Difference between revisions of "Death Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}Death and disease are powerful forces.  
{{FiD-Powers}}
 
Death and disease are powerful forces.  
 
 
 
 
Action and motivation need not cease with death. Characters can use the powers of the dead, learn their secrets, and even reanimate them as undead.
 
Action and motivation need not cease with death. Characters can use the powers of the dead, learn their secrets, and even reanimate them as undead.
  
Death attacks are made with phlegm and ectoplasm that inflict disease. Paradoxically this means that death attacks don't kill quickly, instead they take their time as disease and infection kills you, and this is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is slow.
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Death attacks are made with phlegm and ectoplasm that inflict disease. Paradoxically this means that death attacks incapacitate, but don't immediately kill. Instead they take their time as disease and infection kills you, and such harm is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is slow.
  
Death creatures are spirits of the dead.
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=== Undead ===
Study can call apparition that can communicate but not act.
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{{ : Undead (FiD) }}
Attune can call ghosts that scare and some poltergeist activities at and undead spirits can be called to inhabit corpses as zombies and skeletons.
 
At mid to high tiers, spirits can be called to possess stronger things, such as an undead knight or a powerful mummy, or as incorporeal undead that can walk thru walls and are invulnerable to weapons that are not potent.
 
  
== Death Power Effects Table ==
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== Death Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''  
 
|align="left" valign="top" | '''Attune'''  
|valign="top"| '''Soul Sense'''     <br> Detect undead and Death powers.  
+
|valign="top"| '''[[#Soul Sense|Soul Sense]]''' <br> Detect Death.
|valign="top"| '''Defy Death'''     <br> Banish undead and dismiss Death powers. Animate corpses.  
+
|valign="top"| '''[[#Soul Shroud|Soul Shroud]]''' <br> Dismiss Death.
|valign="top"| '''Defiant Spirit''' <br> Summon undead.  
+
|valign="top"| '''[[#Soul Summons|Soul Summons]]''' <br> Summon undead.
|valign="top"| '''Soul's Crossing''' <br> Create a portal to the plane of death.  
+
|valign="top"| '''[[#Soul Sojourn|Soul Sojourn]]''' <br> Portal to Death.
 
 
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''  
 
|align="left" valign="top" | '''Command'''  
|valign="top"| '''Wraith's Whisper''' <br> Command undead even if you don't share a language.  
+
|valign="top"| '''[[#Wraith's Whispers|Wraith's Whispers]]''' <br> Intimidate with Death.
|valign="top"| '''Spectral Speech''' <br> Communicate with undead and dead things over vast distances.
+
|valign="top"| '''[[#Wraith's Words|Wraith's Words]]''' <br> Messager undead.
|valign="top"| '''Wraith's Will''' <br> Command undead as if you were their superior.  
+
|valign="top"| '''[[#Wraith's Will|Wraith's Will]]''' <br> Command undead.
|valign="top"| '''Enslave ''' <br> Permanently bind undead to service.
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|valign="top"| '''[[#Wraith's Writ|Wraith's Writ]]''' <br> Bind undead.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''  
 
|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Death Mask'''       <br> Make clothes and accessories rotten but functional when used by you and undead creatures.
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|valign="top"| '''[[#Pallid Presence|Pallid Presence]]''' <br> Craft Death
|valign="top"| '''Grasp Undeath''' <br> Assume the form of an undead.
+
|valign="top"| '''[[#Pallid Persona|Pallid Persona]]''' <br> Undead transmutation.
|valign="top"| '''Gift of Undeath''' <br> Shapechange a willing or helpless creature into a undead.
+
|valign="top"| '''[[#Pallid Proxy|Pallid Proxy]]''' <br> Transmute Crew.
|valign="top"| '''Haunted Hunt'''     <br> Transform a number of willing creatures into undead, give a simple instruction.
+
|valign="top"| '''[[#Pallid Procession|Pallid Procession]]''' <br> Transmute crowd.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''  
 
|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Harrowing Herse''' <br> Ride undead or a vehicle of death as if they were trained.  
+
|valign="top"| '''[[#Harrowing Hearse|Harrowing Hearse]]''' <br> Ride the dead.
|valign="top"| '''Scythe'''         <br> Fine and potent close-range attack, similar to a fine potent weapon.
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|valign="top"| '''[[#Harrowing Hack|Harrowing Hack]]'''     <br> Fine and Potent attack.
|valign="top"| '''Dead Man's Hand''' <br> Fine manipulation of corpses and undead.
+
|valign="top"| '''[[#Harrowing Hook|Harrowing Hook]]'''     <br> Precise control.
|valign="top"| '''Deluge of Death''' <br> A wall of undead, suppressing scale.  
+
|valign="top"| '''[[#Harrowing Horde|Harrowing Horde]]'''   <br> Create a crew of undead.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''  
 
|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Scent of Death'''   <br> Track and pursue undead and corpses.  
+
|valign="top"| '''[[#Arrow Approach|Arrow Approach]]''' <br> Track Death.
|valign="top"| '''Shard of Death'''   <br> Attack similar to a fine and potent rifle.
+
|valign="top"| '''[[#Arrow Aim|Arrow Aim]]''' <br> Fine and Potent snipe.
|valign="top"| '''Wraithly Warning''' <br> Create signs of haunting.
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|valign="top"| '''[[#Arrow Ash|Arrow Ash]]''' <br> Create haunting.
|valign="top"| '''Outbreak'''         <br> Attack like fine and potent grenade.
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|valign="top"| '''[[#Arrow Ague|Arrow Ague]]''' <br> Burst of Death.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''  
 
|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Deathwatch'''   <br> Hide in graveyards, tombs, and haunted places.  
+
|valign="top"| '''[[#Haunt Hide|Haunt Hide]]''' <br> Hide among Death.
|valign="top"| '''Ghost Walk'''   <br> Move on and through tombs, corpses, and cadavers.  
+
|valign="top"| '''[[#Haunt Hop|Haunt Hop]]''' <br> Move through Death.
|valign="top"| '''Dance Macabre''' <br> Bring allies when you use Deathwatch and Ghost Walk.
+
|valign="top"| '''[[#Haunt Huddle|Haunt Huddle]]''' <br> Crew Haunt Hide and Hop.
|valign="top"| '''Death March'''   <br> Crew teleport from one burial place to another.
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|valign="top"| '''[[#Haunt Hallow|Haunt Hallow]]''' <br> Escape from graves.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''  
 
|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Touch of Death'''     <br> A close-range attack, similar in effect to a melee weapon or pistol.  
+
|valign="top"| '''[[#Dance of Deflection|Dance of Deflection]]''' <br> Block Death Harm.
|valign="top"| '''Hand of Death'''       <br> Fine and potent Touch of Death.
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|valign="top"| '''[[#Dance of Decay|Dance of Decay]]''' <br> Fine and Potent attack.
|valign="top"| '''Ghost Dance'''         <br> Distractions and obstructions prevent scale.
+
|valign="top"| '''[[#Dance of Death|Dance of Death]]''' <br> Gain Scale.
|valign="top"| '''Carnival of Carnage''' <br> Attack all enemies in a wide area.  
+
|valign="top"| '''[[#Dance of Deliberation|Dance of Deliberation]]''' <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''  
 
