  113. Prerequisite Charms: None
  114. In the moment that battle breaks out, the Abyssal vanishes in a whirl of shadows. She rolls Join Battle using (Dexterity + Stealth), and is automatically concealed from any enemy whose result she beats as long as there is some conceivable place she could have hidden.
  115.  
  116. Circling Raiton Attitude
  117. Cost: 5m; Mins: Stealth 4, Essence 1
  118. Type: Simple
  119. Keywords: Mute
  120. Duration: Indefinite
  121. Prerequisite Charms: Concealing Distraction Discipline
  122. The Abyssal stalks her prey eagerly, watching for an opportunity to strike. She ignores the -3 penalty to Stealth rolls for moving while concealed, and every round that she makes a successful Stealth roll to avoid detection by her chosen target, she gains Initiative equal to her threshold successes.
  123. Every round that she continues to use this Charm, the Abyssal takes a cumulative -1 penalty to Stealth rolls. If she ends her commitment to this Charm, is discovered, or breaks concealment to do anything other than making a decisive attack, she loses all the Initiative she gained using this Charm.
  124.  
  125. Hiding From the Light
  126. Cost: 3m, 1wp; Mins: Stealth 4, Essence 2
  127. Type: Reflexive
  128. Keywords: None
  129. Duration: Indefinite
  130. Prerequisite Charms: Shadow Cloak Technique
  131. Refusing light’s touch, the Abyssal becomes a faint shadow that drifts through the world unnoticed. She does not need any form of cover or concealment to become hidden. Even if she is detected, she appears as only a vaguely formed shadow, making it impossible to identify her.
  132.  
  133. Unseen Wisp Method
  134. Cost: 5m, 1wp; Mins: Stealth 4, Essence 2
  135. Type: Simple
  136. Keywords: Mute
  137. Duration: One scene
  138. Prerequisite Charms: Haunting Presence Style
  139. The Abyssal slides out of perceptibility altogether. She rolls (Dexterity + Stealth) against the Resolves of all characters present in the scene, unmodified by Intimacies. On a success, that character cannot perceive her by any means. This effect is only broken if the Abyssal rolls Join Battle or otherwise takes violent action. An affected character may spend a point of Willpower to become aware of the Abyssal if she is pointed out to him, deliberately makes herself aware to him or attempts to damage or steal the subject of one of his Major or Defining Intimacies.
  140.  
  141. Deadly Wraith Tactic
  142. Cost: 1wp or 2i; Mins: Stealth 5, Essence 2
  143. Type: Reflexive
  144. Keywords: None
  145. Duration: Instant
  146. Prerequisite Charms: Circling Raiton Attitude
  147. The Abyssal darts out of the shadows to make her kill, and vanishes once more. After she incapacitates a target with a decisive attack, she can reflexively re-enter concealment with (Essence) automatic successes. She also receives four free motes to spend on Stealth charms enhancing the attempt.
  148.  
  149. Stalking Horror Predation
  150. Cost: - (3m); Mins: Stealth 5, Essence 2
  151. Type: Reflexive
  152. Keywords: None
  153. Duration: Instant
  154. Prerequisite Charms: Shadow-Shroud Discipline, Deadly Wraith Tactic
  155. The Abyssal is patient and terrifying in equal measure. After each brutal attack, she fades back into the darkness and vanishes from sight. Once per round while inside the darkness of her Shadow-Shroud Discipline and not within close range of any enemies, the Abyssal can activate this Charm to reflexively re-establish surprise during combat. Successfully entering stealth in this way also negates any penalties associated with maintaining that stealth while moving.
  156. For a cost of three motes, the Abyssal can activate this Charm in any darkness rather than only in her Shadow-Shroud Discipline.
  157.  
  158. Splinter in the Mind’s Eye
  159. Cost: 10m, 1wp; Mins: Stealth 5, Essence 3
  160. Type: Reflexive
  161. Keywords: Mute
  162. Duration: Indefinite
  163. Prerequisite Charms: Unseen Wisp Method
  164. Consigning all knowledge of herself to the void, the Abyssal vanishes from the memories of the world. She rolls (Dexterity + Stealth) with (Essence) automatic successes. Each character who knows the Abyssal can roll (Wits + Lore) against a difficulty equal to the Abyssal’s result once per day. If he succeeds, he remembers her, otherwise she remains a completely unrecognisable stranger to him.
