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1
“The fear of death follows from the
fear of life. A man who lives fully is
prepared to die at any time.”
- Mark Twain

2
INTRODUCTION

THE NECROMANCER
Introduction

The Necromancer

Few dare whisper of the sorcery of the dead in Creation, for this A necromancer must begin by mastering the Shadowlands
ancient and incredible art is feared by all. Tapping into the won- Circle, then progress into higher circles of understanding. The
ders and mysteries of the dead, its practitioners are said to have Celestial Exalted and some of the greater dead may master the
great power over the ghosts and souls of men, and that they can Labyrinth Circle, but the dread secrets of the Void Circle elude
render a corpse into a horrifying instrument of their will. anyone but the feared Abyssal Exalted.

The magic of necromancy is different from the Charms of the


Exalted and even from the art of sorcery which it otherwise bears Becoming a Necromancer
resemblance to. A Solar Charm is an expression of the Solar’s
own Essence through supreme mastery of skill. While necro- Necromancy is a descent into a kind of enlightenment which is
mancy involves scavenging the world’s Essence for its entropic often alien to the mortal mind. Most necromancers have an in-
cousin, the necrotic motes of things dead and power past, shap- structor of some kind, whether that is an ancient and powerful
ing this necrosis into expressions of power which call upon the ghost, one of the dread Deathknights or perhaps even the mad
nature of the Underworld and shape it to the necromancer’s will. whispers of the Neverborn themselves.

To work necromancy is to empower oneself with the still half A small number of necromancers have stumbled upon the secrets
of all things, to animate the dead Essence of the world into mo- on their own. Perhaps they have followed rituals that brought
tion and actions, to thin the barrier between the living and the them close to death and in doing so gave them insight into the
stranger dead, and to fashion impossible, grisly wonders from entropy of the universe. Some may have mastered ancient rel-
the meat and bones of the Underworld. ics or awoken forgotten powers since long sealed away. A rarer
few may have sought ancient books bound in mouldering flesh
There are few things more terrifying and dangerous than a nec- which scream the secrets of the art to a worthy mind. All of these
romancer, who taps into the Essence of life and death in order to experiences are transformative, and with them comes a new per-
bridge the realm of the living with the realm of the dead. Though spective on death and its inhabitants. They see the spirits of an-
necromancers aren’t inherently evil, their violent and hated pow- cestors passed and the faded sun of the Shadowlands with a new
er is known to bring misfortune, and those who practice these sight, glimpsing truths hidden inbetween the passage of time.
dark arts often have to give up parts of themselves as they delve
deeper into these mysteries. For the Solar Exalted, this is expressed by learning the Shadow-
lands Circle Necromancy Charm (see page XX). Other Exalted
have their own equivalents.
Spells and Necromantic Workings
Similar to sorcery, the powers of necromancy are divided into Necrosis and the Shape Necromancy Action
spells and workings. Necromantic workings are often great ne-
crotic constructs such as siege weapons made of bones and sin- When a necromancer calls up the shades of the dead, animates
ew as well as great patchwork monstrosities. a monstrosity amalgamated from the flesh of the dead, or opens
a tear in the world to let the dead through, she is not drawing
upon her own Essence. Necromancy manipulates the very vital-
The Three Circles ity of the world around the necromancer, capturing the energy
of entropy and converting the life of living things into necro-
Necromancy is divided into three circles of understanding and mantic energy, twisting and commanding it into patterns that
power. In the Underworld, ghostly scholars tell of the Shad- achieve her ends. When a necromancer casts a spell, the motes
owlands Circle, the Labyrinth Circle, and the Void Circle—for that power it are not drawn from her own Essence pools. Instead,
only the greatest and darkest of creatures, born of the Void she must take shape necromancy actions to manipulate the flow
may hope to learn those secrets. Realm-trained sorcerers have of necromantic Essence around her and channel necromantic
puzzled together an account of necromancy with the aid of the motes into the casting of the spell.
Sijanese, and identify them as the Iron, Onyx, and Obsidian Cir-
cles, though the last only theorized before the Deathlords made Taking a shape necromancy action works identical to taking
their debut. a shape sorcery action (see Exalted Third Edition, page 465).
Each success contributes one necromantic mote (one necrosis) to

5
the casting of the spell. This necrosis is built up within the necro- control spell should in no way impede on the fun of playing a
mancer and it is visible upon her body and within her anima. The necromancer. If there’s anything you don’t like, feel free to change
more necrosis the necromancer channels throughout the scene, it to better fit your game.
the stronger these traits become.

• 0 to 10 necrosis have no physical manifestation other than Countermagic


that the necromancer’s skin becomes cold to the touch
and her breath is visible as in the winter cold. A necromancer can counter the spell of a sorcerer and vice versa,
• 11 to 20 necrosis seemingly drains the life from the nec- but it is more difficult to attempt to counter the spells of an op-
romancer, pailing her skin and making her eyes either posing discipline. When attempting to cover an opposing disci-
dusky and dead, or coruscating in colors associated with pline, the character suffers a -3 penalty to her action. This penalty
death. Even her anima pales and shows ghostly, horrify- is negated for spells carrying the Blood Magic keyword, since that
ing manifestations. Her shadow may act as if alive. discipline bridges the nature of sorcery and necromancy.
• 21 to 30 necrosis makes the air around the necromancer
chilling and those within short range of her may think Additionally, a sorcerer countering the spell of a necromancer
they feel death’s embrace. Torches and candles lose their doesn’t remove the physical effects of the necromancer’s necro-
light. Her deathly traits become stronger and her ghostly sis. What it does is preventing the necrosis from being able to
manifestations become more horrific. manifest a spell. When in reverse, a necromancer countering the
spell of a sorcerer actually imbues necrosis into the opponent.
Because of the vast amount of necrosis gathered during a spell For every sorcerous mote drained from the opponent, a necro-
with the ritual cost, they are known as horrific events that may sis builds up within the sorcerer’s body, corrupting their Essence
cause necrosis to seep into the surroundings themselves and then and form for a brief moment. This corruption is simply for show
linger there as a haunting shadow. It is common to feel at unease and has no basis in the game’s mechanics.
or to experience horrific nightmares if one has been to an area
where a necromantic ritual has taken place. The more recent the
ritual, the more potent the unease. BANISHING GHOSTS
Banishing lesser ghosts is something every necromancer
The necromancer herself does not accumulate necrosis in the can do. A necromancer of the First Circle can only banish
same way during a ritual as she would during the shaping of a Essence 1 ghosts, a necromancer of the Second Circle can
spell. When forming a ritual, she is often channeling the necrosis banish ghosts up to Essence 3 in strength, and a necroman-
through reagents or other components for the ritual instead of cer of the Third Circle can banish ghosts up to Essence 5 in
her own sense, focusing the necrosis outside of her own body. strength. No necromancer can banish Deathlords without
some kind of extensive preparation at the Storyteller’s dis-
cretion.
Additional Spellcasting Rules
To banish a ghost is much like distorting a spell, with the ter-
Willpower: The Willpower cost for necromancy spells work minus being equal to the ghost’s (Essence + Temporary Will-
identical to sorcery. However, if the spell has the Blood Magic power), though with a difficulty equal to the ghost’s Resolve.
keyword associated with it, then the necromancer may forego The ghost may contest the effect by rolling its own (Essence
the Willpower cost and instead invest a level of lethal damage. + Temporary Willpower) against the necromancer’s Resolve,
However, this lethal damage isn’t healed at the spell’s succession. with each threshold success subtracting successes which the
The blood mage cannot use blood from another to forego this necromancer has gained towards her goal. If the ghost being
Willpower cost. banished is also a necromancer, it may choose to substitute
its (Essence + Temporary Willpower) roll for an (Intelligence
Commitment: Like with sorcerous motes, necrosis is never + Occult) roll if it is higher in an attempt to use necromancy
committed. However, necrosis that isn’t used successfully linger to root itself to existence.
on the necromancer throughout the scene. If you cannot con-
centrate your necrosis into the release of the spell, it will linger Should the necromancer win the contest and banish the
within you for the scene. This will retain the necrosis effects even ghost, she may inflict one of the following penalties:
though the actual necromantic motes are unable to be accessed
by the necromancer. Additionally, for every 10 necrosis that go • Banish the ghost from Creation to the analogous
lost, the necromancer suffers an unsoakable level of bashing point in the Underworld. The ghost may not return to
damage. Necromancy comes at great physical costs at times. For Creation for three days.
spells with the ritual cost, the necrosis is channeled in ways that • Banish the ghost to its tomb, corpse, or place of death
usually don’t harm the necromancer unless specifically stated for three days. It may not leave the confines of its
otherwise in the spell’s description. tomb or stray farther than five yards from its body or
place of death.
Control Spells: Just like for sorcerers, all necromancers have at • Banish the ghost from the character’s presence for
least one control spell. However, unlike for sorcery, it is often three days. If the necromancer sees the ghost before
believed that sometimes the spell is what is controlling the nec- the effect ends, the ghost is compelled to escape the
romancer. While most control spells give clear benefits, many of necromancer’s gaze.
them often eat away at the necromancer’s humanity or soul. A

6
CHAPTER ONE

BLOOD AND BOONS


Chapter One

Blood and Boons

As the necromancer gains more knowledge, she begins to see the Though there is no cap to how much necrosis she can
truth of necrosis in all things, and her mastery over the forces store or how long these may persist, all necrosis stored
of vitality allows her to perceive and draw from new sources of using this shaping ritual is reset at the casting of his
necromantic Essence to fuel her magic. These are shaping rit- next Blood Magic spell.
uals, a catch-all term for alternate ways in which a necroman-
cer may gain necrosis. Shaping rituals can be used to represent Other Benefits
a necromancer’s unique path to power—a bargain with a ghost,
a legendary relic, a taboo that must be kept regarding the grave, Potent Blood (Merit •): While all blood brings a rush of pleas-
et cetera. ure to the dead, the necromancer’s is particularly intoxicating; a
sweet, thick smell that envelops the diseased in euphoria. As a
ANOINTED BY CRIMSON result, the necromancer is treated as a positive Minor Tie to all
You have bathed in the Sanguinary Pits of Yelud, where the spec- undead. While this may be useful in certain negotiations with
tral hordes rampage down the rivers of the Underworld to earn the undead, it can also serve as its own drawback. Any time this
the privilege of tasting crimson. Here among the dead, blood is Merit causes trouble for the necromancer, such as being singled
power, and your blood was purified into a greater substance. To out by hostile undead, treat this as a Flaw for the purposes of
wield the power in your blood is to practice a sanguinary art that distributing #XP.
takes from the living and gives to the dead, for blood that flows
by your command is blood that you rule. Thirst for Crimson (Merit ••): The necromancer gains power
from drinking the blood of the living. Consuming one health
Shaping Rituals level worth of blood counts as one meal of nourishment. The
character cannot be nourished by drinking her own blood, but
• The Anointed is a blood mage just as much as a nec- she can easily live off the blood of others.
romancer, and the ability to draw power from blood is
something that has tainted her. For each level of lethal FLAGELLANT PURIFICATION
damage available to any one character within medium You have realized that no one is without sin. By stripping off your
range that is able to bleed (including the necromancer own sin like patches of skin off your back, you have felt your own
herself), one additional necrosis is added to the shape burden lessen and found purity from within. It is through this act
necromancy action. The necromancer cannot gain of self-reflection and self-infliction that you have uncovered the
more than (Essence x 3) necrosis per action through power of necromancy—your dark thoughts manifested, waiting
this ritual, and she may only tap into a wound a single to be released.
time.
Shaping Rituals
• The blood mage dreams of the Pits and often tries to
relive her experience of purification. Should the nec- • The necromancer finds purity through pain. Whenev-
romancer bathe in the blood of the living, she will er she suffers a level of bashing damage, she acquires
acquire a pool of (Willpower + Essence + Size) ne- one necrosis that lasts for the duration of the scene, or
crosis, with the minimum number of drained living until used. If she suffers a level of lethal damage, she
being Size 1 and the maximum being Size 5. Should acquires three necrosis instead.
these living be humans, the blood mage counts her
Willpower twice when creating the pool. This necrosis • The necromancer begins each day with an hour-long
persists for (Size) weeks or until used. The blood mage ceremony of painful flagellation while chanting words
may reflexively draw necrosis from this pool without of purification. The character may inflict as much
it adding to her necrotic traits. damage to herself as her player is willing. At the ritu-
al’s end, she rolls (Stamina + [Integrity or Resistance]
• There are no blood mages like those Anointed by + [lethal damage levels inflicted]), with (Essence) au-
Crimson, who wields their blood with such poetic tomatic successes. Each success adds one necrosis that
precision that the blood within themselves and others lasts for the full day or until used. If the day has passed
urge to come out. Whenever the necromancer stunts without this necrosis having been used, the necro-
using a spell carrying the Blood Magic keyword, she mancer will wake up the following morning with half
gains a number of necrosis equal to the stunt rating. of the inflicted wounds healed, rounded down.

9
• If the necromancer is wounded at the start of a battle, sacrifice and kills him, the necromancer may choose
she joins the fight with a number of free necrosis equal to catch his spirit as it flees his body, and offer it up in
to her wound penalty. If she Joins Battle without be- effigy to the Neverborn. She may do so as a miscella-
ing wounded, any wound penalty she would acquire neous action once per scene, rolling (Essence + Will-
in the first three rounds of combat would be gained power) and gaining that much necrosis. She retains
as necrosis. this necrosis until the end of the scene, and may spend
it towards any spell she casts. Additionally, a captured
Other Benefits soul may be reflexively expended in place of a point of
Willpower when paying the cost of the necromancer’s
Ceremonial Sacrifice (Merit •): Though blood sacrifices are a control spell. She cannot have more than (Essence +
practice frowned upon by most, there is no question about the Occult) souls bound to her at any one time.
power in blood. Should the flagellant cause a self-inflicted lethal
wound during a moment of prayer, she will reduce the difficulty Other Benefits
of gaining that spirit’s attention by 1.
Procession of Oblivion (Merit ••••): The presence of a cult to
Purity of the Devoted (Merit •••): The flagellant casts away the Neverborn invigorates the act of casting like few other things.
her sin and purifies her soul in the eyes of the Neverborn. For The presence of at least a Size 1 group of worshippers of the Ne-
every lethal level of damage inflicted to herself through ritual- verborn invigorates the act of casting, granting one automatic
istic self-injury (maximum five), the necromancer increases her non-Charm success to spell effects such as the attack roll for
Resolve by that amount. This bonus is retained as long until the Shattering Void Mirror (see page XX).
wounds are healed.
Trappings of the Dead (Merit ••••): The necromancer lives to
FROM THE RECTORY OF THE MAW serve the Neverborn as their voice and vessel—their Bodhisattva
To you, necromancy is not merely a power to be wielded, but to the Void. Should the necromancer dress herself in the trap-
an act of devotion. The practice of the black arts is a hymn to pings of the dead, she gains one automatic success to all prayer
Oblivion, poetics on the beauty of the Void. Those things that rolls to the Neverborn as well as one additional necrosis from
dwell within the Labyrinth are not to be abhorred, but to be cel- each shaping ritual associated with From the Rectory of the Maw.
ebrated. The rectors have taught you their hymns and you have
practiced their liturgy. These books of prayer and devotions to MADNESS OF THE LABYRINTH
the Neverborn lay out a path of esoteric power, of self-flagella- The enemies of the gods lie forever dying in the Underworld, and
tion, of sacrifice to the end that comes for all. In giving your fears their prophets hear their whispers. Delving deep into the bodies
and weakness to Oblivion, you have attained enlightened power of the slain ancients at the heart of the Underworld, you have
over the dead. You understand that the only thing in life with been broken by what lay within, and that madness has exposed
any certainty is Oblivion, and you will spread that message, one you to the secrets of the whispers. You have emerged from the
ritual at a time. cracks of the Underworld’s depths, wielding the terrible power
of Oblivion.
Shaping Rituals
Shaping Rituals
• The necromancer creates an ecstatic bond between
her prayers to Oblivion and her necromantic spells, • The necromancer’s madness is not a pox upon her
gaining (Performance) necrosis towards a spell once mind, but a blessing; a terrible clarity of the futility of
per scene after using prayer or another grand perfor- all things, which gives her strength to execute the will
mance to inspire an audience with feelings of nihilism of Oblivion. She may draw power from her madness
or devotion to the Neverborn. once per scene, reflexively rolling her current Will-
power and losing a point for each die that does not
• The adoration of the Neverborn among the flock gives come up a success in order to gain (Willpower lost x
strength to its shepherds. Whenever the necroman- 3) necrosis that last for the duration of the scene or
cer takes a shape necromancy action within medium until spent, whichever comes first.
range of a character with a Tie of devotion to the Nev-
erborn, she may reap additional necrosis equal to that • The whispers of the Labyrinth reveal the truth, that
Intimacy’s value (1 for Minor, 2 for Major, or 3 for De- all things must die, and only once they are given to
fining). Intimacies can only be tapped in this fashion Oblivion will the world be wonderful again. With
once per day. Normally she may only drain one Inti- each life extinguished, the wonder of Oblivion comes
macy to fuel the casting of a spell, but she may draw closer to fruition. Whenever the necromancer kills a
power from any available Intimacies when casting her living creature, she gains necrosis equal to her (Es-
control spell. She cannot draw more than ten necrosis sence). She may gain one necrosis for every point
per scene with this ritual. of Magnitude damage done to a living battlegroup,
representing individual lives extinguished to harvest
• When the necromancer’s followers give themselves to their deathly Essence. The necromancer may claim
Oblivion, there is a sublime power in their passing, a this necrosis if undead serving her carry out the act,
final exhalation of power that can be seized. When the since her undead servants are seen as an extension of
necromancer offers a mortal up to the Neverborn in her own will.

10
• The mind adapts to the madness of the Labyrinth, gained along the way. Once per story, she may per-
adopting esoteric taboo and behaviors which empow- form necromantic research and then roll (Intelligence
er the necromancer. She has a Defining Derangement + Lore), gaining necrosis equal to the successes that
which cannot be removed or altered. If she works her last for that story’s duration or until used. Access to a
particular behavior or madness into the description library or a mentor adds one to two bonus dice to this
of a stunt, she gains necrosis equal to the stunt’s rat- roll. This effect is reset should the necromancer un-
ing. If she is stunting the casting of her control spell, cover some kind of new necromantic lore that chang-
add two to the bonus. This necrosis lasts until the next es the way she views her art, such as discovering a
time she sleeps, and can be spent towards any spell she forgotten spell or uncovering a necromantic working.
casts. If the derangement causes in-character hardship
that would be sufficient to gain #XP from the Flaw, she • The necromancer may prepare a corpse, dead or un-
gains (Essence + Occult) necrosis, which last for the dead to swell with necromantic Essence, acting as a
duration of the story or until spent. After the first time battery of sorts. The necromancer must prepare the
this bonus is awarded in a story, subsequent awards corpse with careful ritual and supplies. Preparing the
are lowered to the necromancer’s (Essence). corpse is a difficulty 2 (Intelligence + Medicine) roll
that takes a few hours. Difficulty may be increased by
Other benefits lacking the infrastructure or resources to prepare it
properly. Preparing multiple corpses in this fashion
Void-Eaten Soul (Merit ••••): If the necromancer suffers from may increase the difficulty by an additional 2, but she
a derangement as a result of her exposure to the Labyrinth, it can prepare many corpses or even a battlegroup with
is because her soul has been consumed by the Void, filling her the necromantic energy she needs. The necromancer
with the emptiness of Oblivion. This steels her against the things may reflexively draw the necromantic energy from a
that would dissuade her from her madness. Any social influence single corpse at a time and gains her (Essence + 1)
which opposes the character’s derangement may be treated as in necrosis from a single corpse. She may tap every
unacceptable, and Psyche effects which do similar may be resist- prepared corpse for necrosis once in a scene. For a
ed by expending 1 Willpower. group of corpses she may tap their Essence a number
of times equal to Size, but gains (Essence + 3) necro-
Mastery of the Dead Universe (Merit •••••): In learning the se- sis each time. These motes last for the duration of the
crets of the Labyrinth, the necromancer has learned how to bend scene, and can be spent towards any spell she casts.
the very stuff of the Underworld to her will. She doubles 9s on As she is the one who prepared the corpses, only she
any shape necromancy rolls made in the Underworld, and can is attuned to their necromantic Essence, and only she
perform necromantic workings without needing to pay experi- may draw power from them. The corpses maintain
ence costs. However, such miracles crumble to dust at the touch their necrosis-collecting capacity for about a week.
of the sun’s light. If she used a free working to give herself wings The necromancer may prepare particular corpses that
of bone, they would crumble away as soon as she entered Cre- permanently retain their efficacy, but provide necrosis
ation, only to reappear when she returns to the Underworld. A that can only be spent casting her control spell, and
soulsteel palace enchanted to fly through the sky on the backs of can only be tapped a number of times equal to her
wailing phantoms could do so freely through the lightless skies (Medicine) in a scene.
of the Underworld, but would fall subject to gravity in Creation.
The Storyteller may retroactively charge the player experience • If the necromancer is in the process of creating a nec-
points for any working that circumvents or cheats this limitation romantic working, each time she rolls towards the
in play. working’s completion, she acquires necrosis equal to
the threshold successes over the difficulty of those
SCHOOLING OF THE MAZE rolls. This necrosis may be reflexively drawn when
As in life, so in death. The secrets of necromancy must be un- needed. Should the necromancer complete the work-
raveled by the work of a dedicated and brilliant mind. You have ing with necrosis from its creation still built up and
studied black texts, uncovered strange objects and spoken with left unused, she may use that necrosis to draw upon
ancient ghosts. Through careful analysis, you have learned to dis- a spell with a necrosis cost equal to or lower than the
cern the dead Essence of the world, and through determination, current built up necrosis. This spell should be one the
you have learned to move it at your command. Some say that a necromancer doesn’t already know but that associ-
mind cannot survive contact with the power of Oblivion. You ate in some way with the created working. The spell
understand that this is only part of the truth. A necromancer’s may be learned reflexively and without training time
mind survives, albeit changed. All of your training helps to re- should the necromancer want to pay the required ex-
mind you when those whispers touch your dreams that it is you perience cost for it. Should the necromancer not want
who control this power; it does not control you. That is what you to pay this experience cost, she may use the spell for
tell yourself. free for the remainder of the current story, and after-
wards it will go forgotten.
Shaping Rituals
Other Benefits
• The necromancer has engaged in a long study of the
art of necromancy to attain her power, and she may Empathy for the Grieving (Merit •••): The necromancer has
draw strength from researching the many texts she studied those grieving at their loved ones’ graves. She has learned

11
what makes them hopeful and what is needed for them to rest. scene in darkness or shadow heavy enough to qualify
Similarly, she has learned how to ease the suffering of the roam- as concealment for attempting stealth, she immedi-
ing souls. This Merit gives the necromancer one additional non- ately gains five necrosis, which lasts until the end of
Charm die on rolls to comfort the grieving, or to soothe a fearful the scene and can be spent towards any spell she casts.
ghost. However, when under direct sunlight, she won’t ben-
efit from double 10s on her shape necromancy action.
Grimoir of the Damned (Merit •••••): The necromancer keeps
a grimoir of the spells she has learned and developed during her • The necromancer communes with forces long forgot-
time practicing the black arts. As long as she spends at least one ten, allowing their voices to enter her dreams. Instead
hour a day studying the contents of her grimoir, her spells will of getting a full night’s rest, she may choose to ignore
cost one less Willpower to cast. Additionally, the necromancer rest for a night and instead embrace the nightmares
has a floating control spell aside from her standard one. At the from that night. Once that following day, she may
beginning of every story, the necromancer’s player decides which channel this embraced nightmare into her necrosis,
spell aside from her standard one is a control spell for this story. rolling (Essence + Temporary Willpower) with double
8s and gain that much necrosis.
TAINT OF THE EVERLIVING
The Prophet Everliving was a sage driven to necromancy by his • The necromancer uses, abuses and corrupts those
obsession to bring his dead daughter back to life. He brought around her, and she brings misfortune with her wher-
back something very different from his daughter—a creature ever she goes. Whenever the necromancer erodes a
that could never truly die. Feeling bonded to this creature, the positive Intimacy, she acquires a number of necrosis
necromancer traveled the world to seek out a path towards true determined by the intensity of the Intimacy prior to
immortality. He found his fountain of youth in a pact with the its erosion: (Essence + 3) for Defining, (Essence + 2)
Ebon Dragon, an enemy of the gods, who separated his soul from for Major and (Essence + 1) for Minor. If this necro-
his body and bound him in a box made of the darkest obsidi- sis is used to successfully manifest a spell that scene,
an mined from the depths of Hell. You have been tainted by the the necromancer replenishes (Intensity) Willpower,
Prophet Everliving, perhaps as a wielder of his box or perhaps as but the eroded Intimacy cannot be restored for the
a victim to one of his perverse rituals. This dark taint has lingered remainder of the story.
within you and awakened the power to tame death. Perhaps it
could even lead you to an everlasting existence as a new Prophet Other benefits
Everliving.
The Eye of Darkness: The taint of the Prophet Everliving has
Shaping Rituals branded the necromancer by infesting one of her eyes. As the
necromancer initiates into the Second Circle, the other eye is
• Just as the Prophet Everliving was given his powers branded. Should she initiate into the Third Circle, a third eye
by the former Shadow of All Things, the necromancer will appear on her forehead. These eyes have no immediate effect
draws power from shadows. Whenever she begins a other than acting as additional necrosis brands while the necro-

12
mancer shapes her spells—at least so is believed. The truth is that this shaping ritual, the necromancer must have a Ma-
the Ebon Dragon watches through the Eyes of Darkness, peering jor or Defining Tie of obsession towards something.
more clearly into Creation with each awakened eye. It could be an addiction, a vice, a loved one, or a hat-
ed enemy. After each day the necromancer has spent
Should the necromancer be Exalted, she may purchase the Eye driven by her obsession, her player rolls (Temporary
of Darkness as an Artifact Merit. This will give the necromancer Willpower) and gains as many necrosis—this necro-
free control over the Eye of Darkness, allowing her to access it sis immediately manifests upon the necromancer. The
without necrosis, and also letting her unlock Evocations from the necromancer is capable of keeping up to (Essence +
eye. These Evocations may help her to manipulate shadows and Willpower + Integrity) necrosis at the time. This pool
nightmares, or master over blood and ghosts. The Eye of Dark- resets after the necromancer has spent (Integrity) days
ness has no connection to a magical material and its resonance without reinforcing her obsession. When it resets that
is determined by the necromancer’s initiation. At Shadowlands way, the necromancer takes a number of bashing
Circle, the necromancer suffers the Dissonant Keyword. At Lab- damage equal to the unspent necrosis.
yrinth Circle, she bears no limitation. Finally at Void Circle, she
may draw forth Resonant Evocations. Other benefits

THE BLACK FEAST Insatiable Gluttony (Merit •••): The necromancer’s stomach is
Once, it is said, the nature of death was not so mysterious, and as bottomless as the Void itself. This Merit forever changes the
there lived those who walked black gardens and slept beneath necromancer’s physiology, turning her esophagus into a bottom-
pools of blood to learn its secrets. But death hides itself within less pit. She does not defecate her meals after consumption, but
the shadow of life, and life is bound inextricably into the bone rather offers them to the great Void within her own self. This
and blood and breath of things, impossible to study in the nec- makes the necromancer immune to negative effects caused by
essary manner. So the ancients devised certain rites to access consuming poisoned or unhealthy food, and it guarantees that
this knowledge directly: by devouring it. It is an unwholesome se can consume everything without negative effects. The necro-
and unsettling path, but partakers of the Black Feast inevitably mancer can even consume objects in order to destroy them, but
find that the first secret they learn awakens a strange appetite for artifacts of sufficient power may refuse be digested at the Story-
more that is both hunger and thirst, and by giving themselves to teller’s discretion.
the grip of this unnatural urge they may escape the limits of their
own reservations. Vicious Hungry Soul (Merit •••): Within every human is a soul
waiting to die. The soul of the necromancer is constantly at rest.
Shaping Rituals Once per day, the necromancer may provide a feast for herself in
order to satisfy the cravings of her soul. Doing so brings pleas-
• The necromancer may reflect intensely on her new- ure, and pleasure brings rejuvenation. The necromancer regains
found appetite, turning it inward, gnawing a pathway one additional Willpower from rest that night. However, should
in her soul through which the black strength of necro- the necromancer fail to satisfy the cravings of her soul, the soul
mancy is easily drawn. This gnawing inflicts a point of becomes angry and her ghost becomes hungry. She spends a
aggravated damage that cannot be mitigated or ame- Willpower that night instead of regaining one. Should this bring
liorated by any magical means, representing a deliber- her down to zero Willpower, her desperate soul will leave her
ate consumption of the self. The necromancer thence- body for the night to feed on the flesh of a living. First when it
forth has access to a pool of (Willpower + Essence) is well-fed can it return, and then the necromancer will wake up
necrosis, from which up to (Essence + 2) necrosis can refreshed, with all of her Willpower replenished.
be drawn each turn as a reflexive action; these points
of necrosis are counted double when casting the nec- THE IMBUEMENT OF ANCESTORS
romancer’s control spell. The pool is replenished each You have learned 10,000 efficacious ways to make offerings and
night at midnight, but dissipates instantly if the dam- prayers to those ancient ghosts, the Ancestors. They are the ones
age is downgraded or healed. who watch over families and old shrines, the ones who repay re-
spect with good fortune and guidance. Or at the very least, you
• The necromancer finds meaning in the hearts of oth- have learned to pretend such respect. Through dedication and
ers. By eating a part of a human, such as an organ or a interaction, the ancestors have taught you secrets that reside in
pound of flesh, she devours part of the human’s soul. their very spectral Essence, to reach out and touch the dead, to
She gains an Intimacy the human had in life, but at lead them with power that few among them command. Em-
one level of intensity lower than its original intensi- powered between life and death, your power can be a mediator,
ty. Whenever the necromancer takes an action that bringing balance among them, or a ferryman, speeding others on
correlates to that Intimacy in a way either positively the path to glorious ancestry.
or negatively, she gains (Essence + Intensity) necro-
sis. She can consume from up to (Essence) humans a Shaping Rituals
day and she may only tap into those Intimacies once
a scene. The Intimacies will drift away into memories • The necromancer knows the holiest of rituals to offer
as she rests, and be completely eroded the next day. goods to the ancestors, burning grave offerings so that
they may enjoy the plenty of the living in the land of
• The necromancer has an insatiable hunger that drives the dead. The necromancer may make a prayer roll
her actions and erodes at her soul. In order to learn with (Charisma + Performance) against difficult 5 mi-

13
nus the Resources value of any sacrifices offered along
with the prayer, in order to seek power from the an-
cestors. Success pleases the ancestors, and they grant
her necrosis equal to (her Essence + extra successes
on the roll). This necrosis lasts for the duration of the
story, and can be spent towards any spell she casts.
She cannot pray for power more than once a night,
and receiving new motes replaces any granted by past
prayers.

• The night is a time for contemplation and commun-


ion with the Ancestors; it brings peace and shadows.
The necromancer may draw power from the night,
weaving it into her spells—at night, or in a shrine of
devotion to the Ancestors, she gains three necrosis
which last until the end of the scene and can be spent
towards any spells she casts. Additionally, whenever
she takes a shape necromancy action to shape a spell
while in or near a shrine at up to short range, she gains
an additional necrosis as long as an Ancestor watches
over the scene.

• It is the power of emotions which helps bind us to our


Ancestors, and the necromancer knows how to call
upon those bonds to grant her strength. Whenever
she would gain a point of Willpower from upholding
an Intimacy that represents a strong emotional tie or
belief pertaining to the Ancestors, she may instead
claim 5 necrosis. These motes last until the next sun-
rise, and can be spent towards any spell she casts. Ad-
ditionally, she may shed a level of intensity from such
an Intimacy to burn it as an offering to the Ancestors,
putting it towards a spell she is shaping and adding
necrosis equal to the (original) intensity of the Inti-
macy. She cannot tap an Intimacy more than once per
day this way. Such Intimacies are often restored with
many nights of contemplative prayer—or sometimes
not at all.

Other Benefits

Embraced by the Reaper: A necromancer initiated into the Im-


buement of Ancestors is rewarded in death by her honoring of the
ancestors. Once the necromancer dies and becomes a ghost, she
becomes a ghost of at least Essence 2 and gains access to Arcanoi
granted by the Book of Salt (see page XX). If she has initiated into
higher circles of necromancy, she may select an additional book
of Arcanoi of her choice for each additional circle.

Haunted Heirloom (Artifact Merit •••): The necromancer


bears an heirloom passed down from her own ancestors. This
small object bears with it the will of her ancestors, their aggrava-
tions, and the state of their rest. The heirloom works as an altar
guiding the necromancer’s prayers to the ears of her ancestors.
Any prayer rolls directed at her ancestors benefit from double
8s. In addition, the necromancer feels that her ancestors are al-
ways with her. Once per day, she can feel their approval or their
disapproval based on an action she has taken that day. This in-
formation is given to the player by the Storyteller. If she has her
ancestors’ approval, the necromancer replenishes another point
of Willpower for that night’s rest. If she has their disapproval, she
regains no Willpower at all that night.

14
CHAPTER TWO

SPELLS AND RITUALS


Chapter Two

Spells and Rituals

This chapter presents a number of spells associated with the but has vastly different effects from when they are used in the
Shadowlands, Labyrinth, and Void circles of necromancy. While Underworld.
many spells are original, others are conversions of necromancy
spells from earlier editions of the game.
Errata
New Keywords These sorcery spells from the standard game have been changed
in some way to fit in with the new rules. The main alteration is
Blood Magic: Spells carrying this keyword overlaps sorcery and the addition of the Blood Magic keyword that allows for some of
necromancy. Sorcerers can learn the spell and activate it with the sorcery spells to be used with necromancy as well.
sorcerous motes instead of necrosis. Blood Magic spells aren’t
necessarily blood-themed, though that is common. If spells are CORRUPTED WORDS
close enough to sorcery to be able to be bridged, they carry the See Exalted Third Edition, page 472.
Blood Magic keyword even if blood isn’t part of the theme of the Cost: 15n, 1wp
spell. The Willpower cost for activating spells with this keyword Keywords: Blood Magic, Psyche
may be substituted for levels of lethal damage. Duration: Indefinite

Reflection: Spells carrying this keyword either requires a reflec- Apart from the normal effects, a blood mage who knows Cor-
tive surface or interacts directly with a reflective surface. rupted Words as her control spell is controlled by the spell just as
much as she controls it. The blood mage’s player should together
Shadow: Spells carrying this keyword have effects that are sen- with the Storyteller pick a subject that the blood mage herself
sitive to sunlight. They can either only be used at night or they is incapable of talking about. However, unlike the blood mage’s
cannot be used in Creation at all. Some can be used in Creation victims, her own tongue will never be released from the grasp of
this spell.