|align="left" valign="top" | '''Study'''  
|valign="top"| '''Name of the Deceased''' <br> Identify corpses, cadavers, and materials taken from the dead.  
+
|valign="top"| '''[[#Obituary Outline|Obituary Outline]]''' <br> Identify death.
|valign="top"| '''Seance'''               <br> Summon an apparition of a dead person you have a link to and ask them questions.
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|valign="top"| '''[[#Obituary Oracle|Obituary Oracle]]''' <br> Analyze Death.
|valign="top"| '''Obituary'''             <br> Sense the past events of of a corpse or place of death.
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|valign="top"| '''[[#Obituary Orison|Obituary Orison]]''' <br> Necromantic seance.
|valign="top"| '''Tale of Tragedy'''     <br> Obituary for every corpse in a large area.
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|valign="top"| '''[[#Obituary Omniscience|Obituary Omniscience]]''' <br> Wide-range seance.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''  
 
|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Scent of Death'''   <br> Sense manifestations of death, including undead and Death powers.
+
|valign="top"| '''[[#Grave Glimpse|Grave Glimpse]]''' <br> Sense Death.
|valign="top"| '''Skull Eye'''         <br> Choose an skull or a representation of one; perceive as if you were at that spot.  
+
|valign="top"| '''[[#Grave Gaze|Grave Gaze]]''' <br> See through Death.
|valign="top"| '''Seeking Skull'''     <br> Choose a location or creature. You gain a sensor at the nearest skull.
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|valign="top"| '''[[#Grave Vigil|Grave Vigil]]''' <br> Spy through Death.
|valign="top"| '''Omnipresent Death''' <br> You perceive from all skulls at once over a wide area.  
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|valign="top"| '''[[#Grave Horizon|Grave Horizon]]''' <br> Synthesis of Death.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''  
 
|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Moody Dead'''       <br> Understand undead even if normally couldn't and sense their motivations.  
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|valign="top"| '''[[#Inquiring Eulogy|Inquiring Eulogy]]''' <br> Death communication.
|valign="top"| '''Dead Men Talking''' <br> You and allies can communicate with undead. You can make folk morose.
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|valign="top"| '''[[#Enticing Eulogy|Enticing Eulogy]]''' <br> Emote the dead.
|valign="top"| '''Elegy'''           <br> You can post suggestions in the mind of an undead.
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|valign="top"| '''[[#Edict Eulogy|Edict Eulogy]]''' <br> Suggest the undead.
|valign="top"| '''Unity in Death'''   <br> Permanently change the personality and motivations of undead.
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|valign="top"| '''[[#Enshrine Eulogy|Enshrine Eulogy]]''' <br> Bind undead.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''  
 
|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Dead Style'''           <br> Work the remains of the dead. Make decrepit and broken items function normally.
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|valign="top"| '''[[#Funerary Fashioning|Funerary Fashioning]]''' <br> Craft Death.
|valign="top"| '''Dead Craft'''           <br> Shape materials you can Dead Polish as if they were of clay.  
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|valign="top"| '''[[#Funerary Forging|Funerary Forging]]''' <br> Shape Death.
|valign="top"| '''Luxuries of the Dead''' <br> Create Dead Polish objects out of nothing, Create fine and potent items.
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|valign="top"| '''[[#Funerary Fusing|Funerary Fusing]]''' <br> Transmute Death.
|valign="top"| '''Funerary Splendor'''   <br> Mass produce Dead Craft or make something large, such as a vehicle or building.
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|valign="top"| '''[[#Funerary Foundry|Funerary Foundry]]''' <br> Fabricate Death.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''  
 
|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Rot of Death'''   <br> Wreck remnants of the dead. Finish off damaged things. Noisy and leaves a twisted object in place.
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|valign="top"| '''[[#Rot Rend|Rot Rend]]''' <br> Rot attack.
|valign="top"| '''Rot of Oblivion''' <br> Rot of Death, but faster as if they were wood. Works as a fine potent sledgehammer in combat.
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|valign="top"| '''[[#Rot Ruin|Rot Ruin]]''' <br> Stronger rot.
|valign="top"| '''Dust to Dust'''   <br> Rot of Oblivion and destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''[[#Rot Raze|Rot Raze]]''' <br> Silent Rot.
|valign="top"| '''Crypt Cataclysm''' <br> Similar to Rot to Oblivion, but over a large area. Level a necropolis or anything weathered.  
+
|valign="top"| '''[[#Rot Reaping|Rot Reaping]]''' <br> Area Rot.
 
|}
 
|}
  
== Expanded Death Powers ==
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== Expanded Abilities ==
 +
 
 
=== Attune ===
 
=== Attune ===
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
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Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena of Death or from the land of the dead.
 
 
The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
 
 
'''Soul Sense'''
 
Detect undead and Death powers.
 
  
This is usually done to spot a disguised summoned or animated creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited effect suffices against a creature you can clearly see. You need greater effect against against a creature that is hidden (standard effect) or behind a wall (great effect).
+
==== Soul Sense ====
 +
Detect Death.
  
'''Defy Death'''
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{{ : Include Attune Basic Detect Powers (FiD) }}
Banish undead and dismiss Death powers. Animate corpses.
 
  
Dismissing undead is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
+
==== Soul Shroud ====
Undead are either Death spirits or things possessed by Death spirits called corporeal undead..
+
Dismiss Death.
When a spirit possessing a corpse is dismissed, the corpse loses its animating power and collapses.
 
  
Death can only dispel Death powers and powers affecting undead.
+
You can banish [[#Undead|undead]] and dismiss Death powers.  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action. It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.
+
Death is unusual in that Advanced Attune Death can animate corpses to create simple undead.
When used directly, the effect is usually limited.
 
  
When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.  
+
When dismissing you can only affect Death, you can make Death [[Spirit (FiD)|Spirits]] materialize and dispel Death powers and powers affecting undead, corpses, and tombs. {{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
Unlike most other powers, Death power at this level can summon simple Death spirits to possess corpses to create basic undead like skeletons and zombies. These creatures are largely automatons and must receive instruction to even perform simple tasks.
+
You can animate the dead.
 +
This simplest kind of [[#Undead|undead]] are corpses or body parts animated by a simple animus.
 +
They can follow your orders as long as they are simple and direct, but are easily distracted by their drive to kill the living.
 +
They function as '''gang cohorts''' (p. 96).
 +
This means that at higher Tiers you need to find many corpses to animate for them to be effective (p. 221).
 +
Corpses in properly maintained graveyards can't be animated, but old disused graveyards and unconsecrated battlefields and mass graves have no such protection.
  
'''Defiant Spirit'''
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==== Soul Summons ====
 
Summon undead.
 
Summon undead.
  
As outlined under Defy Death, undead are either incorporeal spirits or Death spirits possessing things, usually corpses but sometimes other things related to Death, like graves, tombs, or even entire graveyards.
+
[[#Undead|Undead]] are either incorporeal [[Spirit (FiD)|Spirits]] or an animus of Death possessing things, usually corpses but sometimes other things related to Death, like hearses, graves, tombs, or even entire graveyards or battlefields.
Summons can use simple effects of their power and maintain power effects you have created. They can also give advice and information related to their power.
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Summons can use simple effects of their power and maintain power effects you have created. They can also give advice and information related to their own past lives.
  
You must know what you are to summon. In general, you can summon generic creatures one tier lower than yourself without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale.
+
{{ : Include Attune Summon (FiD) }}
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number, a blueprint, or a block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
+
==== Soul Sojourn ====
 +
Portal to Death.
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
Create a portal to the Land of the dead.
 +
{{ : Include Attune Gate (FiD) }}
  
The most versatile undead are the spirits of dead people summoned to possess their own body.
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
These become intelligent undead along the lines of vampires and liches.
 
You can only do this with the spirits of creatures willing to become undead.
 