  165.  
  166. Atrocity Without Witness
  167. Cost: 6m; Mins: Stealth 5, Essence 3
  168. Type: Reflexive
  169. Keywords: Mute
  170. Duration: One scene
  171. Prerequisite Charms: Unseen Wisp Method
  172. While this Charm’s prerequisite is active, the Abyssal can spend six motes to remove the restriction on taking violent actions. She can freely attack and kill without breaking her imperceptibility. When she does so, the character she attacks and any who bear positive Intimacies towards him automatically notice her, but the rest of the world does not.
  173. Furthermore, characters who have not noticed her actively refuse to acknowledge her existence. They cannot spend Willpower to notice her by having her pointed out to them, and will studiously ignore the outbreak of combat. As long as the Abyssal makes no attempt to attack them or people they care about, they will carry on with their lives as though nothing were wrong, ignoring pleas to intervene and help the Abyssal’s victims, though an uneasy look in their eyes betrays the fact that some part of their unconscious mind realises what is going on.
  174.  
  175. Light-Devouring Labyrinth
  176. Cost: 2m, 1wp; Mins: Stealth 5, Essence 3
  177. Type: Reflexive
  178. Keywords: None
  179. Duration: One scene
  180. Prerequisite Charms: Shadow-Shroud Discipline
  181. In the round after she activates Shadow-Shroud Discipline, the Abyssal can activate this Charm to deepen the darkness it creates. Over the course of the next round, all light in the area is completely extinguished. Only a Solar anima at bonfire is visible, and even that illuminates nothing but itself and the Lawgiver casting it. Even if a character is somehow able to see in this oppressive blackness, his sight-based rolls lose a number of successes equal to the Abyssal’s Essence, unless he is a fellow Abyssal using Superior Sight Focus.
  182. This Charm has another, more subtle effect: characters inside the darkness cannot find their way out. This is easily attributed to losing their bearings in the total darkness, but it is actually a supernatural effect that makes them lose their bearings, running in circles through the dark without ever getting closer to its edge. A character can only leave the darkness if he succeeds on a (Wits + Survival) roll at a difficulty of (Abyssal’s Essence or 3, whichever is higher); otherwise he moves a range band deeper into it instead.
  183.  
  184. Hungry Darkness Prana
  185. Cost: -; Mins: Stealth 5, Essence 4
  186. Type: Permanent
  187. Keywords: None
  188. Duration: Permanent
  189. Prerequisite Charms: Light-Devouring Labyrinth
  190. This Charm upgrades its prerequisite. While Light-Devouring Labyrinth is active, the darkness within medium range of the Abyssal chokes the life out of those trapped within it. Unlike the darkness created, this effect does move with the Abyssal as she roams through the darkness, but immediately ceases if she leaves the darkness altogether.
  191. All of the Abyssal’s enemies are subject to an environmental hazard while within the effect of Hungry Darkness Prana, dealing one die of bashing damage each round, with a difficulty to resist of (Abyssal’s Essence or 3, whichever is higher). The darkness senses and preys on weakness, instead dealing three dice of lethal damage to crashed characters or trivial opponents.
  192.  
  193. Shadow Devours the Sun
  194. Cost: -; Mins: Stealth 5, Essence 5
  195. Type: Permanent
  196. Keywords: None
  197. Duration: Permanent
  198. Prerequisite Charms: Hungry Darkness Prana
  199. Darkness falls, and spreads. When the Abyssal activates Shadow-Shroud Discipline, she can choose to have the darkness spread outwards by one range band every round, until it grows large enough to consume a small city.
  200.  
  201. Martial art: Hungry Ghost Style
  202.  
