NEKROMANCER: The Forbidden Arts by Alfred Reibenschuh (fredo@blackbox.at) Introduction Nekromancers are hedge magicians, who, their pursuit of power delved deep into the art of summoning spirits. Some of these hedge wizards are noticed by demons, who then confront them with the possibilities. These possibilities include power far greater than a Nekromancer-to-be has ever dreamed of. These individuals, corrupted enough to do everything for more power, sold their souls in a contract to gain what they so eagerly desired: raw power. Those individuals not so corrupted by power found the strength to resist the demons temptations, but not without a price to pay. Those people who didn't fall to the temptations of the demons and are still able to tell their story are a few, maybe not more then 10 or 15 worldwide. Nonetheless are those rare individuals the Nekromancers most feared, Hunters. Thy Price to Pay Once a Nekromancer has made the Soulcontract, he is taught the rudimentary basics of summoning, treating and dismissing spirits, wraiths and even demons themselves. His innate abilities come from one single source. To think the demon himself would teach him such things is ridiculous, because no demon would freely expose himself to such a potential danger as a Nekromancer. These sudden knowledges and insights are gained from the person's own Shadow. Most Shadows come into existence when their Psyches become Wraiths, but not in this case. When the Nekromancer makes his Soulcontract, the demon sets free his Shadow from his Psyche while he is still alive. At first, some mages even mistake Nekromancers as Euthanatos. It is understandable as most of do have a quite mighty Avatar. It is the moment where they understand their failure that Nekromancers earn one of their greatest enemies: the Traditions. Feeding foul words of power the Shadow slowly corrupts the Nekromancer's soul. Nekromancers are a gamble for demons, for though they can be the sweetest kind of soul one can earn they can become powerful enough to even turn demons into their service. Thy Nekromancers Powers Nekromancers are pseudo-awakened Hedge Magicians who have specialized in the art of summoning spirits, Wraiths, and even demons. The last one can be only accomplished by a very, very few number of people. Nekromancers possess six basic abilities. These are Theurgia (Summoning), Perimplatae (Banishing), Percustodis (Warding), Permenbilies (Repelling), Necyomantea (Binding) and Obodientia (De-manding). Their general knowledge about spirits and the abuse of their powers for oneself, is called Nekromancia. Furthermore, Nekromancers possess what Wraiths collectively call Angst. What's a Wraiths worst nightmare, is the Nekromancers greatest Weapon. Why this is so is explained later in this chapter. Nekromancers are even able to learn Arcanoi, Disciplines, Arts & Realms and even Gifts. The only powers excluded to them is sphere Magick. The problem with these powers is simple. They are a perverted reproduction produced by the Shadow, and not truly what they seem at first glance. What exactly means is explained later. Theurgia: Thy Art of Summoning With this power the Nekromancer calls forth spirits and Wraiths. In the higher levels, from 6 to 8, it is even possible to call Demons and Incarna. To summon a spirit, certain prequisites must be met. First, if the Nekromancer clings to his life, he should be able ward the spirit off and he should be able to banish him once the spirit has done what the Nekromancer demands. Because most spirits would go to great lengths to pay the Nekromancer back what he had done to them, he should be careful to protect himself properly. System: The general system is quite easy. In game terms, the Nekromancer makes a contested roll of Nekromancia + Theurgia against the spirit's Willpower. The target resists with his Willpower against a difficulty of 6. Furthermore the Nekromancer can cancel the spirit's successes on a 1:1 ratio with Angst. If the Nekromancer gains at least one success more than the spirit, he was able to summon it. If no successes are scored the spirit is simply not summoned. If botched the spirit is summoned, but free to do what he wants (Which is most often something very unpleasent to the Nekromancer). In case of a botch, warding circles do not stop the spirit; only Permenibilis may help. The time required to summon a spirit is 10 turns minus successes gained. This time can further be reduced by spending Angst. The time cannot be lowered to under one turn. To summon a specific individual, either the True Name must be known, or in the case of a Wraith at least one Fetter must be possessed. To find out the True Name of a spirit, a certain ritual must be used. Involved in this ritual is the use of Obodientia to command a spirit to reveal the True Name of the targeted individual. The only other ways to get the True Name, is through a Mummy or through a Soulpact (Not to say that the last one is definitely the easier one!) * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Perimpatae: Thy Art of Banishing With this power the Nekromancer sends back spirits and Wraiths to where they came from. The higher the level the greater spirits