  
Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.
+
=== Command ===
 +
Command and intimidate the undead, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
  
Depending on your degree of effect the creature is willing to do different things. Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
+
==== Wraith's Whispers ====
 +
Intimidate with Death.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
You can create Death effects such as a skull face, skeletal hands, and etheric whispers, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
 +
This can provide the leverage needed to use Command to intimidate without actual threat of violence.
 +
Creatures of Death might recognize you as one of them.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
==== Wraith's Words ====
 +
Messager undead.
  
Typical consequences include:
+
You can communicate with [[#Undead|undead]] over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful [[#Undead|undead]] creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
You lose some of your life energy
 
The creature strikes out at you once.  
 
A tightwire struggle to keep the creature under control.
 
Overly literal interpretations of your commands.
 
Demanding not to be summoned again until some time or event has passed.
 
General sulkiness.
 
Demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores).  
 
  
Offering a creature gifts or services appropriate to its nature can improve position.
+
You can also use a skull as a communication device.  
This is essentially a devil's bargain, accepting a price in advance.
+
You say who you are trying to speak to, and if a skull is present near the target, you can communicate.
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos. If you are a priest of light and summon undead, or if the summon is three or more tiers above you the position will be desperate. Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.
 
  
'''Soul's Crossing'''
+
==== Wraith's Will ====
Create a portal to the plane of death.
+
Command undead.
  
Create a portal to the land of the dead.  
+
Targets will see you as a leader type outranking them.
There are things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
+
This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority.
 +
This does not remove existing loyalties, which may lead to conflict.
 +
Understanding the social order of your targets helps avoid clashes with established hierarchies.
  
Gating can allow access to creatures too powerful to summon and souls unwilling to become undead.
+
==== Wraith's Writ  ====
In this case you can ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Bind undead.
  
Using a gate is usually played out as a score, which means there is an engagement roll. Depending on how quickly the matter is resolved, the game master may require a separate use of the power to return home again. However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse. Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position.
+
This won’t work unless you are already in a position of power. The effect is similar to Wraith's Will but permanent. A creature can be freed by Powers or strong passions.
  
=== Command ===
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Command and intimidate the undead, projecting authority. Position and effect depend on the situation and your relationship with the listeners.
 
  
'''Wraith's Whisper'''
+
=== Consort ===
Command undead even if you don't share a language.
+
Consort powers change your form and later that of other creatures. This can be used as a set-up action for later or you use the Consort roll for the power directly.
 +
This will often give a bonus to effect or improved position or even allow an action that a human could not do.
  
This is useful for intimidating creatures under your power and commanding foreign or alien undead.  
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously rotten, cause panic, or have unexpected handicaps.
Combined with the basic power of Sway, it allows two-way communication.
 
  
'''Spectral Speech'''
+
==== Pallid Presence ====
Communicate with undead and dead things over vast distances.
+
Craft Death
  
You can communicate with undead over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful creature related to your power in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
+
Make clothes and accessories rotten but functional when used by you and [[#Undead|undead]] creatures.
  
You can also use a skull as a communication device.  
+
You do not physically change yourself, you change your accessorize and outfit.
You say who you are trying to speak to, and if a skull is present, you can communicate.
+
This can make regular items and clothes look decrepit while staying functional.
 +
When the power ends, items return to their original status.
  
'''Wraith's Will'''
+
You can use this on your entire Crew as an Advanced ability.
Command undead as if you were their superior.
 
  
Targets will see you as a leader type outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflicting with their established loyalties. Ordering animated city guards to ignore a disturbance is harder (needs more effect) than telling them to deal with it and move on, because their task is to protect the now-dead city.
+
==== Pallid Persona ====
 +
Undead transmutation.
  
Limited effect might result in a creature not doing what it might not have done anyway, like not investigating a disturbance.
+
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes a reasonable undead.
This is usually enough to order skeletons and zombies to do anything.
 
Standard effect makes the creature do what it should, but in a way you decide, like like taking the left instead of the right patrol route.
 
Great effect means targets will ignore their normal routine and go out of their way to please you, like skeletons fighting for you, or enemies ignoring or fleeing from you.
 
  
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
+
Pallid Persona can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form.
 +
When appropriate, your new form can use Basic and Advanced Death powers inherently without risking stress.
  
'''Enslave'''
+
* '''Limited Effect''' — You resemble how you might look as an [[#Undead|undead]] creature; those familiar with you may still recognize you.
Permanently bind undead to service.
+
* '''Standard Effect''' — You become a generic undead, very difficult to recognize as yourself ''or'' you can opt to change very little, making it hard to see that you now have n [[#Undead|undead]] form. Many necromancers are naturally pallid, if you are there may be no apparent change at all.
 +
* '''Great Effect''' — You assume the form and some of the mannerisms or presence of a specific devil you have studied.
  
This won’t work unless you are already in a position of power. The effect is similar to Authority but permanent. A creature can be freed by powers or strong passions.
+
==== Pallid Proxy ====
 +
Transmute Crew.
  
=== Consort ===
+
This is Pallid Persona applied to another creature. The duration depends of the effect.
Consort powers changes your form and later that of other creatures. These powers might also be used as a set-up action for a later Consort roll. This will often give a bonus to effect or improved position or even allow an action that a human could not do.
+
* '''Limited Effect''' — One scene.
 +
* '''Standard Effect''' — Lasts for the duration of a score.
 +
* '''Great Effect''' — Lasts weeks. It can be used as poetic justice, transforming the target as a punishment as a permanent curse.
  
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously rotten, cause panic, or have unexpected handicaps.
+
If you also want to make the target unrecognizable or to look much the same, that requires additional effect, see Pallid Persona.
  
'''Death Mask'''
+
==== Pallid Procession ====
Make clothes and accessories rotten but functional when used by you and undead creatures.
+
Transmute crowd.
  
You do not physically change yourself, you change your accessorize and outfit.
+
Often known as the Danse Macabre, this transforms a number of willing creatures into undead, give a simple instruction.
 +
Those affected will think of it as a nightmare once it is over.
 +
{{ : Apex Consort }}
  
'''Grasp Undeath'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Assume the form of an undead.
 
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
=== Finesse ===
 +
Deal death with finesse, manipulating and attacking with precision.
  
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Death powers inherently without risking stress.
+
==== Harrowing Hearse ====
 +
Ride the dead.
  
With limited effect you can transform into yourself like you would have been, had you returned from death as the creature whose form you assume. Those familiar with you will recognize you. Standard effect can make you a generic creature, very hard to recognize as yourself. Great effect allows you to assume the shape and some of the personality of a specific creature you have studied.
+
Ride [[#Undead|undead]] or a vehicle of death as if they were trained.
 +
This allows you to use Finesse with undead mounts and vehicles you are not familiar with.  
 +
An undead vehicle is something like a ghost ship or a car possessed by an undead animus or used mostly to transport the dead such as a hearse .  
 +
You can ride undead beasts even if they are not trained to carry a rider.
 +
They must still be physically able to carry you.
  
'''Gift of Undeath'''
+
You can give this ability to your crew as an Advances ability.
Shapechange a willing or helpless creature into an undead.
 
  
This is Shapechange applied to another creature. The duration depends of the effect, limited effect is very temporary. Standard effect lasts for the duration of a score. Great effect lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional effect, see Grasp Undeath.
+
==== Harrowing Hack ====
 +
Fine and Potent attack.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
Fine and Potent close-range attack, similar to a fine potent weapon.
 +
Death attacks are made with phlegm and ectoplasm that inflict disease. Death attacks incapacitate but take their time actually killing. Disease and infection kills slowly, a Death disease is extremely hard to cure.
 +
Death attacks can weaken and corrupt objects, but again this is also slow.
 +
Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
  
'''Haunted Hunt'''
+
==== Harrowing Hook ====
Transform a number of willing creatures into undead, give a simple instruction.
+
Precise control.
  