DEMON OF THE FIRST CIRCLE


SHADOWLANDS CIRCLE NECROMANCY
See Exalted Third Edition, page 473.
Cost: —
Keywords: Blood Magic
Mins: Occult 3 (or Intelligence 3), Essence 1
Type: Permanent
DEMON OF THE SECOND CIRCLE
Keywords: None
See Exalted Third Edition, page 477.
Duration: Instant
Keywords: Blood Magic
Prerequisite Charms: None
DEMON OF THE THIRD CIRCLE
Just as sorcery lets the Exalted shape Creation’s Essence,
See Exalted Third Edition, page 482.
necromancy allows them to wield the Essence of the Under-
Keywords: Blood Magic
world and death with similar power. Known also as the Iron
Circle, Shadowlands Circle Necromancy requires a similar
IMPENETRABLE VEIL OF NIGHT
unshakable will and untainted perceptions.
See Exalted Third Edition, page 477.
Keywords: Blood Magic
Upon learning this Charm, the Exalt gains the ability to learn
and cast spells from the Shadowlands Circle of necroman-
SILENT WORDS OF DREAMS AND NIGHTMARES
cy. In addition, the Exalt learns one shaping ritual and one
See Exalted Third Edition, page 475.
Shadowlands spell for free. The spell selected becomes the
Keywords: Blood Magic, Reflection
necromancer’s “control spell,” and may feature in the anima
iconography and be referenced in the mechanics of certain
Apart from using the spell to instill, persuade or inspire the tar-
Charms.
get, the blood mage can also use it to threaten and terrify the
target.
Attribute-based Exalts require Intelligence 3 instead of Occult
3 to learn this Charm.

17
Initiative and cannot be used to help the blood mage out of Ini-
Shadowlands Circle Spells tiative Crash. The attack itself will dose the victim with a poison
that causes the victim’s chakras to give out, eventually stopping
Here follows a list of Shadowlands Circle spells. their heart. The venom has the following traits: 3i/round (L in
Crash), 5 rounds, -2. This is a necrotic venom, and effects that
ARMOR OF BLOOD AND BONE resist venoms must explicitly resist supernatural venoms as well
Cost: 1n, 1wp in order to defend against this spell.
Keywords: None
Duration: One scene If this spell is used outside of combat, the Storyteller may ask the
blood mage for a Medicine or a Larceny roll to apply the venom
The Harvesters of Haz Al’hin are one of the First and Forsaken to the target. Diagnosing a victim of Assassin’s Fatal Touch calls
Lion’s most feared vanguards. It is said among the nomad war- for a (Perception + Medicine) roll, but with an added difficulty of
riors of the Bloodsand Sultanate that a warrior fighting the dead the blood mage’s Essence.
should bring a vial of liquid fire—to be able to dispose of your
own body when faced against the Harvesters of Haz Al’hin. The A blood mage who knows Assassin’s Fatal Touch as her control
reason for that rumor is their ability to harvest strength from the spell does not need to prepare her spell by having prior contact
corpses of the slain. with the intended victim. She may prepare the spell without an
intended victim and release it whenever she wishes to. However,
The Armor of Blood and Bone is a necrotic armor favored by nec- the assassin’s blood becomes forever poisonous. Should anyone
romancers who often deal with corpses, either through under- come into direct contact with the assassin’s blood, they will suffer
taking or through murder. In order to activate this spell, the nec- the effects of the necrotic venom. The blood mage herself is im-
romancer must be within short range from a corpse. It doesn’t mune to her own venom, but she may be targeted by other blood
need to be a human corpse, but it cannot be smaller than the size mages who know this spell.
of a toddler. Neither can it be too decayed. As the spell is being
shaped, blood, bone and sinew are ripped from the corpse and Distortion (Goal Number: 10): It’s very rare for a blood mage
forms an armor around the necromancer’s body. The armor can using this spell to experience having it distorted. It’s not a spell
emulate any type of light or medium artifact armor. This will also that’s easily identified since you cannot see upon the blood mage
count as trappings of the dead for the purpose of effects that rely when it is lingering within her chakras. Should a contesting nec-
on such. romancer or sorcerer know that Assassin’s Fatal Touch is in use,
he may attempt to distort it before it’s being released into the
If the necromancer has Armor of Blood and Bone as her control victim. Distorting the spell causes the sorcerer to be affected by
spell, she can also emulate heavy armor (but the corpse must be the venom as if she has been hit by a single dose. The immunity
at least the size of an adult human for there to be enough material gained from having this spell as a control spell bears no extra
for a heavy armor). If she is capable of using Essence, she may tolerance against the distortion effect.
learn Evocations for it. If the necromancer has Blade of Blood
and Bone (see page XX) as her control spell, then this one also BLACK CANDLE VISAGE
becomes her control spell. Cost: Ritual, 1wp
Keywords: None
Distortion (Goal Number: 8): Distorting the Armor of Blood Duration: One project
and Bone makes the bone weak and the sinew loose. The armor’s
soak is reduced by the enemy necromancer’s Essence and its mo- The necromancer spills drops of blood from both hands, and her
bility penalty is increased by half that, rounded up. The penalties Essence spins it into a cat’s cradle of crimson strands. Pulling
last for the remainder of the scene or until the necromancer takes and tugging at any ghost in line of sight, the character shapes
an action to stabilize the armor by drawing at least one necrosis. her target’s corpus like an artist shapes wax. Alterations require a
(Dexterity + Relevant Craft) roll. Fitting Craft Abilities are Moli-
ASSASSIN’S FATAL TOUCH ation, Chandlery, or Pottery, and the task is a project that awards
Cost: Ritual, 1wp crafting points as any other craft.
Keywords: Blood Magic, Decisive-only, Perilous
Duration: One year or until released The character can only target ghosts with Essence 1 if she only
knows the First Circle of necromancy. If she knows the Second
The blood mage renders her touch deadly to one selected victim. Circle, she may target ghosts up to Essence 3. If she knows the
To cast this spell, the blood mage must first make skin contact Third Circle, she may target ghosts up to Essence 5. She can-
with either her intended victim or some small object the victim not use this spell to alter Deathlords. A necromancer can target
touched at some point within a year, such as an article of cloth- stronger ghosts than she’s otherwise capable of molding only if
ing or jewelry. Shaping the spell requires an hour-long ritual that they are willing to be altered.
involves drinking either blood or poison and focusing the spell’s
Essence through this material. Using this spell on a ghost allows the necromancer to make al-
terations to the ghost as Simple Projects up to Merit rating 1, as
The blood mage thereafter must touch her victim within a year’s Major Projects up to Merit Rating 2 to 3, or as Superior Projects
time. If rolled into combat, this spell is released in supplement to up to Merit Rating 4 to 5. Apart from the ghost itself, the mate-
a decisive attack against the intended victim, treating Initiative rials required depend on the trait being modified. For example,
as 5 higher for the purpose of the attack. This Initiative is a false crafting a spine tail onto a ghost servant is a simple project, while

18
takes an action to stabilize the weapon by drawing at least one
BLACKCANDLEVISAGEANDNECROTICWORKINGS necrosis.
Black Candle Visage is a spell that lets the necromancer mold
ghosts as if they were wax. Though necromancers have some BLESS THE RAPINE SOUL
powers over ghosts, ghosts are in general the everyday cit- Cost: 15n, 2wp
izens of the Underworld. Just like how you cannot simply Keywords: Mute
“mold” an individual from Creation, it’s not possible to alter Duration: Instant
ghosts in this fashion through any mundane means.
Ghosts who enjoy possessing the bodies of the living love nec-
A necrotic working will let you take a ghost and forever romancers with this spell. Some even offer favors or long-term
bind it or convert it to some esoteric effect. A powerful one service in exchange for a single casting. Bless the Rapine Soul
could have mutative effects on ghosts within the effects of the scourges a living target’s soul, making the victim more likely to
working. Though there are many things a necrotic working submit to another will driving his body. The necromancer makes
can do with a ghost, the actions supplemented by the Black a persuade action against the target to let someone into his soul
Candle Visage ritual are mundane craft actions allowing the (the necromancer must be truthful in her persuasion, but she can
necromancer to physically mold his ghost subjects. attempt to mislead the target by omitting important informa-
tion—only the main question must be truthful: “Will you open
At the Storyteller’s discretion, this spell can be used to sup- up your soul?”). Should the roll for the social influence exceed
plement necrotic workings as well in order to modify more the target’s Resolve, the spell takes root even if the target shakes
extreme beings than the spell would otherwise allow. off the influence through Decision Point. The idea is lingering
even in the unwilling, and when night comes, their souls call out
for a ghost.

making it prehensile would take much more effort and resources. Should the spell have taken root but the target remains unwill-
ing, the ghost must wait for the victim to sleep before it can at-
This spell can be used together with Craft Charms to enhance tempt to possess him. The ghost’s player then rolls (Charisma +
the action. Integrity) against the sleeping victim’s Resolve, adding a number
of automatic successes equal to the necromancer’s Essence. This
BLADE OF BLOOD AND BONE roll is made even against targets being willingly possessed, but
Cost: 1n, 1wp against Resolve 0, in order to determine the duration of the pos-
Keywords: None session. Should the ghost fail to overcome the victim’s Resolve,
Duration: One scene it may try again the following night. Only after having failed to
possess the victim for a full month does the spell’s effects fade.
The Harvesters of Haz Al’hin are one of the First and Forsaken
Lion’s most feared vanguards. It is said among the nomad war- Should the ghost successfully possess the victim, it may linger
riors of the Bloodsand Sultanate that a warrior fighting the dead within that body for (threshold successes) days, or at least one
should bring a vial of liquid fire—to be able to dispose of your night. If the ghost remains dormant during the days and then
own body when faced against the Harvesters of Haz Al’hin. The only controls its victim when he sleeps, the duration it may pos-
reason for that rumor is their ability to harvest strength from the sess the victim is doubled. A spirit controlling someone uses its
corpses of the slain. host’s physical traits but its own mental and social traits (with the
exception of Appearance-based social actions).
The Blade of Blood and Bone is a lethal weapon favored by nec-
romancers whom often deal with corpses, either through under- Though necromancers most of the time use this spell with ghosts
taking or through murder. In order to activate this spell, the nec- in mind, it may also be used together with gods or demons.
romancer must be within short range from a corpse. It doesn’t Though gods are often less prone to use the help of a necroman-
need to be a human corpse, but it cannot be smaller than the size cer to take possession of a human, demons are more often than
of a toddler. Neither can it be too decayed. As the spell is being not intrigued by the idea.
shaped, blood, bone, and sinew are ripped from the corpse and
forms a weapon in the necromancer’s hand. The weapon can em- If the necromancer has Bless the Rapine Soul as her control spell,
ulate any type of light or medium weapon. It counts as an artifact she may spend one hour with the possessed victim in order to
weapon. forge a stronger bond between the victim and his host. After this
bond has been forged, the ghost gains the benefits of Bless the
If the necromancer has Blade of Blood and Bone as her control Rapine Soul automatically any time it would want to revisit the
spell, she can also emulate heavy weapons. If she is capable of victim in the future to attempt to possess him another time. The
using Essence, she may learn Evocations for the weapon. If the necromancer has the power to, at any time, break this bond be-
necromancer has Armor of Blood and Bone as her control spell, tween the ghost and the victim. Should the necromancer die, the
then this one also becomes her control spell. bond will break automatically. Additionally, whenever a victim
dies while being possessed by a ghost, the victim’s shade haunts
Distortion (Goal Number: 8): Distorting the Blade of Blood and the necromancer for a night, rendering her incapable of benefit-
Bone makes the bone weak and the sinew loose. Attacks with the ing from rest for that night.
weapon suffer a penalty equal to the Essence of the enemy nec-
romancer for the remainder of the scene or until the character Distortion (Goal Number: 15): Distorting Bless the Rapine Soul

19
does not evict the possessing ghost, but it gives control back to In addition, characters with an Essence pool gain access to the
the host for a number of minutes equal to the contesting necro- following powers while this spell is active:
mancer’s Essence. Though distorting the spell doesn’t break it, it
forces the ghost’s hand and reduces a day from the duration of Hateful Torture (5m; Reflexive; Instant, Decisive-only): When
the possession. The necromancer can only attempt to distort this the blood mage makes a decisive attack against an enemy, the
spell once a day during the time the ghost is in control. lash creates tiny claws that rend flesh from the victim, adding
one automatic success to the damage roll and treats the target’s
BLESSED DEAD FOOLS wound penalties as one higher than they are until the wound is
Cost: Ritual, 2wp treated. Multiple uses of this power may stack the wound penalty
Keywords: Shadow increase to become a maximum of the mage’s Essence.
Duration: One performance
Bleeding Artery Transformation (3m; Simple; Instant): Warp-
Just as twilight becomes night, the necromancer spends up to ing and twisting the lash, the blood mage may grant it the tag of
an hour singing a small pavilion and flag of pale blue flame into her choice for the rest of the scene. Only one tag can be granted
existence around her. Whether the ritual takes place in Creation by this power at the time.
or the Underworld, any ghost in either realm within leagues of
the ritual is aware of its presence and many are drawn to it as If the blood mage has Blood Lash as her control spell, she may
moths to flame. use the wounds of a bleeding foe or ally within close range as
reagents for her spell. If she is an Essence-wielder, she may also
Any ghost who steps into the tent’s location, whether in Creation learn Evocations for her Blood Lash.
or in the Underworld, appears before the necromancer and un-
derstands the bargain: The spell increases a willing ghost’s Per- Distortion (Goal Number: 10): Distorting the Blood Lash
formance by an amount equal to the necromancer’s Essence, up makes the blood mage lose control as blood sprays out of her
to a maximum of 5. As payment for this blessing, the ghost must wounds. This forces a level of lethal damage from the mage. The
appear and perform at a certain place and time. Ghosts who ac- contesting blood mage may control the lash for one action before
cept are bound not to speak of the event they partake in or any- control returns to the original wielder. She may not use that ac-
thing they learn there. When the sixth ghost agrees to the deal, tion to end the spell.
the event begins, or night becomes dawn, whichever comes first,
the blue-flame pavilion gutters out. BLOOD MIRROR SPEECH
Cost: 5n, 2wp
Even with the bindings, the ghost gets a bargain. Master nec- Keywords: Blood Magic, Reflection
romancers’ parties are grandiose affairs, and a ghost can meet Duration: Instant
prominent mask makers and dreamstone merchants. Addition-
ally, the music a ghost plays at the party is as real and vivid as Mirrors carry a great deal of metaphor that the Exalted can use in
anything the ghost heard while alive—the dead could even find their powerful magic. The necromancer cuts her hand and flings
such a rare sensation addictive. her blood (or plasm) at a mirror with a short message in mind.
Someone else’s blood works just as well. Her efflux and Essence
A necromancer with Blessed Dead Fools as her control spell is spell out the message for a moment before the mirror absorbs it.
granted an automatic non-Charm success if she herself performs
on an event hosting her ghostly fools. She may also apply a sim- The next time the spell’s target glances in a mirror, the message
plified version of this ritual as a spell costing 10 necrosis where forms there to be read. Once understood, the liquid words loose
she’s making the bargain with a single ghost as a social influence cohesion and flow down the mirror’s surface. If the target desires,
action. However, once a season under a blood moon, the necro- he may cut himself and use his own vital substance to write a
mancer becomes the blessed fool, being unable to gain rest for response, which the caster will see when she next visits a mirror.
a night as she must dance uncontrollably from dusk till dawn. Sadly, targets without some manner of inner vital fluid cannot
Most necromancers feel this night coming and prepare a loca- take advantage of this aspect of the spell.
tion of solitude for it, so that their dark performance can be left
undisturbed. A necromancer who knows Blood Mirror Speech as her control
spell may pay an additional point of Willpower to project her
BLOOD LASH senses through the mirror while delivering the missive. She may
Cost: 5n, 1wp also project Linguistics Charms as long as they can be used on
Keywords: Blood Magic messages no longer than a sentence. The necromancer must still
Duration: One scene wait until the target glances in a mirror before this interaction
takes effect, but it does not inhibit her awareness or actions in
Most blood mages consider the Blood Lash a weapon of last re- her own place of existence. When projecting her senses through
sort, for the spell can be cast only if the mage bears a bleeding the mirror, a target needs not bleed upon the mirror to answer
wound—at least one unbound, unhealed level of lethal damage. her. Simply talking into the mirror will be enough for the necro-
The character may wound herself if she must. Blood from the mancer to hear the reply, though the response can be no longer
mage’s wounds surges outward, forming a lash. This counts as a than five minutes in length. The necromancer cannot have a con-
medium artifact whip with the following tags: Bashing, Martial versation through the mirror. She can only see through it as she’s
Arts, Disarming, Flexible, Grappling, and Reaching. receiving her response.

20
Having this spell as her control will also cause mirrors to bleed
sporadically in the necromancer’s presence whenever she is feel- UNDEAD SKELETON
ing strong negative emotions. Others in the presence of the nec- Essence: 1; Willpower: 1; Join Battle: 4 dice
romancer may see blood dripping from the edges when they see Health Levels: -0/-1/-2/-4/Incap.
the necromancer’s reflection in that mirror (the necromancer Actions: Senses: 4 dice; Threaten: 4 dice; Tracking: 4 dice
doesn’t need to feel strong negative emotions for this effect to Appearance 2 (Hideous), Resolve 1, Guile 1
take place). This blood is an illusion and cannot be used as the
blood required for the spell itself. Combat
Attack (Bite): 7 dice (Damage 14)
BONE PUPPET DANCE Attack (Grapple): 6 dice (6 dice to control)
Cost: 10n, 1wp Combat Movement: 4 dice
Keywords: None Evasion 3, Parry 1
Duration: Instant Soak/Hardness: 2/0

The necromancer targets an enemy up to medium range and rolls Merits


(Charisma + Occult), but against the target’s Resolve and not De-
fense. If successful, the skeleton attempts to move as the caster Mindless: Undead skeletons treat all social influence as un-
wills for a number of rounds equal to (3 + the threshold successes acceptable. Undead skeleton battle groups have perfect mo-
on the roll). The skeleton acts with either its own dice pools or rale.
those of its fleshy owner should it successfully perform an action
without its host resisting it.

This animated skeleton shares the Initiative of its host as long as world, but this spell requires one. The necromancer draws up a
it remains within his body. On each of the target’s actions, the spiral on the ground and casts the bone in the spiral’s center. A
necromancer determines an action for the skeleton. If this action large, blue bonfire that burns for three hours appears from the
goes against the action of the host, the host must roll ([Strength spiral, and the fire burns brightly for a thing of the dreary Under-
or Stamina] + [Athletics or Resistance]) against difficulty 3, or world. It is visible for miles, and its vibrant glow attracts ghosts.
suffer three dice of Initiative damage. A successful roll means Ghosts who peer into the fire can see their fetters with perfect
that the host overcomes the skeleton for a round, being able to clarity. Ghosts are often willing to pay a necromancer for such a
take an action like normal. A failed roll means that the host may chance to check on the status of their fetters.
still perform her action, but at a -3 penalty. A botched roll means
that the host cannot resist at all, and the skeleton performs its Should this ritual be done in Creation, those who still mourn
action. Should the target be in Initiative Crash, the damage for their deceased loved ones may peer into this blue flame and see
failing the roll becomes lethal. the shade of the ones they’ve lost. The sad blue flames show them
the ghost of their loved one as he is right that very moment, or as
Skeletons that kill their contravening hosts claw their way free of the necromancer wants him to appear to be. Sometimes deceit is
the body and become permanent walking dead under the caster’s necessary to soothe the mourning heart.
control (see page XX). Similary, casting this spell on an existing
skeleton raises it as a permanent undead skeleton. Targeting a Necromancers who know or have studied this spell have names
skeleton that is already an active walking dead rips its control for what the bonfire reveals: blood visions show the watchers
from its current master. what they expect to see, silver visions show them what they want
to see, and ivory visions show the truth. The necromancer must
A character who knows Bone Puppet Dance as her control spell decide in advance which vision to reveal through the bonfire and
may increase the penalty induced by the skeleton to four, as well use the associated reagent together with the bone.
as the damage to four dice. In addition, whenever the necroman-
cer experiences strong, uncontrollable emotions, such as anger A necromancer with Bonfire Visions as her control spell may in-
or sadness, parts of her own skeleton may uncontrollably distort itiate an interaction between the ghost and the living. She may
her limbs into twisted positions reminiscent of a marionette doll. also use this ritual for her own sake, to communicate with pos-
This lets the necromancer experience the penalty to physical ac- itive Ties of Major or stronger intensity on the other side. She
tions for one dramatic moment, at the Storyteller’s discretion. may use the reagents to fool her own senses if she dares not see
the truth.
Distortion (Goal Number: 10): Distorting Bone Puppet Dance
allows a contesting necromancer to take control of a skeleton af- Distortion (Goal Number: 15): Distorting Bonfire Visions re-
fected by this spell (or give control back to the skeleton’s owner) moves all deceit hidden in the flames. For ten minutes, those
for up to (Essence) rounds. who peer into the flames see the truth for what it actually is and
not for what it appears to be. The bonfire can only show the ivory
BONFIRE VISIONS vision throughout the distortion. If it’s already showing the ivory
Cost: Ritual, 1wp vision—or if the contesting necromancer distorts it again dur-
Keywords: Shadow ing the ten minutes that it does after his initial distortion—the
Duration: Three hours connection will break for ten minutes, or until the necroman-
cer takes a miscellaneous action to throw new reagents into the
Bones of creatures that once lived are rare finds in the Under- flame.

21
CALL GHOST moner’s will. This spell may only be cast once per night.
Cost: Ritual, 2wp
Keywords: None DEATH FLIES TWO SAILS
Duration: Instant Cost: Ritual, 1wp
Keywords: Shadow
Late at night, the necromancer traces a circle upon the ground. Duration: Until dawn
After a three hour long ritual in which she pours blood upon
black earth and whispers the hidden names of the Neverborn, Sailing on the Sea of Shadows, the Underworld equivalent to the
she may bring forth a lesser dead ghost of up to Essence 3 from Inland Sea, is a dangerous prospect. Spectres sail the black waves
the Underworld. The ghost arrives through a portal of yawning on ectoplasmic flotsam, the sea’s black waters seep in with their
red-black shadow and smoke, which smells faintly of a river and nightmares and poisons, and hekatonkhire rise from the depths
smells faintly of death. for food. As the waters of the Underworld lap at her feet, the
caster sings a lullaby to the dead.
Ghosts summoned by this spell must be bound with an (Intelli-
gence + Occult) roll against their Resolve. The necromancer may Activating this spell requires seven minutes of song and a suc-
choose to make the ghost as her personal slave for a year and a cessful (Charisma + Performance) action. A sailing ship rises to
day, giving it a Defining Tie of loyalty to her that cannot be weak- the water’s surface, and it comfortably fits a number of passen-
ened or altered by any means and setting its Resolve to 0 against gers equal to the successes on the Performance action. The ship’s
any influence rolls she makes. Alternatively, she may assign it figurehead is a spectre, bound there to sing for the ship’s protec-
to complete a specific task. Task-bound ghosts form a Defining tion. A failed roll drains the Willpower, but otherwise allows for
Principle of “I must complete my task,” which is similarly imper- a new attempt at song. A botched roll prevents the spell from
vious to tampering. being cast that night.

On a failed binding roll, the necromancer is unable to bind the Should more people than what the ship can fit try to climb
ghost, and must make a (Wits + Occult) roll against a difficulty of aboard, it will refuse to sail until only the allowed number of pas-
the ghost’s current Willpower to reflexively banish it back to the sengers remain. It will also refuse to sail if the necromancer tries
Underworld. If she fails, then the ghost is unleashed, unbound, to cheat more passengers, such as having them outside the ship
into Creation, free from the Underworld and free from her sum- but pulled by it. Characters sailing on this ship have less chance

22
of dangerous encounters on any sea it travels upon. The heka- DEATH MASK
thonkires of the Sea of Shadows will not attack the ship unless Cost: 5n, 1wp
provoked. Keywords: Shadow
Duration: Indefinite
The ship allows only for short voyages, as the light of dawn burns
its sails. Even if the ship has been summoned in the Underworld, To cast this spell, the necromancer must first witness the painful
or in another realm without sunlight, the sails will burn whenev- death of a living human within short range. As life flees the body,
er dawn reaches Creation. This will not sink the ship, but it will the caster invokes Death Mask to capture her victim’s higher soul
be rendered immobile until the ritual is repeated at twilight. and wash away its sentience, leaving an empty shell of soul-stuff.
The victim will not rise as a normal ghost, but his lower soul
The ship shares stats with a Fast Courier (see Exalted Third Edi- could become a hungry one. The spell’s necrosis lingers on the
tion, page 246). necromancer as long as the mask is in her possession.

A necromancer who knows Death Flies Two Sails as her control Later, the caster can invoke the spell again to form the mask
spell cannot fail at the song. Whenever she rolls (Charisma + upon her face from the lingering necrosis. At the donning of the
Performance) for the lullaby, she adds one automatic success. She mask, a soul cloak wraps around her, making her appear to all
also adds +1 to the ship’s Maneuverability. Additionally, should eyes like a normal ghost. A successful (Perception + [Awareness
the necromancer be on another ship at night, she must succeed or Occult]) roll at a difficulty equal to the caster’s (Essence or 3),
on singing for that ship as well, or its spirit will want to cast her whichever is higher, allows an onlooker to recognize an impostor
off into the sea. Failed songs for ships at night will make the nec- spirit.
romancer suffer a -1 penalty to all physical actions on that ship
until next twilight. Successful songs add +1 to the ship’s Manuev- Any lethal or aggravated damage the caster suffers while wearing
erability if the necromancer is its captain. the cloak also affects the disguise. Once the necromancer has suf-
fered damage to her -2 wound penalty, the cloak falls off in tatters
Distortion (Goal Number: 10): Distorting Death Flies Two Sails and reveals her. In order to use the spell again, the necromancer
confuses the specter that sings for the ship’s protection. The sea must steal another soul. If the cloak is touched by sunlight, the
extracts vengeance upon the ship, reducing Maneuverability by 2 necromancer must get out of the sun on her next action or the
until the necromancer succeeds at soothing the specter by taking mask will break.
an action to sing.
A necromancer who knows Death Mask as her control spell be-
DEATH INVERSION LOOP comes effectively half-ghost when this spell is being used. If the
Cost: 5n, 1wp necromancer is an Essence user, she will be able to use a single
Keywords: Withering-only Arcanos (see page XX for Arcanoi), selected at Storyteller discre-
Duration: Instant tion as she first learns this spell. She may also further enhance the
disguise when invoking the soul cloak, rolling (Manipulation +
A ghost’s death was usually horrible—otherwise, the ghost Larceny) and supplementing the difficulty for seeing through the
would not have passions left unfulfilled or fetters binding her to disguise with the outcome of that roll, should it be higher than
her unlife. Catching the gaze of a ghost no further away than me- (Essence or 3). Additionally, this spell taints the necromancer in
dium range, the caster can force her to experience that moment the eyes of the Most High. As long as this spell is active, she is
of death once more. considered a creature of death.

The necromancer rolls (Appearance + Occult) with (Essence) ex- Distortion (Goal Number: 12): Distorting Death Mask disturbs
tra dice against the ghost’s Resolve. If the caster wins the contest, the soul cloak for the scene, allowing anyone present to see the
the ghost relives its death. The ghost loses a number of Initiative necromancer for what she really is. The spell is still in effect, but
equal to the threshold successes on the roll (minimum 1), and no roll is required to see that something is off with the necro-
that Initiative is gained by the necromancer. The ghost also loses mancer. The necromancer may take an action to correct her soul
a point of Willpower and will be prone on its next action. cloak by channeling five necrosis to it.

If the ghost’s player resists the attempt, the effect is forced back DOOR OF THE DEAD
on the caster. The necromancer loses the Willpower spent acti- Cost: 15n, 1wp
vating the spell, one point of Initiative, and is considered prone Keywords: Reflection
on her next action as vague and disturbing visions of her own Duration: Instant
death beset her. Whether these visions are truly prophetic is sub-
ject to some debate. Reflections look alive but are not alive, and this property gives the
surfaces that create them an affinity with the Underworld. The
A necromancer who knows Death Inversion Loop as her control necromancer caresses a reflective surface as he casts this spell,
spell adds (Essence) successes instead of the (Essence) extra dice. opening a quicksilver doorway between Creation and the near-
If her Resolve is equal to or higher than the ghost’s Appearance, est reflective surface in the Underworld—or vice versa. Travel
she can ignore the negative effects of a failed attack. Additionally, between the two is instantaneous, and the passage remains open
the necromancer often has nightmares of her own death. If the for three rounds in combat, or for one minute outside of combat.
necromancer has used this spell at some point in the day, she Things can come through the other way, too. Once the connec-
cannot regain Willpower from rest that following night. tion fades, the road closes viciously. Mirrors crack, water boils,

23
and silver tarnishes.
HAUNTS
A necromancer with Door of the Dead as her control spell may Violent and emotional deaths can leave haunts, locations
select a reflective surface she is aware of within (Essence) miles where the event’s imagery replays itself over and over again,
of her analogous point in the other realm. It is a common occu- often timed to a phase of the moon or other celestial event. In
rance for this necromancer’s reflection to act unlike her own self. Creation, haunts fade over time or wise people can exorcise
them. In the Underworld, haunts are nigh permanent and
DRAWING BLIND EDGE difficult to remove.
Cost: 5n, 1wp
Keywords: None When encountering a haunt, the Storyteller must first deter-
Duration: One scene mine its magnitude—a lesser haunt can be the wailing of a
mother at the place her children were murdered, a standard
The necromancer bites her lip and blows a frigid mist onto her haunt can be the memory of a massacre replaying itself at
hand. She needs to touch a ghost with her frost-covered hand at every turning of the season, and a greater haunt can be the
some point in the scene, then pull a transparent blade dancing scene of a battle locked in time. Tales tell of legendary haunts
with pale blue flame from the ghost’s corpus. For every round as well, but they are caused by such rare atrocities that entire
following the activation of this spell without Blind Edge having nations have been affected.
been drawn, the necromancer suffers one die of Initiative dam-
age that becomes bashing when in Initiative Crash. In order to exorcise a haunt, one must first determine its
cause and then perform a ritual with a difficulty determined
Drawing Blind Edge drains (Essence or 3) motes from the tar- by the Storyteller based on the haunt’s magnitude. Without
geted ghost’s mote pool, as well as (Essence or 3) of the target’s the spell Easing the Forsaken Memory, exorcising a haunt
Initiative. The sword is a reaver daiklave with a single Evocation should be a task in itself.
identical to one of the targeted ghost’s Arcanoi (see page XX for
Arcanoi). The necromancer becomes instinctively aware of this
Evocation once the sword is drawn. Should the necromancer not
have a mote pool and not normally be capable of using Evoca- Wards and spells against scrying can defeat this spell. It lasts for
tions, she may use the Evocation once in the scene, which results an hour, during which time the blood mage may walk through a
in the sword dissolving after its use. shadowland’s border into either Creation or the Underworld, at
the player’s choice, despite the time of day and at no cost. This
A necromancer with Drawing Blind Edge as her control spell spell has no real effect in shadowlands, where the two worlds are
traps the ghost’s Arcanos in the sword’s Evocation as long as the one.
spell is active. This prevents the ghost from using that particular
Arcanos as long as the sword is drawn. If the necromancer is an A blood mage with Dusk Eyes as her control spell can gaze upon
Exalt, she may pay the experience cost required to keep the Evo- both worlds at once. Because of sensory overload of seeing two
cation after the scene. This lets her tap into that same Evocation worlds inhabit the same space, the character is still penalized by
the next time she draws the sword, even if she draws the sword the spell, but the penalty is only at -1 out of combat and -2 in
from a different ghost. Blind Edge can hold a maximum of (Es- combat. The ethereal veil between realities never really goes away
sence + 1) Evocations. for the blood mage, even when the spell is not active. At times
during distress, the blood mage can perceive unnerving shadows
Distortion (Goal Number: 12): Distorting Drawing Blind Edge from the other side as ghosts that her gaze cannot fully catch.
can be done both before and after it has been drawn. If distort-
ed before it’s being drawn, the frost deals two dice of Initiative Distortion (Goal Number: 12): Distorting Dusk Eyes does not
damage every round instead of one. If distorted after it has been disrupt the blood mage’s vision into the other side, but it affects
drawn, the necromancer must spend 1 Willpower in order to use the targets of the blood mage’s gaze with an uneasy sensation of
the sword’s Evocation. being watched. This does not reveal to the targets where their
watcher is located, or that she is a blood mage with a spell in use.
DUSK EYES They only experience the unease and become more wary of their
Cost: 1n, 1wp surroundings.
Keywords: Blood Magic
Duration: One hour or until released EASING THE FORSAKEN MEMORY
Cost: Ritual, 1wp
The necromancer anoints her eyes with blood from a pricked Keywords: None
finger, then meditates upon the other side. When next she opens Duration: Instant
her eyes, she can see around the borders between life and death.
While this spell is active, the blood mage may see from the Un- When coming across a haunt, a fastidious necromancer might
derworld into the analogous part of Creation, or vice versa. She not want the echoing cries of a pitiful spirit’s death to contam-
can see only one world at a time, however. If she peers into one inate her décor or motifs. The necromancer performs an hour-
world while doing something in the other that requires attention, long ritual at the center of the haunt and rolls (Intelligence +
such as combat, she suffers from the typical penalties of blind- Occult) at a difficulty determined by the haunt’s magnitude (1
ness. for lesser, 3 for standard, and 5 for greater). Successfully casting
this spell erases a single haunt or relocates it to any place within

24
(Essence x 5) miles. FACES OF THE DEAD
Cost: 5n, 1wp
If she wishes, a necromancer can also use this spell to turn a co- Keywords: None
operating ghost’s memory into a haunt or create one from her Duration: One scene
own imagination. Creating a haunt lets the necromancer substi-
tute Intelligence for Manipulation and Occult for Performance if Pulling her fingers as if drawing thread, the necromancer spins
those traits are higher. a shimmering silver line of Essence. It thickens into wire, then
rotates into the third dimension to become a silver mace with a
A haunt created in Creation lasts for a duration determined by its perfect twelve-faced head. The weapon is treated as a mundane
magnitude (one month for lesser, three for standard, and five for mace (see Exalted Third Edition, page 583), but its effects are far
greater). In order to prolong the haunt, the necromancer must from mundane.
return to reestablish the ritual. In the Underworld, haunts be-
come permanent. The mace deals aggravated damage to ghosts and other spirits of
the dead. If it’s used with a withering attack that crashes a ghost,
A necromancer with Easing the Forsaken Memory as her control then the necromancer gains three necrosis that is maintained
spell has greater manipulation over haunts. She adds (Essence) in until used for a spell of her choice or for as long as the mace is
automatic successes to the roll and doubles the durations for all summoned. Should this mace be used for a decisive attack that
haunts created in Creation. However, the necromancer is forever incapacitates a ghost, then it captures the ghost in one of its faces
tormented by a haunt of her own that she is incapable of erasing. with a steely blue flash. The ghost then looks out from the face
Should the character manage to erase that haunt at some point that captured it. Up to (Essence + Occult) ghosts may be cap-
during play, then she loses the control aspect of this spell. tured in a scene. If the mace is used to reduce the size of a battle
group of ghosts, the mace may absorb a ghost for each invoked
EMPEROR’S CHAINS level of damage at the Storyteller’s discretion.
Cost: 12n, 1wp
Keywords: None At the scene’s end, the mace withers away, but every ghost
Duration: One scene trapped within appears as a rock crystal no larger than a mar-
ble. This crystal is near-unbreakable, but the soul within can be
The necromancer claps her hands, and her Essence rings like released using the Zenith Caste’s anima power or similar effects.
a dull but very loud gong. When the sound strikes a ghost, it The necromancer can also choose to willingly free the souls. They
becomes sluggish and has difficulty moving. All ghosts within will then reappear as ghosts, but with their motes and Willpower
long range of the caster suffers a penalty to all combat movement completely drained.
actions, such as Rush and Disengage, by the necromancer’s (Es-
sence or 3), whichever is higher. Ghosts also need to pay a sur- A necromancer with Faces of the Dead as her control spell may
charge equal to the necromancer’s Essence to all movement-re- use the traits for a goremaul (see Exalted Third Edition, page
lated Arcanoi. 595). If she is capable of wielding Essence, she may also learn
Evocations for the weapon. A Shadowlands Circle necromancer
By focusing the sound to a specific target in range, only that is dissonant, a Labyrinth Circle necromancer is neither dissonant
ghost is affected by the spell but it becomes unable to use combat nor resonant to the weapon, and a Void Circle necromancer is
movement actions at all unless it first spends a point of Will- resonant to it.
power. After the Willpower has been spent, it can perform the
combat movement action, but at the penalty determined above. A necromancer with Faces of the Dead as her control spell feels
the fear and hatred of her enslaved souls. While some necro-
A necromancer with Emperor’s Chains as her control spell asserts mancers feel no empathy towards the ghosts, they still feel their
such force upon the affected ghosts that they experience one level hatred. Should a ghost previously trapped by the necromancer
of bashing damage that ignores hardness whenever they move be freed and kill her, then the necromancer’s soul will itself be
from one range band to another. However, the necromancer of- trapped in a rock crystal in that ghost’s possession.
ten dreams that she is chained to a greater emperor. The next time
she rests after having used this spell, she’s experiencing night- Distortion (Goal Number: 10): Distorting Faces of the Dead cre-
mares of not being able to escape a great, invisible threat. She ates a moment when all of the souls trapped within can fight for
becomes unable to replenish Willpower from that rest. Should their freedom. The ghosts begin a contest of will with the necro-
she become attacked while asleep, there is a one in ten chance mancer in possession of them, rolling (Willpower + Integrity)
that she will suffer sleep paralysis in place of a defensive reaction, against her (Willpower + Occult). Any ghost that gains more
determined by the outcome of die roll. successes than the necromancer in that contest of will is imme-
diately freed.
Distortion (Goal Number: 5): Distorting the Emperor’s Chains
gives full mobile control back to all or any ghosts from the mo- FIELD OF FELL DREAMS
ment of distortion to the opposing necromancer’s next action. Cost: 15n, 1wp
If the opposing necromancer himself is a ghost affected by the Keywords: None
spell, he may increase the goal number for the distortion to 10 in Duration: Instant
order to free himself for his (Essence or 3) actions following the
successful distortion. Laying her palm on the ground at the spell’s climax, the caster
scorches the earth with a black brand in the shape of her hand.

