Vitreous Path v20
Contents
Introduction
The Vitreous Path allows a necromancer to control and influence the energies pertaining to death. This extremely rare path manipulates entropy, a force that even most necromancers are uncomfortable harnessing. A development of the Nagaraja bloodline (p. 406, although they sometimes call the path “Nihilistics”), the Vitreous Path makes a formidable complement to the necromantic craft, 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 generally learn the Sepulchre Path before any others. The Vitreous Path is usually their second focus of study.
• Eyes of the Dead
The necromancer employing the Eyes of the Dead can see with the perceptions of the Restless Dead (called Deathsight). To such a manipulator of ghostly energies, the auras of surrounding beings give off telltale hints as to their health and even their ultimate fate; the necromancer can see the energies of death flowing through everyone, just as ghosts can. 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. The information thus gained is not exact by any means, but it gives the necromancer an edge over those she scrutinizes.
System: The player rolls Perception + Occult, difficulty 6. One success lets a necromancer determine whether someone is injured, diseased, or dying, as well as whether the individual labors under any sort of curse or baleful magic.
Further, the vampire can divine the target’s eventual demise, depending on the successes scored. One success means the character can guess how long the tar- get 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 death will be, as the entropic markings 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 marks on the target’s soul.
This ability lasts for one scene, though the necromancer may choose to end the power early. It can be used to read the fate of only one target at a time. Storytellers should exercise judgment with this power, since the markings of death are typically unavoidable. He may decide to roll the dice himself, so that the player has no way of knowing whether her insight is correct.
•• Aura of Decay
The necromancer can strengthen the feeling of entropy around her to the point where it breaks down nonliving objects and machines. It can gnarl wood, rust metal, crack silicon chips, and erode plastic, glass, and dead organic material. This power has a range of one yard or meter from the necromancer’s body, but all those in the presence of the vampire can feel her corruption as an icy wind.
System: No roll is required, but this power does cost at least one blood point. Objects subjected to this Aura of Decay break down and become useless after being targeted. How the object gives out, as well as the exact mechanism of failure, is up to the Storyteller. Corrosion, metal fatigue, or sheer brittleness are all suitably likely for any given item’s demise, but the in-game effect of using a doomed item is as if the owning character rolled a botch. The speed at which an item breaks down depends on how many blood points are spent.
Blood Spent Time to Breakdown
- One -- One week
- Two -- One day
- Three -- End of scene
- Four -- Five turns
- Five -- One turn
Note: that since this power requires the expenditure of blood points, a character cannot cause an Aura of Decay while staked.
••• Soul Feast
Just as the necromancer can release entropic energies from within, she may also pull them 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 ghost, stealing the wraith’s substance and mystically transforming that energy into sustenance.
System: The player spends one Willpower point 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 in using all Necromancy and similar deathly powers within the area increases by an equal amount for a number of nights equal to the points taken. The energies of such an area may only be drained once until the area’s entropy replenishes.
In cases when the necromancer feeds on a ghost, 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 ghost 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 (difficulty 6 for both sides). 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 just like blood in every respect except for when the vampire rises for the night. It can activate Disciplines, heal wounds, boost Attributes, etc. Botching this power renders the vampire unable to feed through the Shroud for the rest of the night. However, she 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 she hovers between worlds, unable to function effectively in either.
•••• Breath of Thanatos
The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. This cloud of virulence is completely invisible to anyone without the ability to see the passing of entropy. The energy of this cloud is like a beacon for Spectres, and they are drawn to the entropic force like moths to a flame.
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 more sinister purposes. Channeled into an object or person, the death-mist inflicts the subject with a debilitating, wasting illness. Furthermore, the focused energies are tainted and eerie, and though generally invisible (except to powers such as Aura Perception), they tend to cause people and animals to feel uncomfortable 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 (400 meters) in radius, centered around the necromancer. The range increases by an additional one-quarter mile or 400 meters for every additional blood point expended.
Spectres summoned with this power will ignore the summoning necromancer for the duration of the power unless provoked, but may well go out of their way to wreak havoc on anyone else in the vicinity. The necromancer can then use other Necromancy powers (such as those in the Sepulchre Path) to manipulate and affect these Spectres. Ghosts so targeted may then interact with the necromancer as normal, although the other Spectres in the area will continue to ignore both the vampire and the targeted ghost. This energy disperses after a scene, after which the Spectres leave to find new prey.
If the cloud is directed toward a particular target, the necromancer must either touch the target or 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 sudden illness or decay. The target’s social difficulties while interacting with those unfamiliar with the touch of death — most normal humans, as well as some supernatural creatures — increase by 2. Furthermore, supernatural perceptions indicate the target is tainted with decay, which can be dangerous. This form of taint lasts until sunrise; 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 may subject the necromancer to the possibly dangerous attention of provoked Spectres and other creatures from beyond the grave.
••••• Night Cry
The breath of entropic energy becomes a scream of pure chaos. The necromancer can issue an unearthly cry (heard both in the living world and in the Shadowlands). The howl pours icy oblivion into a target or group of targets — either sweeping away the inherent entropy or collecting that destruction and unleashing it.
System: The vampire chooses a number of targets within one yard or meter per dot of Necromancy and invokes Night Cry with a terrible scream. The player spends a Willpower point and a blood point for each target beyond the first. (In other words, she spends no blood if only going after one target, or one blood for two targets. Generational blood limits apply, and the vampire may not “pre-spend” blood prior to using Night Cry.)
The player then chooses whether the vampire will aid or harm the targets, and rolls Manipulation + Occult (difficulty 6). If she chooses to aid the target or targets, each success gives each affected target a -2 difficulty modifier to all of his actions for one turn per success. If she instead chooses harm, each success causes an aggravated wound to each target. Targets may be any kind of living creature, including supernatural ones.
No matter the result, the Night Cry is heard on both sides of the Shroud, attracting the attention of anyone nearby. On a botch, the necromancy may summon unruly ghosts or Spectres, similar to Breath of Thanatos (although the ghosts are under no compulsion to ignore the necromancer...).