can be dismissed, and the safer and easier it is to banish lesser spirits. As when summoning spirits, gestures and words are needed to banish them. System: In game terms, the Nekromancer makes a contested roll of Nekromancia + Perimpatae against the spirit's Willpower. The target resists with his Willpower against a difficulty of the banisher's Willpower. Furthermore the Nekromancer can cancel the spirit's successes on a 1:1 ratio with Angst. If the Nekromancer gains at least one success more than the spirit, he is able to banish it. If no successes are scored the spirit is free to do what it pleases. If the roll is botched the spirit is free to do what it pleases and has one free action on the summoner. If the spirit is inside a summoning circle, the circle has its full warding abilities. The time required to summon a spirit is 5 turns minus successes gained. This time can further be reduced by spending Angst. The time cannot be lowered to under one round. The levels below describe what kind of spirits you can banish. * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Precustodis: Thy Art of Warding This is the Nekromancer's Art of drawing and carving warding circles. These warding circles are the Nekromancers most effective way of stopping spirits from doing something stupid, which might interfere with the Nekromancers healthy future. The producing of warding circles is truly an art, for which Nekromancers possess even a skill. The more time and precaution they take, the more will the circle protect them from the summoned spirits wrath. But warding circles are also where the Nekromancers are most vulnerable, for if they are destroyed, to summon a spirit is nothing else but suicide. It should be unnecessary to mention that destroying a carved circle often destroys a Nekromancer's life work. System: In game mechanics, the Nekromancer makes a roll of Nekromancia + Percustodius against a base difficulty of 12. This number can be lowered by certain modificators. Drawing Materials: Ash, Herb, Salt or Wax: -1 Chalk, Color/Ink, Diamond Dust or Magic Herbs: -2 Blood or Burning Oil: -3 Carving Materials: Plastic, Ritual Paper or Wood: -1 Earth, Leather or Metals: -2 Stone: -3 Site of the circle: Holy Places: +1/level Infernal Places, Caerns or similar places: -1/level Purpose of the circle: True Name runes or runes for a special type of spirit used: -1/level The difficulty cannot be lowered under 2 or raised above 10. If the difficulty exceeds 10, the number of successes needed is raised by one. This means an 11 would become a 10 with two successes needed. It is possible to produce the circle in an extended action. This would double the required time for every attempt to reroll the dice. The maximum number of attempts is limited by the successes gained on the first roll. The type of spirit which can be warded by the circle is defined by the level the character possesses in Percustodis. Because of this it would be prudent to summon no spirits over a level of the summoner's Precustodis. The successes gained can be further increased by spending Angst. The total number of successes gained are counterdice which can be substracted from the spirit's hostile actions. Once all successes are used up, the circle loses its warding powers. Circles engraved, can be recharged by either spending further Angst or by repeating the whole ritual. If the Nekromancer botches, he believes the circle to be fully operative! The time required to draw a warding circle is 10 minutes per level. The time required to carve a warding circle is 1 hour per level. The following levels define what kind of spirit can be warded. * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Permenbilies: Thy Art of Repelling This is the Nekromancer's Power of protecting oneself from, instead of limiting, the spirit's hostile actions. The main advantage in this form of protection is its flexibility. No circle must be drawn, just a few words and gestures are enough to build up a little defense against the spirit. It's not necessary to say that warding circles are by far more powerful, but in a situation which demands fast actions Permenibilis will do it better than nothing. Permenbilis can, and is often used in conjunction with warding circles. This represents the most powerful and effective means a Nekromancer has to stop a spirit to do something real nasty with him. Note that Permenbilis as well as Precustodis do not protect from indirect physical attacks. This means, if the spirit is using a kind of supernatural power to let through the room's furniture at your head, you're safe, but if he uses his physical strength to lift an object and smash it onto your head, nothing protects you. If the Nekromancer uses High Ritual while empowering himself with the protection of Perminbilies, the difficulty can be lowered by one. As with warding circles the Ritual can be made in an extended action. This means for every success on the first roll, another attempt can be made. As before every attempt doubles the time required. System: The Nekromancer makes a roll of Nekromancia + Permenbilis against a base difficulty of 10. This number can be lowered by the use of High Ritual and by