25
Immediately afterward, hundreds of skeletal hands burst upward Strong passions and fetters enable the dead to resist the sweet
through the earth, stone or flooring to grab anyone present (ex- call of Lethe, but the Underworld is a dull place. Its winds and
cept the caster), holding them with the strength of the dead. parties are tepid, food tastes like dust, and habits are carved into
stone. By making a prayer and anointing a willing ghost with one
The necromancer rolls (Intelligence + Occult) against the De- level of lethal damage’s worth of blood, the necromancer lets a
fense of every character standing on the ground within short ghost experience the world as it did while alive. This is an illusion
range—friend or foe, material or immaterial. Those who fail at tricking the ghost that the world around it is more to the senses
defending against the necromancer’s roll are immediately sub- than it actually is.
jected to a grapple gambit (see Exalted Third Edition, page 200)
as hands grab them from below. This costs no Initiative to at- The necromancer rolls (Manipulation + Performance) and gives
tempt. the ghost a number of Willpower equal to the successes rolled.
This can increase the ghost’s Willpower above its normal cap, but
If at least one character fails to defend against the attack and be- it cannot be higher than double its standard amount.
comes grappled, then the necromancer rolls (Willpower + Oc-
cult) with Essence automatic successes as a control roll against The experience lasts for a full day unless willingly ended by the
the targets’ (Strength + [Brawl or Martial Arts]) to determine ghost or the necromancer. Once it’s over, the ghost acquires a
how long the affected victims will be held. The necromancer suf- Defining Intimacy for the experience which can be used in fu-
fers no penalty to her Defense and can perform flurries like nor- ture bargains with that ghost. A necromancer who is also a ghost
mal since it is the spell and not the necromancer that is holding is immune to being affected by this spell. One of the terms for
her victims. learning this spell is to never get to experience it oneself.

Each turn in which the grapple is maintained, the necromancer A necromancer with Five Gifts as her control spell can extend
can choose between a savage, restrain, and release action. Her the effects to a full week. Letting a ghost experience the full week
choice of action is applied to all affected targets. Any withering will not only grant the ghost a Defining Intimacy for the experi-
damage caused by a savage action is not gained by the necro- ence, but it will also grant the ghost a Major or Defining Intimacy
mancer, but she may gain one Initiative Crash bonus this way per for the necromancer herself at the Storyteller’s discretion. Every
round should at least one of her victims crash. A decisive savage time she blesses a ghost with an experience longer than a day,
action uses the necromancer’s (Essence + Occult + remaining she loses some of her own passions in life. Once per story after
rounds of control) in damage dice. Performing a decisive savage having used this spell, the character must completely erode an
action ends the spell’s effects even if it deals no damage. Intimacy of Major or greater intensity.

This spell can only be cast once per scene unless the ground is Distortion (Goal Number: 10): Distorting Five Gifts temporar-
fed with fresh corpses. At least five characters must die or a battle ily breaks the illusion for up to five minutes. This is often met by
group must be reduced in Size for the spell’s reset condition to hostility from the targeted ghost depending on the intensity of its
be met. experience at the moment it was broken.

A necromancer with Field of Fell Dreams as her control spell FLESH AND BONE WINDS
may keep the spell from targeting allies in range. Additionally, Cost: 15n, 1wp
she may single out targets for her savage, restrain, or release ac- Keywords: None
tions instead of being forced to pick one action for all targets. Duration: One scene
As a drawback, sometimes not even the necromancer can escape
her spell’s clutches. Undead hands often hold her as she sleeps. Making six swift and pointlessly hollow oblations to the name-
Should she make a botch in combat, hands appearing from the less warring dead, the sorcerer draws on their single-minded
ground may render her prone or grappled at the Storyteller’s dis- loyalty to killing without tainting its purity through meaning or
cretion. compassion. Casting out intention into the world, the air shivers
open with half a thousand wounds, through which slip slender
Distortion (Goal Number: 5): Each successful distortion of the knives of shattered bone tied with ribbons of red, wet flesh.
Field of Fell Dreams reduces the duration of the control for one
round for every targeted character. The opposing necromancer These are the Flesh and Bone Winds, which immediately begin
may also focus the distortion towards one of the spell’s victims, to whirl around the caster. The winds provide everyone within
releasing him from its grasp. Being released this way does not in short range with light cover, and threaten everyone but the nec-
any way cancel the spell, though, and it may try to grab him again romancer with an environmental hazard that has a damage of 2L,
next round, using half of the necromancer’s original dice pool in an interval of one round, and a difficulty of the necromancer’s
its attempt. Should it grab him again, subtract one success for Occult (maximum 5) to weather. Each round where the winds
each round that target was previously held from the new control inflict at least one level of lethal damage upon a significant target,
roll. the damage is increased by 1L on the following round, to a max-
imum increase of the necromancer’s (Essence). The winds flense
FIVE GIFTS spirit as easily as flesh, and can damage immaterial opponents.
Cost: Ritual, 1wp They last for the remainder of the scene unless dismissed early
Keywords: Psyche with a miscellaneous action.
Duration: One day
A necromancer who knows Flesh and Bone Winds as her con-

26
trol spell finds the winds recognize friend from foe: they offer es a translucent ivory wave out to medium range. The wave has
no harm to allies, and no cover to enemies. However, should the width and height of a single range band, effectively washing
the necromancer call the winds and fail to feed them at least as the flesh away from the bones of everything caught in its path.
many fresh-made corpses as her (Essence), they depart hungry The living suffer a brief moment of intense pain as the wave tries
and frustrated, carving off a lethal health level as their due. Spec- to peel away their skin, muscle and fat from the bones beneath.
tral suggestions of the flesh-ribbon knives will sometimes vis-
it the necromancer after dark, drifting and darting like strange The necromancer rolls (Perception + Occult) as an undodgeable
fish, and they are particularly fond of keening softly to her as she decisive attack. Battlegroups take a -2 penalty to Defense against
sleeps. it. The attack deals raw damage equal to the necromancer’s (Es-
sence + Occult + extra successes), adding another (Essence) dice
Distortion (Goal Number: 10): Distorting the Flesh and Bone against battle groups. The attack does not reset the necromancer
Winds renders them confused and uncertain; they provide no to base Initiative.
light cover to anyone, and lower their damage by the contesting
necromancer’s (Essence) to a minimum of 1L/round. Characters The necromancer may add another 5 necrosis to the shaping of
normally safe from the winds, including their mistress, are ad- this spell before casting it in order to have all targets killed by
ditionally exposed to their hazard in any round they take a re- the spell rise as skeletons under the necromancer’s command.
flexive move action unless the originating necromancer has first These skeletons last for the duration of the scene, after which
spent a miscellaneous action to assert her control more fully for they crumble into piles of bone. If used against a battle group,
the round. this effect will raise a number skeletons equal to the inflicted
Magnitude damage.
FLESH-SLOUGHING WAVE
Cost: 15n, 1wp A necromancer with Flesh-Sloughing Wave as her control spell
Keywords: Decisive-only, Perilous may add (Medicine) bonus dice to the attack roll, as well as re-
Duration: Instant animate the skeletons without the need for the additional five
necrosis. However, a necromancer controlled by this spell is not
Although Flesh-Sloughing Wave was designed as a utility spell for comfortable in her own skin. She gains a Major Derangement
cleaning the rotted meat from bones for constructing temples or that causes her to compulsively claw at her own skin. Unless she
war machines for the Deathlords, the spell can be lethal in the has clawed at least one lethal wound in her own flesh, she cannot
world of the living. The caster shapes an ivory ball of necrosis in regain Willpower from rest.
her hands, then hurls it to the ground. It shatters there and releas-

27
Distortion (Goal Number: 10): It’s not possible to distort the The necromancer marks a person’s forehead with a stylized ci-
initial Flesh-Sloughing Wave, but it is possible to distort the skele- cada, the symbol for eternal life, and commits a ceremonial rite
tons reanimated with it. A successful distortion renders the skel- for the target’s soul taking at least ten minutes. Doing so binds
etons directionless for a number of rounds equal to the distorting the creature into the cycle of reincarnation. The glyph shines for
necromancer’s (Essence or 3), whichever is higher. a moment before disappearing, after which it is visible only to
Essence sight.
GATHERING A GHOST’S STRINGS
Cost: 10n, 1wp When the person dies, the glyph shines again, preventing him
Keywords: Psyche from becoming a ghost. The deceased’s soul instead enters the
Duration: Instant cycle of reincarnation. This spell can be used to allow for safe
transition to Lethe for even creatures otherwise incapable of be-
The necromancer’s eyes become black pits as they gather in all ing allowed into the cycle of reincarnation. The only powers that
the information they need about one ghost within her sight. She can prevent a character targeted by this spell to enter Lethe upon
rolls (Perception + Occult) against the ghost’s Guile. Upon suc- death would have to be a contesting effect of greater power, such
cess, she conjures visions of the ghost’s fetter, as well as one other as a spell of the second or third circle, or by being forced into the
Defining or Major Intimacy for each threshold success. devouring emptiness of Oblivion.

After having successfully acquired this information, the necro- A necromancer with Gentle Call of Lethe as her control spell can
mancer may cast the spell again, this time rolling (Manipulation activate this spell as a reflexive shape necromancy action costing
+ Occult) against the ghost’s Resolve. If the necromancer is suc- 3n (if the necessary necrosis is successfully gathered as part of
cessful, she causes a perversion to the ghost’s fetter, as well as one that single reflexive roll) in order to brand a target who is unex-
alteration to a discovered Intimacy for each threshold success, pectedly dying within her presence. Doing so will send the de-
assuming she has discovered enough Intimacies to cover this ceased to Lethe even without bearing the necromancer’s mark.
threshold. If she has not, she may alter the Intimacies she did As a drawback, the necromancer herself becomes a Bodhisattva
discover. for Lethe, rendering her own soul forever incapable of entering
the cycle of reincarnation. The necromancer even becomes im-
This spell does not replace the Intimacies entirely; it alters the mune to this spell in the hands of another necromancer. The only
nature of existent Intimacies. For example, a ghost with a Major power that can circumvent this curse is the Zenith Caste’s anima
Intimacy of loyalty for the faction known as the Cackling Com- power.
pany may have its Intimacy altered from loyalty to frustration, or
to distrust. It doesn’t automatically negate the ghost’s Intimacy, Distortion (Goal Number: 8): Distorting Gentle Call of Lethe
but it changes its perspective of that Intimacy. An affected ghost temporarily disrupts the mark for a number of rounds in combat
will know that its Intimacies are necromantically altered. The equal to the contesting blood mage’s (Essence or 3), whichever
effect will wear off naturally after (Essence) months unless the is higher. If the target is killed within this duration, the blood
ghost has found other ways of returning the Intimacy through mage’s mark has no effect and the soul passes on as if the target
standard social influence. were not affected by this spell.

This spell cannot be used against the fetters of Deathlords or HUNGRY CREEPING SHADOW
Centimane Exalted, but their remaining Intimacies can still be Cost: 15n, 1wp
targeted. Keywords: None
Duration: One scene
A necromancer with Gathering the Ghost’s String as her control
spell adds her Essence to the dice pool. There is no duration for Dragging from herself the worst of her inner darkness, the nec-
how long the effects will remain. If the necromancer is a ghost, romancer vomits a sticky, black ooze, which flows from her to
her own fetter will suffer a perversion upon learning this spell. attack an indicated visible enemy whose location she is aware of
She will then suffer another perversion each time her Essence within long range. The shadow shares the necromancer’s Physi-
rating increases by one. A living necromancer with this spell as cal Attributes and Abilities (capped at five), but is incapable of
her control spell must completely reverse the nature of one of her doing social or mental tasks. It has seven health levels but suffers
Defining or Major Intimacies, from positive to negative or from no wound penalties, and it can only be hurt by fire or magical
negative to positive. attacks (including attacks made with artifact weapons).

Distortion (Goal Number: 15): Distorting Gathering the Ghost’s This black ooze seeks to immobilize a foe and creep down its
String temporarily erases the alterations to the ghost’s fetter and throat. So long as the ooze isn’t crashed, it will always attempt to
Intimacies for the scene. After the scene’s end, the influences re- grapple its foe instead of harming it directly. In order to do that
turn. However, the scene itself can be used to reinforce some of effectively, it will have a dice pool of 10 when rolling to control a
the affected Intimacies through social influence. grapple even if its Initiative is lower. Should the ooze’s Initiative
be higher than 10, then the highest value is used for the roll. For
GENTLE CALL OF LETHE every round of successful control, the ooze may have its victim
Cost: Ritual, 1wp subsume one of its health levels. For every health level subsumed
Keywords: None by the victim, it takes one level of aggravated damage that cannot
Duration: Instant be healed until the ooze is removed from the victim. If the last
of the victim’s health levels takes damage this way, the victim’s

28
corpse becomes controlled by the ooze for the remainder of the depart in. This effect lasts for an hour, when the doors between
scene. worlds close shut.

A necromancer with Hungry Creeping Shadow as her control A necromancer with Midnight Shadow Sun as her control spell
spell is more efficient at entering the body of the victim. For can gaze through borders when standing in a shadowland, being
every round of control, two health levels worth of damage is sub- able to perceive both the Underworld and Creation at once. She
sumed instead of one. As a drawback, the necromancer’s own no longer needs to perform the full ritual to activate this spell, in-
body contains the same black ectoplasm that makes up the ooze. stead being able to activate it for 10 necrosis. Possessing this mas-
When she is in a stressful situation and when dramatically ap- tery over shadowlands has earned the attention of the Sleeping
propriate, she may cough black plasm from her lungs, rendering Masters, forcing labyrinthine nightmares upon her whenever she
her effectively prone for the duration of the coughing fit. rests within a shadowland. This makes her incapable of replen-
ishing Willpower from rest while being within a shadowland.
Distortion (Goal Number: 10): Distorting Hungry Creeping
Shadow temporarily prevents the ooze’s mobility. For a number Distortion (Goal Number: 10): Distorting Midnight Shadow
of rounds equal to the challenging necromancer’s Essence, the Sun temporarily closes the gates or shifts the borders to lead into
ooze is rendered prone and becomes incapable of aggressive ac- a realm of the opposing necromancer’s choosing. This effect lasts
tion. for a number of minutes equal to the opposing necromancer’s
Essence, after which that necromancer cannot distort this ritual
MASTER PUPPETEER’S KNIFE again for the remainder of its activation.
Cost: 5n, 2wp
Keywords: None MOTHER DARKNESS
Duration: Instant Cost: Ritual, 3wp
Keywords: Shadow
The necromancer cuts the threads that bind a necrotic sem- Duration: One week
blance of life into a lifeless corpse. All animate dead within a
short range arc in front of the necromancer collapse, as dead as The necromancer curses the zenith in a hour long ritual under its
before they were animated. If this targets an active battle group, light, and changes her environs to better suit her temperament.
Magnitude should be eroded at Storyteller discretion depending As she releases vast amounts of necrosis into her surroundings,
on how many enemy undead fit within the spell’s range. Sentient the sky clouds over and blocks out the sun. Flora grays and fauna
undead may resist this spell only if they pay a number of Tem- leave or become sickly and surly. Dull white bones of dubious
porary Willpower equal to the necromancer’s Essence. Resisting origin emerge from the ground, and stone becomes flaking ob-
this spell once makes the ghost immune to further activations sidian. This ritual affects everything within (Essence) miles of the
throughout the scene. necromancer.

If the targeted undead were raised using necromancy of the Unlike most rituals with the Shadow tag, this spell can only be
Labyrinth Circle, this spell can only affect a single undead at the used in Creation, though it cannot alter the environment of de-
time. It cannot be used against undead raised using Void Circle mesnes. Denizens of the Underworld are comfortable in Mother
necromancy. If used against undead created through workings, Darkness’ embrace, being able to materialize and recover as if
any undead created as a Shadowlands working of Ambition 2 or they were in a shadowland. Any creature required to wear “trap-
above can only be cut one at the time. Labyrinth workings of all pings of the dead” within Creation will treat this darkness as suf-
degrees are immune to this spell. ficient to cover that need. When a week has passed, the darkness
will dissipate under the light of the zenith, returning Creation to
A necromancer with Master Puppeteer’s Knife as her control spell what it was, apart from whatever haunt it may have left behind.
increases the arc to medium range. She is a natural bane to mi-
nor undead, inflicting one level of aggravated damage to them A necromancer with Mother Darkness as her control spell ex-
upon touch whether she wants to or not. This includes ghosts pands its range to (Essence x 10) miles. However, the necroman-
of Essence 1, mindless zombies, skeletons, and constructs. Even cer scowls at the sun. Whenever she is stricken by the light of
the decaying remnants of the deceased wither at her touch. If the zenith, she takes one level of unsoakable bashing damage every
necromancer means to ever physically touch a corpse or a minor ten minutes unless she covers herself up.
undead, she must cover her skin to avoid direct contact.
Distortion (Goal Number: 15): Distorting Mother Darkness
MIDNIGHT SHADOW SUN can only be done between dawn and dusk. The opposing nec-
Cost: Ritual, 1wp romancer forces the black clouds to temporarily part and reveal
Keywords: None the sun in a location up to medium range around the contesting
Duration: One hour necromancer. This distortion will remain for up to (Essence or
3) minutes.
Though the Abyssal Exalted and most denizens of the Under-
world can force the borders of a shadowland to obey their will, PIERCING THE HEEL
some necromancers may need to move greater numbers in be- Cost: Ritual, 2wp
tween realms. This spell is a ten-minute ritual that must be per- Keywords: None
formed at the border of a shadowland. Upon the ritual’s comple- Duration: Indefinite
tion, anyone within the shadowland can choose which realm to

29
This ritual requires a ghost and the feet of its mortal remains (if RAISE THE SKELETAL HORDE
no remains exist, then a representation of its fetter suffices). The Cost: 20n, 2wp
necromancer speaks the ghost’s name, then ritually pierces the Keywords: None
tendons above the heel of each foot with iron. If no feet are pres- Duration: Instant
ent, the iron must penetrate the representation of the ghost’s fet-
ter to illustrate the necromancer anchoring herself to the ghost’s As lightning flickers from a roiling, black ball of Essence in her
existence. hand, the necromancer calls fallen bodies to serve her as zombies
(see Exalted Third Edition, page 502), using any corpses within
After the ritual is completed, the ghost becomes incapable of long range. She can animate a battle group of a Size up to her (Es-
harming the necromancer. If it tries, either directly or indirectly, sence or 3), whichever is higher, if enough corpses are available.
it immediately falls to the ground. Its legs do not support it, and The zombies bust out of coffins, claw their way from the earth, or
it cannot move, even to speak, until it abandons the intention. A simply lurch to their feet.
sufficiently powerful ghost with at least Essence 3 may attempt
to force through the influence by paying a number of Willpower The zombies stay animate for one scene in daylight, or until
equal to the necromancer’s (Essence or 3), whichever is higher. dawn if animated at night. If the spell is cast in the Underworld,
the horde remains until they are destroyed.
This effect remains until the iron is removed from the feet or fet-
ter, until the necromancer dies, or until she deliberately releases A necromancer with Raise the Skeletal Horde as her control spell
the spell. Other means to become free of this slavery is up to can sense the presence of corpses within short range of her with-
Storyteller discretion, or up to the necromancer’s player. out the need for a roll. By taking an action to meditate upon the
presence of corpses and rolling (Perception + Occult) at difficul-
A necromancer with Piercing the Heel as her control spell is hat- ty 3, the necromancer may extend her senses to long range and
ed and feared by ghosts. She gains double 9s on her efforts to make an average estimation of how many corpses are available.
intimidate or threaten ghosts, but she loses her double 10s on If the necromancer has her horde present while reaching her In-
efforts to inspire or bargain with them. The ghost that is under its capacitated health level in combat, the horde will cease attack-
influence gains a Defining Tie of fear for the necromancer. This ing her enemies and instead feast upon the flesh of their maker.
Intimacy cannot be eroded by mundane means so long as this Should this kill the necromancer, she will rise as a permanent
ritual is in effect. member of her own horde.

Distortion (Goal Number: 10): Distorting Piercing the Heel al- Distortion (Goal Number: 10): Distorting Raise the Skeletal
lows the victim to act against her master for a number of min- Horde confuses all zombies in short range around the necro-
utes equal to the distorting necromancer’s (Essence or 3). If the mancer, leaving them directionless for (Essence or 3) rounds.
affected ghost is a necromancer, it cannot attempt to distort the They are still animate, but they do not respond to commands
spell itself. and make no efforts to move. They still attack those within close
range, regardless of if they are friends or foes.
PIERCING THE SHROUD
Cost: Ritual, 1wp RINGING REBUKE
Keywords: None Cost: 15n, 1wp
Duration: Instant Keywords: None
Duration: One scene
This spell can only be cast at night. A shimmering, faint shad-
ow manifests in the air at waist height, like the reverse of light The necromancer strikes metal against metal, creating a ringing
on water. After the necromancer has whispered dark prayers for sound that persists for the scene. Ghosts find this tone abhor-
ten minutes, the liquid shadow darkens, the earth trembles, and rent and have difficulty approaching the necromancer, rendering
every animal nearby panics and tries to flee. At the end of the them incapable of moving towards her unless they first spend 1
ritual, the necromancer slashes a blade into the inky surface, Temporary Willpower. Even then, reaching the necromancer is a
which falls and drains away. A rough-hewn onyx staircase now hurdle. Ghosts that attack the necromancer suffer a -3 penalty to
yawns at her feet. their attack rolls. If the necromancer moves towards the ghosts,
they are compelled to keep at a safe distance.
The staircase remains open for a minute before closing with a
horrible, sucking sound, like slurping a maggot soup. It leads A necromancer with Ringing Rebuke as her control spell are as
to the Labyrinth, whence there is no easy escape. Not even the abhorrent to ghosts as the bell of a holy temple. Moving towards
portal itself will allow the necromancer to return, once she has the necromancer costs 2 Temporary Willpower. The spell does
placed her foot upon the first step. not need to be active for ghosts to want to avoid the necroman-
cer. They part for her in crowds and largely ignore her when they
Because this ritual is limited in its execution, the Storyteller could can. Any persuade or bargain actions against ghosts suffer a -1
determine that the necromancer’s player does not have to pay the penalty.
experience cost for this ritual if it is uncovered in game as a story
reward, and the necromancer’s descent is central to the narrative. Distortion (Goal Number: 10): Distorting Ringing Rebuke
If the player means to use this ritual repeatedly, then the Storyteller slightly alters the sound’s pitch for a moment, making ghosts im-
should have her pay for it like normal. mune to it for (Essence or 3) rounds.

30
RUNE OF SWEET PASSING SHADE PRISON AMULET
Cost: Ritual, 2wp Cost: 10n, 1wp
Keywords: None Keywords: None
Duration: Intant Duration: Indefinite

With a mixture of honey, blood and graveyard earth, the necro- Hungry ghosts can be trapped, but only once-living bone can
mancer spends an hour carefully painting a rune on her victim’s hold them. The necromancer cuts a rune into a piece of bone
flesh. At the completion of the ritual, the rune soak into the skin, while infusing it with necrosis. This spell enchants the bone,
binding the target’s soul to the necromancer. When the target making it capable of absorbing a hungry ghost when touching it.
dies, the soul is pulled from its destined path and then emerges Only if the bone breaks will the ghost be released.
from a similar rune coruscating from the necromancer’s palm.
The target’s ghost is there at the necromancer’s side, forced into If used in combat, the necromancer can prepare this spell and
her service until she releases it or dies. then use it to supplement a decisive attack against a human or
animal. The attack must deal at least two levels of lethal dam-
While the victim lives, a sorcerous or necromantic working can age as the necromancer needs to dig deep enough to touch the
release him from his ill fate. This ritual inflicts a curse, and var- target’s bone. Once successful, the bone within the target’s body
ious Charms that directly affect curses can also affect this spell. will be warded, trapping the next hungry ghost the bearer of that
Should a Zenith Caste burn away the victim’s body in order to bone touches. This is not a comfortable experience for either the
guide his soul to Lethe, the Zenith will find its power not taking live victim or the hungry ghost. Although it feels fine during the
effect. The ghost is not bound to the corpse, but to the necroman- day, the holding creature suffers anxiety, vicious urges and night-
cer, which prevents the Zenith’s power from working. mares when the sun is down.

SEAT OF DEADLY SPLENDORS A necromancer with Shade Prison Amulet as her control spell
Cost: 10n, 1wp may use this spell without having to prepare an amulet to trap
Keywords: None a hungry ghost within herself. She may then release that ghost
Duration: Indefinite whenever she desires. She still suffers the same anxiety and urges
as any other victim once the ghost is trapped within her.
The necromancer lets a drop of blood fall from her finger to the
ground, the drop causing a tremor when it lands. As the ground SHATTERING VOID MIRROR
shakes, a skeletal fist burst forth, its fingers uncurl to reveal jag- Cost: 15n, 1wp
ged claws, and the palm reclines until it is supine. Keywords: Decisive-only, Perilous
Duration: Instant
This hand is a throne waiting for the necromancer to take a seat.
Once she does, all social influence benefit from a two-die bonus The necromancer throws her arms out at her opponent, and
(which becomes successes if the targets are ghosts). This bonus speaks his name in the glossolalia of the Void. She rolls (Percep-
also applies to rolls aimed at profiling a character or reading tion + Occult) as a decisive attack against an enemy at up to me-
someone’s intentions. As long as the necromancer remains on the dium range as the proclamation streaks across the space between
throne, she can see immaterial spirits and both her Resolve and them, baneful words carried on black Essence fringed in purple.
Guile are increased by 2.
As the words strike her enemy, all color drains from them and
This throne remains until the necromancer willingly stands they feel their life force slough from their body, causing veins to
up, after which the fingers curl and the fist disappears into the bulge and skin to blacken with necrosis from a momentary juxta-
ground. If the necromancer is forced from the throne, it remains position with the Essence of the Void. The will of the necroman-
there still, but she does not benefit from its bonuses until she cer tries to unite their enemy with Oblivion, with a base lethal
becomes seated once again. damage equal to (her Initiative + current temporary Willpower)
and resets her to base Initiative on a successful attack.
A necromancer with Seat of Deadly Splendors as her control spell
carries greatness even without her throne. She gains a one-die Not only is precious life lost to this mirror of the Void, but pre-
bonus to all social influence (which becomes a success if the tar- cious potential as well. The enemy loses motes equal to the dam-
gets are ghosts), to rolls aimed at profiling a character or reading age rolled from his Peripheral mote pool (default to Personal if
someone’s intentions, as well as +1 to Resolve and Guile. This their Peripheral Essence is depleted.) If this spell kills its target,
stacks with the effects caused by the spell, increasing the total the inverted-color image that shares their space for a moment
bonus to +3. However, bone horns have emerged from the necro- shatters into a thousand slivers and flies away on the winds of the
mancer’s skull like a crown, revealing her dark pride to everyone Underworld. The victim falls to the ground, drained of all color.
she encounters. She may cover these horns if she likes, but doing
so will prevent her from benefiting from the passive bonus. If the necromancer possesses Shattering Void Mirror as a con-
trol spell, then the shattered slivers of the Void fly outward up to
Distortion (Goal Number: 8): Distorting Seat of Deadly Splen- short range from the target, inflicting a one-time environmental
dors cause jagged bones to emerge from the seat. After the spell’s hazard with a difficulty of 5 that inflicts 4 dice of lethal damage
distortion, remaining seated on the throne is an environmental to everyone nearby as the shards shred those living things caught
hazard causing 1L at difficulty 3. within their radius.

31
SILENT MASTER’S POLLEN immediately do so if they are willing. This effect cannot break
Cost: 15n, 1wp the bindings on ghosts who have been bound using Labyrinth or
Keywords: Psyche Void Circle necromancy unless the necromancer using this spell
Duration: Instant also is initiated into those arts.

The necromancer creates a pinprick-small hole in the world, Distortion (Goal Number: 10): Distorting Silent Master’s Pol-
peering into a luminous space that tickles a faint memory of re- len before the ghost may accept it or after it has been crippled
newal. As the shining point of gray-white light hovers before her prevents them from using it to pass into Lethe. In the case of a
eyes, she may offer it to a willing target convinced to accept it, or ghost crippled by the power, it also removes the doubled wound
throw it at an enemy out to short range. penalties.