This is where Consort becomes a combination of Gift of Undeath and Defiant Spirit. You transform a number of existing creatures and give them a task that they will perform with morose monotony, turning them into single-minded minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
+
You can move a small part of a corpse, cadaver, or funerary artifact, including anything an undead creature is using. {{ Include Finesse Master }}
  
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, like the undead in Pirates of the Caribbean: The Curse of the Black Pearl.
+
==== Harrowing Horde ====
 +
Create a crew of undead.
  
=== Finesse ===
+
Animuses (lesser spirits) of the dead rise to assist you with a task.
Exercise death with finesse, manipulating and attacking with precision
+
If you have corpses for the animuses to animate they become more substantial and able to use their entire bodies, otherwise they can only work like a pair of disembodied hands.
 +
The horde can only provide Scale and Assist, it cannot act on its own.
 +
The most obvious use is to give you Scale for a task or fight against an opposing crew, but Harrowing Host can also act as a crew on a ship, a parade, laborers, or in other tasks that require a large but unskilled crew.
 +
The crew remains until the task is finished, until sunrise, or until attacked, whichever comes first.
  
'''Harrowing Herse'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Ride undead or a vehicle of death as if they were trained.
 
  
This allows you to use Finesse with undead mounts and vehicles you are not familiar with.  
+
=== Hunt ===
An undead vehicle is something like a ghost ship or a car possessed by an undead spirit.
+
Track, attack, and unleash devastating barrages with the power to Hunt Death.  
You can bypass simple locks on vehicles, but not more serious security.
+
Shooting into melee can be dangerous to you and yours.
You can ride undead beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
 
  
'''Scythe'''
+
==== Arrow Approach ====
Fine and potent close-range attack, similar to a fine potent weapon.
+
Track Death.
  
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
+
You can sense the progress of Death.
 +
This allows you to track the dying, dead (corpses) and undead.  
 +
Works even if the quarry does not leave any mundane trail or clues.
 +
Consequences here are mainly to lose the trail, but depending on the environment and targets, this might get you lost, into traps, or even into an ambush.
  
'''Dead Man's Hand'''
+
It also allows you to track the progress of a disease in a patient or community and identify disease vectors.
Fine manipulation of corpses and undead.
 
  
You can control the limbs of undead, cadavers, and corpses.
+
==== Arrow Aim ====
This is momentary, precise, and irresistible.
+
Fine and Potent snipe.
  
This allows you to push buttons and triggers, open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as Death is there to help you.
+
Death attack similar to a fine and potent rifle.
This can substitute for simple Tinker actions, but nothing complicated.
+
Strike an opponent with plague from a distance.
 +
Death attacks are made with phlegm and ectoplasm that inflict disease.
 +
Death attacks incapacitate but take their time actually killing.
 +
Disease and infection kills slowly, a Death disease is extremely hard to cure.  
 +
Death attacks can weaken and corrupt objects, but again this is also slow.
 +
Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective.  
  
'''Deluge of Death'''
+
==== Arrow Ash ====
A wall of undead, suppressing scale.
+
Create haunting.
  
As Scythe above, and you also create distractions. The effect is like having a number of trusty but entirely defensive allies in the fight. This negates any scale advantage an enemy gets for having allies of their own.
+
You can create signs of haunting, such as faintly glowing images, rattling noises, and banging doors.
 +
The haunting is within Range (p. 221) outdoors and within an Area indoors.
 +
This is usually used as a Set Up, but may also change how people act in reaction to the environment — hauntings are likely to make people be careful and defensive.  
 +
Does not inflict any direct damage.
  
=== Hunt ===
+
==== Arrow Ague ====
'''Scent of Death'''
+
Burst of Death.
Track and pursue undead and corpses.
 
  
'''Shard of Death'''
+
An escalation of Arrow Aim. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
Attack similar to a fine and potent rifle.
 
  
'''Wraithly Warning'''
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Create signs of haunting.
 
  
You can create signs of haunting, such as faintly glowing images, rattling noises, and banging doors. You can cover a single room indoors or a city block outdoors.
+
=== Prowl ===
 +
Sneak and move with stealth and agility.
 +
Works in environments that manifest Death: ossuaries, graveyards, necropolises, tombs, and battlefields.
  
'''Outbreak'''
+
==== Haunt Hide ====
Attack like a fine and potent grenade.
+
Hide among Death.
  
=== Prowl ===
 
'''Deathwatch'''
 
 
Hide in graveyards, tombs, and haunted places.
 
Hide in graveyards, tombs, and haunted places.
 +
This allows you to hide in impossible places as long as the environment manifests Death.
 +
It otherwise works just like any other attempt to use Prowl to avoid notice.
 +
Note that only you can use this ability; your friends and allies cannot unless you use Haunt Hallow, below.
 +
 +
==== Haunt Hop ====
 +
Move through Death.
  
'''Ghost Walk'''
 
 
Move on and through tombs, corpses, and cadavers.
 
Move on and through tombs, corpses, and cadavers.
 +
This allows you to safely climb and pass through the walls of tombs, ossuaries, graveyards, and similar places of Death, as well as piles of corpses, bones, and even among gangs of undead.
 +
 +
==== Haunt Huddle ====
 +
Crew Haunt Hide and Hop.
 +
 +
Share Haunt Hide and Haunt Hop with your allies.
 +
Now you and your crew can Prowl in places where Death holds sway.
 +
They still use their own Prowl action rating.
  
'''Dance Macabre'''
+
==== Haunt Hallow ====
Bring allies when you use Deathwatch and Ghost Walk.
+
Escape from graves.
  
'''Death March'''
+
You and your allies can teleport from one graveyard or tomb to another.
Crew teleport from one burial place to another.
+
This is regional travel; you remain within the same city or region, but it is generally sufficient to escape almost any situation or location.
 +
 
 +
This takes you to places you are familiar with.
 +
Both Effect and Position are worse unless you know where you are going, making this ideal for escapes but unreliable for intrusion into unfamiliar or hostile territory.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Skirmish ===
 
=== Skirmish ===
'''Touch of Death'''
+
==== Dance of Deflection ====
A close-range attack, similar in effect to a melee weapon or pistol.
+
Block Death Harm.
  
'''Hand of Death'''
+
Absorb Harm from Death powers, infection, and disease.
Fine and potent Touch of Death.
+
This allows you to survive most infectious environments unless they cause actual Harm you need to roll to absorb.
 +
{{ : Damage Resistance Template (FiD)}}
  
'''Ghost Dance'''
+
==== Dance of Decay ====
Distractions and obstructions prevent scale.
+
Fine and Potent attack.
  
'''Carnival of Carnage'''
+
Strike down melee opponents with death and disease.
Attack all enemies in a wide area.
+
Death attacks incapacitate, but don't kill quickly, they take their time as disease but such Harm is extremely hard to cure. 
 +
 
 +
==== Dance of Death ====
 +
Gain Scale.
 +
 
 +
Ghosts and animated corpses fight with you.
 +
Gain Scale (p. 221) in combat.
 +
 
 +
==== Dance of Deliberation ====
 +
Group Action.
 +
 
 +
This allows you and allies to initiate a Group Action when allies are injured, dying, or weakened, even if they would normally be unable to meaningfully contribute. {{ : Apex Skirmish Include (FiD) }}
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with death to gain insight and knowledge. This works on bone and skin used as materials, on corpses, and undead.
+
Study and analyze objects and creatures imbued with Death to gain insight and knowledge. This works on bone and skin used as materials, on corpses, cadavers, and on undead.
 +
 
 +
==== Obituary Outline ====
 +
Identify death.
 +
 
 +
Identify corpses, cadavers, and materials taken from the dead, including silk, leather, and undead.
 +
This gives the name and very basic information in narrative terms, but not details or actual rules.
  