  203. Blood-Scenting Hunger
  204. Cost: 3m
  205. Mins: Martial Arts 2, Essence 1
  206. Type: Simple
  207. Keywords: Mastery, Necrosis, Terrestrial
  208. Duration: One scene
  209. Prerequisite Charms: None
  210. The martial artist opens his mind and probes the air with his tongue, tasting the air for blood as he awakens his primal hunger for flesh and Essence. This primal hunger erodes his positive ties to the living for the scene by one degree of intensity. The only exception to this is the one Defining Tie that is the most important to the martial artist. That Intimacy is considered the Hungry Ghost stylist’s Fetter and remains at its original intensity. If the martial artist already is a ghost with a Fetter, that Intimacy remains unchanged. As long as this Charm is active, the martial artist can see dematerialized entities within medium range. This effect does not, in itself, enable him to attack such entities. He also perceives which entities within range are living and which are dead (and which of the living possess blood). The martial artist can size up one chosen target within range as a simple action using either sight or scent. This reveals the target’s current wound penalty, her remaining Willpower, and any necrosis that character has gathered if it’s a necromancer. Any changes to that target’s wound penalties, Willpower or necrosis is revealed to the martial artist for the remainder of the scene unless he sizes up another target.
  211. This Charm can be learned by any Shadowlands Circle Necromancer, even those who aren’t Exalted. A human necromancer learning this Charm has the Terrestrial keyword.
  212. Terrestrial: The effects are decreased to short range.
  213. Mastery: The effects are increased to long range. The character can reflexively size up a target, but only once per round.
  214.  
  215. Leaping Horror Approach
  216. Cost: 3m, 1bhl
  217. Mins: Martial Arts 3, Essence 1
  218. Type: Simple
  219. Keywords: Uniform
  220. Duration: Instant
  221. Prerequisite Charms: Blood-Scenting Hunger
  222. Implacable fury infuses the martial artist’s muscles with superhuman speed and strength, sending him to his quarry in a blur of carnage. There is nothing remotely natural about the ways his joints contort and muscles flex in the course of his leap. This Charm lets the martial artist attack a target at short range by leaping to it. The attack itself ignores any wound penalties the martial artist may be suffering, but his leap takes its toll on his muscles, inflicting one level of bashing damage on the martial artist that ignores hardness. If the martial artist has Blood-Scenting Hunger active, he may leap out to any target within the range of the prerequisite, but the Charm costs another 3m and 1bhl for each range band beyond short.
  223.  
  224. Lunging Phantom Method
  225. Cost: +3m
  226. Mins: Martial Arts 4, Essence 1
  227. Type: Permanent
  228. Keywords: Mastery
  229. Duration: Instant
  230. Prerequisite Charms: Leaping Horror Approach
  231. The martial artist twists toward and around her foe, elusive as a ghost, positioning herself to strike from behind before her enemy realized where she’s gone. This Charm can be used to enhance the effects of Leaping Horror Approach by making the martial artist’s landing near his victim a quick and horrifying event. The attack becomes unexpected, unless a reflexive (Wits + Awareness) roll for the target scores at least as many successes as the martial artist’s attack roll.
  232. Mastery: By adding 1 Willpower to the Charm cost, the martial artist may do a reflexive intimidate action using the successes from his attack roll.
  233.  
  234. Shrouded Claw Attack
  235. Cost: 3m, 1wp
  236. Mins: Martial Arts 3, Essence 1
  237. Type: Reflexive
  238. Keywords: Terrestrial, Uniform
  239. Duration: Instant
  240. Prerequisite Charms: Blood-Scenting Hunger
  241. The martial artist flickers in and out of the veil of reality, appearing as a phantom image before his own self. The soul-chilling touch of this projection freezes the enemy’s joints and inflicts a penalty to the victim’s Defense equal to the martial artist’s Essence or 3 against a single attack. Should the attack be successful and deal at least one level of damage, the martial artist gains one necrosis. If the target dies or is crashed, the martial artist gains five necrosis.
  242. Terrestrial: Killing or crashing a target rewards three necrosis instead of five.
  243.  