When offered to a willing target, this energy promises an end SMOOTHING THE CREASE-WORN MIND
and a beginning. Accepting it, they fade into a white light, pre- Cost: 15n, 1wp
sumably entering into the mythical state of Lethe in the cycle of Keywords: None
reincarnation. Against an unwilling target, the necromancer may Duration: (Essence) days
initiate a gambit using her (Intelligence + Occult) as the attack
pool. The gambit has a difficulty equal to the Essence of the ghost Nephwracks and other mad servants of the Void hear the whis-
in question, and on a success, exposes them directly to a force pers of Oblivion in their minds. It drives them beyond sanity and
which urges them to let go. This functions as a special kind of inspires their horrifying schemes. A necromancer with this spell
crippling injury, forcing the ghost to either let go and enter into can save a ghost from such torment, deafening it to the whispers
Lethe or lose a portion of themselves to it. They automatically by drawing them into her own soul. Most ghosts who experience
suffer 2 lethal health levels of damage and double their wound the effects of this spell revert to the sanity they had before, and
penalties for the rest of the scene as per a usual crippling injury. this sane silence lasts for a number of days equal to the necro-
If the ghost is incapacitated while under the effects of this spell, mancer’s Essence.
they either pass on into the necromancer’s energy or are lost to
the Void. If this spell is used on an Abyssal Exalted, Centimane Exalted,
or other character with the Whispers Merit (see page XX), that
A necromancer who knows Silent Master’s Pollen as her control Merit ceases to work for the duration of the spell. The necroman-
spell may also use it to break supernatural bindings on a ghost. cer gains the Merit instead, giving her access to the whispers. In
If another supernatural binding effect has been placed on the order for the affected character to hear the whispers throughout
ghost by another being, the necromancer may attempt to break the spell’s duration, he must meditate within the Labyrinth or
it. After succeeding on the gambit, the necromancer may roll stand at the Mouth of Oblivion.
(Intelligence + Occult) against a difficulty of 5 to break a super-
natural binding, scouring it from the ghost. If this binding is A necromancer with Smoothing the Crease-Worn Mind as her
what prevented them from going into reincarnation, they might control spell may indefinitely hold the whispers of a single tar-

32
get, cursing herself with the Neverborn’s torment to spare her may create a hearthstone of more formidable power. One Arca-
target from its madness. The necromancer becomes addicted nos (see page XX) associated with the ghost will be stored within
to the dark voices, suffering from a major derangement of the the hearthstone, able to be used by the necromancer once every
player’s choice for every moment when she does not carry an- day, and only during night while in Creation. This Arcanos has
other ghost’s whispers. Conversely, the necromancer can activate its costs removed, making it able to be drawn even by necroman-
this spell to take her absorbed whispers and, instead of returning cers without the capability of wielding Essence, but the necro-
them to her original target, grant them to a new target of her mancer must otherwise meet the Arcanos’ requirements.
choice. If this target is unwilling, the necromancer must succeed
at a (Manipulation + Occult) roll against the victim’s Resolve. As a further benefit, the necromancer may create up to (Essence)
hearthstones at the time. Should the necromancer herself be
SOUL BRAND killed in combat, her soul would be trapped in a black gem there
Cost: Ritual, 1wp for her killer’s taking.
Keywords: None
Duration: Indefinite TROLLING THE DARK WATER
Cost: 10n, 1wp
The necromancer performs a ten-minute ritual to shroud a crea- Keywords: None
ture in necrosis, anchoring it to him with a mystic brand on his Duration: One scene
palm or forehead. Near-mindless undead horrors such as zom-
bies or hungry ghosts will not attack the Soul Brand’s bearer un- The necromancer draws violet threads of Essence from the Un-
less they are specifically compelled to do so by necromancy or derworld and weaves them into a net. As she completes the spell,
other magic. The brand lasts indefinitely, and may only be re- the net expands to cover a medium range radius surrounding
moved by a working, or its creator’s whim. However, removing the necromancer. All immaterial ghosts caught within this web
the brand is a painful experience, inflicting one level of aggravat- become visible to everyone present. The web itself sticks to the
ed damage onto the victim. ghosts so long as they are within its area, and the necromancer
may channel three necrosis as a shape necromancy action in or-
A necromancer with Soul Brand as her control spell may activate der to force an individual ghost within the web to materialize.
it using 15 necrosis instead of as a ritual, though she must phys- Even ghosts who normally can’t materialize will do so. Ghosts
ically touch the target on the location where the brand should who are already material become incapable of dematerializing
emerge. Near-mindless undead are naturally compelled to ignore while this spell remains active.
the necromancer unless directly motivated or compelled to at-
tack her. However, even lowly ghosts who are perfectly sentient A necromancer with Trolling the Dark Water as her control spell
are compelled to ignore the necromancer. They usually ignore is a spider in a web of souls. She may cast this spell to trap liv-
her presence unless they are directly interacting with her, or un- ing mortals within the web, forcing their souls to cling to it. The
less she does something to make a lasting impression. mortals themselves feel this as a heavy exhaustion, causing them
to suffer a -1 penalty to all rolled actions so long as they remain
STONES WORN SMOOTH within this web. By tugging the thread of an individual using a
Cost: 15n, 1wp shape necromancy action to channel three necrosis, the necro-
Keywords: None mancer drains 1 Temporary Willpower from that target. If she
Duration: Indefinite has an Essence pool, she absorbs the target’s will, converting it to
three motes of Essence.
Her hand a rigid claw, the necromancer gestures toward a ghost
within medium range. She rolls (Charisma + Occult) against the The necromancer is the queen of spiders, even when this spell is
ghost’s Resolve. This does not work against Deathlords or Centi- not in effect. Real spiders are drawn to her, never biting her, but
mane Exalted. If the roll is successful, the shade flies through the crawling on her whenever they are able.
air to the necromancer’s grasping hand. The ghost is robbed of all
vitality, oozing down the necromancer’s hand like wax melting Distortion (Goal Number 8): Distorting Trolling the Dark Wa-
off a candle. All that remains in the necromancer’s hand is a pale, ter disrupts the web for (Essence or 3) rounds, freeing all targets
pink heart, slowly beating with what remains of a once human from its effects. If they are still within the area when this duration
soul. is up, they will be caught once more.

On the necromancer’s next action, she may crush this heart into WALKING WAR MACHINE
a black diamond the size of a walnut. The diamond is hers to Cost: Ritual, 2wp
keep, and she cannot give it away to someone else. Whenever she Keywords: None
desires, the necromancer may grasp the diamond and draw on Duration: One day
the Essence of the ghost and the Underworld, acting as a stand-
ard hearthstone that replenishes Essence but has otherwise no Few things inspire as much terror as the undead siege engines
other powers. The necromancer may keep this hearthstone as employed by the Deathlords. Though every necromancer can
long as she desires. Should she create a new hearthstone from a create such terrible wonders using necrotic workings (see page
new ghost, this one will crumble to dust and the ghost within is XX), this spell ... and a suitable supply of corpses, is all you need
released. if you are in too much of a hurry to plan and create a lasting
working. This spell can only be used to create war machines of a
A necromancer with Stones Worn Smooth as her control spell scale equivalent to Shadowlands workings.

33
Before this spell can be used, the necromancer must be in the
presence of a created monstrosity, such as a dozen corpses sown LABYRINTH CIRCLE NECROMANCY
together or the corpse of a bear reinforced with the tusks of a Cost: —
mammoth. Animating this monster requires at least an hour of Mins: Occult 4 (or Intelligence 4), Essence 3
uninterrupted incantation. Once animated, the war machine will Type: Permanent
serve the necromancer for a day, after which this ritual must be Keywords: None
cast again to maintain its animate state. Duration: Instant
Prerequisite Charms: None
A necromancer with Walking War Machine as her control spell
can raise (Essence) war machines with a single casting. When Just as sorcery lets the Exalted shape Creation’s Essence,
performing workings to create permanent war machines, the necromancy allows them to wield the Essence of the Un-
necromancer’s affinity for this spell treats the Ambition of that derworld and death with similar power. Known also as the
working as one lower than it actually is (to minimum 1). These Onyx Circle, Labyrinth Circle Necromancy requires a similar
necromancers are rare but popular assets to a Deathlord’s arse- unshakable will and untainted perceptions.
nal, and are often rewarded handsomely.
Upon learning this Charm, the Exalt gains the ability to learn
Distortion (Goal Number 10): Distorting Walking War Machine and cast spells from the Labyrinth Circle of necromancy. In
weakens its form. The war machine gains a -3 penalty on all ac- addition, the Exalt learns one shaping ritual and one Laby-
tions for a number of rounds equal to the distorting necroman- rinth spell for free. The spell selected becomes the necroman-
cer’s (Essence or 3). cer’s “control spell,” and may feature in the anima iconogra-
phy and be referenced in the mechanics of certain Charms.
WITHOUT PITY, WITHOUT SCORN
Cost: 20n, 2wp Attribute-based Exalts require Intelligence 4 instead of Occult
Keywords: None 4 to learn this Charm.
Duration: One week

Ghost’s fetters provide them with some measure of strength. But


in order to resist Lethe, they also provide them Essence, anchor-
ing them to existence. Many ghosts hold their fetters close to en-
Labyrinth Circle Spells
sure their own existence, carrying iconic representations of these
Here follows a list of Labyrinth Circle spells.
fetters on their selves.
ARISEN LEGION
The necromancer channels the black Essence of Oblivion into a
Cost: 25n, 2wp
sphere of coruscating power, before shattering it on the ground
Keywords: Shadow
at her feet. A wave of energy rushes outward to meet all ghosts
Duration: Varies
within medium range with crackling, purple lightning. Should
the ghost carry an icon of its fetter, that icon loses its power. The
The necromancer’s anima curdles into a pulsing black sphere
ghost is no longer provided the strength and Essence it needs to
that explodes to send black lightning crawling over and into
cling to its own existence, weakening to the pulls of Lethe and
the ground. The lightning surges through every corpse up to
Void in equal measure. No amount of prayers from the ghost’s
long range from the necromancer, animating them as long as
living descendents can reach him, and his own memories of life
they aren’t struck by sunlight. If the spell is used while struck
are like distant dreams on the verge of fading away. This lasts for
by sunlight, the zombies remain animated for the scene but are
a week.
destroyed immediately thereafter.
If this spell affects a Centimane Exalted, that character’s player
If the corpses are tightly packed, up to a Size 5 unit of zombies
must immediately roll (necromancer’s Essence) dice of Fetter
can be animated using this spell. The exact amount is determined
Decay. The character can only suffer the effects of this spell once
by the Storyteller based on the availability of corpses. The most
in a week.
common use of this spell is to gather a number of corpses into
a single location and then cast the spell there. If cast in combat,
A necromancer with Without Pity, Without Scorn as her con-
the necromancer can supplement the animation with a reflexive
trol spell extends its range to long and its duration to (Essence)
telepathic command action. Further command actions used in
weeks. If she is a ghost, she suffers an immediate fetter perver-
the scene work as normal.
sion (see page XX) upon learning this spell. If she is still alive,
she feels as if she doesn’t really belong in the world of the living.
A necromancer with Arisen Legion as her control spell gain fur-
She may not necessarily be suicidal or depressive, but she cannot
ther control over her undead army. Once per round, she may
shake off an attraction towards the macabre, and an eerie feeling
give her army a reflexive command action using nothing but her
that death is imminent, and that life is but a paling dream.
own will, assuming the bulk of her army is within her line of
sight. Should the necromancer herself be killed, her own body
would immediately rise as a zombie and attack anyone in range,
friend or foe.

34
Distortion (Goal Number: 12): Distorting Arisen Legion con- infusing it with necrosis. This spell enchants the bone, making
fuses the zombies for a time, rendering them incapable of taking it capable of absorbing a ghost when touching it. Only if the
any actions for a number of rounds equal to the distorting nec- bone breaks will the ghost be released. When attempting to trap
romancer’s (Essence or 3), or until their master takes an action a ghost of Essence 3 or more, the necromancer must overcome
to retake command. the ghost’s Resolve by rolling (Charisma + Occult). Centimane
Exalted cannot be trapped at all.
BANEFUL SUN AND SHADOW
Cost: 15n, 2wp If used in combat, the necromancer can prepare this spell and
Keywords: Shadow then use it to supplement a decisive attack against a human or
Duration: Indefinite animal. The attack must deal at least two levels of lethal damage
as the necromancer needs to dig deep enough to touch the tar-
A necromancer can taint a soul so it shrivels in the light of Cre- get’s bone. Once successful, the bone within the target’s body will
ation. She rolls (Intelligence + Occult) against a target’s Resolve, be warded, trapping the next ghost the bearer of that bone touch-
after having focused the necrosis used for this spell into the es. This is not a comfortable experience for either the live victim
whispering of a curse. If targeting an Exalt, add the opponent’s or the ghost. Although it feels fine during the day, the holding
Essence to her Resolve. If successful, the victim becomes vulner- creature suffers anxiety, vicious urges and nightmares when the
able to sunlight, feeling weak and vaguely ill. The target suffers a sun is down.
-1 penalty to all actions as long as she’s been struck by sunlight at
some point within the day. No doctor can find signs of an ailment The more powerful the ghost, the more its presence may disturb
and no treatment will help. If she spends too much time outside its living host. Most necromancers know better than to attempt to
the Underworld or a shadowland, she slowly withers and dies— trap a Deathlord, as its terrifying presence would drive the host
and if the spell kills her, she rises as a ghost. mad until it would break its own bones to release the Deathlord.
The Deathlord known as the False Hierophant with a Crown of
For each continuous month spent in Creation, the target suf- Prophecy on a Throne of Fortune and Fate was once subjected to
fers one unsoakable level of aggravated damage that cannot heal this spell and trapped within one of its deathknights called the
without the help of powerful magic. Returning to the Under- Harpagon Plebian. What the Deathlord did to his deathknight’s
world will let the damage heal as if it were lethal damage. The mind was enough to convince necromancers all over the Under-
necromancer can apply the same unhealthy effects with respect world to be very careful when picking the targets for this spell.
to the Underworld, but one necromancer cannot place both ver-
sions of the spell on the same target. A necromancer with Bauble of the Captive Soul as his control
spell may use this spell without having to prepare an amulet
Without access to curse-breaking magic or some kind of divine to trap a ghost within herself. She may then release that ghost
or magical intervention at the Storyteller’s discretion, the victim whenever she desires.
will retain the affliction indefinitely, or until the necromancer
speaks a word of release. This word of release can be spoken BLACK VIAL MEDICINE
without direct contact with the victim. Additionally, the death of Cost: 25n, 2wp
the necromancer will end the spell’s effects. Keywords: None
Duration: Instant
A necromancer with Baneful Sun and Shadow as her control spell
vastly increases the effects of the penalty to -3, and causes the The necromancer manifests its necrosis into a crystal vial con-
damage only after a single week. However, the necromancer is taining a starry blackness. She may offer it to a willing target
cursed to feel at home in neither realm, forever suffering a -1 convinced to accept it, or throw it at an enemy out to short range.
penalty to all actions as well as suffering from the aggravated When offered to a willing target, this blackness offers peaceful
damage every month no matter which realm she resides in. In rest to an endless torment. Accepting it, any magic binding the
order to avoid this ill fate, the necromancer must dress in the ghost to a task or a servitude breaks, freeing the ghost from its
trappings of the dead while in Creation, or in the garments of the shackles. The ghost may now choose to continue its unlife as a
living while in the Underworld. free shade, or to find its final rest in the blackness of Oblivion. If
it chooses the latter, the necromancer is rewarded 1 Temporary
Distortion (Goal Number 10): Distorting Baneful Sun and Willpower.
Shadow temporarily negates the penalties suffered by a cursed
victim for a number of rounds in combat equal to the distorting The necromancer may also throw the vial at or near her target,
necromancer’s (Essence or 3), or an equal number of minutes to which it breaks and spills a cloud of stars on all ghosts within
outside of combat. short range of the impact location. The necromancer rolls (In-
telligence + Occult). If the roll exceeds the Essence level of the
BAUBLE OF THE CAPTIVE SOUL binding necromancer, the ghosts become free. If it also exceeds
Cost: 20n, 1wp their Resolve as boosted by their fetters, they may choose to join
Keywords: None Oblivion. Each ghost seizing to exist this way replenishes 1 Tem-
Duration: Indefinite porary Willpower, until all of the necromancer’s Willpower has
been filled.
Just like Shade Prison Amulet (see page XX) can be used to trap
a hungry ghost, this spell can prepare a bone to trap a ghost of A necromancer who knows Black Vial Medicine as her control
any kind. The necromancer cuts a rune into a piece of bone while spell may choose to convert the replenished Willpower into three

35
necrosis that lasts for the duration of the day, or until used. Addi-
tionally, she may add her Essence in extra dice to the contesting BONE LION
roll. Should the necromancer die having used this power at least Essence: 2; Willpower: 10; Join Battle: 10 dice (see Stalking
once, the necromancer’s ghost will be bound to the service of the Cat Advantage)
Neverborn. If the necromancer already is a ghost, then she will Personal Motes: 120
have a Defining Intimacy towards a task chosen by the Never- Health Levels: -0x2/-1x6/-2x6/-4/Incap.
born. This Intimacy cannot be eroded by any means. Speed Bonus: +4
Actions: Feats of Strength: 11 dice (may attempt Strength 7
BONE LION feats); Intimidating Growl: 8 dice; Senses: 10 dice (see Blood
Cost: Ritual, 3wp Scent and Night Vision); Stealth: 8 dice; Tracking: 10 dice (see
Keywords: None Blood Scent)
Duration: One hunt or one year, whichever finishes first Resolve 5 (see Mindless), Guile 3

A human is hung, blinded, bled and eviscerated over a pit while Combat
the necromancer chants dreadful incantations for half an hour. Attack (Bite): 11 dice (Damage 18; Overwhelming 4)
At last, the necromancer casts a pair of diamonds carved to look Attack (Claw): 15 dice (Damage 14; Overwhelming 2)
like eyes into the pit of viscera, and shapes white and crimson Attack (Grapple): 11 dice (12 dice to control). The bone lion
Essence with the Lion Mudra. The earth cracks open, and the cannot throw or slam grappled enemies.
bone lion leaps out through the draining blood. The skeletal lion Combat Movement: 12 dice
stands the height of a man at its shoulders, with a mane of bone Evasion 4, Parry 6
quills. The diamonds gleam in its deep black eye sockets. Its tal- Soak/Hardness: 10/5
ons are the size of sickle blades, and its fangs are like daggers.
Special Attacks
The necromancer holds out an item with the target’s scent. The
lion consumes this item, bows once to its master, and then Ambush Hunter: See Exalted Third Edition, page 565.
bounds off in pursuit of the target. The lion will neither rest nor
halt until the target is dead, or until a year has passed. If will use Leaping Pounce: See Exalted Third Edition, page 565.
shadowlands to pass between the Underworld and Creation, and
it will traverse Cecelyne to find prey hiding in Hell. What it will Mauling Bite: See Exalted Third Edition, page 565.
not do is cross into Yu-Shan or risk the Wyld any deeper than its
bordermarches. Pouncing Shadow: See Exalted Third Edition, page 566.

During the bone lion’s hunt, it will follow the target’s location like Merits
a compass. Once it prowls within the same general area, the com-
pass becomes more unreliable and it must reside on its normal Blood Scent: The bone lion applies the double 8s rule on Per-
senses. It will distinguish the right target even if it is disguised, ception-based rolls made to smell blood or hear heartbeats.
and it will add the necromancer’s Essence in automatic successes
to any contesting roll against magical disguises. It does not hunt Mindless: The bone lion treats social influence from anyone
other prey but it will not hesitate to kill others if they are threat- other than its master as unacceptable. It has perfect morale
ening its existence or intervening with its hunt. and cannot feel fear.

Should the bone lion kill its target, it crumbles into a cairn of Night Vision: See Exalted Third Edition, page 566.
bone atop the target’s corpse. If it is destroyed, it collapses into a
pile of bone and diamonds. Unless every trace is burned, though, Stalking Cat Advantage: See Exalted Third Edition, page
the bone lion springs back to life in a flash of white and crimson 566.
Essence the next sunset, with full strength and an even greater
lust to destroy the target. On the sunset after a year has passed, it Arcanoi
crumbles into dust.
The bone lion has access to one Arcanos from the Book of
A necromancer with Bone Lion as her control spell may summon Blood (see page XX) or the Book of Bone (see page XX).
the creature indefinitely without a specific target in mind. Do- The necromancer and the Storyteller decides together which
ing so will turn the lion into the necromancer’s Familiar, and it Arcanos it has when first learning the spell. A character with
will follow her commands. Though despite its loyalty, the lion is Bone Lion as his control spell may spend experience points to
hungry, and it will attack its master if a month has passed with- teach the creature more Arcanoi.
out it having been allowed to hunt and kill a human victim. The
necromancer cannot banish the bone lion within a month’s time.

Distortion (Goal Number 15): Distorting Bone Lion weakens BRICK-BY-BRICK SOLITUDE
its form. The lion gains a -3 penalty on all actions for a number Cost: 20m, 1wp
of rounds equal to the distorting necromancer’s (Essence or 3). It Keywords: None
cannot use Arcanoi within this duration. Duration: One scene

36
Revealing an open palm to his “audience,” the necromancer flicks
his hand to pull a fan of ghostly playing cards from his anima. He
throws them with abandon, but each card floats to settle into a
ring around him. With the last word of the spell, the cards dis-
solve, and the occult runes on them expand to a medium range
radius around the caster. The glittering, violet runes intangibly
pass through walls and other mundane obstacles, but ghosts find
their circle a barrier stronger than soulsteel. This ward moves
with the caster and lasts for one scene—typically enough for one
combat or one forced march through Stygia.

Any ghost caught within the ward’s area when it is cast are shoved
outward to the boundary. No ghostly powers can break it. Ghosts
cannot make close combat attacks against the caster, and even
their ranged attacks lose half their successes before reaching the
necromancer. Likewise, the character can only attack ghosts at
range. If the caster himself is a ghost, he will not be cast out of
his own ward, instead moving through a safe spot like the eye of
a hurricane.

Although the necromancer can use this spell to push through


crowds of ghosts, a determined mob may still overwhelm him.
He cannot push through more than a Size 3 unit of ghosts if
they are pushing back against the barrier. However, any attacks
against him made from larger units suffer a -3 penalty.

A necromancer with Brick-by-Brick Solitude as his control spell


may expand the warding area to long range and have it encom-
pass allies even if they are ghosts. As a drawback, the necroman-
cer has wards etched into his own chakras. He becomes incapable
of intimately touching another ghost unless he pays 1 Temporary
Willpower. An aggressive ghost may still attack him and touch
him that way, but he must pay the price if he wants to attack the
ghost back. This drawback only applies to skin-to-skin contact
and not to tools or weapons.

Distortion (Goal Number 12): Distorting Brick-by-Brick Soli-


tude weakens the ward. Ghosts may pass into the warded area if
they first pay 1 Temporary Willpower and then continue to pay
1 Temporary Willpower for every round they remain within the
warded area. If the ghost runs out of Willpower, it will be forced
back out again.

CALL THE GREATER SERVITOR


Cost: 10n, 1wp
Keywords: None
Duration: Indefinite

Sometimes a necromancer needs zombie slaves that do more


than blindly shamble and claw. By targeting a corpse within
short range, the necromancer strengthens the traces left by the
corpse’s higher soul to imbue a zombie with a bit of intelligence.
The resultant zombie have some manner of sentience, and it un-
derstands complex commands. If the zombie isn’t too decayed, it
may be capable of speech. It will know the native tongue it had in
life, as well as the native tongue of its master. Zombies created by
this spell remain animated until destroyed.

A necromancer with Call the Greater Servitor as her control spell


may further improve upon her zombie’s capabilities. The risen
dead possesses memories associated with the Major and De-
fining Intimacies it had in life. With the exception of its fetter,

37
the Intimacies themselves no longer hold meaning to the risen ble of replenishing Willpower from rest.
dead. The intensity of the fetter is reduced to a Major Intimacy,
dwarfed only by its loyalty to its master. Its memories of life are Distortion (Goal Number 12): A necromancer can distort
fragmented, though, and the Storyteller should use his own dis- Clamoring Shackles once it is in its weapon form and has not yet
cretion when determining what wisdoms can be passed on to the defeated a ghost. Doing so will disrupt its rotation and diminish
necromancer. its momentum. Any attack using the weapon suffers from a -3
penalty.
CLAMORING SHACKLES
Cost: 20n, 1wp CRYSTAL GHOST SHARD
Keywords: Dual Cost: Ritual, 2wp
Duration: Special Keywords: None
Duration: Indefinite
The necromancer pulls apart her palms to reveal a thin, black
shaft between them. The shaft grows a barbed point and black After an hour of careful meditation, and reflection upon her own
fletchling, and rotates to threaten any target within long range. soul and its fetter to existence, the necromancer steps up off the
ground as she ends the ritual, whose final motion crystallizes
Throughout the scene, the necromancer may use this weapon to the air around her. Her encasement becomes a smoky, opaque
make ranged attacks, using (Wits + Archery) as her attack roll, crystal that closes around her and supports her in midair. Once
and adding Essence in dice to the accuracy bonus of withering the cocoon is complete, it frees the caster’s higher soul from her
attacks regardless of range. Attacks can be enhanced using Ar- body. She appears before her crystal-wrapped body as a ghost,
chery Charms. The weapon’s raw damage for withering attacks is with all that it entails.
equal to (10 + Essence + Occult) with an Overwhelming rating
equal to the necromancer’s Essence or 3, whichever is higher. The The ghost shares the necromancer’s traits, but is clearly no longer
attack ignores Arcanoi or ghostly artifacts that increase the tar- human. She cannot use the Charms or powers associated with
get’s soak. Unlike for standard weapons, an attack using Clamor- her humanity. She can use a single Arcanos from a Book of Ar-
ing Shackles can be flurried with a standard attack action. canoi (see page XX) befitting the character’s personality, with the
option of learning more Arcanoi for experience points. This be-
If the weapon is used to make a decisive attack, add the threshold comes a secondary form, a ghost form, which the necromancer
successes to the raw damage, Initiative will only be reset should it may don until her ghost returns to the cocoon containing her
reduce the target to or below Incapacitated—at which point the living form, or until the ghost is defeated in combat and the soul
weapon will evaporate, its task completed. Any damaging attack restored a week later in the human body, assuming it is still in-
that fails to completely defeat the target instead costs 3 Initiative, tact (if the ghost is destroyed using Ghost-Slaying Technique, the
but it cannot take the character’s Initiative below what the necro- necromancer will die and the cocoon will shatter).
mancer would have after a reset.
A Centimane Exalted can learn this ritual, but it takes on a ghost
If a ghostly target is defeated, its body blackens and warps hid- form unbound by its physical construction. It can still use its Ar-
eously, shrinking and screaming until all that remains is a set canoi with the exception of those exclusive to its Centimane na-
of soulsteel shackles. On the necromancer’s next action, these ture. Deathlords and other ghosts cannot learn this ritual at all.
ebon gyves lash out at the nearest ghost to lock around its wrists,
ankles and neck. A key to the chains appears in the necroman- An Eclipse Caste capable of using this ritual may carry over any
cer’s hand. A living target killed by this spell has its soul warped, Arcanoi carrying the Eclipse keyword to her living form, but only
trapped as shackles before it had a chance at unlife. if she has spent the ordinary training time while in the ghost
form actively practicing the Arcanos.
The ghost wearing the shackles suffer a -3 penalty to all physi-
cal actions, and it cannot flurry movement actions. Whenever While the necromancer is outside her body, the Crystal Ghost
the ghost pays motes to use Arcanoi while wearing the shackles, Shard lightly sheds a dark mist and protects her body. The shell is
half of the Essence is absorbed by them, forcing twice the normal near-invulnerable as it can only be destroyed using a Strength 15
mote costs for the Arcanoi to take form. The shackles will remain feat supplemented by a magical attack or weapon. If the weapon
for one week, after which the necromancer can reinforce them is holy, as blessed by the Unconquered Sun or his most devout
by paying 1 Temporary Willpower and sacrificing a human or Chosen, it can be destroyed using a Strength 10 feat. Successfully
a ghost in the presence of the shackles. This will prolong their breaking the cocoon jerks the caster’s consciousness back to her
effects for another week. body and causes her one level of unsoakable aggravated damage.

A necromancer with Clamoring Shackles as her control spell will A necromancer with Crystal Ghost Shard as her control spell em-
acquire the shackles as a soulsteel artifact with Rating 2 after a anates a constant dark mist, faint enough to only be seen in cer-
successful use of the spell. The shackles can indefinitely hold a tain lights, but increasing in intensity during moments of height-
trapped ghost without having to be weekly reinforced. However, ened emotion. While in ghost form, she can meditate upon her
should the ghost be released, the shackles will lose its powers physical body, sharing its senses throughout her concentration.
unless its magic is reinforced with a sacrifice as per the weekly Additionally, the necromancer will instinctively know if some-
ritual. The necromancer will dream of being trapped herself, but one is attempting to destroy the cocoon, regardless of distance
the dreams are compulsions rather than nightmares. Unless she to it.
ties herself up or sleeps locked in manacles, she becomes incapa-

38
DEAD MAN’S VOICE duration of the scene, this target is considered alive once more.
Cost: 20n, 1wp
Keywords: Blood Magic, Psyche Despite being a true soul in its true body, the target’s state is un-
Duration: Until released natural and unholy. The resurrected wants nothing more than to
lie down and sleep restfully, as the target knows that he has died,
Through an arcane link—a piece of flesh or blood, or something but knows not how long this living state will last. If the target has
important to the target—the necromancer can use another per- any Intimacies or unfinished business that steals his attention,
son as a conduit for her own awareness. Invoking the spell and he will act on them like normal. But if his motivations runs dry,
closing her eyes, the necromancer rolls (Essence + Perception + he cannot bear to stay awake, and he will do what he can do find
Occult) against the target’s Resolve. If successful, she sees around rest. It is up to the necromancer then to occupy his mind, should
the person whose arcane link she holds, having overwhelmed the she need him alive for longer.
victim’s mind to use her as a mouthpiece. A willing target may
forfeit Resolve and freely open himself to the necromancer’s in- A necromancer with Denying the Call as her control spell can
trusion. Unwilling targets may throw the necromancer out only keep a target from dying indefinitely. If the victim has no Major
if they can counter her influence with an opposing Defining In- or Defining Intimacies of her own that drive his own will to live,
timacy, bringing them to Decision Point. However, breaking the then he will seek to end his own existence after a day has passed.
influence this way costs 3 Willpower, one of which is absorbed The necromancer may release the target from his earthbound
by the necromancer. torment at her own leisure, but there is often a reason for why
the necromancer wants to keep her subject alive. Many first delve
Once the necromancer possesses a victim, she sees and hears into the necromancy out of mourning, seeking to find means to
with his senses, and her own voice speaks through his mouth. keep their loved ones at their side. Denying the Call of a loved one
She prevents her victim from taking actions of his own, but she may be just what a necromancer needs to keep her from being
cannot do much more herself than turn her borrowed body and alone in her own earthbound torment.
incline the head to face different people. She cannot walk, run,
fight or anything else that requires significant control. The necro-
mancer can use Awareness Charms and social Charms through
her puppet body.

A necromancer with Dead Man’s Voice as her control spell may


further enhance her possession over others. Mortals overtaken
by this spell cannot resist its influences by spending Willpower.
Instead they must spend lethal levels of damage as they fight the
influence off. If they don’t, their eyes drip blood, their skin pales,
and they sweat blood. The necrosis corrupts the target from
within, dealing one level of lethal damage and then gives com-
plete control over his body to the intrusive necromancer.

What the necromancer does not know is that somewhere, an en-


tity more powerful than herself, is sitting on an arcane link to her.
When that entity chooses to use that link, the necromancer will
not be able to resist. The only way to become free of the link is to
find the entity in possession of it and defeat it.

Distortion (Goal Number 12): A necromancer can distort Dead


Man’s Voice in order to bring control back to the body’s original
owner for a number of rounds equal to the distorting necroman-
cer’s (Essence or 3), whichever is higher.

DENYING THE CALL


Cost: 20n, 1wp
Keywords: None
Duration: One scene

Balling her hands into fists, the necromancer forces a soul re-
cently dead to reanimate its body and ties it there. The target
must have died no more than one minute before the spell was
cast. When raised by the necromancer, it’s at only a single health
level above Incapacitated (which is usually -4). Further damage
cannot fill this health level unless the damage is aggravated or
until it is sufficiently crippling, at Storyteller’s discretion, such
as being submerged in magma. The raised target is considered
a creature of darkness, but it is not considered undead. For the

39
40
CHAPTER THREE

CHANTING CHIRURGEONS
Chapter Three

Chanting Chirurgeons

Many necromancers not only practice the art of reanimation, but that can be designed by a necromancer with the Craft (Necro-
also the art of improvement. Deathlords often send chirurgeons surgery) Ability. These are not to be confused with necrotic
to towns and villages after calamities and sicknesses have taken workings (see page XX) that are more distinct magical miracles.
the lives of many, offering treatments to the living and funerary Neither should they be confused with artifacts, but a chirurgeon
rites to the dead. Many load carriages with corpses eagerly hand- with both Craft (Necrosurgery) and Craft (Artifacts) can create
ed to them by villagers, only to transport those bodies to shad- some very fascinating products.
owland laboratories where horrible fates await them.
If the character possesses more necrotic enhancements than she
The chirurgeons are also known as necrosurgeons, famous as they has original bodyparts left, she becomes a creature of darkness.
are for being able to incorporate the dead either to improve upon
the living, or in the creation of undead monstrosities. ADDICT’S NOSE (••)—STORY
Surgery: +1
CRAFT (NECROSURGERY)
This Ability incorporates the dead as a component for creativ- This is a necrotic enhancement that replaces your nose with a
ity, such as remaking a zombie to have an exoskeleton made of nose harvested from a dead drug addict. Apart from granting
animal bones. It is a Craft Ability that is complemented by both your sense of smell back to you, it has made it more keen, grant-
anatomical talent and occult understanding, requiring Medicine ing an extra non-Charm die when rolling to detect poisons, tox-
and Occult 2+ to learn. Unless the chirurgeon enslaves the dead, ins, or chemicals.
she may have to appease its spirit if she’s expecting to incorporate
its parts as components of a perverse creation. Drawback: Once per scene, when your nose picks up the scent of
an intoxicant, you are forced to roll (Wits + Integrity) at difficulty
Necrosurgery can also be applied to use dead limbs as prosteth- 2. This difficulty may be increased further if you have Intimacies
ics for living people. During the crafting process, the chirurgeon for the intoxicant in question. Should the roll fail, you cannot re-
practices ceremonial rites for the soul that was once tied to the sist indulging in the intoxicant unless you first pay 1 Temporary
dead flesh, and she uses various ointments and salves to mini- Willpower.
mize decay and get rid of sicknesses hidden in the flesh. After
the creation is complete, the chirurgeon can attach it to the host BONE CARAPACE (• TO •••••)—STORY
using standard surgery rules. Surgery: +2

The quality of necrotic prosthetics vary depending on the skill of This is a necrotic enhancement that enhances the character’s
the chirurgeon, but they are often very unpleasant. An ordinary body with an external bone structure, providing additional pro-
arm replacement is usually penalized by 1 to 3 depending on tection. This Merit adds (Rating) to the chacter’s natural soak.
how much damage or decay the arm had sustained prior to the
transplant. Naturally improvements can be made as well, such This Merit can be purchased as two separate purchases, the first
as limbs reinforced with bones and tendons. Either way, most of which counts as natural soak and the second of which counts
recipients of these procedures testify to phantom sensations and as armored soak. It counts as light armor for the sake of martial
occasions when their new limbs may behave in ways that are ... arts from Rating 1 to 3, and it counts as medium armor for the
unintentional, such as the occasional but rare self-strangulation. sake of martial arts from Rating 4 to 5.

A character who has experienced a crippling injury could visit a Drawback: A bone carapace is usually a very ungainly experi-
chirurgeon capable of necrosurgery to find a “solution” to their ence. Though it moves with your own natural flexibility, there are
handicap. However, this solution usually comes with some kind times when the carapace doesn’t seem as fine-tuned as it could be
of payment beyond the monetary one. for your own body. Once in a while, during a dramatic moment,
the Storyteller could provide a +1 to mobility penalty.

Necrotic Enhancements BONE CLAWS (•• OR •••)—STORY


Surgery: +1
Talented chirurgeons who are experienced in necrosurgery can
create necrotic prosthetics good enough to enhance the host’s This is a necrotic enhancement where sharpened bones are in-
potential. The following examples are all necrotic enhancements serted into your hands, effectively giving you claws. You may in-

43
flict lethal damage with your unarmed attacks as well as when This is a necrotic enhancement where the chirurgeon carves out
savaging. The three-dot version lets you retract the bone claws a hollow pocket into your flesh and then conceals it with a flap
into your forearm when they are not in use. of skin. The pocket itself can be used to conceal no more than a
fistful of items. This Merit can be gained more than once.
Drawback: If you have the three-dot version of this Merit, you
will suffer one level of bashing damage every time you eject your Drawback: Fleshpockets tend to get sticky, disgusting, and full of
bone claws. pus unless regularly cleaned.