spending Angst. The difficulty cannot be lowered under 2 or raised. The type of spirit which can be repelled by Permenbilies is defined by the level the character possesses in Permenbilies. Because of this it would be prudent to summon no spirits over the level of the summoner's Permenbilies without the proper warding circle. The successes gained can be further increased by spending Angst. The total number of successes gained are counterdice which can be added to rolls with which the Nekromancer resists the spirits 'powers. Once all successes are used up, the Ceremony loses its repelling powers. If the repelling Ritual was cast on a ceremonial cloth, the piece of cloth can be recharged by either spending further Angst or repeating the whole ritual. If the Nekromancer botches, he believes the repelling ward to be fully operative! The time required to perform a ritual is 1 turn per level. The required time can become much longer if extended extended actions are used. The following levels define what kind of spirit can be repelled. * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Necyomantea: Thy Art of Binding This is the ability to demand certain tasks from spirits. Unlike Oboedientia, the art of making soulpacts, Necyomantea is used to `convince' spirits to fullfill tasks for the Nekromancer. This may range from cleaning the room over giving him some information to playing babysitter. Even such tasks as assassination are possible, but are restricted by how much they put the spirit in danger. Necyomantea is more for `abusing' the spirits powers for ones own sake, than the complex task of acquiring `foreign' powers from the spirit. The latter one would be the possibility in a soulpact (see Oboedientia). System: In game terms, the Nekromancer makes a resisted roll of Nekromancia + Necyomantea against a difficulty of the target's Willpower. The spirit may resist with a Willpower, Rage or Gnosis roll against a difficulty of the Nekromancer's Willpower. Spirits are allowed to spend Power points to raise their number of successes. 5 Power points are one additional success. Wraiths can buy additional successes by spending Pathos on a 1:1 ratio. The number of successes the spirit has can be lowered by spending Angst on a 1:1 ratio. If the Nekromancer gains at least one success more than the spirit, he is able to bind it to his whim. If no success is scored the spirit is free to do what it pleases. If the roll is botched the spirit is free to do what it pleases and has one free action on the summoner. In addition the Nekomancer gains 5 temporary Corruption points. If the spirit is inside a summoning circle, the circle has its full warding abilities. The time required is most largely played out and not defined by rigid timetables. This stage is a rich source of roleplaying between the Nekromancer and the spirit, so use this chance! The type of spirit which can be bound by Necyomantea is defined by the level the character possesses in Necyomantea. * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Oboedientia: Thy Art of Demanding This is the Nekromancers highest art, the legendary ability to forge soulpacts with demons, wraiths and spirits. This is what gives the Nekromancer most of his power. Because no spirit (except demons maybe) gives their powers freely away, the Nekromancer almost always creates a new enemy when using the art of Oboedientia. As with Necyomantea, the Nekromancer can demand certain tasks, which might even lead to the destruction of the spirit. But now he has the power to be quite sure that the spirit will do it, even if it's suicide what is demanded from him. System: The Nekromancer makes a roll of Nekromancia + Oboedientia against a base difficulty of 4 + Modifiers. This number can be lowered by the use of High Ritual and by spending Angst. Complexity of Task: per easy task: +1 per simple task: +2 per difficult task: +3 per complex task: +4 Length of Time: 1 round: +0 10 minutes: +1 1 scene: +2 1 hour: +3 1 day: +4 until easy effect: +2 until simple effect: +3 until difficult effect: +5 until complex effect: +6 until impossible effect: +9 Danger for the spirit: non endangering: +0 slightly endangering: +1 quite endangering: +2 live threatening: +4 suicidal: +6 If the difficulty exceeds 10 one further success is needed per +1 above 10. This means a 13 would become 3 successes on a difficulty of 10. The difficulty can be lowered by spending Angst. For every additional success over a difficulty of 10 needed, 2.5 points must be spent. To lower a difficulty under 10, Angst is spent on a 1:1 ratio. The spirit may resist with a Willpower, Rage or Gnosis roll against a difficulty of the Nekromancers Willpower. Spirits are allowed to spend Power points to raise their number of successes. 