  244. Hungry Ghost Form
  245. Cost: 8m
  246. Mins: Martial Arts 4, Essence 1
  247. Type: Simple
  248. Keywords: Form, Necrosis
  249. Duration: One scene
  250. Prerequisite Charms: Lunging Phantom Method, Shroud-
  251. ed Claw Attack
  252. The martial artist roars or howls in a scream of incalculable malice, allowing his worst impulses to possess him with their terrible power. Faintly glowing eyes betray those consumed by this martial arts form, illuminating features twisted into a rictus of taut tendons and clenched muscles. While this Charm is active, the character is considered a creature of darkness (assuming he wasn’t already). All of his positive Ties with the exception of his Fetter are completely eroded for the remainder of the scene or until he snaps out of the form. Any necrosis gathered while in this form can be retained by performing offensive actions in place of shape necromancy actions. Any offensive action must be made with the intent to kill his target. If he doesn’t do an offensive action within three rounds of another offensive action, he loses all necrosis and automatically ends the form. If any of his allies try to impede this murdering spree, they are reclassified as enemies and the martial artist gains a negative Intimacy for them that starts as a Minor Tie and increases by one degree of intensity for every continued action that Intimacy is attempting to stop the martial artist.In exchange for these disadvantages, the martial artist inflicts lethal damage with all unarmed attacks without the need for a stunt. For every three Initiative gained and for every lethal damage inflicted, he also gains one necrosis. He can choose to spend necrosis as if they were motes to charge Hungry Ghost Style Charms as well as any potential Excellency required to boost them.If Blood-Scenting Hunger is active, he can attack any dematerialized entity that the Charm allows him to detect. Blood-Scenting Hunger can be activated reflexively if this form is active, or together with this form when this is first
  253. activated. Acting in Hungry Ghost Form is an exhausting and traumatizing experience for the martial artist and everyone involved. After the scene is over, the martial artist immediately loses a number of Willpower determined by the intensity of any positive Intimacy he caused physical or emotional harm during the scene (1 for Minor, 3 for Major, and 5 for Defining).
  254. Special activation rules: If the martial artist has Blood-Scenting Hunger active and manages to draw blood from a victim, he may activate Hungry Ghost Form reflexively.
  255.  
  256. Labyrinth-Walking Prana
  257. Cost: +1wp
  258. Mins: Martial Arts 5, Essence 2
  259. Type: Permanent
  260. Keywords: Mastery
  261. Duration: Permanent
  262. Prerequisite Charms: Hungry Ghost Form
  263. This Charm enhances Hungry Ghost Form. By attuning his anima to the twisting Labyrinth and the potential for Oblivion in all things, the martial artist becomes a shadow flickering about the battlefields. As long as Hungry Ghost Form is active, the martial artist adds half his Martial Arts rating, rounded up, in dice to all Rush actions as well as to all actions where he tries to oppose someone’s attempt at a Disengage action. In addition, Leaping Horror Approach, Lunging Phantom Method and Scuttling Apparition Defense cost one mote less.
  264. Mastery: The martial artist adds half his Martial Arts rating, rounded up, in successes instead of dice.
  265.  
  266. Power-Reaping Prana
  267. Cost: —
  268. Mins: Martial Arts 4, Essence 2
  269. Type: Permanent
  270. Keywords: None
  271. Duration: Permanent
  272. Prerequisite Charms: Hungry Ghost Form
  273. This Charm enhances Blood-Scenting Hunger, allowing the martial artist to greedily siphon vitality from his enemies for his own sinister purposes. Whenever a living character, friend or foe, within the range of his Blood-Scenting Hunger suffers a lethal wound, the hungry ghost siphons the Essence from that wound and turns it into a point of necrosis. He can siphon up to (Essence or 3) necrosis each round this way.
  274.  
  275. Shadowlands Circle Necromancy
  276.  
  277. New Keywords
  278. Blood Magic: Spells carrying this keyword overlaps
  279. sorcery and necromancy. Sorcerers can learn the
  280. spell and activate it with sorcerous motes instead of necrosis. Blood Magic spells aren’t necessarily blood-themed, though that is common. If spells are close enough to sorcery to be able to be bridged, they carry the Blood Magic keyword even if blood isn’t part of the theme of the spell. The Willpower cost for activating spells with this keyword may be substituted for levels of lethal damage.
  281.  