COURTESAN’S SKIN (•••)—STORY HARDENED FLESH ARM (•••)—STORY


Surgery: +3 Surgery: +0

This is a necrotic enhancement that replaces your entire skin This is a necrotic enhancement that replaces one of your arms
with that of a dead beauty. Unlike your original skin, your new with a new and improved one. Your new arm has a dense bone
one is flawless—free of blemishes and imperfections—giving you structure and well-preserved muscles. It suffers no physical pen-
one non-Charm die to persuade and bargain actions. If you wear alties, instead adding +1 non-Charm die to feats of strength ac-
the skin while dancing, you also benefit from the bonus. tions performed with that arm. This bonus stacks if the character
has replaced both arms. Additionally, the difficulty to disarm the
Drawback: This skin is not your own, and it is not built for your character is increased by 1 when holding a weapon using the re-
body. As beautiful as it is to look upon, it is uncomfortable to placed arm. If the character is holding a two-handed weapon and
wear. You gain +1 to mobility penalty. has had both arms replaced, this difficulty is increased by 2.

DEAD EYE (••)—STORY Drawback: In order to ensure the fresh quality of the hardened
Surgery: +1 flesh arm, it had to be taken from a victim who was already alive
at the time of the dismemberment. This has haunted the arm
This is a necrotic enhancement that replaces one of your eyes with the victim’s fear and hatred, sometimes lashing out at the
with an eye harvested from a human or animal corpse. The eye character when she least expects it. Whenever the Storyteller
has been rejuvenated in a blood-cleansing ceremony and then finds it dramatically appropriate, the hardened flesh arm may try
properly cleaned before it has been implanted in you. to harm its new host.

Apart from granting vision back to the lost eye, it negates one HARDENED FLESH LEG (•••)—STORY
penalty from visual impairment caused by darkness. If you have Surgery: +0
both eyes replaced, two penalties are negated.
This is a necrotic enhancement that replaces one of your legs with
Drawback: Though you’re seeing through new eyes, you’re some- a new and improved one. Your new leg has a dense bone struc-
times reminded that they have been used by someone else. Past ture and well-preserved muscles. It suffers no physical penalties,
experiences engraved in the dead eyes may sometimes resur- instead adding +1 non-Charm die to rush actions or contests of
face, revealing fragments of an individual’s past. This often hap- speed. This bonus stacks if the character has replaced both legs.
pens during dramatic moments, impairing your own awareness
throughout the experience. Drawback: In order to ensure the fresh quality of the hardened
flesh leg, it had to be taken from a victim who was already alive
EXTRA LUNGS (••)—STORY at the time of the dismemberment. This has haunted the leg with
Surgery: +2 the victim’s fear and hatred, sometimes trying to flee from its
grim fate. Whenever the Storyteller finds it dramatically appro-
This Merit adds another set of lungs within the character’s chest. priate, the hardened flesh leg may force an unwanted movement
This increases the time interval between each required breath by action upon its host.
four. The character can hold her breath four times as long with
no ill effects. She can also exert herself four times as long before LIAR’S TONGUE (••••)—STORY
she becomes exhausted. It does not affect the actual (Stamina + Surgery: +1
Resistance) rolls for exhaustion or asphyxiation. It simply pro-
longs the intervals between such rolls. This Merit replaces the character’s tongue with that of a dead
liar. It grants the character the native tongue used by the per-
Drawback: Though effective, dead lungs are still dead, and it’s son from whose corpse the tongue was taken. It also grants one
difficult to maintain conservation when the decaying organs are non-Charm die on social influence rolls when the character is
internal. Unless the character deliberately chokes on a conserva- deliberately lying. Additionally, the difficulty of seeing through
tive fluid at least once every (Stamina) days, dealing one level of the character’s lies is increased by 1.
unsoakable bashing damage, she will begin to cough up blood
and pus, dealing one level of lethal damage instead. This conser- Drawback: When carrying a liar’s tongue, one is prone to lie. The
vation fluid can be purchased from your local chirurgeon. Storyteller may, when dramatically appropriate, retcon a truthful
statement made by the character possessing this Merit and re-
FLESHPOCKET (•)—STORY place it with a lie of the Storyteller’s making.
Surgery: +0

44
Ambition 2 (Goal Number 10): Reanimate a corpse-construct
Necrotic Workings consisting of parts from at least one dead body. Grant necrotic
mutations to willing subjects, such as pus-filled boils and conta-
Similar to how the sorcerers of Creation can permanently re- gious warts. Bind a lesser ghost to an inanimate object, or turn
shape the world through their occult skill, the necromancers of one into a poltergeist tied to a specific person, organization, or
the Underworld can reshape theirs. Necrotic workings can be structure. Ward a chamber against scrying, teleportation, or in-
used for blessings and curses and for raising cities, just like sor- trusion by a particular type of spirit.
cery can, but necromancy can never create true life and it always
comes at a cost. Ambition 3 (Goal Number 20): Reanimate a corpse-construct
the size of a bear. Place a curse on a small region in a way that
The necromantic forest of bone and sinew does not grow because diminishes, warps, or blights its mundane aspects such as flora,
it is life, but because it taps into the bone and sinew of those liv- fauna, or natural resources. Create a rift between Creation and
ing who enter it. The wax construct does not serve you because the Underworld that allows communication, possession, or sim-
it has been granted life, but because of the tortured soul trapped ilar forms of limited interaction, but no actual transportation.
within it. Necrotic wonders can be used to reanimate the dead,
but this is not life. This is hate and hunger and Essence and in- LABYRINTH CIRCLE WORKINGS
tention compressed into the whisper allowing a corpse to smile Workings of the Labyrinth Circle are miracles of terrible pow-
and sing. er, either rewriting the laws of the natural world on a relatively
large scale or instilling supernatural power into the mundane
Workings can be used to erode and pervert life, but it cannot be world. Their curses have sufficient scope to target a small town.
used to create it. Often the cost for a miracle is life, and multi- Their perversions of the natural world can cause blood to rain or
tudes of sacrifices can be used to create wonders so powerful that swarms of mosquitoes to drain children that dare to leave their
they cause cities to balance on the clouds. Getting around these homes at night. They can reanimate corpse-monsters as large as
sacrifices can be done, but it makes the working more difficult yeddim. As a general rule, this is the circle of workings that the
and more demanding, and perhaps even more hungry for what Storyteller deems appropriate for nephwracks and young death-
humanity its creator still holds on to. knights.
Necrotic workings use the rules for sorcerous workings (Exalted Ambition 1 (Goal Number 25): Reanimate a corpse-construct
Third Edition, p. 483). the size of an elephant. Create a necrotic bond between a ghost
and a living relative that allows them to communicate through
whispering in a pitch-black shadow despite being part of different
Ambition worlds. Create horrific illusions that haunt a structure or town-
sized region. Transform a chamber in Creation so that its interior
The three scales of Ambition are unchanged from sorcerous emulates the properties of the Underworld. Ward a chamber or
workings, but the nature of each scale has thematic differences. structure against all intruders with necrotic traps and barriers.
SHADOWLANDS CIRCLE WORKINGS Ambition 2 (Goal Number 30): Reanimate a corpse-construct
Workings of the Shadowlands Circle are generally rooted in the size of a siege lizard. Alter the weather of a town-sized region
transforming, enhancing, or weakening pre-existing elements of over a long duration, such as causing rain of blood for a year.
the Underworld, such as the elements of pyre flame, bone, blood, Grant a supernatural power to one’s self or to a willing subject,
ash, and void. It can be used to manipulate the form and function such as corrosive blood or skin that decays anything it touches.
of the dead, and reanimate the fallen or patchwork monstrosi- Make alterations to the nature of a willing supernatural being,
ties. Much of the necrotic siege weaponry used by the Deathlords such as branding Arcanoi into a reanimated corpse-construct.
such as the Mask of Winters have been created as Shadowlands
Circle Workings. These workings can also curse a field to grow Ambition 3 (Goal Number 35): Reanimate a corpse-construct
maggot-ridden crops, or to not grow crops at all. It can hide traps the size of a yeddim. Create a loyal necrotic servant as powerful
of oil and pyre flame within the blood-ink of a skin-scroll. The as an elder nephwrack. Enchant a fortress to have its walls devour
most powerful workings of this circle are confined to a single humans within and add their bones to its architecture. Open a
chamber within a larger structure or to the reanimation of mon- permanent portal between the Underworld and Creation, or cre-
sters no larger than elephants. As a general rule, any necromantic ate a Shadowland the size of a town.
feat the Storyteller thinks should be routine for a ghost or mortal
necromancer should fall under this circle. VOID CIRCLE WORKINGS
Workings of the Void Circle are the height of what can be accom-
Ambition 1 (Goal Number 5): Reanimate a corpse into a perma- plished by necromancy. They can rewrite the laws of reality, or
nent zombie in service of the necromancer. Bind lesser ghosts ca- write new ones into being. Their scale can encompass cities, na-
pable of performing mundane, household chores, but not much tions, or the entire world. It can create enormous hekathonkires
else, in service to a person, organization, or structure. Curse a such as the corpse-mountain Juggernaut. As long as the Story-
path to distract travelers from their true location. Make perma- teller feels that something should be possible through a working,
nent but small-scale geographical alterations, such as drawing up it can be attained through workings of the Void Circle.
a well of blood or tainting a field’s soil. Mark a town or neighbor-
hood-sized region as a lucrative target for mundane nuisances, Ambition 1 (Goal Number 40): Reanimate a corpse-construct
such as forest fires, crop-eating pests, or rabid animals. the size of a town. Completely transform the terrain of a region,

45
such as changing a forest to have barks of bone and leaves of
human skin, growing fruits of human organs. Enchant an entire Finesse and Means
town to emulate the properties of the Underworld, or an entire
town in the Underworld to emulate the properties of the Abyss. Finesse and Means are practically identical to sorcerous work-
ings. When creating a necrotic working meant to reconstruct
Ambition 2 (Goal Number 50): Reanimate a corpse-construct and reanimate corpses, Medicine and Craft can be used as com-
the size of a mountain. Cause a city-sized region to rise from the plementary Abilities to give Means to the action. The spell Black
ground and float across the world on rivers of wheeping souls. Candle Visage is a good example of a complementary spell that
Lay a curse upon an entire people that may only be broken when can be used for a working making changes to ghosts.
specific circumstances are met. Turn an elemental or a Drag-
on-Blood from its own aspect to an aspect associated with the One of the most common Means, but still a very powerful one, is
Underworld, such as a Water Aspect to a Blood Aspect. Turn a the use of blood sacrifices. How many sacrifices and how much
ghost into a Deathlord or become a Deathlord yourself. they benefit depend on the working in question and Storyteller
discretion. It’s likely that a Shadowlands Circle working of low
Ambition 3 (Goal Number 75): Reanimate a corpse-construct Ambition would benefit well from a single sacrifice, while a Void
of unimaginable size. Make alterations to the metaphysics of the Circle working of high Ambition would ask for something akin
entire cosmos. to a genocide.

46
CHAPTER FOUR

WAR OF THE DEAD


Chapter Four

War of the Dead

In the final centuries of the Solar Deliberative, some Exalted


explored the Underworld more than was prudent. While the THE RAZOR HARNESS
Black Nadir Concordat tapped into the erosive energies of the The razor harness is a common weapon among necroman-
Underworld in order to fight fire with fire, others studied the ap- cers and the dead. Many necrosurgeons hammer sharp spikes
paritions of that world themselves in order to better understand into their reanimated dead to make them extra dangerous
what made them tick. This gave birth to obscure and terrible new when clawing at their foes. For necromancers who wish to
fighting styles and combat tactics. do the same, donning a razor harness or modifying a current
armor with one is a way to go.

New Keywords This is not a weapon by any normal means, since it leaves
the hands free and cannot be used for standard withering or
Necrosis: Charms carrying this keyword can be activated as the decisive attacks. Instead, whenever an opponent attempts an
result of a shape necromancy action if they are Simple, costing unarmed attack against the wielder of the razor harness, the
necrosis instead of motes. Charms that are Supplemental or Re- wielder’s player rolls one die of Initiative damage against the
flexive can substitute motes for necrosis, but the character needs attacker. This damage is lethal against crashed enemies.
to already possess the necrosis spent on the Charm.
Grappling an enemy while wearing a razor harness adds one
automatic success to all savage actions. Additionally, one die
Dark Messiah Style of lethal damage that ignores hardness is rolled every round
as long as the enemy is grappled.
There is nothing “natural” about the pain inflicted to and inflict-
ed by the denizens of the Underworld. Rather, the natural arts A martial art style must allow razor harnesses as style weap-
of the specters of since long dead martial artists find that cruelty ons for Charms to be applied to grapple actions enhanced by
and overkill become part of their everyday states of existence. this weapon.
Pain can always be inflicted, and true power in the Underworld
is the ability to terrify foes. The Dark Messiah Style makes trails
of the corpses of the living, and tortures the souls of the dead. INESCAPABLE IRON GRIP
Cost: 4m
An ideal style for the Abyssal Exalted or the necromancer who Mins: Martial Arts 2, Essence 1
wants to assert dominance in the Underworld. Type: Supplemental
Keywords: None
Dark Messiah Weapons: This style can be used with the cestus, Duration: Instant
fighting gauntlets, khatars, tiger claws and razor harnesses. Prerequisite Charms: Ravaging Blow

Armor: Dark Messiah Style can be practiced with medium ar- The martial artist can hold her victims in death’s own grip. This
mor. Charm supplements a grapple gambit. Should the martial art-
ist successfully grapple her opponent, she may add (Strength
RAVAGING BLOW or 3), whichever is highest, to the number of rounds of control.
Cost: 5m This can explicitly be comboed with Charms such as Increasing
Mins: Martial Arts 2, Essence 1 Strength Exercise for additional control.
Type: Supplemental
Keywords: Decisive-only DEAD MAN’S GRASP
Duration: Instant Cost: 5m
Prerequisite Charms: None Mins: Martial Arts 3, Essence 1
Type: Reflexive
The martial artist strikes where it hurts most. This Charm en- Keywords: Dual, Mastery
hances a decisive attack that is aimed to kill, adding up to (Mar- Duration: Instant
tial Arts) threshold successes from the attack roll as dice to the Prerequisite Charms: Inescapable Iron Grip
raw damage of the attack. This Charm cannot enhance gambits,
or the savage action during a grapple. The martial artist crushes her foe with the unnatural strength of

49
the risen dead. This Charm can be used to supplement the savage Mins: Martial Arts 4, Essence 2
action during a grapple. A withering damage roll benefits from Type: Reflexive
double 9s, and a decisive damage roll benefits from double 10s. Keywords: Decisive-only
Duration: Instant
Mastery: If this Charm is used on a decisive attack that kills the Prerequisite Charms: Dark Messiah Form
target, half of the remaining rounds of control, rounded up, are
added to the martial artist’s Initiative after it’s reset. If it’s used This Charm imbues the martial artist’s attack with horrible,
on a withering attack that crashes the target, the same amount crushing force, enabling her to break bones, dislocate joints, and
is given to the martial artist as an addition to the Initiative Crash pulp organs with casual savagery. Whenever the martial artist
bonus. This effect can be used once per scene. makes a decisive attack that inflicts damage, this Charm sub-
stitutes every two levels of inflicted damage for a scene-long -1
FOE-BLINDING JAB crippling penalty to all physical actions. A victim cannot acquire
Cost: 7m, 1wp more penalties than -3 from the use of this Charm. Mortals af-
Mins: Martial Arts 3, Essence 1 fected by this Charm retains the penalties until their injuries are
Type: Reflexive treated.
Keywords: Decisive-only
Duration: Instant GRIEVOUS AGONY ATTACK
Prerequisite Charms: Ravaging Blow Cost: 4m
Mins: Martial Arts 4, Essence 2
The martial artist jabs her fingers or a form weapon at her op- Type: Supplemental
ponent’s eyes. This Charm enhances a decisive attack aimed to Keywords: Dual
cripple or kill, but can be activated after damage has been rolled. Duration: Instant
Should the attack deal a number of damage levels equal to the Prerequisite Charms: Dark Messiah Form
target’s Stamina, the target becomes blinded (a -3 martial penal-
ty, or -5 in an environment full of noise). The martial artist strikes hard with a knee to the groin, or some
equally “dirty” tactic, and inflicts debilitating pain. If the attack
Exalted and other resilient beings naturally heal this blindness deals at least one level of decisive damage, or if a withering at-
with a day’s rest, restoring partial sight after the scene’s end (this tack crashes the opponent, the target drops prone.
cuts the penalty in half, rounded down). Seeking medical atten-
tion may restore eyesight earlier at the Storyteller’s discretion. ILLUSTRATIVE OVERKILL TECHNIQUE
Mortals become permanently crippled. Cost: —
Mins: Martial Arts 5, Essence 2
DARK MESSIAH FORM Type: Permanent
Cost: 6m Keywords: None
Mins: Martial Arts 4, Essence 1 Duration: Permanent
Type: Simple Prerequisite Charms: Grievous Agony Attack
Keywords: Form
Duration: One scene Just killing an enemy is boring. Killing an enemy so brutally that
Prerequisite Charms: Dead Man’s Grasp, Foe-Blinding Jab every witness finds their heart and limbs numbed with terror ...
now that’s satisfying.
While the martial artist performs the kata to assume Dark Messi-
ah Form, she concentrates on every pain the world ever inflicted This Charm enhances Dark Messiah Form, allowing the martial
on her. She throws away her ethics for bloody, brutal payback. artist to pay 1 Willpower whenever she has murdered a victim
while in that form. This allows for an automatic intimidate action
The martial artist’s attacks gain the Piercing tag if they didn’t have against all witnesses, using the outcome of the damage roll as the
it already. She can deal lethal damage unarmed, and she can flur- successes on the social influence. If the player describes a grue-
ry an attack action with a movement action at no dice penalty. some stunt and at least one spectator fails to resist the influence,
Additionally, whenever the martial artist restrains a victim in a the martial artist regains her point of Willpower.
grapple, she absorbs one Initiative from her target each turn.
A spectator becomes immune to this effect after resisting it once,
As a drawback, this form renders the martial artist blind to the unless a new victim is someone to whom the spectator has a pos-
suffering of her allies. Her Resolve cannot be affected by witness- itive Intimacy towards.
ing her friends and loved ones suffer, despite the intensity of her
Intimacy for them. LASHING TEMPEST PALM
Cost: 3m
Special activation rules: If the martial artist inflicts a withering Mins: Martial Arts 5, Essence 2
attack that takes an opponent from having more Initiative than Type: Reflexive
the martial artist to having less, she may reflexively activate Dark Keywords: Dual, Mastery
Messiah Form. Duration: Instant
Prerequisite Charms: Dark Messiah Form
BONE-SHATTERING BLOW
Cost: 5m, 1wp The martial artist releases an opponent from a clinch by striking

50
her with a brutal open-handed blow, hurling her away with the Armor: Hungry Ghost Style is compatible with light armor.
force of a maelstrom.
BLOOD-SCENTING HUNGER
This Charm enhances a throw/slam action (see Exalted Third Cost: 3m
Edition, page 201). The attack’s damage dice pool is boosted by Mins: Martial Arts 2, Essence 1
3 dice per turn instead of 2 if withering, and 2 dice per turn Type: Simple
instead of 1 if decisive. The martial artist and her target is sepa- Keywords: Form, Mastery, Necrosis, Terrestrial
rated by a range band after the clinch’s end. Duration: One scene
Prerequisite Charms: None
Mastery: The martial artist can benefit from up to (Essence +
Strength) turns of control. The martial artist opens her mind and probes the air with her
tongue, tasting the air for blood as she awakens her primal hun-
VOID AVATAR PRANA ger for flesh and Essence. This primal hunger erodes her positive
Cost: +1wp ties to the living for the scene by one degree of intensity. The
Mins: Martial Arts 5, Essence 3 only exception to this is the one Defining Tie that is the most
Type: Permanent important to the martial artist. That Intimacy is considered the
Keywords: Mastery Hungry Ghost stylist’s fetter and remains at its original intensity.
Duration: Permanent If the martial artist already is a ghost with a fetter, that Intimacy
Prerequisite Charms: Bone-Shattering Blow, Illustrative Over- remains unchanged.
kill Technique, Lashing Tempest Palm
As long as this Charm is active, the martial artist can see dema-
A master of the Dark Messiah Style attunes her body, mind and terialized entities within medium range. This effect does not, in
Essence so perfectly to Oblivion that she becomes a conduit for itself, enable her to attack such entities. She also perceives which
its dread power to strike down any who lay hands upon her. This entities within range are living and which are dead (and which of
Charm enhances Dark Messiah Form and activates together with the living possess blood).
that Charm, adding 1 Willpower to the cost.
The martial artist can size up one chosen target within range as
While Void Avatar Prana is active, the martial artist can reflex- a simple action using either sight or scent. This reveals the tar-
ively spend one mote in response to any attack in order to ignore get’s current wound penalty, his remaining Willpower, and any
onslaught penalties to her Defense. For a moment, her anima necrosis that character has gathered if it’s a necromancer. Any
surrounds her in dark necrotic fire while her body becomes a changes to that target’s wound penalties, Willpower, or necrosis
black silhouette. If an enemy makes skin-to-skin contact with is revealed to the martial artist for the remainder of the scene
her while this effect is active (for example, while being in a grap- unless she sizes up another target.
ple with her or finding purchase with an unarmed attack), the
enemy suffers one Initiative damage that becomes lethal while This Charm can be learned by any Shadowlands Circle necro-
in Initiative Crash. This Initiative is gained by the martial artist. mancer, even those who aren’t Exalted. A human necromancer
learning this Charm has the Terrestrial keyword.
Mastery: The character can call upon her Initiative to boost his
attack rather than the damage of her attack. Whenever the char- Though minor in comparison to most other styles, this Charm
acter makes a decisive attack, she may use up to (Martial Arts) of is a martial arts form. Though later Charms in this style builds
her Initiative to boost the attack roll rather than saving it for the upon this form, it cannot be combined with the forms of other
raw damage roll upon a successful hit. The player must use this styles.
ability before the initial attack roll.
Special activation rules: If the martial artist manages to draw
blood from a victim, she may activate Blood-Scenting Hunger re-
Hungry Ghost Style flexively.

It is not entirely known who created this martial art, but given its Terrestrial: The effects are decreased to short range.
associations it is likely one of the Deathlords or the Centimane
Exalted (see page XX). It is a style that embodies the innate cru- Mastery: The effects are increased to long range. The character
elty and malice of the deathknights, who at present are the only can reflexively size up a target, but only once per round.
ones apart from the most powerful of ghosts who know this style.
At least, no one else admits to it. LEAPING HORROR APPROACH
Cost: 3m, 1bhl
In order to learn this style, the martial artist must have a basic Mins: Martial Arts 3, Essence 1
understanding of the way necrotic Essence flows. She must be Type: Simple
initiated to Shadowlands Circle Necromancy. Keywords: Uniform
Duration: Instant
Hungry Ghost Weapons: This style can be used with tiger claws, Prerequisite Charms: Blood-Scenting Hunger
fighting chains, and razor harnesses. Any unarmed attack en-
hanced by a Hungry Ghost Charm can always be stunted to deal Implacable fury infuses the martial artist’s muscles with super-
lethal damage. human speed and strength, sending her to her quarry in a blur

51
of carnage. There is nothing remotely natural about the ways her get. If she doesn’t do an offensive action within three rounds of
joints contort and muscles flex in the course of her leap. another offensive action, she loses all necrosis and automatically
ends both forms. If any of her allies try to impede this murdering
This Charm lets the martial artist attack a target at short range spree, they are reclassified as enemies and the martial artist gains
by leaping to it. The attack itself ignores any wound penalties the a negative Intimacy for them that starts as a Minor Tie and in-
martial artist may be suffering, but her leap takes its toll on her creases by one degree of intensity for every continued action that
muscles, inflicting one level of bashing damage on the martial Intimacy is attempting to stop the martial artist.
artist that ignores hardness.
In exchange for these disadvantages, the martial artist inflicts
If the martial artist has Blood-Scenting Hunger active, she may lethal damage with all unarmed attacks without the need for a
leap out to any target within the range of the prerequisite, but the stunt. She may freely substitute 2 Initiative for 1 Blood Point
Charm costs another 3m and 1bhl for each range band beyond throughout the scene. These Blood Points can then be used for
short. the following effects:

SHROUDED CLAW ATTACK Dice: The Hungry Ghost stylist may convert 1 Blood Point for 1
Cost: 3m, 1wp die that can be used to supplement a Hungry Ghost Style action.
Mins: Martial Arts 3, Essence 1 She may convert no more than (Essence or 3) points in supple-
Type: Reflexive ment of an action, and she is limited by her normal dice caps.
Keywords: Terrestrial, Uniform
Duration: Instant Motes: The Hungry Ghost stylist may convert 1 Blood Point for
Prerequisite Charms: Blood-Scenting Hunger 1 mote, but the mote must be used to supplement Hungry Ghost
Style Charms or the Martial Arts Excellency. She may convert no
The martial artist flickers in and out of the veil of reality, appear- more than (Essence or 3) points in a round.
ing as a phantom image before her own self. The soul-chilling
touch of this projection freezes the enemy’s joints and inflicts a Necrosis: The Hungry Ghost stylist may convert 1 Blood Point
penalty to the victim’s Defense equal to the martial artist’s (Es- for 1 necrosis. She may convert no more than (Essence or 3)
sence or 3) against a single attack. points in a round.

Should the attack be successful and deal at least one level of dam- Spectral Cut: The Hungry Ghost stylist may convert 3 Blood
age, the martial artist gains one necrosis. If the target dies or is Points for the ability to target a dematerialized entity with a phys-
crashed, the martial artist gains five necrosis. If the martial artist ical attack when the character herself is material, or vice versa.
has Hungry Ghost Form active, she may choose to draw Blood
Points instead of necrosis. Acting in Hungry Ghost Form is an exhausting and traumatizing
experience for the martial artist and everyone involved. After the
Terrestrial: Killing or crashing a target rewards three necrosis scene is over, the martial artist immediately loses a number of
instead of five. Willpower determined by the intensity of any positive Intimacy
she caused physical or emotional harm during the scene (1 for
HUNGRY GHOST FORM Minor, 3 for Major, and 5 for Defining).
Cost: 7m
Mins: Martial Arts 4, Essence 1 Mastery: Blood Point conversions that are normally limited to
Type: Simple (Essence or 3) points are instead limited to (Essence or 5) points.
Keywords: Form, Mastery, Necrosis
Duration: One scene CONSUMING ENTROPY STRIKE
Prerequisite Charms: Leaping Horror Approach, Shrouded Cost: 4m, 1wp
Claw Attack Mins: Martial Arts 4, Essence 2
Type: Supplemental
The martial artist roars or howls in a scream of incalculable mal- Keywords: Mastery, Withering-only
ice, allowing her worst impulses to possess her with their terrible Duration: Instant
power. Faintly glowing eyes betray those consumed by this mar- Prerequisite Charms: Hungry Ghost Form
tial arts form, illuminating features twisted into a rictus of taut
tendons and clenched muscles. This Charm can only be active A martial artist with this Charm may conduct a withering tor-
when Blood-Scenting Hunger is active, enhancing the character’s rent of entropic Essence through an exchange of blows, cursing
form. It can also be activated together with Blood-Scenting Hun- an enemy with physical decrepitude and ill luck.
ger, and they are sharing the same special activation rules.
The martial artist makes a withering attack. If the attack is suc-
While this Charm is active, the character is considered a crea- cessful, the target’s armor soak is decreased by (Martial Arts)
ture of darkness (assuming she wasn’t already). All of her positive against the attack boosted by this Charm as well as for the re-
Ties with the exception of her fetter are completely eroded for mainder of the scene.
the remainder of the scene or until she snaps out of the form.
Any necrosis gathered while in this form can be retained by per- Mastery: This effect is stackable. At 0 soak, mundane armor
forming offensive actions in place of shape necromancy actions. breaks, armor created by Charms or spells dissolve, and artifact
Any offensive action must be made with the intent to kill her tar- armor loses its attunement.

52
BLOOD-FREEZING TECHNIQUE Prerequisite Charms: Power-Reaping Prana
Cost: 3m, 1wp
Mins: Martial Arts 5, Essence 2 When the martial artist has sized up a foe using Blood-Scenting
Type: Supplemental Hunger and recognizes that they are drawing necrosis or sorcer-
Keywords: Decisive-only ous motes for the purpose of a spell, she may activate this Charm
Duration: Instant as a reflexive jab in the direction of her foe.
Prerequisite Charms: Consuming Entropy Strike
The martial artist makes a reflexive attempt at countermagic
The martial artist wounds an enemy’s chakras with brutal pre- against the foe’s spell, using (Dexterity + Martial Arts). Half of
cision, and her target feels the chill of the grave race through the nullified sorcerous motes or necrosis are siphoned by the
her veins. If the martial artist’s decisive attack deals at least one martial artist and become Blood Points. If the character doesn’t
level of damage, the target’s onslaught penalties are carried over have Hungry Ghost Form activated, the nullified sorcerous motes
to the next round and he must spend 1 Willpower or be ren- or necrosis dissipate. This Charm can be used once per sized up
dered prone. If combined with Lunging Phantom Method, it costs foe per scene.
2 Willpower to avoid being prone.
UNNATURAL SHAMBLING DEFTNESS
LUNGING PHANTOM METHOD Cost: 4m, 1wp
Cost: +3m Mins: Martial Arts 4, Essence 2
Mins: Martial Arts 4, Essence 2 Type: Reflexive
Type: Permanent Keywords: None
Keywords: Mastery Duration: Instant
Duration: Instant Prerequisite Charms: Hungry Ghost Form
Prerequisite Charms: Hungry Ghost Form
The martial artist lurches across the battlefield, flickering be-
The martial artist twists toward and around her foe, elusive as a tween bursts of speed and total stillness like a marionette gait of
ghost, positioning herself to strike from behind before her ene- the hungry dead.
my realizes where she’s gone.
This Charm is activated after a successful attack, allowing the
This Charm can be used to enhance the effects of Leaping Horror martial artist to immediately make another attack. This Charm
Approach by making the martial artist’s landing near her victim can only be used once per scene, unless reset by crashing or kill-
a quick and horrifying event. The attack becomes unexpected, ing an enemy, or by spending 10 Blood Points throughout the
unless a reflexive (Wits + Awareness) roll for the target scores at scene.
least as many successes as the martial artist’s attack roll.
SCUTTLING APPARITION DEFENSE
Mastery: By adding 1 Willpower to the Charm cost, the martial Cost: 4m, 2i
artist may do a reflexive intimidate action using the successes Mins: Martial Arts 4, Essence 2
from her attack roll. Type: Reflexive
Keywords: Mastery
POWER-REAPING PRANA Duration: Instant
Cost: — Prerequisite Charms: Unnatural Shambling Deftness
Mins: Martial Arts 4, Essence 2
Type: Permanent This Charm can be used only after successfully dodging an attack
Keywords: None using Evasion. The martial artist selects a location in short range
Duration: Permanent that is within reasonable cover for stealth. She may perform a
Prerequisite Charms: Hungry Ghost Form reflexive disengage attempt substituting Dodge for Stealth. If the
disengage succeeds, the number of successes on the martial art-
This Charm enhances Hungry Ghost Form, allowing the martial ist’s roll can be used as successes attempting to establish stealth.
artist to greedily siphon vitality from her enemies for her own
sinister purposes. Whenever a living character, friend or foe, Mastery: Add (Essence or 3) in automatic successes to the dis-
within the range of her Blood-Scenting Hunger suffers a lethal engage attempt.
wound, the hungry ghost siphons the Essence from that wound
and turns it into a Blood Point. She can siphon up to (Essence LABYRINTH-WALKING PRANA
or 3) Blood Points each round this way. This also increases the Cost: +1wp
number of Blood Points she can use for conversions in a round Mins: Martial Arts 5, Essence 2
by her Essence. Type: Permanent
Keywords: Mastery, Terrestrial
SPELL-SMOTHERING TECHNIQUE Duration: Permanent
Cost: 3i, 1wp Prerequisite Charms: Hungry Ghost Form
Mins: Martial Arts 5, Essence 3
Type: Reflexive This Charm enhances Hungry Ghost Form. By attuning her an-
Keywords: None ima to the twisting Labyrinth and the potential for Oblivion in
Duration: Instant all things, the martial artist becomes a shadow flickering around

53
the battlefield. motes, necrosis, or Blood Points as long as she remains in Hun-
gry Ghost Form.
As long as Hungry Ghost Form is active, the martial artist adds
half her Martial Arts rating, rounded up, in dice to all Rush ac- In addition, once per scene, the remaining motes in a murdered
tions as well as to all actions where she tries to oppose someone’s ghost’s pool are given to the martial artist as immediate necro-
attempt at a Disengage action. In addition, Leaping Horror Ap- sis which she can use for the purpose of necromancy or Hungry
proach, Lunging Phantom Method, and Scuttling Apparition De- Ghost Style Charms.
fense cost one mote less.
Mastery: The martial artist gains up to (Essence + Martial Arts)
Mastery: The martial artist adds half her Martial Arts rating, Arcanoi.
rounded up, in successes instead of dice.
Terrestrial: The martial artist gains only a single Arcanos.
Terrestrial: The martial artist does not get a cost reduction for
the mentioned Charms.
Laughing Wounds Style
SOUL-FLAYING STRIKE
Cost: Varies, 1wp, 1ahl This style was developed in the Thousand Struggles Era by
Mins: Martial Arts 5, Essence 3 Haunted by Silver, the very first blood mage. The practitioners of
Type: Reflexive this style are known to be fearless in combat as if the pain excites
Keywords: Decisive-only, Necrosis them. It is a style for devout flagellants and blood mages, often
Duration: Instant used by the latter to bring forth their own blood to the surface
Prerequisite Charms: Blood-Freezing Technique, Laby- and draw strength from that pain.
rinth-Walking Prana, Lunging Phantom Method, Spell-Smoth-
ering Technique, Scuttling Apparition Defense Today in the Second Age, it is taught by the Deathlord known
as the Lover Clad in the Raiment of Tears to her deathknight
Arcs of deathly white Essence swirl around the martial artist’s servants. There is a dojo practicing this style in Grieve, and it is
hands, wailing like lost souls and burning her with the power of mastered also by the Deathlord known as He Who Thirsts for the
Oblivion. This burning erosion is then transfered to her victim Blood of Many.
through her rending strike.
Laughing Wounds Weapons: This style can be used unarmed,
This Charm can be used to enhance a decisive attack, and it can but most prefer to wield whips or fighting chains. Blood mages
specifically be declared after the attack and the damage have both often fight with lashes drawn from their own blood.
been rolled. The martial artist may pay one mote or one necro-
sis in order to convert one level of inflicted lethal damage into Armor: Laughing Wounds Style is incompatible with armor.
aggravated damage. She may convert a maximum of five health
levels for each activation of this Charm. SENSUOUS TORMENT
Cost: 3m
Living people slain by this attack—including Exalts—rise as hun- Mins: Martial Arts 2, Essence 1
gry ghosts on the next night. They obey their killer for the next Type: Reflexive
month as best they can comprehend her commands. Spirits slain Keywords: Decisive-only, Mastery
by this Charm evaporate on the spot, utterly destroyed. The vic- Duration: Instant
tim’s last health level must be converted to aggravated for this Prerequisite Charms: None
true soul-flaying to take effect.
The martial artist thrills to the torment that her pitiful enemies
SOUL-CONSUMING TRANSCENDENCE fear. This Charm can be used in response to a successful decisive
Cost: 10m, 1wp, 1ahl attack, granting the martial artist one Initiative for every damage
Mins: Martial Arts 5, Essence 3 level gained, up to a maximum of (Stamina) Initiative.
Type: Reflexive
Keywords: Mastery, Necrosis, Terrestrial Mastery: The character is not limited by her Stamina when ab-
Duration: Instant sorbing motes using this Charm.
Prerequisite Charms: Soul-Flaying Strike
KISS OF THE WHIP
Few know that Hungry Ghost Style has this secret final technique. Cost: 4m
This Charm can be used in response to permanently killing a Mins: Martial Arts 3, Essence 1
ghost with Soul-Flaying Strike, but only when Hungry Ghost Type: Supplemental
Form is active. Keywords: Decisive-only
Duration: Instant
The destroyed ghost is absorbed by the martial artist, searing it- Prerequisite Charms: Sensuous Torment
self into her flesh and branding its Essence in her chakras. The
martial artist gains up to (Essence) of the ghost’s Arcanoi (see With a predatory smile, the martial artist lashes her foe with vi-
page XX) that she otherwise would meet the requirements for. cious exactitude, making him cry out in shocked agony. On a
These Arcanoi can be deployed by the martial artist with either successful decisive attack that inflicts at least one level of dam-