5 Power points are one additional success. Wraiths can buy additional successes by spending Pathos on a 1:1 ratio. The number of successes the spirit has can be lowered by spending Angst on a ratio of 5 Angst per success. If the Nekromancer gains at least one success more than the spirit, he is able to bind it to his whim. If no success is scored the spirit is free to do what it pleases. If the roll is botched the spirit is free to do what it pleases and has one free action on the summoner. In addition the Nekomancer gains 5 temporary Corruption points. If the spirit is inside a summoning circle, the circle has its full warding abilities. What the contest of the soulpact is is entirely up to the storyteller. It is an agreement between the Nekromancer and the spirit although the spirit can even be forced with this power. To be honest, it is expected that the spirit won't be quite cooperative. To give a hint what can be done: If a Nekromancer summons any spirit and tries to get his True Name, he has, afterward, although a powerful enemy also a powerful ally, even when the spirit is unwilling. The time required is most largely played out and not defined by rigid timetables. This stage is a rich source of roleplaying between the Nekromancer and the spirit, so use this chance! The type of spirit which can be forced into a soulpact by Oboedientia is defined by the level the character possesses in Oboedientia. * Weak Spirits, New Wraiths ** Servitors: Elementals, Naturae, Wraiths with at least three Fetters *** Embodiments:Banes, Wraiths with at least two Fetters **** Minions: Court Servitors, Gafflings, Wraiths with one Fetter, Certain individuals can be summoned. ***** Preceptors: Jagglings, Pack Totems and Infernal Slaves, Spectres ****** Lords: Totem Avatars, Lesser Demons, Ferryman, Deathlords ******* Lesser Powers: Aeons, Incarna, Demons ******** Greater Entities: Gaia, Wyrm and such nice guys (Just don't botch!) Nekromencia: Thy Nekromencars Knowledge The Necromencia Trait is probably the most important of all Nekromancers Traits. It embodies what Nekromancers are all about -- understanding the art of handling spirits. Varying levels of knowledge and understanding among Nekromancers, and disputes about what is right for mankind, have pitted Nekromancer against Nekromancer in recent times, but Necromancia is still the main persuit of the summoners of spirits. Effects of Necromencia: 1. A Nekromancer's Necromencia rating indicates the maximum number of dice she may use from her arts. Thus with Necromencia of 3 one cannot use more then 6 dice to summon a spirit, even if she has Theurgia on a level of 8. 2. Also a Nekromancer's ratings in any special abilities as Disciplines are limited by Nekromencia. General enlightment, or better said corruption must be gained before specific wisdom may be applied. A Nekromancer may never have a rating in any special power greater than his rating in Necromencia. * Superficial: Knows weak spirits ** Ignorant: Can summon Elementals *** Understanding: Can banish Banes **** Dreamy: Knows his shadow a bit ***** Quixotic: May speak to a garou's Pack Totem ****** Discerning: Summons Deathlords for tea ******* Understanding: You always wanted to see this demon ******** Perspicacious: Let's summon this demon ********* Wise: You know what to better not summon ********** Visionary: Try to summon the Wyrm! Corruption: Thy Shadow's Power The Nekromancer's power comes from his Shadow. But his Shadow is as any other Shadow, it's ultimate goal is to drag the character into Oblivion. Because this is not as easy to do to the living than to a Wraith, the Shadow has to corrupt its Psyche even more. This is done through the Corruption Trait. This Trait possesses temporary as well as permanent ratings. 10 temporary points convert to one permanent point. Corruption is mainly gained through the use of Angst. Every time the character uses up his ten Angst, he gains one temporary Corruption point. Certain abilities do cost more than one point (the exact price is described where the ability is given). The other way to gain Corruption is the Storyteller. If he deems it right, he can give as many Corruption for any of the character's action as he wishes. It may seem intelligent to 'reward' the character for inhuman actions, as with humanity loss. If the character ever reaches ten permanent Corruption points, he immediately dies a horrible death, but that's not all. After death, he automatically becomes a Spectre! His Psyche is totally annihilated in this process. Angst: Thy Shadow's Force The Shadow is the force that provides the Nekromancer with the power to summon such spirits as demons and Incarna. This power has its price, which reflects itself in the Corruption Trait. In game terms, the Angst trait is used down from 10 to 0, then it replenishes itself up to 10. But remember that, if all 10 Angst are used up, the character gains one temporary Corruption. The main benefit of this trait seems to be clear, but it's also a kind of Danger Sense. If any spirit is trying to attack the Nekromancer, to harm him for what he may have done, the Nekromancer almost always seems to notice it. This may be enough to prevent the spirits plans. For further details on how this ability works, look for the Danger Sense advantage in any of the Storyteller supplements. Thy Price to Play Trait Freebie XP Raise Attributes 5 - x5 Abilities 2 3 x2 Backgrounds 1 - - Necromantia 4 - x8 Ars Necronemis 7 10 x6 Willpower 1 - x2 Special Powers 7/14* 10 x6 *7 for the first power, 14 for the second Attributes 6/4/3 Abilities 18/12/10 Arts 3 Backgrounds 7 Willpower 5 Freebie 21