'''Name of the Deceased'''
+
==== Obituary Oracle ====
Identify corpses, cadavers, and materials taken from the dead.
+
Analyze Death.
  
Identify corpses, cadavers, including silk, leather, and undead, learning their use and abilities.
+
Learn the powers and abilities of Death.
 +
You learn of any powers or special abilities the creature or object has. This includes actual rules and game effects.
 +
 
 +
==== Obituary Orison ====
 +
Necromantic seance.
  
'''Seance'''
 
 
Summon an apparition of a dead person you have a link to and ask them questions.
 
Summon an apparition of a dead person you have a link to and ask them questions.
 +
This requires a link to the dead creature.
 +
Part of the corpse, grave, cenotaph, and place of death all qualify.
 +
A personal object can also do, as well as a close friend or relative of the deceased.
  
This requires a link to the dead. Part of the corpse, grave, cenotaph, and place of death all qualify. A personal object can also do, as well as a close friend or relative of the deceased.
+
You summon a powerless apparition of a dead person. This can be a ghostly image or voice, or a manifestation on something like a Ouija board or tarot reading. The lesser spirits of the dead can tell you about things that happened in its lifetime. Most apparitions are vain and eager to speak about their lives and the wrongs they suffered, especially to people close to them. They retain habits from life, particularly negative ones like suspicion, greed, and lust for vengeance.
 +
An apparition is unable to speak of its continued existence after death.
  
You summon a powerless apparition of the dead person. This can be a ghostly image or voice, or a manifestation on something like a Ouija board or tarot reading. The spirit of the dead can tell you about things that happened in its lifetime. Most apparitions are vain and eager to speak about their lives and the wrongs they suffered, especially to people close to them. They retain some of their habits from life, particularly negative ones like suspicion, greed, and vengefulness.
+
==== Obituary Omniscience ====
 +
Wide-range seance.
  
Depending on the setting, an apparition may or may not be able to speak of its continued existence after death.
+
Allows you to see a image of every [[#Undead|undead]] and every creature killed or buried in an Area (p. 221), pinpointing locations of interest like tombs and sites of murder. You can then use Obituary Orison to learn the history of up to three dead people from this area.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
=== Survey ===
 +
Perceive and locate manifestations of Death.
 +
The outcome you need depends on the target's concealment.
 +
Limited outcome finds those hiding behind cover and in far places you can only barely see.
 +
Standard outcome can look behind walls and into hard cover.
 +
Great outcome can look into far-away places and spots you had no idea existed.
  
'''Obituary'''
+
==== Grave Glimpse ====
Sense the past events of a corpse or place of death.
+
Sense Death.
  
'''Tale of Tragedy'''
+
Sense manifestations of Death, including [[#Undead|undead]] and Death powers.
Obituary for every corpse in a large area.
+
This is a basic spotting power, selectively sensing things related to your power.
 +
You can limit what you are looking for down to a particular corpse or grave if you have a link or sufficient information to eliminate false positives.
  
=== Survey ===
+
==== Grave Gaze====
'''Scent of Death'''
+
See through Death.
Sense manifestations of death, including undead and Death powers.
 
  
'''Skull Eye'''
 
 
Choose a skull or a representation of one; perceive as if you were at that spot.
 
Choose a skull or a representation of one; perceive as if you were at that spot.
 +
You move your perception to a skull, real or manufactured, and sense as if you were at that spot.
 +
If using an actual buried skull, you can perceive from any point of the grave it is buried in.
 +
You still sense things at your actual location, but very dimly.
 +
 +
==== Grave Vigil====
 +
Spy through Death.
  
'''Seeking Skull'''
 
 
Choose a location or creature. You gain a sensor at the nearest skull.
 
Choose a location or creature. You gain a sensor at the nearest skull.
 +
Similar to Grave Glimpse but allows you to focus on a specific creature or position.
 +
Automatically directs towards the best vantage point provided by a suitable skull, hopefully close enough to observe the target.
 +
Fails if no suitable viewpoint is available.
  
'''Omnipresent Death'''
+
==== Grave Horizon ====
You perceive from all skulls at once over a wide area.
+
Synthesis of Death.
 +
 
 +
You perceive like Grave Glimpse from all corpses and places where [[Mind_Powers_(FiD)#Sapient|Sapient]] are buried within Range (p. 221) at once.
 +
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Sway ===
 
=== Sway ===
'''Moody Dead'''
+
Communicate, mesmerize, and manipulate undead.
Understand undead even if normally couldn't and sense their motivations.
+
Position and effect are determined normally, depending on the situation and your relation to listeners.
 +
 
 +
==== Inquiring Eulogy ====
 +
Death communication.
 +
 
 +
Understand [[#Undead|undead]] even if normally couldn't and sense their motivations.
 +
You can gauge the mood and motivations of undead and talk to them. 
 +
You can also sense when any kind of creature is morose or in mourning.
 +
 
 +
==== Enticing Eulogy ====
 +
Emote the dead.
  
'''Dead Men Talking'''
 
 
You and allies can communicate with undead. You can make folk morose.
 
You and allies can communicate with undead. You can make folk morose.
 +
This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers.
 +
[[#Undead|undead]] are often cold and emotionless, this allows you to appeal to them in a way they care about.
 +
You are persuading, not speaking with authority.
 +
 +
You can make any type of creature morose, not just undead.
 +
 +
==== Edict Eulogy ====
 +
Suggest the undead.
  
'''Elegy'''
 
 
You can post suggestions in the mind of an undead.
 
You can post suggestions in the mind of an undead.
 +
This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
  
'''Unity in Death'''
+
==== Enshrine Eulogy ====
Permanently change the personality and motivations of undead.
+
Bind undead.
 +
 
 +
Change the personality and motivations of [[#Undead|undead]] creature in your power..
 +
This power is permanent but blatant. It changes the target on a deep level, altering their loves and loyalties. The target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you cannot make an undead cherish Life.
 +
The effect fades over the next few days, but depending on the response from others long-term attitudes may change.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Tinker ===
 
=== Tinker ===
'''Dead Style'''
+
Manipulate, shape, and create objects of Death to suit your needs.
 +
Objects of Death include parts of corpses, fossils, grave goods, and seriously corroded or aged items of all kinds.
 +
You can restore such an item to functionality without changing its appearance.
 +
{{ : Include Tinker (FiD) }}
 +
You use coal as a power source, creating a pall of smoke around your workshop.
 +
 
 +
==== Funerary Fashioning====
 +
Craft Death.
 +
 
 
Work the remains of the dead. Make decrepit and broken items function normally.
 
Work the remains of the dead. Make decrepit and broken items function normally.
 +
You can craft bone, skin, sinew, and other materials from corpses and cadavers.
 +
You can take a decrepit item and make it function as new while you or an [[#Undead|undead]] use it.
 +
It still looks decrepit.
  
'''Dead Craft'''
+
==== Funerary Forging====
Shape materials you can Dead Polish as if they were of clay.
+
Shape Death.
  
'''Luxuries of the Dead'''
+
Shape Death materials as if they were of clay.
Create Dead Polish objects out of nothing, create fine and potent items.
+
This surpasses normal crafting, letting you manipulate unstable Death materials.
 +
You can shape bone, blood, and similar substances as if they were elastic, and they retain their new shape.
 +
This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.
  