54
age, the victim’s wound penalty is increased by 1 until that wound savagely, whirling undaunted through the battle like a scar-
is healed. let-streaked demon. When she is injured, her wound penalty
is reversed and added as dice to the accuracy of her Laughing
RAPTURE IN CHAINS Wounds Style attacks. She may reflexively pay a single mote to
Cost: 1m, 1i ignore her wound penalty to combat movement for an action,
Mins: Martial Arts 3, Essence 1 but not to Defense. In addition, whenever she resets to base In-
Type: Reflexive itiative, she adds half her current wound penalty (round up) as
Keywords: Psyche additional Initiative.
Duration: One turn
Prerequisite Charms: Sensuous Torment Special activation rules: When the martial artist suffers a level
of lethal damage directly caused by an enemy, she may reflexively
People restrained by the martial artist find themselves unwilling activate Laughing Wounds Form.
to break free. This Charm may be used to enhance a restrain ac-
tion while controlling a clinch. The target must pay 1 Willpower INSTRUCTIVE PUNISHMENT METHOD
in order to attempt to contest the martial artist’s grapple, such as Cost: 4m, 1wp
by attacking her or trying to break free. Mins: Martial Arts 4, Essence 2
Type: Supplemental
LAUGHING WOUNDS FORM Keywords: Psyche, Withering-only
Cost: 8m Duration: Instant
Mins: Martial Arts 4, Essence 1 Prerequisite Charms: Laughing Wounds Form
Type: Simple
Keywords: Form The proper application of pain swiftly teaches weaklings how to
Duration: One scene serve. The martial artist makes a withering attack against a foe,
Prerequisite Charms: Kiss of the Whip, Rapture in Chains stripping away cloth and skin and Initiative as well as his morale.
Should the attack strip away more Initiative than the target has
Even as blood runs down her skin, the martial artist laughs Resolve, then the target must spend 1 Willpower or become men-

55
tally prone (the target is functionally prone, but the knockdown after she takes her -4 health level does not roll over into lethal.
is psychic instead of physical, meaning that rising from prone is
represented as self-encouragement rather than as a physical ac- Terrestrial: The martial artist’s tolerance to bashing damage is
tion). If the attack crashes the target, he cannot resist with Will- not perfect. If a single attack deals more levels of bashing damage
power. than the character has dots in Resistance, the last health level will
carry over.
BRAND OF OBEDIENCE
Cost: 5m ECSTATIC TENACITY
Mins: Martial Arts 5, Essence 2 Cost: +4m
Type: Simple Mins: Martial Arts 5, Essence 2
Keywords: Terrestrial Type: Permanent
Duration: Indefinite Keywords: None
Prerequisite Charms: Instructive Punishment Method Duration: Permanent
Prerequisite Charms: Insatiable Slave Stamina
The martial artist truly owns her disciples and can mark them
as her if she deems them worthy. This Charm can only be used The most terrible wounds mean less than nothing to the martial
against targets who have a positive Intimacy for the martial art- artist. She only laughs when blood is ripped from her flesh and
ist. It can never be used against her enemies. The targeted disci- comes forward hungrily for more.
ple has their skin branded by the martial artist’s hand or whip,
suffering one level of aggravated damage that ignores hardness This Charm enhances Laughing Wounds Form by adding four
and that cannot be healed as long as motes are committed to this motes to its activation cost. As long as the form is active, the
Charm. martial artist’s Resolve is unaffected by her wound penalty. In
fact, the pain brings pleasure to her, replenishing 1 Willpower
Now the disciple becomes an extension of the martial artist, and whenever she is successfully struck by a decisive attack.
they share each other’s pain. Whenever they are fighting together
on the battlefield and the disciple suffers damage, the martial art- RAVISHING THE UNWORTHY HEART
ist may treat that as damage suffered by herself for the purpose of Cost: 10m, 1wp
effects such as the Initiative gained from Sensuous Torment or the Mins: Martial Arts 5, Essence 3
attack bonus gained from Laughing Wounds Form. Type: Simple
Keywords: Decisive-only
The character may brand a number of disciples equal to her Es- Duration: Instant
sence, but she can only benefit from one of them each round. Prerequisite Charms: Brand of Obedience, Groveling Penitence
Prana, Ecstatic Tenacity
Terrestrial: The martial artist can only brand a single disciple
regardless of Essence level. Shaping her lips into a kiss, the martial artist leans forward and
strokes her foe’s chest. Then, with a grinning snarl, she plunges
GROVELING PENITENCE PRANA her hand through his ribs and rips out his heart. This is a deci-
Cost: +3m sive attack that can only be used on a crashed opponent. If the
Mins: Martial Arts 5, Essence 2 attack succeeds and deals enough damage to kill the opponent,
Type: Permanent the martial artist substitutes killing him for taking his life in her
Keywords: None own hands.
Duration: Permanent
Prerequisite Charms: Instructive Punishment Method She may choose to torment him further and then kill him by
crushing his heart, or she may offer his heart back to him, in-
Daring to oppose a master of the Laughing Wounds Style is like stantly closing the wound behind it and sparing him from that
begging for humiliation. This Charm can be used to enhance the last level of damage. She may keep the heart as long as she wishes
prerequisite, rendering the target both physically and mentally and then letting the victim continue his life without his heart.
prone at once. The longer he spends without his heart, the more his life loses
meaning. Tastes become blander and colors pale around him.
INSATIABLE SLAVE STAMINA Intimacies erode and what used to be passions slowly fade away.
Cost: +1wp After a year and a day without his heart, he becomes a creature of
Mins: Martial Arts 4, Essence 2 darkness, forever in a state between life and death.
Type: Permanent
Keywords: Terrestrial Only the martial artist’s mercy can grant him peace. Until then,
Duration: Permanent he is at the sufferance of her cruelty.
Prerequisite Charms: Laughing Wounds Form
If a player character becomes subjected to Ravishing the Unwor-
Grinning as black bruises darken her skin, the martial artist has thy Heart, much of what happens is up to Storyteller discretion.
a greater appetite for pain than she expects even from her slaves. It could become a story for the player character to steal back her
By adding 1 Willpower to the cost of Laughing Wounds Form, heart from the martial artist who defeated her, or to find some
the martial artist cannot be brought to Incapacitated with bash- healing magic to cure her from her ill fate.
ing damage as long the form is active. Bashing damage sustained

56
Should the soul be defeated in combat, it returns to the swords-
Martial Secrets man and the form ends, though all remaining Temporary Will-
power go lost. If it is destroyed using Ghost-Slaying Technique or
There is no end to the grim secrets buried in the Underworld. equivalent, the soul is gone forever and the body lives on without
Here follows a list of secret Martial Arts Charms that take the it. The swordsman’s body is considered a creature of darkness un-
already published styles into a darker direction. Many of these til it acquires a new soul.
Charms have special conditions required to master them. These
are generally very powerful compared to traditional Martial Arts Mastery: The martial artist’s soul has access to (Essence) Arcanoi
Charms and the Storyteller should be careful with how he de- from a single Book of Arcanoi (see page XX) that can be used
cides to implement them. It is not recommended to simply let a when the soul has separated from the body. The martial artist
player select them willy-nilly like she may do with the majority must otherwise meet the prerequisites for the selected Arcanoi.
of other Charms. Instead make the acquisition of these powers a
central part of the martial artist’s story. CORROSIVE FLAME JUDGEMENT
Cost: —
What all these powers have in common is that they vastly change Mins: Martial Arts 5, Essence 4
the way the martial art style is played. This drastic change in Type: Permanent
playstyle should be just as drastic a moment in the character’s Keywords: Dual
narrative. By making the player feel like she has earned this new Duration: Permanent
power, it usually increases the value of it as a reward. You can Prerequisite Charms: Caress of 1,000 Hells (Righteous Devil
also sit down with your player and elaborate on these powers or Style)
design completely new ones better fitting the story you want to
tell and the character your player wants to portray. The one who has mastered the Righteous Devil Style has braved
infernal flames. But few masters know that true judgement is not
SHADE OF A SWORDSMAN found in Hell. It is found amidst the silver soul rivers of the bleak
Cost: — (+1wp) World Beneath. A righteous gunslinger who truly wants to mas-
Mins: Martial Arts 5, Essence 3 ter judgement must brave the horrors of the Labyrinth, and then
Type: Permanent aim the barrel of her gun at the Unforgiving Void itself.
Keywords: Mastery
Duration: Permanent This Charm is a permanent power awakened by the Righteous
Prerequisite Charms: Single Point Shining Into the Void Form Devil when she activates her form. She no longer fights with
(Single Point Shining Into the Void Style) infernal flames, but with the green and acidic pyre-flame only
found in the Underworld. Attacks using the martial artist’s
It is said that the soul of a master swordsman is forever fighting flame-discharge weapons no longer ignite flammable materials.
battles of its own. For the one who wields the Single Point, this The green flames do not burn, but corrode, and they will break
saying is literal. It is not known who was the first swordsman to down anything they touch. Withering attacks will wear down
master this secret technique, but it is known that he lost to his non-magical armor, permanently reducing soak by 1 for every
greatest opponent. He lost to his own soul. successful attack. Successful decisive attacks that deal at least one
level of damage subject the target to an environmental hazard
In order to master this technique, the martial artist must medi- dealing 3L/round at difficulty 5 for three rounds.
tate upon her own existence, separating her body from her soul.
Challenged by her own spirit, the swordsman must be defeated, GRIM REAPER FORM
which earns her spirit its agency. It is then the Shade of a Swords- Cost: — (+5m, 1ahl, 1wp)
man awakens. Mins: Martial Arts 5, Essence 4
Type: Permanent
This Charm may be used to enhance the Single Point Shining Into Keywords: Terrestrial
the Void Form for a 1 Temporary Willpower surcharge. However, Duration: Permanent
the martial artist must be in a location where ghosts can mate- Prerequisite Charms: Snow Follows Winter (White Reaper
rialize for this power to take effect. When rolling Initiative for Style)
the martial artist’s sword, her own soul separates from her body,
fighting independently using the sword’s Initiative. The shade Originally created by the Exalt who became the Serpent Queen
may use the swordsman’s traits, Charms, and Essence pools just Crowned by a Thousand Faces, this secret and forbidden expan-
like under the normal application of the form. It does, however, sion to the White Reaper Style is largely unknown to the deni-
have its own set of health levels. zens of Creation. In order to learn the technique, one must either
study personally under the Serpent Queen herself (or another
There is no limit to how far away from the body the soul may who knows the technique), or one must discover its secret by
move, but it will return to her instantly at the scene’s end or using the White Reaper Style to harvest a thousand souls in the
if the martial artist releases the form. As the shade represents Labyrinth. Only then does this technique reveal itself.
the swordman’s soul, her physical body becomes immune to
non-magical social influence, as her personality is one with her When activating White Reaper Form, the martial artist takes on
soul. Her ghost does not share that immunity, though, and any one aggravated damage level and pays 1 Temporary Willpower to
influences it has been subjected to will become true for both transform into the Grim Reaper Form. This expands upon White
body and soul once they merge back into one. Reaper Form, making the following alterations:

57
• The martial artist’s attacks deal aggravated damage to whisper her kiais and Silver-Voiced Nightingale Style Charms,
ghosts. using the full extent of her martial powers without alerting those
• The created halos contain the souls of the Grim Reaper’s she wishes to remain deaf to her voice. If an opponent is crashed
victims. Expending halos use the Essences of these souls and suffers the effects of a Performance-based influence roll
for the benefit of the Grim Reaper’s harvest. Essence 1 made by the Nightingale, and that opponent fails to resist the
souls are destroyed permanently when expended, while influence, the victim will be subjected to a major derangement
higher Essence souls have their Essence permanently re- befitting some negative aspect of his personality.
duced by 1 after they return to existence. Deathlords and
Centimane Exalted don’t permanently lose Essence in this Though the perfect harmony of music and motion still adds a bo-
fashion, as their souls are too strong to be fully contained nus to her Evasion like with the original form, being subjected to
within a halo. The halos that do appear from their defeat the whispers of the Neverborn help her hide in their shadows. If
are part of their Essence, leaving them completely with- no sound at all is present, the martial artist becomes immaterial
out motes when they begin their period of regeneration. to all physical attacks. This can be circumvented by actively mak-
• Each halo adds +1 to the martial artist’s raw damage, and ing noise to disrupt the Nightingale’s attention to the whispers.
every two halos add +1 to the martial artist’s Overwhelm-
ing rating. Terrestrial: The martial artist cannot learn this Charm.
• Each halo adds +1 die to any social influence made to
intimidate or terrify a target. The martial artist can in- SERPENT’S MANY SKINS
timidate ghosts and undead even if they normally aren’t Cost: —
capable of being intimidated. Mins: Martial Arts 5, Essence 4
• The martial artist is considered a creature of darkness Type: Permanent
while in the Grim Reaper Form. Keywords: Terrestrial
Duration: Permanent
This Charm cannot be used while struck by direct sunlight. Prerequisite Charms: Essence Venom Fang (Snake Style)
Should the martial artist be stricken by sunlight while this
Charm is in effect, it will disable both this Charm and the stand- The Deathlord known as the Serpent Queen Crowned by a Thou-
ard White Reaper Form. sand Faces is as much a master of the martial arts as she is a mas-
ter of skins. She developed this secret technique as a way of col-
Terrestrial: The martial artist cannot learn this Charm. lecting the skins of those she murdered. Unless the martial artist
can get the Deathlord herself, or one of her servants, to teach her
POETRY THROUGH WHISPERS this technique, she can only discover it by literally shedding her
Cost: — own skin.
Mins: Martial Arts 5, Essence 4
Type: Permanent This Charm enhances the effects of Essence Venom Strike, caus-
Keywords: Terrestrial ing the poison to wither away a victim’s skin should it cause his
Duration: Permanent death. The victim’s skin is added to a library of skins within the
Prerequisite Charms: Shattering Discord Cacophony (Sil- martial artist’s own anima. Whenever she enters Snake Form, she
ver-Voiced Nightingale Style) may select a skin from her library and apply it as a disguise to
herself throughout the duration of the form. Though the disguise
It takes a master performer to comprehend the poetry of mad- is perfect, the martial artist rolls (Manipulation + Larceny), with
ness, and the beauty in the Neverborn’s hateful whispers. In or- (Martial Arts) automatic successes, to determine the effective-
der to unlock this martial secret within the Silver-Voiced Night- ness of the disguise when contested by some kind of supernatural
ingale Style, the martial arist must be a true master, and she must sense.
be mad enough to dare brave the heartless Labyrinth. While
roaming through the endless maze, the martial artist listens to If the martial artist engages in combat with someone who has a
the voices of the Neverborn—truly listens—and whispers back positive Intimacy for the victim whose skin the martial artist is
her enchanted song. If her poem reaches the attention of the Ne- wielding, the opponent’s Defense is crippled by the same amount
verborn, the martial artist awakens this power. as his Resolve would be based on the intensity of his Intimacy.

If Silver-Voiced Nightingale Form is active, the martial artist may Terrestrial: The martial artist cannot learn this Charm.

58
CHAPTER FIVE

HUNDRED CURSED HANDS


Chapter Five

Hundred Cursed Hands

At the height of the First Age, when the Solar Exalted ruled Cre-
ation and the enemies of the gods had been defeated, a number Kings of Five Fingers
of mortals saw issue with the great power of the Lawgivers. These
scholars had a romanticized view of the enemies of the gods, and The Hundred Cursed Hands had gained power greater than any
they felt attracted to the Neverborn after the discovery of their ghosts’, and they learned eventually when the Exalted of Creation
existence in the Heart of the Labyrinth. Together these people visited the Underworld that they possessed powers on par with
formed an expedition containing over a thousand mortals, and even them. The Solar Exalted were still a bane to their existence
they traveled to the Underworld in order to seek out the Fallen as they were vulnerable to their holy powers. However, the clever
Masters. They had become a cult hating all the Exalted for having of the Hundred Cursed Hands stayed away from the Lawgivers’
granted the enemies of the gods an undeserving fate. senses, or even manipulated the Lawgivers into thinking of them
as benevolent forces maintaining control over unruly ghosts.
But the Underworld was no place for mere mortals. They trav-
eled its bleak landscape for months, and the Labyrinth for even It was during the years it took to assert their powers upon the
longer. Most died along the way, either at the hands of ghosts or denizens of the Underworld in order to take it over that the Hun-
at the hands of each other, and those still living had to feed upon dred Cursed Hands learned that they could die. One of them was
their dead comrades when their provisions had run dry. killed at the hands of the Zenith Caste known as Amber Grace.
His soul was permanently wiped from existence through the
But despite the nightmares around them, they kept going. When fearsome techniques that had killed the Fallen Masters. But even
they eventually reached the Tombs of the Neverborn, only a hun- though a member of the Hundred Cursed Hands had died, his
dred of them were still alive. These devout travelers had been powers had cast a permanent shadow upon the Underworld, and
the strongest, the most intelligent, and the ones most merciless his power was soon reincarnated in the soul of a recently de-
in order to ensure their survival. They were filled with excite- ceased. For the first time ever, the Hundred Cursed Hands had
ment when they stood before the black pit that was Oblivion, gained a new member to their ranks.
embraced by the whispers of the Neverborn.
Some of them realized that they had been named Cursed by the
They offered their lives to the Neverborn’s service, swearing ser- Neverborn to become a mockery of the Exalted they despised.
vitude even in death. All hundred of them committed suicide be- Their “exaltations” seemed to seek out new hosts just like those of
fore the Tombs, eager to leave their earthly bodies and join their the Celestial Exalted, but they also seemed to have distinct pow-
masters in this new world. The Neverborn, whom had sensed ers separating them into five castes; something they refered to as
their coming and enjoyed the expedition’s gradual decay into the Five Fingers. These were the Banshees, the Ghouls, the Liches,
madness, accepted their sacrifice, turning their whispers into the Wights, and the Wraiths—each faction had twenty members.
words.
The Banshee were beautiful and athletic, with pale porcelain
“You are now our Hundred Cursed Hands.” skin. They had an affinity for stealth and manipulation, and they
could let out powerful howls that could shatter stone. The Ghouls
One hundred ghosts stood before the corpses of their former were enduring and strong, and they seemed to draw strength
bodies, and as they heard the Neverborn’s words, they felt their from consuming the living. The Liches were the wise souls who
ethereal bodies change; ectoplasm hardened like clay until they seemed to more enjoy studying the Underworld than command-
were ethereal no more. They were given human form but with ing it. The true commanders were the Wights, who became the
flesh of hardened ectoplasm, containing their souls as specters natural leaders of the Hundred Cursed Hands. The Wraiths were
trapped in wax. The Hundred Cursed Hands could use their the opposite of the Wights, being lonewolves who seemed more
senses once again, just like when they had been alive. They could interested in gaining deeper understanding of their own pow-
see, hear, smell, taste, and touch like any living being, but they ers than to help fulfill the others’ ambitions of ruling the Under-
were still dead. world.

Death was not the end. It was the beginning. All of them knelt It had dawned upon the Hundred Cursed Hands that they were
before the Tombs of the Neverborn, thanking the Fallen Masters Exalted in their own right. They had left the world because they
for their great gift. They knew what they had to do. They had to hated how the Exalted reigned. Now they were Exalted them-
take command of this reflection of a world, just like the Exalted selves, reigning over their own world. They did recognize the
had taken command of the world from which they came. irony, and it amused them.

61
But then the Abyssal Exalted were born and the Deathlords had
The Reaping found lieutenants with even greater potential for power than the
Centimane Exalted. Not only that, but the Abyssal Exalted could
After having spent centuries reigning over their own Underworld walk Creation with far less effort than the Centimane Exalted
nations, the Hundred Cursed Hands learned about how the Ex- had ever been able to. The Hundred Cursed Hands had wanted
alted of Creation had turned on each other and the Lawgivers to get away from the Lawgivers of Creation, but now it appeared
had been usurped from the throne. Believing that this would as if new Lawgivers were coming to them.
make their lives as masters of the Underworld much easier, they
soon noticed the emergence of ghosts far more dangerous than More and more of the Centimane Exalted broke from the Death-
even the greatest of nephwracks. lords and sought their own paths. With the Abyssal Exalted as
their new lieutenants, few Deathlords bothered with these Cen-
The Deathlords had been born, and they were less than pleased timane Exalted any longer, seeing them as relics of the past. The
with how things were ran in the Underworld. The Hundred Hundred Cursed Hands had once been the rulers of the Under-
Cursed Hands returned to the Tombs of the Neverborn to ques- world. They had then become the lackeys of new masters. Now,
tion the Fallen Masters about these new and dangerous ghosts, in the Second Age, they were becoming lackeys of lackeys. An
but the Neverborn ignored them, seemingly being more interest- unbearable idea to those who desired more.
ed in the machinations of their new playthings.

The Hundred Cursed Hands and the Deathlords agreed to meet So what are they?
at the Heart of the Labyrinth, so that they could decide wheth-
er to come to an agreement or go to war. Though the Hundred The Centimane Exalted are dead by every definition of the word.
Cursed Hands were wary, the Deathlords came prepared, and the Unlike the Abyssal Exalted who have a second chance at life, the
meeting turned into a slaughter. Every single one of the Hundred Hundred Cursed Hands were sacrifices to the Neverborn and
Cursed Hands were destroyed by the Deathlords, and the new those deserving of their power are all wandering souls.
souls who gained their incarnations were too weak to fight back.
But they are also material, as the ectoplasm that make up the Ex-
They had lost the Underworld. The Hundred Cursed Hands were alt’s body has hardened into wax. Without magic, no Centimane
broken. The Deathlords named them the Centimane Exalted, de- Exalted looks entirely human or alive—neither do they look as
manding their obedience or promising them war. Some of them pristine as some of the Abyssal Exalted. They look like constructs
agreed to serve the Deathlords out of fear while others fled to the with bodies of wax, some embracing the rot of the dead and
corners of the Underworld. some craving for the beauty of life. As their anima flares, their
wax bodies are shrouded by the spirit that haunts it, and they
become more ghostly the more powerful their anima glows.
The Second Age
These are the Exalted of the True Dead, chained to lifeless ex-
The Centimane Exalted never gained back the respect they once istence through an age-old oath to be the Bodhisattvas of the
had. A few of them managed to rise their own empires to shield Neverborn—obsessed with maintaining their existence through
themselves from the Deathlords. Others wandered the Under- reinforcing their fetters to life. The existence of the Centimane
world as lone hermits, seeking what glory they could from doing Exalted is a never-ending hate-love for their own self, their own
heroic deeds for the denizens of this tattered world. Those who past, and the unbreakable fetter to who they once were. The
had sworn allegiance to the Deathlords often went to war against longer they roam the Underworld, the more this fetter is corrupt-
their former comrades, and they managed to grow in power in ed and perverted—though it never breaks. Unless ripped apart.
the service of their lieges.

“I am not fettered to existence!


I am anchored to it!”
- Odyn Ras, Centimane Exalted of the Wight Caste

62
ed does not have much in terms of Merits, since they haven’t
Character Creation roamed the Underworld for very long. Certain physical or su-
pernatural traits may have transcended death while others may
This chapter will let you create your own Centimane Exalted. have appeared during Exaltation.
What distinguishes the Centimanes from other Exalts is that
they use Arcanoi instead of Charms. See Chapter 6 for a list of Assign up to seven dots to your character’s Merits.
Arcanoi you can use for your Centimane Exalted or other ghostly
character. STEP 5: ARCANOI
All ghosts have the potential to master Arcanoi, but the Cen-
STEP 1: CONCEPT AND CASTE imane Exalted have truly mastered this art. The Centimanes’
The Centimane Exalted has had a life before death. Take some “Books” of Arcanoi give them powers subtle and invisible as well
time to think about who the character used to be as well as the as powers grand in scope. Unlike for the Charms of the Exalted,
circumstances of her death. Since the Centimanes are strongly the Arcanoi are known as distinctive powers and refered to as
fettered to existence, think about what kind of “unfinished busi- such. See page XX for Arcanoi.
ness” the character may have and how it affects them in death.
Though a Centimane can learn several Books of Arcanoi, each of
Once you’ve got a solid concept, pick the Caste that suits it best. the Five Fingers have their own affinities. The Exalt’s player may
choose three Books of Arcanoi from her Caste Books as well as
STEP 2: ATTRIBUTES (Essence) Books of Arcanoi of any kind.
Pick the Attribute category—Physical, Social, or Mental—that’s
most important for the character concept, and mark it down as • Banshee: Book of Ashes. Book of Curses. Book of Fright.
primary. Next, pick the less integral category as secondary. The Book of Shadows. Book of Temptations. Book of Wailing.
remaining category becomes tertiary. Each Attribute begins with • Ghoul: Book of Blood. Book of Bones. Book of Salt. Book of
one free dot. From there, distribute eight dots among the prima- Shadows. Book of Temptations. Book of Wailing.
ry Attributes, six dots among the secondary and four dots among • Lich: Book of Ashes. Book of Bones. Book of Curses. Book
the tertiary. of Labyrinths. Book of Salt. Book of Wailing.
• Wight: Book of Blood. Book of Bones. Book of Fright. Book
STEP 3: ABILITIES of Labyrinths. Book of Salt. Book of Temptations.
Abilities represent the skills learned in life and in death. Though • Wraith: Book of Ashes. Book of Blood. Book of Curses.
roaming the Underworld often perverts the ghost’s memories of Book of Fright. Book of Labyrinths. Book of Shadows.
life, most of the skills learned in life remain as some of the char-
acter’s strength. Freely pick three Fettered Abilities represented by
the character’s strengths as one of the living and distribute one The Book of Ashes contains Arcanoi that deal with entropy.
dot in each of them. Then pick three Caste Abilities represented The focus of these powers are to be discreet or to kill over time:
by the character’s strengths that are best associated with the cho- poison, disease, cremation and aging are all part of the Book of
sen Caste. Distribute one dot in them as well. Ashes.
• Banshee: Archery, Athletics, Dodge, Investigation, Larceny, The Book of Blood contains Arcanoi that interact with the liv-
Performance, Stealth, Thrown. ing. The focus of these powers are either to hunt and devour the
• Ghoul: Awareness, Brawl (and Martial Arts), Melee, Resist- living, or to blend in with them.
ance, Ride, Sail, Survival, War.
• Lich: Bureaucracy, Craft, Integrity, Investigation, Linguis- The Book of Bones contains Arcanoi that destroy through blunt
tics, Lore, Medicine, Occult. force, or that reinforce and build, either by creating new con-
• Wight: Bureaucracy, Integrity, Linguistics, Lore, Perfor- structs or by hardening the ghost’s ectoplasm to become as solid
mance, Presence, Socialize, War. as bone.
• Wraith: Brawl (and Martial Arts), Larceny, Melee, Occult,
Ride, Sail, Stealth, Survival. The Book of Curses contains Arcanoi that create misfortune for
others, or by weakening that which the enemy cares about.
You may distribute 22 dots. Each Ability starts with zero dots,
with the exception of those specified above, and no Ability may The Book of Fright contains Arcanoi that focus on intimidating
be raised above three dots without spending bonus points. You and frightening prey through illusions, hauntings and both so-
can’t begin play with more than five dots in any one Ability, nor cial and mental influence.
may an Ability be raised above five dots during play.
The Book of Labyrinths contains Arcanoi that interact with the
Lastly, choose four specialties for your character. secrets of the Underworld and the mythoi of the Neverborn.
STEP 4: MERITS The Book of Salt contains Arcanoi that interact with Creation
Some Merits transcend death while others do not. Perhaps you and the Holy. It helps the ghost overcome some of the limitations
were a merchant in life, but your great wealth now belongs to upon its existence. It also interacts with the ghost’s fetters.
your still living children and not to you. Perhaps you were poor
in life but your family found great fortune after your passing and The Book of Shadows contains Arcanoi that focus on darkness,
has offered much silver to your grave. A new Centimane Exalt- shadows and possessions.

63
The Book of Temptations contains Arcanoi that seduce the liv-
ing and enslave the dead. STEP 1: CONCEPT AND CASTE
Come up with an appealing concept. Pick a Caste that fits
The Book of Wailing contains Arcanoi that draw power from best, and note down its anima effects.
the ghost’s negative emotions, and focus one’s misery into raw
emotional and physical power. STEP 2: ATTRIBUTES
Mark down one dot in each Attribute. Divide 8 dots among
There may be more Books of Arcanoi out there, hidden behind primary Attributes, 6 dots among secondary Attributes, and
veils of lies and shadows. One could be the Book of Nightmares, 4 dots among tertiary Attributes.
kept hidden within your own worst fears as reached only through
the nightmares of Epiales, the Neverborn of the Black Dream. STEP 3: ABILITIES
Another could be the Book of Elements, hidden within the ne- Select three Fettered Abilities and three Caste Abilities. Dis-
crosis of the very dragonlines that hold the Underworld together. tribute one dot in each, then 22 dots freely among all Abili-
One could be the Book of Mirrors, forever hidden behind you ties. Assign four specialties.
and revealed only through your reflection. Perhaps the Book of
Soil is waiting for you beneath your feet. STEP 4: MERITS
Spend up to 7 dots on Merits.
The only limit is your imagination and how far you are willing to
go as you traverse the endless maze either further from or closer STEP 5: ARCANOI
to Oblivion. Select three Books of Arcanoi from your Caste Arcanoi, and
one free Book of Arcanoi. Pick 10 Arcanoi from your Books.
The Centimane’s player may choose ten Arcanoi from any of the
Books she has selected. She may substitute Arcanoi for Soulsteel STEP 6: INTIMACIES AND FETTER DECAY
Evocations, necromantic spells (assuming the character has the Choose at least four Intimacies, including one Defining In-
Shadowlands Circle Necromancy Arcanos found in the Book of timacy, one Major Intimacy, one positive Intimacy, and one
Labyrinths) or Martial Arts Charms on a one-for-one basis. negative Intimacy. One Defining Intimacy is your Fetter.

STEP 6: INTIMACIES AND FETTER DECAY STEP 7: BONUS POINTS


The Centimane must start with a minimum of at least four In- Spend 15 bonus points.
timacies, of which one must be Defining, one must be Major,
one must be in some way negative, and one must be positive. At STEP 8: FINISHING TOUCHES
least one Defining Tie associated with the character’s life must Record Essence rating (1). Record Personal Essence pool
be selected as a fetter. This Intimacy cannot be eroded by normal ([Essence x 2] + 12) and Peripheral Essence pool ([Essence x
means as it is what’s anchoring the Exalt to existence. The longer 5] + 25). Record Health Levels (-0, -1, -1, -2, -2, -4, Incapaci-
the Centimane roams the Underworld, the more likely she is to tated). Record Willpower (5).
forget aspects of her life, eventually perverting her fetter. This is
called fetter decay. CASTE ABILITIES
• Banshee: Archery, Athletics, Dodge, Investigation, Lar-
STEP 7: BONUS POINTS ceny, Performance, Stealth, Thrown.
You have 15 bonus points to spend on anything that makes sense • Ghoul: Awareness, Brawl (and Martial Arts), Melee, Re-
for your concept. Bonus points can purchase almost any trait, but sistance, Ride, Sail, Survival, War.
different traits have different costs. • Lich: Bureaucracy, Craft, Integrity, Investigation, Lin-
guistics, Lore, Medicine, Occult.
TRAIT COST • Wight: Bureaucracy, Integrity, Linguistics, Lore, Perfor-
Primary or Secondary Attribute 4 per dot mance, Presence, Socialize, War.
Tertiary Attribute 3 per dot • Wraith: Brawl (and Martial Arts), Larceny, Melee, Oc-
Caste/Fettered Ability 1 per dot cult, Ride, Sail, Stealth, Survival.
Non-Caste/Fettered Ability 2 per dot
Specialty 1 CASTE ARCANOI
Merits 1 per dot • Banshee: Book of Ashes. Book of Curses. Book of
Arcanos 5 Fright. Book of Shadows. Book of Temptations. Book of
Spell 5 Wailing.
Evocation 5 • Ghoul: Book of Blood. Book of Bones. Book of Salt.
Martial Arts Charm 5 Book of Shadows. Book of Temptations. Book of Wail-
Willpower 2 per dot ing.
• Lich: Book of Ashes. Book of Bones. Book of Curses.
STEP 8: FINISHING TOUCHES Book of Labyrinths. Book of Salt. Book of Wailing.
All Centimanes start play with a default Essence rating of one • Wight: Book of Blood. Book of Bones. Book of Fright.
dot, a default Willpower rating of five dots, and seven Health Book of Labyrinths. Book of Salt. Book of Temptations.
Levels (-0, -1, -1, -2, -2, -4, and Incapacitated). The Exalt has a • Wraith: Book of Ashes. Book of Blood. Book of Curses.
Personal Essence pool of ([Essence x 2] + 12) motes, and a Pe- Book of Fright. Book of Labyrinths. Book of Shadows.
ripheral Essence Pool of ([Essence x 5] + 25) motes.

