The Gifts Available

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Touched by Death

DEA-TD

The character can alter his perception to see the world through the eyes of death. Everything looks roughly the same, save that the colors have been drained away and everything shows the ravages of time, decay and death. The advantage of this perspective is that it allows the character to clearly see ghosts and haunts, and a single glance reveals how any dead thing died (though it grants no further information, such as how that may have happened). This also allows the character to see, in a general way, how close to death someone is.

Blood of Feldane

BLD-FL

Those of the Blood of Feldane are the guardians of the boundary between life and death. This grants them the following abilities: • Strong in Life - If this character is not killed by something, he _will_ recover from it, whether it's a wound, poison, disease, etc. He can shrug off mundane injuries (wounds, broken bones, poisons, diseases, and so forth) in a matter of days, and heal from critical wounds in a week or two. He can also regenerate — even wounds that would normally be impossible to heal, like limb loss, recover within months (for a finger) to a few years (for sophisticated nerve bundles burned out by fire). This is comparable to Corwin's capabilities in the novels. • Wise in Death - The character can alter his perception to see the world through the eyes of death. Everything looks roughly the same, save that the colors have been drained away and everything shows the ravages of time, decay and death. The advantage of this perspective is that it allows the character to clearly see ghosts and haunts, and a single glance reveals how any dead thing died (though it grants no further information, such as how that may have happened). This also allows the character to see, in a general way, how close to death someone is.

The Dead Speak

DEA-SP

The character may speak with the dead. They're no always cooperative, but they are occasionally sources of useful information. This ability requires that the corpse be available or the spirit of the dead being be present through some other means. What information the dead can provide depends upon an OOC agreement between the player and the players involved in the dead character. This is a vehicle by which other players may make information known, or to try to prove the truth of a happening, or something along those lines. This ability is NOT intended as a way for this character to proactively ferret out information.

Deaths Door

DEA-DD

As a guardian of Death's Door, this character has the ability to coax things across the threshold (in either direction), or attempt to bar the door. The character can:

  • Sense Death's Passage. The character is attuned to death, and instinctively knows when something dies in his vicinity.
  • Strengthen Threshold. The character may "push back" at something that is trying to cross the line between life and death, making it harder for a living thing to die, or for a dead thing to return to life. This drains the character's own life force, temporarily, in proportion to the degree of effort necessary.
  • Bar the Way. The character may prolong the death of something, preventing it from actually dying even though its death is inevitable. A person or creature held in this way is effectively helpless, and not able to do anything more than gasp out a few words. The character must be near the dying thing, and this takes some concentration to keep in force. When the character stops concentrating, the subject dies.
  • Escort to the Door. If the character can get a spirit to follow him, he can show it the way to Death's Door. (This does not grant any ability to speak with spirits.) This also means that the character must have a means of arriving at Death's Door himself. (Without a mystical means of doing so, the character must resort to coming near death himself.)

First Mastery: Death

DEA-FM

The mastery over death is the simplest. Everything dies, and there is a natural order to these things. This is the mantle of the psychopomp, the guide of the dead, ushering them on to wherever it is they should go. Where that is remains a great mystery, but the master of death knows there are many routes to it. This mastery grants a number of abilities:

  • The Final Strike - The master may bring the finality of death to any blow they deal. If the strike is a deadly one, no amount of medicine or magic will be able to revive the target (though it provides no advantage towards making a blow more deadly). If the target is unliving, it can be killed in this fashion, even if killing it would normally require some other means.
  • Words of Guidance - The master may speak freely to spirits, and even command them if the dead beings name is known. The master may also show a spirit the path to the afterlife, though without a name it cannot be commanded to take it.
  • Sense of Death - The master is attuned to death, and instinctively knows when something dies in his vicinity.
  • Dark Minion - While this is forbidden, the Master may animate a corpse. Such a being is essentially a stupid tool, capable of little more than following simple directions, and is unquestionably an abomination.
  • Blight - The master my bring death into the world. This has little effect in the short term, but over time, it will suck the life out of an area for several miles around. Once the blight has fully spread, the master may draw upon the power of death in that area to enhance his strength, resilience, magic and so on, granting a bonus to almost any roll.

Sealing the Dead

SEA-SL

The character has the power to lay the dead to rest. When the character inflicts a consequence on a dead or undead target, they may place the consequence "Laid to rest" on the target, generally ending its unlife. This may also be used out of combat to ritually lay the restless dead to sleep.

Blood is Word

DEA-BW

Blood is one of the most potent symbols of life and death, and this gift allows the character to tap a small amount of that power to seal an oath. This power is used when two characters swear an oath to one another. A 0 point token is created with the terms of the oath and the consequence which the party who breaks the oath will suffer. The party who breaks the oath will suffer that consequence as if this were a conflict. The duration of the oath is usually determined at the time it is made, but cannot be longer than a year and a day.

Spirit Binding

SEA-SB

The character may speak with the dead. They're no always cooperative, but they are occasionally sources of useful information. This ability requires that the corpse be available or the spirit of the dead being be present through some other means. What information the dead can provide depends upon an OOC agreement between the player and the players involved in the dead character. This is a vehicle by which other players may make information known, or to try to prove the truth of a happening, or something along those lines. This ability is NOT intended as a way for this character to proactively ferret out information.

Grave to Cradle

DEA-GC

If this character kills a living thing, he can walk a path through shadow to the place where that thing was born. Such a walk essentially takes place through a metaphorical (and sometimes literal) Valley of Death. The endpoint is not the exact place where the thing was born, but it is within the general vicinity.

Blood is Truth

DEA-BT

This allows for more powerful oath bindings than Blood is Word. This power is used when two characters swear an oath to one another. A 6 point token is created with the terms of the oath and the consequences which the party who breaks the oath will suffer. The party who breaks the oath will suffer 2 consequences as if this were a conflict. The duration of the oath is usually determined at the time it is made, but cannot be longer than a century.

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