'''Funerary Splendor'''
+
You can restore grave goods of any kind in both appearance and function.
Mass produce Dead Craft or make something large, such as a vehicle or building.
+
 
 +
==== Funerary Fusing ====
 +
Transmute Death.
 +
 
 +
Shape Death out of nothing, create Fine and Potent items.
 +
You don't need tools to build complex fine and potent items appropriate to Death or to restore grave goods to their former splendor.
 +
 
 +
You can create stuff related to Death from nothing. This is like Funerary Forging, above, but needs no raw materials.
 +
 
 +
If you know multiple Forms you can transform material linked to Death into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into blood and still work as a sword, or a the lock of a sarcophagus can be changed to air so you can reach right through and then revert back to how it was.
 +
 
 +
==== Funerary Foundry ====
 +
Fabricate Death.
 +
 
 +
Mass produce dead things or make something large, such as a vehicle or building.
 +
This expands Funerary Forging to a massive scale, without removing their underlying constraints.
 +
You can mass produce objects or create large structures, such as entire tomb complexes, that would normally require a workforce and facilities. 
 +
 
 +
In long-term projects involving construction or crafting, Funerary Splendor produces many dozens of items with the same effort as one item, but risking a stress cost.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
'''Rot of Death'''
+
Wreck remnants of the dead. Finish off damaged things. Noisy, and leaves a twisted object in place.
Wreck remnants of the dead. Finish off damaged things. Noisy and leaves a twisted object in place.
+
 
 +
The Outcome required depends on the size and structural strength of the target. 
 +
Creating a smaller breach still requires the same Outcome.
 +
 
 +
* '''Standard Outcome''' is sufficient to create a car-sized breach in a brick or mortar wall.
 +
* '''Limited Outcome''' suffices for construction significantly weaker than this.
 +
* '''Greater Outcome''' is required for larger breaches or stronger structures.
 +
 
 +
As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.
 +
 
 +
==== Rot Rend ====
 +
Rot attack.
 +
 
 +
Finish off damaged things. Noisy, and leaves a twisted object in place
 +
You can affect anything that comes from a dead body or that has suffered damage sufficient to hinder its function. 
 +
You can also make a rough melee attack.
 +
 
 +
Death attacks are made with phlegm and ectoplasm that inflict disease and rot. 
 +
These attacks incapacitate rather than kill quickly; death comes slowly through disease, infection, and degradation, which is extremely difficult to cure. 
 +
Death attacks can also weaken and corrupt objects, but this process is likewise slow.
 +
 
 +
==== Rot Ruin ====
 +
Stronger rot.
 +
 
 +
As Rot of Death, but faster. You rot most materials as if they were wood. 
 +
Works as a '''Fine''' and '''Potent''' sledgehammer in combat.
 +
 
 +
This bypasses the strength of materials, allowing you to break anything that comes from a dead body or that has suffered significant damage. 
 +
You can also use this power to smash other objects outright, treating it as a Fine, Potent sledgehammer.
 +
 
 +
==== Rot Raze ====
 +
Silent Rot.
 +
 
 +
Rot Ruin , but destroyed targets silently vanish or are reduced to grave dust. 
 +
The key difference is that the destruction is silent and leaves minimal traces. 
 +
Because this power is tied to Death, it can eradicate most physical evidence of destruction.
  
'''Rot of Oblivion'''
+
==== Rot Reaping ====
Rot of Death, but faster as if they were wood. Works as a fine potent sledgehammer in combat.
+
Area Rot.
  
'''Dust to Dust'''
+
As Rot of Oblivion, but applied over an Area (p. 221). 
Rot of Oblivion and destroyed targets silently disappear or are reduced to a fine dust.
+
You can level a necropolis or reduce anything heavily weathered to ruin. 
 +
This power is straightforward, scaling destruction up in scope rather than changing its nature.
  
'''Crypt Cataclysm'''
+
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Similar to Rot to Oblivion, but over a large area. Level a necropolis or anything weathered.
 

Latest revision as of 16:10, 13 February 2026

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Starfox's Blades in the Dark Powers

Death and disease are powerful forces. Action and motivation need not cease with death. Characters can use the powers of the dead, learn their secrets, and even reanimate them as undead.

Death attacks are made with phlegm and ectoplasm that inflict disease. Paradoxically this means that death attacks incapacitate, but don't immediately kill. Instead they take their time as disease and infection kills you, and such harm is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is slow.

Undead

Death creatures are undead of all sorts. Study can call apparition that can communicate but not act. Attune can call ghosts that scare and some poltergeist activities at and undead spirits can be called to inhabit corpses as zombies and skeletons. At mid to high tiers, spirits can be called to possess stronger things, such as an undead knight or a powerful mummy, or as incorporeal undead that can walk thru walls and are invulnerable to mundane weapons.

Death Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Soul Sense
Detect Death.
Soul Shroud
Dismiss Death.
Soul Summons
Summon undead.
Soul Sojourn
Portal to Death.
Command Wraith's Whispers
Intimidate with Death.
Wraith's Words
Messager undead.
Wraith's Will
Command undead.
Wraith's Writ
Bind undead.
Consort Pallid Presence
Craft Death
Pallid Persona
Undead transmutation.
Pallid Proxy
Transmute Crew.
Pallid Procession
Transmute crowd.
Finesse Harrowing Hearse
Ride the dead.
Harrowing Hack
Fine and Potent attack.
Harrowing Hook
Precise control.
Harrowing Horde
Create a crew of undead.
Hunt Arrow Approach
Track Death.
Arrow Aim
Fine and Potent snipe.
Arrow Ash
Create haunting.
Arrow Ague
Burst of Death.
Prowl Haunt Hide
Hide among Death.
Haunt Hop
Move through Death.
Haunt Huddle
Crew Haunt Hide and Hop.
Haunt Hallow
Escape from graves.
Skirmish Dance of Deflection
Block Death Harm.
Dance of Decay
Fine and Potent attack.
Dance of Death
Gain Scale.
Dance of Deliberation
Group Action.
Study Obituary Outline
Identify death.
Obituary Oracle
Analyze Death.
Obituary Orison
Necromantic seance.
Obituary Omniscience
Wide-range seance.
Survey Grave Glimpse
Sense Death.
Grave Gaze
See through Death.
Grave Vigil
Spy through Death.
Grave Horizon
Synthesis of Death.
Sway Inquiring Eulogy
Death communication.
Enticing Eulogy
Emote the dead.
Edict Eulogy
Suggest the undead.
Enshrine Eulogy
Bind undead.
Tinker Funerary Fashioning
Craft Death.
Funerary Forging
Shape Death.
Funerary Fusing
Transmute Death.
Funerary Foundry
Fabricate Death.
Wreck Rot Rend
Rot attack.
Rot Ruin
Stronger rot.
Rot Raze
Silent Rot.
Rot Reaping
Area Rot.

Expanded Abilities

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena of Death or from the land of the dead.

Soul Sense

Detect Death.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Soul Shroud

Dismiss Death.

You can banish undead and dismiss Death powers. Death is unusual in that Advanced Attune Death can animate corpses to create simple undead.

When dismissing you can only affect Death, you can make Death Spirits materialize and dispel Death powers and powers affecting undead, corpses, and tombs. Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

You can animate the dead. This simplest kind of undead are corpses or body parts animated by a simple animus. They can follow your orders as long as they are simple and direct, but are easily distracted by their drive to kill the living. They function as gang cohorts (p. 96). This means that at higher Tiers you need to find many corpses to animate for them to be effective (p. 221). Corpses in properly maintained graveyards can't be animated, but old disused graveyards and unconsecrated battlefields and mass graves have no such protection.