64
version in order to gain a chance at breaking free from existence.
The Fetter A Centimane character can be retired at the Storyteller’s discre-
tion by foregoing the fetter completely and thus finding eternal
All ghosts who become Centimane Exalted still have a strong tie rest.
to their human lives. This tie takes the form of a fetter, chaining
them to a memory, a belief, or a loved one. The fetter is often tied The only other way to die is through Ghost-Slaying Technique or
to a missed opportunity or the feeling of unfinished business. through one’s Fetter Bane.
When choosing your character’s fetter, choose one of her Defin- FETTER BANE
ing Intimacies that is more strongly associated with her character The Neverborn created the Hundred Cursed Hands with a nev-
concept than any other. This fetter is still considered a Defining er-ending fetter to life, anchored to existence so that they could
Intimacy, but it cannot be eroded. be the Bodhisattvas of the Neverborn, helping both the living
and the dead to find rest while they themselves remain. But the
FETTER DECAY Neverborn knew that everything needed to one day die, and that
Should something force the character to willingly contradict her included the Centimane Exalted. As the fetters were their great-
fetter, or should she lose touch with her existence, she may un- est strength, they also became their greatest weakness.
dergo Fetter Decay. When she reaches 10 Fetter Decay, she un-
dergoes a perversion. Each Centimane Exalted has a Fetter Bane, a means of taking
advantage of the character’s fetter in a way that permanently ends
The Centimane Exalted gain fetter decay in the following ways: their existence and sends their souls to reincarnation or to eter-
nal rest. For example, a father who is fettered to his son could
• Once per day, when the character acts in a way that op- have his son or anyone who looks similar to his son as his Fetter
poses her fetter, her player rolls one die, gaining one point Bane. This would mean that despite the strength of the charac-
of Fetter Decay for each success. ter’s fetter, either his son or anyone who looks like his son is ca-
• When the character becomes incapacitated due to lethal pable of killing him for good.
or aggravated damage, her player rolls three dice, gaining
one point of Fetter Decay for each success. This represents Odyn Ras of the Wight Caste who holds his eternal love for his
the comforting sensation of Death’s Embrace. wife is loved also by her. His Fetter Bane is for his wife to declare
• For every season spent in the Underworld without rein- their love ended. Should he have lived long enough for his wife
forcing her fetter, she automatically gains 1 Fetter Decay. to be long gone, someone aware of his Fetter Bane could try to
If this time is spent in the Labyrinth, she gains 3 Fetter take advantage of it to use against him—maybe the foe presents
Decay. evidence that his wife would have despised an action the Cen-
timane is responsible for, and the guilt would trigger the Fetter
Once the Centimane Exalted has gained 10 Fetter Decay, the na- Bane. This would render him vulnerable for as long as he holds
ture of her fetter undergoes a perversion. For example, Odyn Ras that belief.
of the Wight Caste is fettered to his still living wife, to whom he
has a Defining Intimacy of Unconditional Love. The first time he
reaches 10 Fetter Decay, he gains a perversion of the fetter. This Sun and Salt
does not completely change the Intimacy’s nature, but instead
adds a subtle change to the Centimane’s perception of its nature, Ghosts generally can’t withstand Creation’s sun. The same is true
at the Storyteller’s discretion. for the Centimane Exalted, but they are more durable than nor-
mal ghosts. While the Hundred Cursed Hands much prefered
For example, one such perversion could be that he remembers to stay in the Underworld to grow their powers there, many of
his wife’s haircolor wrong and is incapable of recognizing her them have been known to revisit Creation. Though they usually
without that assumed haircolor. At the Storyteller’s discretion, visit Creation at night, they can survive the sun, but not without
the Centimane’s player could pervert his fetter to the point of a cost.
it eventually becoming like a completely different fetter—this
could be done if the player wants to change up his character’s The Centimane Exalted is seen for what they truly are when
personality. struck by sunlight. Despite how human they may appear with
their solid wax bodies, the sun reveals the ghost within; show-
There is a way for a Centimane to reinforce her fetter and thus ing horrifying traits determined by their caste. In addition, all
reduce Fetter Decay. Once per day, when a character acts in a way of their dice pools and static values are reduced by one, with the
that reinforces her fetter, her player rolls one die, reducing one exception of soak and damage. Neither can the Centimane Ex-
point of Fetter Decay for each success. Should her means of rein- alted be at rest or replenish motes while under direct sunlight
forcing the fetter be especially epic or memorable, the Storyteller (they may still replenish motes in combat, but only three motes
may allow her two dice. She may also roll three dice to reinforce per round).
her fetter at the end of a story.
There are ways to get around these flaws. By covering one’s skin
Note that after every time the Centimane gains 10 Fetter Decay from the sun through thick, hooded clothing, one’s ghostly traits
and perverts her fetter, the counter resets to 0. She then needs to won’t appear, but the penalties will remain. In order to tempo-
gain 10 new Fetter Decay in order to pervert the fetter again. At rarily get rid of the penalties, one would have to invest in the
the Storyteller’s discretion, the Centimane may forego the per- Book of Salt or the Book of Blood when learning Arcanoi. Ghoul

65
Castes have a natural affinity for surviving Creation even without
access to those Arcanoi. Basic Needs and the Lack Thereof

Salt is known for keeping ghosts at bay. The same is true for the The Centimane Exalted are ghosts—they are already dead and
Centimane Exalted. However, just like the Centimanes are du- cannot die again from the basic things. They don’t need to eat or
rable to the sun, they are durable to salt. The Exalt can cross a drink, though some choose to do so out of habit or for pleasure.
salt line by paying 1 Willpower. Though they don’t need to eat or They don’t need to breathe, though some choose to do so out of
drink to sustain themselves, they can eat for the taste or to ap- habit or for natural speech. They cannot be afflicted by mundane
pear human. However, consuming salt is like consuming poison. diseases or poisons; though supernatural ones may still harm
Consuming a teaspoon of salt would affect the character as if she them. They cannot age and will forever look like they did when
had been affected by a single dose of snake venom. they died—they can however regenerate their wax bodies to heal
their wounds; though some scars from their death cannot be ful-
ly healed. They don’t need sleep, but they regenerate Willpower,
Health motes, and damage faster when at rest.

Just like for the Exalted, your character’s health track represents
her current physical condition. Though the Centimane Exalted Essence
normally don’t feel pain, unless struck with aggravated damage,
their wax bodies are damaged by force and they become weak- The Centimane Exalted’s Essence rating represents how well she
ened until restored. This is represented by the wound penal- has cultivated her undead powers through studying the Arcanoi
ties, though wound penalties only affect physical actions unless and her connection to the Neverborn. The Exalt has a Personal
caused by aggravated damage, which affects all rolled actions. Essence pool containing ([Essence x 2] + 12) motes, and a Pe-
ripheral Essence pool containing ([Essence x 5] + 25) motes.
Characters have seven levels in their health track: one -0 health These motes can be used in order to use Arcanoi, Evocations,
level, two -1 health levels, two -2 health levels, one -4 health level, or Martial Arts Charms. While in the Underworld, these motes
and one Incapacitated health level. Centimanes can gain more replenish themselves at the same rate as for most other Exalted,
health levels through Arcanoi and other powers. at five motes per hour outside of combat, or 10 motes per hour
during rest.
The Centimane can suffer damage as normal, though bashing
levels don’t fill her Incapacitated health level. Once bashing dam- THE SHROUD
age has filled all other health levels, more bashing is converted to As the Centimane Exalted use the motes from their Essence pool,
lethal which in turn may fill the Incapacitated health level. Once they draw upon the necrosis from within their souls to shroud
that health level is filled, the Centimane effectively dies for that their wax bodies like cloaks of anima. If the character spends
moment, but is then reborn at midnight (Essence) weeks later. more than five Peripheral motes on a single action, her necrotic
traits become visible to all. The Banshees’ skin are near-ethereal,
If the Centimane died in Creation, she is reborn in her tomb or and they look aged and decayed. The Ghouls look rotting and
at her place of first death, whichever is closest. If she died in the mutilated. The Liches’ eyesockets darken and skeletons are vis-
Underworld, she is reborn at the closest of a place of power with- ible through their skin—some of them shrink to more skeletal
in her possession, or at the analogous location of her tomb or frames. The Wights’ eyes are covered by ethereal coins of pre-
place of death. cious metal. The Wraiths are darker from the shade and their
own shadows fall deeper and blacker around them.
She awakens at her -4 health level with all Willpower drained,
and must then heal all damage naturally. While at this state, another five motes on a single action mani-
fests the Shroud. This is a ghostly shroud of Essence overlaying
• Recovering a -0 health level takes half an hour if bashing, the ghost’s body, presenting the true form of her Caste. The Ban-
or 12 hours if lethal. shee Shroud is like a ghostly white veil, tinged with grays and
• Recovering a -1 health level takes one hour if bashing, or blues. The Ghoul Shroud clings to the Exalt’s skin, imbued with
one day if lethal. vein-like patterns of reds and browns. The Lich Shroud is like a
• Recovering a -2 health level takes 12 hours if bashing, or violet robe, tinged with blacks and reds. The Wight Shroud pro-
two days if lethal. trude from the ghost’s back as a silver-white cape, tinged with
• Recovering a -4 health level takes one day if bashing, or golds and reds. The Wraith Shroud wraps the ghost in a hooded
three days if lethal. black cloak, tinged with tints of silver. Stealth suffers a -3 penalty,
with the exception of for Banshees and Wraiths.
These times assume characters are primarily resting and avoid-
ing strenuous exertion. If the character remains fully active while Another five motes increases this effect to its maximum, causing
injured, double any healing times. the shrouds to burn bright and large as bonfires. They become
visible for miles and stealth becomes impossible.

66
The Banshee
The Centimane Exalted of the Banshee Caste are generally the effect becomes free.
inquisitors of the Hundred Hands. They are known as restless,
constantly productive, and easily bored. They roam the Under- For 3m, the Banshee can perceive into the misery of her prey.
world through the shadows, watching and listening for prey to be She rolls (Perception + Investigation) against the target’s Guile.
killed or for information to be learned. They were the assassins Should the roll be successful, she gains an understanding of one
and thieves of the Hundred Cursed Hands. Now they are using of the target’s Intimacies that is relevant to the target’s current
these powers for the sake of themselves, for the sake of the Un- emotional state. Should she find a way to abuse that Intimacy in
derworld, or for the sake of a liege. a stunt throughout the scene, she will benefit from double stunt
rewards and be rewarded 1 Willpower.
Ghosts who become Banshees were generally miserable in life;
sickly prostitutes whose glory days were gone, mourning widows For 10m, 1wp, the Banshee concentrates all of her internal grief
who have forgotten their passions, or locked up thieves who lost and misery into a wailing howl powerful enough to shatter glass
the love of their loved ones despite having stolen for others’ sake. and crack stone. This howl targets all enemies up to long range
They are often fettered to their former misery, incapable of for- with an undodgeable withering or decisive attack. The attack is
getting and abandoning that way of life. rolled with (Charisma + Performance + Essence). The raw dam-
age for a withering attack is (10 + Willpower + Essence). The
TRAITS Banshee doesn’t gain any Initiative from the damage done, but
To gaze upon a Banshee is like looking at a porcelain doll. Their she still gets 1 Initiative for each non-trivial enemy hit with this
skins are often a soft pale, almost surreal. They are very beauti- attack (a battle group counts as one non-trivial enemy for the
ful when they want to be, but their anima reveals their hidden purpose of Initiative gain). If this effect crashes an enemy, she
truth; their misery taken form. This can also be perceived when gains an Initiative Crash bonus, but she won’t get several of these
they are hit by direct sunlight or when gazed upon through the bonuses if several foes crash due to her attack. Decisive attacks
reflection of a mirror. add extra successes to their raw damage and deal bashing dam-
age with double 10s. The raw damage is spread out evenly across
ANIMA BANNER all valid targets, starting with those closest to the Banshee. This
The anima banners of the Banshee are ghostly white, tinged with effect can be used once per day, unless reset by reinforcing her
greys and blues. When their anima flare, one can see a Banshee fetter by reducing Fetter Decay.
for what she truly is; a horrifying, ethereal creature looking
aged and decayed. When the Banshee is using Essence, one can CASTE ABILITIES
glimpse her true form for a brief instance in mirrors or when she Archery, Athletics, Dodge, Investigation, Larceny, Performance,
is in the periphery. Stealth, and Thrown.

ANIMA EFFECTS CASTE ARCANOI


For 1m, the Banshee can reveal her true self, supplementing an Book of Ashes. Book of Curses. Book of Fright. Book of Shad-
action to threaten or inspire fear. The supplemented action ben- ows. Book of Temptations. Book of Wailing.
efits from one non-Charm success. Should her anima flare, this

67
“I am not angry for having lost my life.
I just hate that it was stolen from me.”
- Avana, Centimane Exalted of the Banshee Caste

68
The Ghoul
The Centimane Exalted of the Ghoul Caste are the warriors and ANIMA EFFECTS
hunters of the Hundred Hands. They are generally more human Ghouls enjoy the taste of living flesh. Should a Centimane Exalt-
in their behavior than the other castes. They enjoy being a part of ed of the Ghoul Caste eat a corpse, she will replenish a number
larger groups without necessarily taking command themselves, of motes equal to the health levels of that corpse. When eating a
like being soldiers in an army or being members of an organi- corpse in combat, she may consume one health level worth each
zation. round. When out of combat, it takes about a minute per health
level. Ghouls have a big appetite.
They also enjoy humans, and have it easy getting along with hu-
mans, but that is generally for one particular purpose: those of The Ghoul may also apply the Savage gambit during Grapple as
the Ghoul Caste draw strength from eating living flesh. While a bite attack against a living enemy, draining one mote for each
they can get along with humans just fine, they are drawn to the level of lethal damage dealt during the attack.
smell of their blood, and they can get uncontrollable urges to eat
people. They are also very talented at overcoming wilderness in For 5m, the Ghoul may increase her effective Strength and Stam-
order to track down prey to eat. ina by one for a scene. Her muscles then rip and grow exponen-
tially, making this effect obviously supernatural. The added dots
Ghosts who become Ghouls were generally soldiers or workers may increase the Attributes to above 5, and these new ratings
in life; members of a community without necessarily being in are considered natural. Should the Ghoul be in bonfire level of
a commanding position. They are often fettered to their former anima display, this effect costs one mote.
homes, families, communities or ideologies.
The Ghouls are hardened to Creation’s sun. Should the Centi-
TRAITS mane be in Creation, she may commit five motes to prevent di-
The Ghouls look more human than most of the other castes, and rect sunlight from automatically revealing her true nature. In ad-
it is easy for a Ghoul to fool humans that they are one of them. dition, when she is consuming living flesh in Creation, she may
However, when their animas burn, when they are hit by direct negate the penalties from sunlight for a number of hours equal to
sunlight or when they are gazed upon through a mirror, some of the number of consumed health levels.
their true self emerges, showing their human selves rotting and
decayed. CASTE ABILITIES
Awareness, Brawl (and Martial Arts), Melee, Resistance, Ride,
ANIMA BANNER Sail, Survival and War.
The anima banners of the Ghouls are green, tinged with whites
and browns. When their anima flares, one can see a Ghoul for CASTE ARCANOI
what she truly is; a decaying corpse walking like the living. Book of Blood. Book of Bones. Book of Salt. Book of Shadows.
Book of Temptations. Book of Wailing.

69
“I promised you that I would be there for
you, through life and through death.”
- Jorden Barm, Centimane Exalted of the Ghoul Caste

70
The Lich
The Centimane Exalted of the Lich Caste are the strategists, the she truly is; a skeletal figure hidden under a human coat of ethe-
crafters, and necromancers of the Hundred Hands. They are real flesh.
known for having an infrangible sense of pride in themselves and
in their work. The Liches who work for Deathlords mostly do ANIMA EFFECTS
so in exchange for great bribes in the form of resources to work Liches have an affinity for sensing the necromantic energies of
their experiments with. Most of them despise the Deathlords for the Underworld. Should the Lich come within (Essence) miles of
having humiliated them into subservient positions. They also de- a dangerous necromantic force—such as a necromancer wreak-
spise the Abyssal Exalted for having greater potential than they ing havoc with spells, a hekathonkire or a zombie horde wander-
when it comes to necromancy and crafts. The Liches crave con- ing the landscape, or the presence of a shadowland—then she
trol because control gives the ultimate satisfaction. becomes instinctively aware of this. Any tracking rolls the Lich
makes to pinpoint or chase down such forces enjoy double 9s.
Ghosts who become Liches were generally doctors and savants in
life. They enjoyed learning, teaching and knowing things others For 5m, the Lich may increase her Resolve by her Essence for the
did not. They are often fettered to their desire for learning, or to scene. This counts as non-Charm successes and may increase her
creations and projects they had made or wanted to make in life. Resolve beyond the usual caps. Should the Lich’s anima be flaring
at the bonfire level, this effect costs one mote.
TRAITS
The Liches generally care little for their human bodies. Though Necromantic energies flow within the Lich’s body. By touching a
some of them still have fleshy, human bodies, others are decayed corpse and paying five motes, the Lich raises it as a permanent
to the point of being skeletal. A trait all Liches share are their walking dead under her command.
deep eye sockets, dark eyes and lithe, almost skeletal facial struc-
tures. Should their anima burn, should they be hit by direct sun- CASTE ABILITIES
light, or should they be gazed upon through a mirror, one can see Bureaucracy, Craft, Integrity, Investigation, Linguistics, Lore,
their skeleton almost as if their skin were transparent. Medicine, and Occult.

ANIMA BANNER CASTE ARCANOI


The anima banners of the Liches are violet, tinged with blacks Book of Ashes. Book of Bones. Book of Curses. Book of Laby-
and reds. When their anima flares, one can see a Lich for what rinths. Book of Salt. Book of Wailing.

71
“The marrow stocks are running out.
And tell our liege that we need livers.”
- Bonesinger, Centimane Exalted of the Lich Caste

72
The Wight
The Centimane Exalted of the Wight Caste are the natural lead- world. All ghosts see Wight Castes as having +1 Appearance.
ers of the Hundred Cursed Hands. They generally crave power,
influence and resources, and they are known for being merciless They can also use their ectoplasm to seal deals. Should someone
in their effort to acquire these powers. Most of the Wight Caste drink from the Wight’s ectoplasm after having made a deal with
find the Deathlords despicable, and they lead armies against the Wight, they will be tortured by their betrayal. Should they be
them in the Underworld. A few of them have teamed up with the ghosts, they cannot find rest as long as they feel this guilt save by
Deathlords in order to manipulate their way up the food chain outside magical influence, such as the Zenith Caste anima effect.
and take advantage of the great panoplies of their lieges. The Should they be living, they will have severe nightmares, being
Deathlords who command Wight Castes are generally wary of unable to benefit from a night’s rest unless they do an honest
their true motivations. attempt at redeeming themselves for their crime.

Ghosts who become Wights were generally influential in life; no- The Wights are maintained by their success, being able to chan-
bles, merchants, kings, and queens. Their fetters are often tied to nel their Merits for protection. While in a physical confrontation,
greed, lust, and desire for power. the Wight may pay five motes to add the rating of one relevant
Merit to her natural soak for the scene. This costs only one mote
TRAITS while her anima is flaring at the bonfire level. The Merit in ques-
Much like the Ghouls, the Wights generally look human without tion can be one of the following: Backing when representing the
many ghostly traits. Something that sticks out as supernatural on organization her Merit is covering, Command when representing
them are their lightly coruscating eyes, always taking on a strong the army at her back, Cult when in the presence of her worshi-
color of gold, silver, copper, or other metal of worth. When their pers, Followers/Retainers when in the presence of those loyal to
animas burn, when hit by direct sunlight, or when looking at her, Influence when representing targets of her influence (such as
them through a mirror, one can see ethereal coins over their eyes a physical confrontation within a court she’s a member of) and
taking on the metal that shares their color of value. Resources when representative of her wealth and power. Other
Merits may be viable at Storyteller discretion.
ANIMA BANNER
The anima banners of the Wights are silver-white, tinged with CASTE ABILITIES
golds and reds. When their anima reaches bonfire level of dis- Bureaucracy, Integrity, Linguistics, Lore, Performance, Presence,
play, the coins over the eyes of the Wights become as clear as real Socialize, and War.
coins.
CASTE ARCANOI
ANIMA EFFECTS Book of Blood. Book of Bones. Book of Fright. Book of Laby-
Wights are natural leaders and inspiring heroes in the Under- rinths. Book of Salt. Book of Temptations.

73
“There is nothing I respect more
than blood and promises.”
- Odyn Ras, Centimane Exalted of the Wight Caste

74
The Wraith
The Centimane Exalted of the Wraith Caste are the true loners Wraith Caste may pay 1 Willpower or 2 Initiative to absorb up
of all the Hundred Hands. They are mighty warriors and necro- to (Essence or 3) motes as a miscellaneous action. This effect can
mancers, but they are hermits who keep to themselves as they be combined with unarmed attacks in combat. If used against a
travel the desolate plains of the Underworld seeking truths in the target without a mote pool, the Essence is drained from his Will-
world as well as within themselves. No Wraith is another alike, power. The target does not need to be willing. In combat with an
and they are a caste difficult to label or understand. What unites unwilling target, the Wraith may need to succeed on a grapple or
them all together is their innate ability to drain the vitality of the a difficulty 1 gambit.
living, as well as the necrosis of the dead.
The Wraith may pay 5m to shroud herself in a cloak of shad-
Ghosts who become Wraiths were often lonewolves in life, such ows for the scene. This gives her one automatic success on all at-
as hermits seeking enlightenment or wandering heroes going tempts to hide in darkness, as well as +1 to Defense. This counts
from town to town. They are often fettered to a matter in life they as a non-Charm bonus. While in this form, her cap when drain-
left unfinished—something death has perverted but which is still ing Essence from the living and the dead is increased to (Essence
just as much a driving force as it was before. or 5) motes. While her anima flares at the bonfire level, this costs
one mote.
TRAITS
The Wraiths prefer to be alone and thus stick to the shadows. A Centimanes of the Wraith Caste are frightening and deadly. Once
trait they all share is that shadows seem to fall darker on them per day, the Wraith may deflect a withering attack that would
than on others. Should their anima burn, should they be hit by have crashed her by paying one mote for each level of withering
direct sunlight, or should they be gazed upon through a mirror, damage that would have taken her below 1. Reducing the taken
their bodies seem covered by a concealing robe of shadows. Initiative also prevents the attacker from acquiring all of his oth-
erwise gained Initiative.
ANIMA BANNER
The anima banners of the Wraiths are often pitch black with il- CASTE ABILITIES
lumination coming from tints of silver. When their anima flares, Brawl (and Martial Arts), Larceny, Melee, Occult, Ride, Sail,
one can see a Wraith for what she truly is; a specter wrapped in Stealth, and Survival.
a cloak of shadows.
CASTE ARCANOI
ANIMA EFFECTS Book of Ashes. Book of Blood. Book of Curses. Book of Fright.
It is within a Wraith’s nature to drain the vitality of the living Book of Labyrinths. Book of Shadows.
or the necrosis of the dead. By touching a living or undead, the

75
“I refuse to be fettered to your desires.
My soul is my own.”
- Alcear Erac, Centimane Exalted of the Wraith Caste

76
Standard Merits
These Merits are generally available to any ghost character, and
not just to Centimane Exalted.

GRAVEGOODS (• TO •••••)—STORY
Not all ghosts wake up in the Underworld with nothing. Often
for cultural reasons and depending on the person’s status in life,
goods and valuables are buried with her. This Merit represents
mundane items that were buried with the ghost, transcending
with her to the Underworld. As long as these goods remain in
her tomb, she can use them in the Underworld. The goods don’t
travel with her if she leaves the Underworld, and they disappear
if stolen from her tomb in Creation, or if destroyed.

Supernatural Merits
These Merits bestow supernatural capabilities, and may generally
only be obtained by Centimane Exalted.

DEATHLORD (N/A)—STORY
Could a Centimane Exalted become elevated by the Neverborn
into the position of Deathlord? That is something you will have
to decide for your own game. Giving this Merit to a Centimane
Exalted means that the character is recognized by the Neverborn
as a key player in the Games of Oblivion. The character will have
to assert her dominance herself in order to become recognized
by the rest of the Underworld, but this Merit is enough to let her
access the Deathlord keyword of Arcanoi (see page XX). She be-
comes resonant with soulsteel if she wasn’t already.

Additionally, a Centimane with this Merit gains access to a new


Book of Arcanoi designed specifically around her own unique
characteristics. Ghosts and other Centimanes can choose to
adopt her Book as one of their own and learn Arcanoi from it.

The true rivals to Centimane dominance are not the Deathlords,


but the Abyssal Exalted. Though Abyssals cannot become Death-
lords in the sense that they can acquire this Merit and the boon
that comes with it, there is nothing stopping them from attempting
to overthrow the Deathlords and taking their thrones for them-
selves. This Merit will help you, as a Centimane Exalted, to gain
some additional power out of your Arcanoi which can help you
assert yourself in the presence of Abyssals.

WHISPERS (••••)—PURCHASED
The ghost’s mind is driven mad by the whispers of the Never-
born. Though giving her great power at times, they eat away at
her fetters and pervert her memories of life. The Centimane Ex-
alted may call upon her Whispers to be granted power in ex-
change for madness. Once per day, she may roll three dice for
Fetter Decay, adding each success as automatic non-Charm suc-
cesses to a non-physical action.

This Merit can be purchased by Abyssals and other Exalted as well,


though the player then rolls for Limit instead of for Fetter Decay.

77
78
CHAPTER SIX

BOOKS OF ARCANOI
Chapter Six

Books of Arcanoi

The Books of Arcanoi are a metaphor. There are no actual tomes


representing the Books of Arcanoi, but the contents of these New Keywords
books may be disclosed in actual tomes. No, the Books of Arca-
noi are wisdoms and anti-wisdoms, found in dreams and whis- (Centimane Caste): Arcanoi with this keyword have altered ef-
pers and reflections. Some are realizations occuring to ghosts as fects only available to the relevant Centimane Caste.
they increase in power. Others are esoteric truths buried in the
nature of the Underworld. (Centimane Caste)-only: Arcanoi with this keyword are only
available to the relevant Centimane Caste and can under no cir-
Some believe that the Arcanoi adopted by ghosts are the reflec- cumstances be learned by other ghosts.
tions of wisdoms just beyond the grasp of mortal men living
their lives in Creation. Others believe that they are blessings Centimane: Arcanoi with this keyword have enhanced effects
whispered into the Underworld by the Fallen Masters, or by the when used by a Centimane Exalted of any kind.
prayers of living relatives.
Centimane-only: Arcanoi with this keyword can only be learned
The Deathlords see them as expressions of their own power as by Centimane Exalted (of any caste) and not by other ghosts.
revealed to them by the Neverborn. The Centimane Exalted have
similar ideas. Curse: Arcanoi with this keyword create a persistent negative ef-
fect, usually with special conditions involved.
Ghosts may have access to Arcanoi from up to (Essence) Books
of Arcanoi. Deathlords may have access to Arcanoi from up to Deathlord: Arcanoi with this keyword have added effects when
(Essence x 2) Books of Arcanoi. Centimane Exalted have access used by a Deathlord. Most Deathlords have also designed their
to (Essence) Books of Arcanoi plus three Books of Arcanoi as- own Books of Arcanoi associated with their own personalities.
sociated with their caste. It’s impossible to learn Arcanoi from You can find more information about Deathlords on page XX. If
Books other than the ones unlocked by the character, unless a ghost or Centimane Exalted later become elevated to a Death-
you’re a Eclipse Caste and the Arcanos has the Eclipse keyword. lord, then they will also gain the benefits from this keyword.

Unlike Solar Charms, Arcanoi are distinct powers, and ghosts Eclipse: These Arcanoi can be learned by Eclipse Castes. A Solar
know them as such. They build on one another, just like Charms cannot combine an Arcanoi with a native Charm.
do, but they can only be combined together if they belong to the
same Book of Arcanoi. They are built upon Essence minimums, Fetter: Arcanoi with this keyword interact with the ghost’s fetter
and some of them have special effects depending on whether in some way. Some Arcanoi cause fetter day as part of its activa-
they are used by ghosts, Centimanes, or Deathlords. A character tion cost (#f).
may use as many Arcanoi as they like, so long as they obey the
type restrictions of those Arcanoi, or any other restrictions pres- Non-(Centimane Caste): Arcanoi with this keyword cannot be
ent within the text of the Arcanoi itself, and so long as she can learned by the relevant Centimane Caste. If a prerequisite to an
pay the cost of those Arcanoi. Arcanoi tree has this keyword, then the rest of the Arcanoi in
that tree cannot be learned as well even if they don’t bear the
Players (including the Storyteller) must openly declare which keyword. All (Centimane Caste)-only Arcanoi are considered to
Arcanoi their characters are using, and all Arcanoi (unless their be non-(Centimane Caste) to all other castes.
text indicates otherwise) must be declared, and their costs spent,
before any dice are rolled. Spectral: Arcanoi with this keyword can only be used by ghosts
that are spectral in form. This means that the ghost is immaterial,
Many Arcanoi raise a character’s dice pools or static values. The usually achieved through Arcanoi. Rare ghosts such as the Centi-
magic of the Centimane Exalted cannot add more dice to a roll mane Exalted cannot become spectral at all without some special
than (Essence + 3). Unlike for the Solar Exalted, the ghost’s At- power. They need to acquire such a power before they can learn
tributes don’t affect their dice caps. Their Essence come into play Arcanoi with this keyword.
instead to represent how their dice caps are affected by their in-
creasing necrotic powers. When using magic to enhance a static Unholy: Arcanoi with this keyword cannot be used (or are vastly
value, they can only raise that value by half the value of the pool weakened) when struck by sunlight. They are similar in effect to
mentioned above, rounded down. the Shadow keyword described on page XX.

81
Keywords: Centimane, Spectral
Duration: One scene
DEFAULT FORM
Prerequisite Arcanoi: None (or Dancing Dust Form)
Most ghosts, including Deathlords, have different default
forms whether they are in the Underworld or in Creation.
This Arcanos can only be used when the ghost is immaterial,
These are material in the Underworld and in Shadowlands,
making it appear as a figure in a cloud of ashes, becoming vis-
while immaterial in Creation. When struck by sunlight, they
ible but not corporeal for the scene. The ghost may communi-
take aggravated damage every round in combat and every
cate with material targets but is for all other purposes considered
minute out of combat. Should these ghosts learn Arcanoi
immaterial. This Arcanos can normally only be used by ghosts
such as Dancing Dust Form that specifically alters the ghost’s
whose default state in Creation is immaterial.
form, then they gain control over their state of being regard-
less of the realm they are in. They can dematerialize in the
Centimane: Centimane Exalted are less capable than other
Underworld and in Shadowlands, and they can materialize
ghosts in managing an incorporeal state. For them, this Arcanos
in Creation. Arcanoi with the Spectral keyword require that
reqires Essence 2 and has Dancing Dust Form (see below) as a
the ghost is in a dematerialized state.
prerequisite. When using this Arcanos, Centimanes become vis-
ible for one round in combat, or one minute outside of combat.
Centimane Exalted are not like most ghosts. They are physi-
The duration can be extended by reflexively paying one mote for
cal beings created from the Essence of a ghost. These are al-
each additional round. This limitation does not affect Banshees.
ways material by default. Most of them, with Ghouls as the
only exception, can learn Arcanoi such as Dancing Dust Form
DUST-FLAKING DEFENSE
in order to dematerialize and get access to Spectral Arcanoi.
Cost: 3i
They are usually worse at it than other ghosts, though. The
Mins: Essence 1
only exception are Banshees who have an affinity towards the
Type: Reflexive
spectral state.
Keywords: Deathlord, Perilous
Duration: One round
Certain spells and Charms have the power to force spirits to
Prerequisite Arcanoi: None
materialize. This effect usually works on ghosts who don’t
have Arcanoi that allows them to control this state of being.
A faint layer of dust envelops the ghost, increasing her level of
This can also force a Centimane Exalted who have used an
cover by one degree. If she is already in full cover, she adds +1 to
Arcanoi such as Dancing Dust Form back into a material
her Evasion instead.
state.
Special activation rules: If the ghost knows Dancing Dust Form,
she may activate that Arcanos reflexively if she successfully
evades an attack using Dust-Flaking Defense. This effect can be
Book of Ashes used once per day.

The Book of Ashes contains Arcanoi that deal with entropy. The Deathlord: The special activation rules are limited to once per
focus of these powers is to be discreet or to kill over time: poison, scene instead of once per day.
disease, cremation, and aging are all part of the Book of Ashes.
HEART WRAPPED IN COAL
BREATH OF ASHES Cost: 3m
Cost: 1+m Mins: Essence 1
Mins: Essence 1 Type: Supplemental
Type: Reflexive Keywords: Deathlord
Keywords: Centimane-only, Excellency Duration: Instant
Duration: Instant Prerequisite Arcanoi: None
Prerequisite Arcanoi: None
The ghost withers away a target’s passions and crumbles its love
The Centimane Exalted draws strength from when things with- to dust. This Arcanos supplements an instill action attempting
er and die. This Arcanos can be used to add bonus dice for one to erode one of the target’s Intimacies. The ghost adds a single
mote each to rolls (or add +1 for two motes each to static values) bonus die to the roll. Should the instill action succeed or fail, the
where the character tries to erode someone or something, such ghost will instinctively know that it succeeded or failed.
as diminishing a target’s Intimacy using social influence, poison-
ing someone, spreading a sickness, or tearing something down Deathlord: The roll benefits from (Essence) bonus dice instead.
piece by piece. All actions using Arcanoi from the Book of Ashes
can be enhanced as well. The Storyteller has the final say in what HEARTLESS BREAKUP KISS
constitutes an entropic action. Cost: —
Mins: Essence 1
ASHEN APPARITION Type: Permanent
Cost: 1m Keywords: Banshee-only
Mins: Essence 1 (or Essence 2) Duration: Permanent
Type: Simple Prerequisite Arcanoi: Heart Wrapped in Coal

82
ENTROPIC CONSUMPTION PRANA
This Arcanos upgrades Heart Wrapped in Coal when used by a Cost: —
Banshee. If she uses the prerequisite to attempt to erode a target’s Mins: Essence 1
positive emotions for another individual, she may reroll up to Type: Permanent
(Essence) failed 1s and 2s. Keywords: Wraith-only
Duration: Permanent
SMOKING RUIN DECEIT Prerequisite Arcanoi: Withering Heart Touch
Cost: —
Mins: Essence 1 This Arcanos permanently upgrades Withering Heart Touch
Type: Permanent when used by a Wraith. Every round in which the poison deals
Keywords: Wight-only at least one level of damage to a victim, the Wraith gains one
Duration: Permanent mote. If the Wraith is a necromancer, she may choose to acquire
Prerequisite Arcanoi: Heart Wrapped in Coal a necrosis instead of a mote. This necrosis lasts for the scene, or
until used.
This Arcanos upgrades Heart Wrapped in Coal when used by a
Wight. If she uses the prerequisite to attempt to erode a target’s Additionally, at Essence 3, the Wraith can pay an extra Willpow-
positive emotions for a group or bureaucracy, she may reroll up er when using the prerequisite in order to acquire 1 Initiative
to (Essence) failed 1s and 2s. as well every time she acquires a mote or a necrosis from the
poison’s effect.
TOUCH OF ENTROPY
Cost: 5m, 1wp WAILING SHADE SHIVER
Mins: Essence 1 Cost: —
Type: Simple Mins: Essence 1
Keywords: Centimane, Deathlord, Eclipse Type: Permanent
Duration: Instant Keywords: Banshee-only
Prerequisite Arcanoi: None Duration: Permanent
Prerequisite Arcanoi: Withering Heart Touch
The ghost touches an organic material, such as a fresh fruit or a
wooden door. Her touch fills the material with necrosis, causing This Arcanos permanently upgrades Withering Heart Touch
it to decay. Food items become immediately rotten and molded, when used by a Banshee. The poison can be applied to the victim
while more sturdy materials instead become weakened. Trying without the need to deal any actual damage. As long as the de-
to demolish an object that has been weakened using this Arcanos cisive attack hits, it does not need to deal any actual damage for
benefits from one non-Charm success. the poison to be applied.

