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Death

Used by necromancers, death priests, and powerful undead, this power covers communicating with spirits of the dead, animating dead things, freeing one's own spirit, and causing the living to rot.

Necrosis

You can cause things to rot and decay. This can be used to attack, defend, and cause maneuvers like “Stench of Death”, “Chill of the Grave” and so on.

Command the Dead

This trapping allows the character to detect undead, call nearby undead, speak to the spirits, command them, and repel them. Sentient undead can resist this power as a composure attack, while mindless undead using either the skill of the summoner as its base difficulty. If the summoner is not known, or no longer capable of command then, use Mediocre(+0) as the difficulty.

Know Death

Allows the character to know the approximate time of death and how the body died.

See also: Stunts

Control Undead

You have a +1 bonus when using Death to control nearby undead for the power’s duration; the undead may resist. You must share a common language.

Destroy Undead

Requires Control Undead

You can cause an automatic consequence on undead.

Raise Lesser Undead

A Lesser Summoning stunt allowing you to raise mindless undead such as skeletons, zombies, ghouls, etc, from bones and corpses.

Raise Greater Undead

Requires Raise Lesser Undead

A Greater Summoning stunt allowing you to summon ghosts and create powerful undead such as vampires and mummies, often performed as a ritual and group working.

Discorporate

Requires one other Death stunt

Your body falls into a coma, freeing your spirit to fly around and observe, and enter and traverse the Astral Plane or Otherworld. You’re invisible and intangible while discorporate; you may use power skills, and powers or abilities that sense or affect spirits of the dead can affect you. On a power fumble (see page 176), you’re trapped in discorporate form; see “When Transformations Go Wrong” on page 136 for more.

Drain Life

Requires one other Death stunt

You can attack someone’s spirit directly, causing an automatic consequence. Evil ghosts often have this power. On a power fumble (see page 176), you suffer an automatic consequence yourself.