Soul Summons

Summon undead.

Undead are either incorporeal Spirits or an animus of Death possessing things, usually corpses but sometimes other things related to Death, like hearses, graves, tombs, or even entire graveyards or battlefields. Summons can use simple effects of their power and maintain power effects you have created. They can also give advice and information related to their own past lives.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Soul Sojourn

Portal to Death.

Create a portal to the Land of the dead. There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

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Command

Command and intimidate the undead, projecting authority. Position and effect depend on the situation and your relationship with the listeners.

Wraith's Whispers

Intimidate with Death.

You can create Death effects such as a skull face, skeletal hands, and etheric whispers, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Creatures of Death might recognize you as one of them.

Wraith's Words

Messager undead.

You can communicate with undead over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful undead creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can also use a skull as a communication device. You say who you are trying to speak to, and if a skull is present near the target, you can communicate.

Wraith's Will

Command undead.

Targets will see you as a leader type outranking them. This allows you to order strangers around and improves Effect, but not Position; targets comply without accepting your authority. This does not remove existing loyalties, which may lead to conflict. Understanding the social order of your targets helps avoid clashes with established hierarchies.

Wraith's Writ

Bind undead.

This won’t work unless you are already in a position of power. The effect is similar to Wraith's Will but permanent. A creature can be freed by Powers or strong passions.

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Consort

Consort powers change your form and later that of other creatures. This can be used as a set-up action for later or you use the Consort roll for the power directly. This will often give a bonus to effect or improved position or even allow an action that a human could not do.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously rotten, cause panic, or have unexpected handicaps.

Pallid Presence

Craft Death

Make clothes and accessories rotten but functional when used by you and undead creatures.

You do not physically change yourself, you change your accessorize and outfit. This can make regular items and clothes look decrepit while staying functional. When the power ends, items return to their original status.

You can use this on your entire Crew as an Advanced ability.

Pallid Persona

Undead transmutation.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form makes a reasonable undead.

Pallid Persona can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced Death powers inherently without risking stress.

  • Limited Effect — You resemble how you might look as an undead creature; those familiar with you may still recognize you.
  • Standard Effect — You become a generic undead, very difficult to recognize as yourself or you can opt to change very little, making it hard to see that you now have n undead form. Many necromancers are naturally pallid, if you are there may be no apparent change at all.
  • Great Effect — You assume the form and some of the mannerisms or presence of a specific devil you have studied.

Pallid Proxy

Transmute Crew.

This is Pallid Persona applied to another creature. The duration depends of the effect.

  • Limited Effect — One scene.
  • Standard Effect — Lasts for the duration of a score.
  • Great Effect — Lasts weeks. It can be used as poetic justice, transforming the target as a punishment as a permanent curse.

If you also want to make the target unrecognizable or to look much the same, that requires additional effect, see Pallid Persona.

Pallid Procession

Transmute crowd.

Often known as the Danse Macabre, this transforms a number of willing creatures into undead, give a simple instruction. Those affected will think of it as a nightmare once it is over. This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

Deal death with finesse, manipulating and attacking with precision.

Harrowing Hearse

Ride the dead.

Ride undead or a vehicle of death as if they were trained. This allows you to use Finesse with undead mounts and vehicles you are not familiar with. An undead vehicle is something like a ghost ship or a car possessed by an undead animus or used mostly to transport the dead such as a hearse . You can ride undead beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

You can give this ability to your crew as an Advances ability.

Harrowing Hack

Fine and Potent attack.

Fine and Potent close-range attack, similar to a fine potent weapon. Death attacks are made with phlegm and ectoplasm that inflict disease. Death attacks incapacitate but take their time actually killing. Disease and infection kills slowly, a Death disease is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is also slow. Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Harrowing Hook

Precise control.

You can move a small part of a corpse, cadaver, or funerary artifact, including anything an undead creature is using. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Harrowing Horde

Create a crew of undead.

Animuses (lesser spirits) of the dead rise to assist you with a task. If you have corpses for the animuses to animate they become more substantial and able to use their entire bodies, otherwise they can only work like a pair of disembodied hands. The horde can only provide Scale and Assist, it cannot act on its own. The most obvious use is to give you Scale for a task or fight against an opposing crew, but Harrowing Host can also act as a crew on a ship, a parade, laborers, or in other tasks that require a large but unskilled crew. The crew remains until the task is finished, until sunrise, or until attacked, whichever comes first.

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Hunt

Track, attack, and unleash devastating barrages with the power to Hunt Death. Shooting into melee can be dangerous to you and yours.

Arrow Approach

Track Death.

You can sense the progress of Death. This allows you to track the dying, dead (corpses) and undead. Works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, this might get you lost, into traps, or even into an ambush.

It also allows you to track the progress of a disease in a patient or community and identify disease vectors.

Arrow Aim

Fine and Potent snipe.

Death attack similar to a fine and potent rifle. Strike an opponent with plague from a distance. Death attacks are made with phlegm and ectoplasm that inflict disease. Death attacks incapacitate but take their time actually killing. Disease and infection kills slowly, a Death disease is extremely hard to cure. Death attacks can weaken and corrupt objects, but again this is also slow. Besides variety, this only substitutes for equipment, a Fine and Potent Finesse weapon is just as effective.

Arrow Ash

Create haunting.

You can create signs of haunting, such as faintly glowing images, rattling noises, and banging doors. The haunting is within Range (p. 221) outdoors and within an Area indoors. This is usually used as a Set Up, but may also change how people act in reaction to the environment — hauntings are likely to make people be careful and defensive. Does not inflict any direct damage.

Arrow Ague

Burst of Death.

An escalation of Arrow Aim. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

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Prowl

Sneak and move with stealth and agility. Works in environments that manifest Death: ossuaries, graveyards, necropolises, tombs, and battlefields.

Haunt Hide

Hide among Death.

Hide in graveyards, tombs, and haunted places. This allows you to hide in impossible places as long as the environment manifests Death. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability; your friends and allies cannot unless you use Haunt Hallow, below.

Haunt Hop

Move through Death.

Move on and through tombs, corpses, and cadavers. This allows you to safely climb and pass through the walls of tombs, ossuaries, graveyards, and similar places of Death, as well as piles of corpses, bones, and even among gangs of undead.

Haunt Huddle

Crew Haunt Hide and Hop.

Share Haunt Hide and Haunt Hop with your allies. Now you and your crew can Prowl in places where Death holds sway. They still use their own Prowl action rating.

Haunt Hallow

Escape from graves.

You and your allies can teleport from one graveyard or tomb to another. This is regional travel; you remain within the same city or region, but it is generally sufficient to escape almost any situation or location.

This takes you to places you are familiar with. Both Effect and Position are worse unless you know where you are going, making this ideal for escapes but unreliable for intrusion into unfamiliar or hostile territory.

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Skirmish

Dance of Deflection

Block Death Harm.

Absorb Harm from Death powers, infection, and disease. This allows you to survive most infectious environments unless they cause actual Harm you need to roll to absorb. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Dance of Decay

Fine and Potent attack.

Strike down melee opponents with death and disease. Death attacks incapacitate, but don't kill quickly, they take their time as disease but such Harm is extremely hard to cure.

Dance of Death

Gain Scale.

Ghosts and animated corpses fight with you. Gain Scale (p. 221) in combat.

Dance of Deliberation

Group Action.