  282. Assassin’s Fatal Touch: Control
  283. Cost: Ritual, 1wp
  284. Keywords: Blood Magic, Decisive-only, Perilous
  285. Duration: One year or until released
  286. The blood mage renders her touch deadly to one selected victim. To cast this spell, the blood mage must first make skin contact with either her intended victim or some small object the victim touched at some point within a year, such as an article of clothing or jewelry. Shaping the spell requires an hour-long ritual that involves drinking either blood or poison and focusing the spell’s Essence through this blood or poison.
  287. The blood mage thereafter must touch her victim within a year’s time. If rolled into combat, this spell is released in supplement to a decisive attack against the intended victim, treating Initiative as 5 higher for the purpose of the attack. This Initiative is a false Initiative and cannot be used to help the blood mage out of Initiative Crash. The attack itself will dose the victim with a poison that causes the victim’s chakras to give out, eventually stopping their heart. The venom has the following traits: 3i/round (L in Crash), 5 rounds, -2. This is a necrotic venom, and effects that resist venoms must explicitly resist supernatural venoms as well in order to defend against this spell. If this spell is used outside of combat, the Storyteller may ask the blood mage for a Medicine or a Larceny roll to apply the venom to the target. Diagnosing a victim of Assassin’s Fatal Touch calls for a (Perception + Medicine) roll, but with an added difficulty of the blood mage’s Essence.
  288. A blood mage who knows Assassin’s Fatal Touch as her control spell does not need to prepare her spell by having prior contact with the intended victim. She may prepare the spell without an intended victim and release it whenever she wishes to. However, the assassin’s blood becomes forever poisonous. Should anyone come into direct contact with the assassin’s blood, they will suffer the effects of the necrotic venom. The blood mage herself is immune to her own venom, but she may be targeted by other blood mages who know this spell.
  289. Distortion (Goal Number: 10): It’s very rare for a blood mage using this spell to experience having it distorted. It’s not a spell that’s easily identified since you cannot see upon the blood mage when it is lingering within her chakras. Should a contesting necromancer or sorcerer know that Assassin’s Fatal Touch is in use, he may attempt to distort it before it’s being released into the victim. Distorting the spell causes the sorcerer to be affected by the venom as if she has been hit by a single dose. The immunity gained from having this spell as a control spell bears no extra tolerance against the distortion effect.
  290.  
  291. Call Ghost
  292. Cost: Ritual, 2wp
  293. Keywords: None
  294. Duration: Instant
  295. Late at night, the necromancer traces a circle upon the ground. After a three hour long ritual in which she pours blood upon black earth and whispers the hidden names of the Neverborn, masters of the Labyrinth, she may bring forth a lesser dead ghost of up to Essence 3 from the Under world. The ghost arrives through a portal of yawning red black shadow and smoke, which smells faintly of a river and smells faintly of death.
  296. Ghosts summoned by this spell must be bound with an (Intelligence + Occult) roll against their Resolve. The necromancer may choose to make the ghost as her personal slave for a year and a day, giving it a Defining Tie of loyalty to her that cannot be weakened or altered by any means and setting its Resolve to 0 against any influence rolls she makes. Alternatively, she may assign it to complete a specific task. Task bound ghosts form a Defining Principle of “I must complete my task,” which is similarly impervious to tampering. On a failed binding roll, the necromancer is unable to bind the ghost, and must make a (Wits + Occult) roll against a difficulty of the ghost’s current Willpower to banish it back to the Underworld. If she fails, then the ghost is unleashed, unbound, into Creation, free from the Underworld and free from her summoner’s will. This spell may only be cast once per night.
  297.  
  298. Door of the Dead
  299. Cost: 15n, 1wp
  300. Keywords: None
  301. Duration: Instant
  302. Reflections look alive but are not alive, and this property gives the surfaces that create them an affinity with the Underworld. The necromancer caresses a reflective surface as he casts this spell, opening a quicksilver doorway between Creation and the nearest reflective surface in the Underworld—or vice versa. Travel between the two is instantaneous, and the passage remains open for three rounds in combat, or for one minute outside of combat. Things can come through the other way, too. Once the connection fades, the road closes viciously. Mirrors crack, water boils, and silver tarnishes. A necromancer with Door of the Dead as his control spell may select a reflective surface he is aware of within (Essence x 100) yards of his analogous point in the other realm. It is a common occurance for this necromancer’s reflection to act
  303. unlike his own self.
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