This allows you and allies to initiate a Group Action when allies are injured, dying, or weakened, even if they would normally be unable to meaningfully contribute. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

Study and analyze objects and creatures imbued with Death to gain insight and knowledge. This works on bone and skin used as materials, on corpses, cadavers, and on undead.

Obituary Outline

Identify death.

Identify corpses, cadavers, and materials taken from the dead, including silk, leather, and undead. This gives the name and very basic information in narrative terms, but not details or actual rules.

Obituary Oracle

Analyze Death.

Learn the powers and abilities of Death. You learn of any powers or special abilities the creature or object has. This includes actual rules and game effects.

Obituary Orison

Necromantic seance.

Summon an apparition of a dead person you have a link to and ask them questions. This requires a link to the dead creature. Part of the corpse, grave, cenotaph, and place of death all qualify. A personal object can also do, as well as a close friend or relative of the deceased.

You summon a powerless apparition of a dead person. This can be a ghostly image or voice, or a manifestation on something like a Ouija board or tarot reading. The lesser spirits of the dead can tell you about things that happened in its lifetime. Most apparitions are vain and eager to speak about their lives and the wrongs they suffered, especially to people close to them. They retain habits from life, particularly negative ones like suspicion, greed, and lust for vengeance. An apparition is unable to speak of its continued existence after death.

Obituary Omniscience

Wide-range seance.

Allows you to see a image of every undead and every creature killed or buried in an Area (p. 221), pinpointing locations of interest like tombs and sites of murder. You can then use Obituary Orison to learn the history of up to three dead people from this area.

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Survey

Perceive and locate manifestations of Death. The outcome you need depends on the target's concealment. Limited outcome finds those hiding behind cover and in far places you can only barely see. Standard outcome can look behind walls and into hard cover. Great outcome can look into far-away places and spots you had no idea existed.

Grave Glimpse

Sense Death.

Sense manifestations of Death, including undead and Death powers. This is a basic spotting power, selectively sensing things related to your power. You can limit what you are looking for down to a particular corpse or grave if you have a link or sufficient information to eliminate false positives.

Grave Gaze

See through Death.

Choose a skull or a representation of one; perceive as if you were at that spot. You move your perception to a skull, real or manufactured, and sense as if you were at that spot. If using an actual buried skull, you can perceive from any point of the grave it is buried in. You still sense things at your actual location, but very dimly.

Grave Vigil

Spy through Death.

Choose a location or creature. You gain a sensor at the nearest skull. Similar to Grave Glimpse but allows you to focus on a specific creature or position. Automatically directs towards the best vantage point provided by a suitable skull, hopefully close enough to observe the target. Fails if no suitable viewpoint is available.

Grave Horizon

Synthesis of Death.

You perceive like Grave Glimpse from all corpses and places where Sapient are buried within Range (p. 221) at once. Enhances your senses impossibly, akin to being multiple individuals spread across the scene. Creates a comprehensive mental image of the area, revealing numerous details simultaneously.

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Sway

Communicate, mesmerize, and manipulate undead. Position and effect are determined normally, depending on the situation and your relation to listeners.

Inquiring Eulogy

Death communication.

Understand undead even if normally couldn't and sense their motivations. You can gauge the mood and motivations of undead and talk to them. You can also sense when any kind of creature is morose or in mourning.

Enticing Eulogy

Emote the dead.

You and allies can communicate with undead. You can make folk morose. This allows you to use the Sway action with full effect, overcoming cultural and linguistic barriers. undead are often cold and emotionless, this allows you to appeal to them in a way they care about. You are persuading, not speaking with authority.

You can make any type of creature morose, not just undead.

Edict Eulogy

Suggest the undead.

You can post suggestions in the mind of an undead. This is essentially an enhanced Sway attempt, allowing you to implant suggestions that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Enshrine Eulogy

Bind undead.

Change the personality and motivations of undead creature in your power.. This power is permanent but blatant. It changes the target on a deep level, altering their loves and loyalties. The target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power — you cannot make an undead cherish Life. The effect fades over the next few days, but depending on the response from others long-term attitudes may change.

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Tinker

Manipulate, shape, and create objects of Death to suit your needs. Objects of Death include parts of corpses, fossils, grave goods, and seriously corroded or aged items of all kinds. You can restore such an item to functionality without changing its appearance.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability. You use coal as a power source, creating a pall of smoke around your workshop.

Funerary Fashioning

Craft Death.

Work the remains of the dead. Make decrepit and broken items function normally. You can craft bone, skin, sinew, and other materials from corpses and cadavers. You can take a decrepit item and make it function as new while you or an undead use it. It still looks decrepit.

Funerary Forging

Shape Death.

Shape Death materials as if they were of clay. This surpasses normal crafting, letting you manipulate unstable Death materials. You can shape bone, blood, and similar substances as if they were elastic, and they retain their new shape. This can substitute for pipes and containers and facilitate the construction of traps or devices, avoiding the need for extensive equipment.

You can restore grave goods of any kind in both appearance and function.

Funerary Fusing

Transmute Death.

Shape Death out of nothing, create Fine and Potent items. You don't need tools to build complex fine and potent items appropriate to Death or to restore grave goods to their former splendor.

You can create stuff related to Death from nothing. This is like Funerary Forging, above, but needs no raw materials.

If you know multiple Forms you can transform material linked to Death into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into blood and still work as a sword, or a the lock of a sarcophagus can be changed to air so you can reach right through and then revert back to how it was.

Funerary Foundry

Fabricate Death.

Mass produce dead things or make something large, such as a vehicle or building. This expands Funerary Forging to a massive scale, without removing their underlying constraints. You can mass produce objects or create large structures, such as entire tomb complexes, that would normally require a workforce and facilities.

In long-term projects involving construction or crafting, Funerary Splendor produces many dozens of items with the same effort as one item, but risking a stress cost.

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Wreck

Wreck remnants of the dead. Finish off damaged things. Noisy, and leaves a twisted object in place.

The Outcome required depends on the size and structural strength of the target. Creating a smaller breach still requires the same Outcome.

  • Standard Outcome is sufficient to create a car-sized breach in a brick or mortar wall.
  • Limited Outcome suffices for construction significantly weaker than this.
  • Greater Outcome is required for larger breaches or stronger structures.

As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse, or Skirmish, depending on the situation.

Rot Rend

Rot attack.

Finish off damaged things. Noisy, and leaves a twisted object in place. You can affect anything that comes from a dead body or that has suffered damage sufficient to hinder its function. You can also make a rough melee attack.

Death attacks are made with phlegm and ectoplasm that inflict disease and rot. These attacks incapacitate rather than kill quickly; death comes slowly through disease, infection, and degradation, which is extremely difficult to cure. Death attacks can also weaken and corrupt objects, but this process is likewise slow.

Rot Ruin

Stronger rot.

As Rot of Death, but faster. You rot most materials as if they were wood. Works as a Fine and Potent sledgehammer in combat.

This bypasses the strength of materials, allowing you to break anything that comes from a dead body or that has suffered significant damage. You can also use this power to smash other objects outright, treating it as a Fine, Potent sledgehammer.

Rot Raze

Silent Rot.

Rot Ruin , but destroyed targets silently vanish or are reduced to grave dust. The key difference is that the destruction is silent and leaves minimal traces. Because this power is tied to Death, it can eradicate most physical evidence of destruction.

Rot Reaping

Area Rot.

As Rot of Oblivion, but applied over an Area (p. 221). You can level a necropolis or reduce anything heavily weathered to ruin. This power is straightforward, scaling destruction up in scope rather than changing its nature.

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