Centimane: Organic materials that require a Strength 3 feat, but Additionally, at Essence 3, the Banshee can pay an extra Will-
not higher, to demolish are automatically destroyed without the power when using the prerequisite in order to apply the poison
need for a demolition action. to a material victim while she is immaterial, or vice versa. Doing
so does not deal any physical damage from the attack aside from
Deathlord: This Arcanos can be used to weaken even non-or- applying the poison. The poison can be applied once per scene to
ganic materials. a target in this way.

WITHERING HEART TOUCH SOUL GRASPING FOR DEATH


Cost: 8m, 1wp Cost: 5m
Mins: Essence 1 Mins: Essence 1
Type: Supplemental Type: Supplemental
Keywords: Deathlord, Decisive-only, Eclipse Keywords: Centimane, Deathlord, Eclipse
Duration: Instant Duration: One day
Prerequisite Arcanoi: Touch of Entropy Prerequisite Arcanoi: None

The ghost hates all things, and she breaths this hatred into her The ghost lays its hand upon a living target, weakening its body
blade. This Arcanos is used to supplement any type of decisive and soul. For the rest of the day, the target suffers a -1 penalty to
attack aimed to harm her opponent. Should the attack draw at all rolls against Virulence and Morbidity. In combat, an unwill-
least one level of lethal damage but be unable to kill the target, ing target may need to be touched using a difficulty 3 gambit.
this Arcanos inflicts the target with a necrotic venom with the
following traits Damage (Essence, maximum 5)i/round (L in Centimane; Deathlord: The penalty is increased to the lowest of
Crash), Duration 3 rounds, and Penalty -3. This venom can af- (Essence) and 5.
fect both the dead and the living as it causes necrosis to build up
within the target, rotting it from the inside out. DANCING DUST FORM
Cost: 10m, 1wp
Deathlord: Whenever this Arcanos is used by a Deathlord, waive Mins: Essence 2
the Willpower cost. Type: Simple
Keywords: Centimane, Form, Non-Ghoul, Unholy

83
Duration: Instant light.
Prerequisite Arcanoi: Dust-Flaking Defense
Centimane; Deathlord: When this Arcanos is active, the cost for
The ghost’s corpus is a burning ember within a shroud of ashes. Dust-Flaking Defense is reduced to 2i.
This Arcanos can be used by a ghost to dematerialize or mate-
rialize. When immaterial, the ghost is like an ashen mist in the KISS OF ENTROPY
guise of a person, somewhat visible but mostly not. The ghost is Cost: 10m, 1wp
not completely obscured from the human eye, but any attempts Mins: Essence 2
to stealth from people without the ability to detect immaterial Type: Simple
beings benefit from a non-Charm success. A ghost who has used Keywords: Deathlord, Eclipse, Wraith
Dancing Dust Form to dematerialize can use Arcanoi with the Duration: Instant
Spectral keyword. Prerequisite Arcanoi: Touch of Entropy

While in this form, the ghost cannot attack, talk, or handle ma- The ghost spends an action in intimate touch with a mortal tar-
terial objects. It can see both immaterial and material beings, but get, draining their vitality. This could be a kiss or a cold embrace.
it may only interact directly with other immaterial ones. Any The ghost’s player rolls (Charisma + Presence) against the target’s
effects that target immaterial spirits may be used to target the Resolve, aging the character one year for every threshold success
ghost. The ghost needs to activate this Arcanos again in order to (minimum one year). If the target is unwilling, the ghost may
return to a material form. need to succeed on a grapple gambit to first catch the target. The
effect is akin to a physical mutation, and can be resisted accord-
Unholy: This Arcanos cannot be used when struck by direct sun- ingly. A non-trivial target can only be affected by this Arcanos
light. once in a year.

Centimane: Since Centimane Exalted are physical by default, Deathlord; Wraith: When this Arcanos is used by a Deathlord
this Arcanos becomes scene-long for them. They need to commit or a Wraith, the ghost adds (Essence) bonus dice to the roll. The
the motes in order to maintain its effects, and should they lose Arcanos can be used to instantly kill trivial mortals, and the once
commitment, they will transform back into their material selves a year restriction against other characters is waived for a once a
over the course of a round. Banshees can maintain the effects day restriction.
indefinitely as long as they retain commitment.
STILLBORN INTENT
DISTRACTING DUST DANCE Cost: —
Cost: — Mins: Essence 2
Mins: Essence 2 Type: Permanent
Type: Permanent Keywords: Curse, Eclipse
Keywords: Banshee-only, Wraith-only Duration: Permanent
Duration: Permanent Prerequisite Arcanoi: Kiss of Entropy
Prerequisite Arcanoi: Dust-Flaking Defense
This Arcanos alters the effects of Kiss of Entropy. Instead of aging
This Arcanos enhances Dust-Flaking Defense. Whenever a Ban- a character, the ghost makes the target infertile. If the target is al-
shee or Wraith successfully evades an attack using the prerequi- ready pregnant, trivial targets will miscarriage while non-trivial
site, the attacker loses 1 Initiative. This Initiative is gained by the targets will take the pregnancy to term but then deliver a still-
Centimane. The character cannot absorb more than 1 Initiative born child. This is considered a curse, and can be cured as such.
from an attacker in a round, unless that attacker crashes from If the curse isn’t cured before a child’s birth, the child will receive
the absorption, in which case the Centimane receives the crash a soul if it is cured within 24 hours of delivery.
bonus.
Dragon-Blooded targets of this Arcanos adds their (Essence) to
FLAKING GUARDIAN SHROUD their Resolve. If the Dragon-Blood has the Well-Bred Merit, they
Cost: 5m, 1wp add another +2.
Mins: Essence 2
Type: Simple Curse: This curse can be broken without the need for special
Keywords: Centimane, Deathlord, Unholy magic if the victim sacrifices something of Defining value.
Duration: One scene
Prerequisite Arcanoi: Dust-Flaking Defense WITHIN CONTAGION’S CLUTCHES
Cost: 5m
The ghost summons a shroud of ashes to shield her from dam- Mins: Essence 2
age. This Arcanos increases the ghost’s natural soak by 3 and Type: Simple
gives hardness 1. If the ghost has the Arcanos Within Contagion’s Keywords: Deathlord, Eclipse, Wraith
Clutches and has absorbed a disease, she may use the marks of Duration: Indefinite
the disease to further fortify her body. The soak granted by this Prerequisite Arcanoi: Soul Grasping for Death
Arcanos is increased to (Morbidity) if it is higher than 3.
A ghost who lingers around the diseased can reach into a target’s
Unholy: This Arcanos cannot be used when struck by direct sun- soul and take the sickness as her own. This does not cure the tar-

84
get, but it gives the target a non-Charm success on all Morbidity Duration: Indefinite
rolls against that disease until cured. The ghost is immune to the Prerequisite Arcanoi: Kiss of Entropy
absorbed disease, but she gains whatever poxes, boils, warts, or
blemishes that come with it. The ghost leaves a trail of decay in its path. This Arcanos cre-
ates an aura of necrosis in close range around the ghost, instantly
As long as the ghost holds onto the disease, she may pay three withering flowers and rotting food. The living feel uncomfortable
motes at any time to force a character within close range of her in the ghost’s presence and they show subtle signs of aging after
to roll its Virulence to see if he catches it from her. If she touches even short interactions. Attempts to track the ghost by following
the target, the cost is only one mote. A target who successfully the entropic trail benefit from double 9s in Creation, or double
overcomes the Virulence roll cannot be targeted again for the 7s in especially lush areas. However, necromancers fancy the en-
remainder of the day. If the ghost has spent scenes together with tropy emanating from the ghost as it feeds necrosis into its sur-
the target before activating this Arcanos, the difficulty to over- roundings. Any necromancer in range, including the ghost itself
come the Virulence is increased by 1 for every scene spent, up to if it is a necromancer, acquires one additional necrosis after each
maximum (Essence or 3). round of making a shape necromancy action.

The ghost may activate this Arcanos several times in order to Centimane: The range extends to short.
stack different diseases. She may target someone with several
diseases at once in a single activation by stacking the costs, forc- Deathlord: The range extends to short and the number of necro-
ing independent Virulence rolls for each disease. The effects of sis available each round is increased from one to two.
this Arcanos can be applied even if the ghost is immaterial using
Dancing Dust Form. CREMATION
Cost: 5m
Deathlord; Wraith: A Deathlord or Wraith may absorb even su- Mins: Essence 4
pernatural diseases, but doing so costs ten motes instead of five. Type: Simple
Keywords: Spectral
EMBER HIDDEN IN COAL Duration: Instant
Cost: 10m, 1wp Prerequisite Arcanoi: Ember Hidden in Coal
Mins: Essence 3
Type: Reflexive This Arcanos can only be used when the ghost has possessed
Keywords: Banshee, Non-Centimane, Spectral a target using Ember Hidden in Coal. By paying five motes, the
Duration: Indefinite ghost incinerates the target from within, causing one die of ag-
Prerequisite Arcanoi: Dancing Dust Form, Within Contagion’s gravated damage as an environmental hazard that ignores hard-
Clutches ness. If this damage kills the target, it turns into ashes and its soul
immediately joins either Oblivion or Lethe.
In order to use this Arcanos, the ghost must be immaterial us-
ing Dancing Dust Form and have targeted a victim using Within
Contagion’s Clutches who has failed his Virulence roll. Roll the Book of Blood
ghost’s (Manipulation + Medicine) with the disease’s Morbidity
in extra dice against the target’s Resolve. If successful, the ghost’s The Book of Blood contains Arcanoi that interact with the liv-
immaterial form enters the victim through its mouth and lingers ing. The focus of these powers is either to hunt and devour the
within him as long as he desires or until exorcised. living, or to blend in with them.

The victim cannot cure the chosen disease during the possession, PULSE OF THE DEAD
and any mundane forms of diagnosing illnesses will reveal only Cost: 1+m
the disease and not the ghost’s presence. Should the disease kill Mins: Essence 1
the victim, the ghost regains 1 Temporary Willpower. Should the Type: Reflexive
ghost be successfully exorcised, it loses 1 Temporary Willpow- Keywords: Centimane-only, Excellency
er. If the ghost becomes forced to materialize, it will leave the Duration: Instant
victim’s body in order to do so. It is possible to forcefully evict Prerequisite Arcanoi: None
the ghost by speaking its true name, reminding it of its fetter to
existence. The Centimane Exalted draws strength from being close to the
living. This Arcanos can be used to add bonus dice for one mote
Banshee: Banshees are the only Centimanes who can learn this each to rolls (or add +1 for two motes each to static values) where
Arcanos. The Banshee can attempt to withstand forceful eviction, the character interacts in some way with the living, such as hunt-
but only temporarily since remaining within the victim costs 1 ing them, speaking with them, bedding them, or trying to be-
Temporary Willpower per round. come them. All actions using Arcanoi from the Book of Blood
can be enhanced as well. The Storyteller has the final say in what
ROAMING ENTROPIC TRAIL constitutes proximity to the living.
Cost: 5m, 1wp
Mins: Essence 3 BLOOD-COATED WEAPON
Type: Simple Cost: 5m, 1wp
Keywords: Centimane, Deathlord, Eclipse Mins: Essence 1

85
Type: Simple of the ghost, making her appear as she did in life. The scars from
Keywords: Deathlord, Dual, Eclipse her death disappears, her skin blushes and becomes warm to the
Duration: One scene touch, her breath can be felt, and her heart beats within her chest.
Prerequisite Arcanoi: None This is just an illusion, but a convincing one. This Arcanos can
only be used when material.
The ghost coats her weapon with the blood of the living, paint-
ing it with deadly intent. In order to activate this Arcanos, the The ghost rolls (Manipulation or Appearance + Larceny or So-
ghost must have access to the blood of the type of being she’s cialize) with one non-Charm success. Characters with super-
hunting and then take an action to apply that blood to her weap- natural senses specifically purposed to penetrate illusions may
on. The weapon is enhanced against the type of creature whose immediately roll to contest the effect. Characters with only mun-
blood is coating it. All attacks against that type of enemy using dane senses may only roll to contest if they have spent at least
the blood-coated weapon benefit from one non-Charm bonus ten minutes in direct interaction with the ghost, unless the ghost
die for the remainder of the scene. does anything that could give her away.

Special activation rules: Inflicting a lethal wound upon the tar- Unholy: Being stricken by direct sunlight reveals the ghost for
get counts as coating the weapon and lets the ghost activate this what she truly is. She is also revealed by the reflection of a mirror.
Arcanos reflexively.
Ghoul: If a Ghoul has consumed blood within (Essence) hours
Deathlord: Waive the Willpower cost. of meeting the conditions of the Unholy keyword, the Unholy
keyword will not apply.
COAGULATED BLADE
Cost: — Deathlord: A Deathlord benefits from (Essence) bonus dice in
Mins: Essence 1 addition to the non-Charm success. The disguise becomes per-
Type: Permanent fect save from against supernatural senses.
Keywords: Ghoul-only
Duration: Permanent SAVORING WEAK BLOOD
Prerequisite Arcanoi: Blood-Coated Weapon Cost: —
Mins: Essence 2
This Arcanos permanently upgrades Blood-Coated Hunger when Type: Permanent
used by a Ghoul. The duration of the prerequisite Arcanos is in- Keywords: Ghoul-only
creased to Indefinite. As long as a weapon has been coated once, Duration: Permanent
the effects remain as long as motes are committed to it. Ghouls Prerequisite Arcanoi: Coagulated Blade
may also stack coatings from multiple enemy types.
This Arcanos expands upon its prerequisite, allowing the Ghoul
VICIOUS THIRST to consume blood instead of coating her weapon with it. The ef-
Cost: — fect remains the same, but the Ghoul becomes able to internalize
Mins: Essence 1 the blood for later use. The blood is added to a library that the
Type: Permanent Ghoul can tap into whenever she wants to.
Keywords: Decisive-only, Wraith-only
Duration: Permanent
Prerequisite Arcanoi: Blood-Coated Weapon Book of Bones
This Arcanos permanently upgrades Blood-Coated Hunger when The Book of Bones contains Arcanoi that destroys through blunt
used by a Wraith. Whenever the Centimane successfully inflicts force or that reinforces and builds, either by creating new con-
a decisive attack that deals at least one level of damage, she ab- structs or by hardening the ghost’s ectoplasm to become as solid
sorbs a number of motes equal to the lowest of the target’s Es- as bone.
sence and the number of inflicted health levels. The effect draws
the Essence from the blood and not from the target’s mote pools MARROW-FEEDING MANTRA
if it has any. The Wraith can only draw Essence this way once per Cost: 1+m
round even if she successfully makes more attacks. Mins: Essence 1
Type: Reflexive
HEARTFELT MASQUERADE Keywords: Centimane-only, Excellency
Cost: 8m, 1wp Duration: Instant
Mins: Essence 1 Prerequisite Arcanoi: None
Type: Simple
Keywords: Deathlord, Ghoul, Unholy The Centimane Exalted draws strength from solidity and struc-
Duration: Indefinite ture. This Arcanos can be used to add bonus dice for one mote
Prerequisite Arcanoi: None each to rolls (or add +1 for two motes each to static values) where
the character strives to make something last, such as creating a
The ghost consumes a symbol of vitality, such as a cup of blood, structure, reinforcing an Intimacy, or steeling her resolve. All ac-
a meat steak, or a fresh fruit directly from a tree in Creation. The tions using Arcanoi from the Book of Bones can be enhanced as
vitality within this organic, living matter revitalizes the corpus well. The Storyteller has the final say in what constitutes solidity

86
and structure.
The ghost gains control over the density of her form. This Ar-
If the Centimane knows the Arcanos Solidify, she may use Mar- canos lets the ghost increase her natural soak by (Essence or 3)
row-Feeding Mantra in order to increase her soak as if it were a against a single attack.
static value.
Deathlord: The duration is increased to One round.
DENSE FIST REBUKE
Cost: 3m INVULNERABLE BONE CLASH
Mins: Essence 1 Cost: 6m, 1wp
Type: Reflexive Mins: Essence 2
Keywords: Ghoul, Uniform Type: Reflexive
Duration: Instant Keywords: Clash, Deathlord, Withering-only
Prerequisite Arcanoi: None Duration: Instant
Prerequisite Arcanoi: Dense Fist Rebuke
This Arcanos can be used in defense of a physical attack, in-
creasing Parry by 1 and allowing the ghost to parry lethal attacks The ghost is eager to destroy the living, and in doing so she learns
bare-handed. how to bite even when she should flee. This Arcanos can be ac-
tivated once per round when the ghost is being attacked by an
Ghoul: The bonus to Parry is considered a non-Charm success. opponent with higher Initiative. She forces a withering clash
against the attacker, taking advantage of her own action for that
WAX AS HARD AS BONE round to do so.
Cost: —
Mins: Essence 1 Deathlord: The clash does not use up the character’s action for
Type: Permanent the round. She is still limited to only one activation per round.
Keywords: Centimane, Deathlord
Duration: Permanent RESILIENT SPINE FORTITUDE
Prerequisite Arcanoi: None Cost: 5m, 1wp, 1f
Mins: Essence 2
The ghost calls upon the Essence of bone to give itself a more Type: Reflexive
resilient form. Each purchase of this Arcanos grants extra health Keywords: Deathlord, Fetter
levels based on the character’s Stamina rating. Duration: Instant
Prerequisite Arcanoi: Painless Dance
At Stamina 1 and 2: One -2 health level.
3 and 4: One -1 health level. Having already died once, the ghost refuses to do so again. This
5: One -1 and one -2 level. Arcanos can be activated in response to when her Incapacitat-
ed health level would normally have been filled, ignoring that
This Arcanos can be purchased (Essence) times. If the ghost’s damage completely. This Arcanos causes fetter decay as part of its
Stamina increases, its health levels change to reflect the new rat- activation cost, and can only be used once in a scene, unless reset
ing. by taking a Major or Defining action in an effort to reinforce her
fetter.
Centimane; Deathlord: The character gains an additional -2
health level for each purchase. Deathlord: There is no limit to how many times a Deathlord can
use this Arcanos in a scene. If the damage is originally bashing,
PAINLESS DANCE waive the fetter cost.
Cost: 3m
Mins: Essence 1 ARMOR OF THE UNDERTAKER
Type: Reflexive Cost: 5m, 1wp (or 7m, 1wp)
Keywords: None Mins: Essence 2
Duration: Instant Type: Simple
Prerequisite Arcanoi: Wax as Hard as Bone Keywords: Centimane, Deathlord
Duration: One scene
For the one who is already dead, pain is a memory and form is a Prerequisite Arcanoi: Solidify
vessel. This Arcanos can be used to ignore the penalties caused
by wounds for a single action. If the ghost has access to the bones of a corpse no smaller than
an adult human, she may activate this Arcanos while scaveng-
SOLIDIFY ing the bones and attaching them to her own body. The ghost
Cost: 5m dons a light (5m, 1wp) or medium (7m, 1wp) armor of bone that
Mins: Essence 1 lasts for the scene. By adding another three motes to the cost, the
Type: Reflexive ghost may also add bone spikes to the armor (see Razor Harness
Keywords: Deathlord, Withering-only at page XX). This Arcanos ceases to work if the ghost demateri-
Duration: Instant alizes.
Prerequisite Arcanoi: Wax as Hard as Bone

87
Centimane: The duration is extended to Indefinite and the Cen- nipulation + Presence) as an instill action against the target’s Re-
timane may choose to spawn heavy armor for 9m, 1wp. solve. If successful, the ghost instills a Minor Intimacy or affects
an already existing Intimacy in some way. The affected Intimacy
Deathlord: When this Arcanos is used by a Deathlord, the bone becomes cursed, which means that it cannot be reinforced, erod-
armor is enveloped in a necrotic coating that bears the benefits ed, or altered by mundane means.
of soulsteel. It gains the benefits of artifact armor instead of mun-
dane armor, and the Deathlord can choose to purchase Evoca- Curse: When this Arcanos takes effect and the victim’s Intimacy
tions for it. becomes cursed, that curse comes with a condition. If the target
deliberately takes a Defining action directly against the interest
BLACK CANDLE MOLIATION of the cursed Intimacy, the curse is released and it becomes a
Cost: 7m, 1wp normal Intimacy.
Mins: Essence 2
Type: Simple WHISPERING AFFLICTION
Keywords: Lich-only Cost: 3m
Duration: One scene Mins: Essence 1
Prerequisite Arcanoi: Solidify Type: Supplemental
Keywords: Deathlord
The Lich’s control over her own wax body extends that control Duration: Instant
to others. This Arcanos lets the Lich spend an action to mold a Prerequisite Arcanoi: None
willing undead target to increase their soak by (Essence or 3) for
the scene. The Lich may increase her own soak using this Ar- The ghost becomes a conduit for the will of the Neverborn, whis-
canos. Should the affected target dematerialize such as with the pering their curses and condemnations. This Arcanos supple-
Arcanos Dancing Dust Form (see page XX), this Arcanos ceases ments a persuade or bargain action attempting to cause a target
to function. to act against his own interests. The ghost adds a single bonus die
to the roll. If the target uses an Intimacy to resist the influence,
If the Lich has the Arcanos Marrow-Feeding Mantra, she may the ghost may attempt a reflexive Read Intentions action to try to
further increase her soak by adding another two motes for each gauge the nature of that Intimacy.
additional soak. She can only increase her soak using this Arca-
nos to match her cap for static values. Deathlord: The roll benefits from (Essence) bonus dice instead.

SOUL-READING PRANA
Book of Curses Cost: 5m
Mins: Essence 1
The Book of Curses contains Arcanoi that create misfortune to Type: Reflexive
others or by weakening that which the enemy cares about. Keywords: Deathlord
Duration: Instant
HATEFUL DELIGHT Prerequisite Arcanoi: Whispering Affliction
Cost: 1+m
Mins: Essence 1 If the ghost has spent at least ten minuters in proximity to a vic-
Type: Reflexive tim, she may use this Arcanos to try to read the intentions of that
Keywords: Centimane-only, Excellency victim. The ghost may reroll up to (Essence) 1s and 2s from her
Duration: Instant Read Intentions roll. If she’s trying to gauge the Intimacy that
Prerequisite Arcanoi: None prevented Whispering Affliction from working, then she may re-
roll (Essence) failed dice, instead of just 1s and 2s.
The Centimane Exalted draws strength from the misfortune of
others. This Arcanos can be used to add bonus dice for one mote
each to rolls (or add +1 for two motes each to static values) where Book of Fright
the character creates misfortune for others or causes persistent
weaknesses in people, structures, or the world as a whole. All The Book of Fright contains Arcanoi that focus on intimidating
actions using Arcanoi from the Book of Curses can be enhanced and frightening prey through illusions, hauntings and both so-
as well. The Storyteller has the final say in what constitutes cre- cial and mental influence.
ating misfortune.

CURSED HEART Book of Labyrinths


Cost: 10m, 1wp
Mins: Essence 1 The Book of Labyrinths contains Arcanoi that interact with nec-
Type: Simple romancy and the Neverborn. It also contains more direct and
Keywords: Curse, Eclipse esoteric ghost-powers.
Duration: Instant
Prerequisite Arcanoi: None SHADOWLANDS CIRCLE NECROMANCY
Cost: —
The ghost instills a cursed emotion within her victim. Roll (Ma- Mins: Essence 1

88
Type: Permanent The Book of Mirrors contains Arcanoi that tap into the secrets
Keywords: None found in a reflection. Just like the Underworld is a mirror of Cre-
Duration: Permanent ation, every mirror itself is an even deeper reflection. The Arca-
Prerequisite Arcanoi: None noi found in this wisdom help a ghost traverse the reflections of
mirrors for an endless journey into deeper layers of reality.
See page XX. A ghost ignores the need for an Occult or Intelli-
gence rating, being able to learn necromancy with its Essence
and affinity for the Book of Labyrinths alone. Book of Nightmares
The Book of Nightmares contains Arcanoi that draw pow-
Book of Salt er from nightmares and fears. It is closely related to the Book
of Fright with the exception that it’s directly connected to the
The Book of Salt contains Arcanoi that interact with Creation Neverborn known as Epiales, the Black Dream. The only way to
and the Holy. It helps the ghost to overcome some of the limita- acquire wisdom of the Book of Nightmares is to visit the Black
tions upon its existence. It also interacts with the ghost’s fetters. Dream itself by traveling into the Realm of Nightmares (see page
XX) and confronting one’s own worst fears.

Book of Shadows Special: In order to acquire the Book of Nightmares, the charac-
ter already needs access to the Book of Fright. Any Arcanoi from
The Book of Shadows contains Arcanoi that focus on shadows, the Book of Fright (including the Excellency for Centimanes)
darkness and possessions. can be combined with Arcanoi from the Book of Nightmares.

TUCKED IN WITH MARES


Book of Temptations Cost: —
Mins: Essence 1
The Book of Temptations contains Arcanoi that seduce the liv- Type: Permanent
ing and enslave the dead. Keywords: Deathlord, Eclipse
Duration: Permanent
Prerequisite Arcanoi: None
Book of Wailing
The ghost can remember how it felt to wrap herself in warm
The Book of Wailing contains Arcanoi that draw power from sheets, close her eyes, and dream of better things. This Arcanos
the ghost’s negative emotions, and focus one’s misery into raw turns the ghost into a conduit who shares her dreams with those
emotional and physical power. around her. If someone is sleeping within medium range of her,
the ghost may choose to project nightmares into his sleep, re-
warding herself with the Willpower that sleeper would have nor-
Rare Books of Arcanoi mally gained from his rest.

Here follows a list of rare and forgotten Books of Arcanoi. Players This Arcanos may affect material beings when the ghost is imma-
and Storytellers can make up new Books of Arcanoi of their own terial, and vice versa.
to introduce new concepts. For the Centimane Exalted, none of
the rare Books of Arcanoi can be considered Caste Arcanoi, but Deathlord: It is not unexpected that sleeping next to a Deathlord
they can acquire the wisdom of these books as part of the natural is no easy feat. A Deathlord with this Arcanos may spread her
increase of their Essence. nightmares to up to (Essence) individuals in range, taking Will-
power from all of them.
Every Deathlords portrayed in this book (see page XX) also have
their own specialized Book of Arcanos available to themselves
and to those who serve them. Book of Soil
The Book of Soil contains Arcanoi that explore the buried and
Book of Elements the hidden, finding ways to unravel mysteries and bury memo-
ries.
The Book of Elements contains Arcanoi that draw power from
the five elemental forces of the Underworld: ash, blood, bone,
pyre flame, and void. These Arcanoi are incredibly powerful and
expresses direct control over the forces of nature. They are al-
most exclusively found by the ghosts of Dragon-Bloods, but oth-
er ghosts can access them too at great mental and physical effort.

Book of Mirrors

89
90
CHAPTER SEVEN

THE DEATHLORDS
Chapter Seven

The Deathlords

He Who Thirsts for the Blood of Many


- Specialized in the Book of Blood Anointed Book of Crimson
- Has developed his own specialized version called the Anointed
Book of Crimson which requires the Book of Blood (it’s focused The Anointed Book of Crimson is the secret collection of wis-
on rejuvenation, alchemical rituals and vampirism). dom concocted by the original founder of blood magic. It con-
tains Arcanoi that specializes in rejuvenation, alchemy, and vam-
The False Hierophant with a Crown of Prophecy on a Throne of pirism.
Fortune and Fate
- Has developed the Book of Gold (focused on curses, depravity Special: In order to acquire the Anointed Book of Crimson,
and greed) the character already needs access to the Book of Blood. Any
Arcanoi from the Book of Blood (including the Excellency for
The Iron Maiden Centimanes) can be combined with Arcanoi from the Anointed
- Has developed the Book of Pain (focused on martyrdom and Book of Crimson.
flagellation)
Deathlord: A Deathlord who has initiated into necromancy or
The Serpent Queen Crowned by a Thousand Faces sorcery and who acquires the Anointed Book of Crimson gains
- Has developed the Book of Serpents (focused on hunting, tam- the control benefits from every spell she knows that carry the
ing, tricking, enslaving) Blood Magic keyword.

Other Deathlords:
- Eye and Seven Despairs Book of Pain
-- The Book of Despair (focused on curses, depression, desper-
ation) The Book of Pain contains Arcanoi that finds power in maso-
- First and Forsaken Lion chism and sacrifice. The focus of these powers is to inflict pain
-- The Book of Iron (focused on war) upon oneself and others.
- Princess Magnificent with Lips of Coral and Robes of Black
Feathers Deathlord: A Deathlord may combine Arcanoi from the Book
-- The Book of Crows (focused on freedom, undertaking) of Pain with Charms from the Laughing Wounds Style (see page
- The Bishop of the Chalcedony Thurible XX). She gains access to the Mastery keyword of that style if she
-- The Book of Endless Night (focused on wisdom, necromancy) didn’t already have it.
- The Bodhisattva Anointed by Dark Water
-- The Book of Ceremony (focused on art, feigned spirituality) STINGING FLESH INSIGHT
- The Dowager of the Irreverent Vulgate in Unrent Veils Cost: 1+m
-- The Book of Veils (focused on dimensions, gates, secrets) Mins: Essence 1
- The Lover Clad in the Raiment of Tears Type: Reflexive
-- The Book of Longing (focused on vices; associated with the Keywords: Centimane-only, Excellency
Book of Temptations) Duration: Instant
- The Mask of Winters Prerequisite Arcanoi: None
-- The Book of Winter (focused on frost, endings, decay)
- The Walker in Darkness The Centimane Exalted draws strength from pain. This Arcanos
-- The Book of Grim (focused on dark thoughts and dark meth- can be used to add bonus dice for one mote each to rolls (or add
ods) +1 for two motes each to static values) where the character in-
flicts physical, mental, or emotional pain to herself or others. All
Chapter presents information about the Deathlords as well as actions using Arcanoi from the Book of Pain can be enhanced as
some Arcanoi from a specialized Book of Arcanoi associated well. The Storyteller has the final say in what constitutes a painful
with that Deathlord. The only way for ghosts to learn these Arca- action.
noi is if they are serving the Deathlord in some way or have been
taught the arts by either the Deathlord themselves or someone EMBRACING THE STEEL
in their service. Cost: 4m, 1wp
Mins: Essence 1

93
Type: Reflexive
Keywords: Deathlord, Eclipse, Withering-only
Duration: Instant
Prerequisite Arcanoi: None

The ghost deliberately sets her Defense to 0 against a withering


attack. If the attack strikes true, the attacker gains no Initiative
from the attack’s damage. He still gains the Initiative from the
initial hit as well as that of a crashing bonus should the ghost
crash. If the ghost loses more than five Initiative from the attack,
she immediately heals one bashing or lethal damage, at her dis-
cretion.

Deathlord: For every three Initiative lost from the attack, the
Deathlord heals one bashing or lethal damage, at her discretion.

Book of Endless Night


The Book of Endless Night is the magnum opus of the Bishop of
the Chalcedony Thurible, and unlike most other Books of Arca-
noi, this is an actual, physical tome written by the Deathlord. It
contains Arcanoi that explores the deepest wisdoms of the Nev-
erborn, and the darkest secrets of necromancy.

Special: In order to acquire the Book of Endless Night, the char-


acter already needs access to the Book of Labyrinths. Any Arca-
noi from the Book of Labyrinths (including the Excellency for
Centimanes) can be combined with Arcanoi from the Book of
Endless Night.

Deathlord: A Deathlord who has initiated into necromancy and


who acquires the Book of Endless Night learns an additional
shaping ritual for every necromancy circle she has initiated into.
In addition, she acquires the control effect of one additional spell
per circle she knows. All shape necromancy actions are rolled
with double 9s. If the Deathlord already has double 9s from other
means, she rolls with double 8s instead.

94
CHAPTER EIGHT

DRAGONS OF A DIFFERENT COLOR


Chapter Eight

Dragons of a Different Color

This chapter contains fan content based on the Kickstarter


Previews for Dragon-Blooded: What Fire Has Wrought. The The Five Elements
content in this chapter is subject to change as changes are like-
ly to happen before the book is officially released by Onyx Path There are no actual elemental-aspected dragonlines keeping the
Publishing. You are required to have access to the Kickstarter Underworld together. There is only dark, abyssal Essence. But
Previews in order to make use of the rules presented in this it is this necrotic Essence that forms the destructive mirror ele-
chapter, since it will directly reference that material. ments when merged with a Dragon-Blood’s aspect. All Dragons
of a Different Color, or Dragonbanes, have at some point been a
It is said that Dragon-Blooded cannot learn necromancy. This Dragon-Blooded like any other—or one of their Pale-Blooded
is not entirely true. Several famous Dragon-Blooded throughout cousins who chose to delve into the Underworld to embrace their
history have mastered the Shadowlands Circle of necroman- taint—and the key to their necrotic elements is in their blood.
cy, and there are even more of them working the secret arts all
around Creation. The truth is that Dragon-Bloods who tap into The Element of Ash is created when evil strips an Azure Dragon
these dark secrets run the risk of corrupting their own blood and from her pure idealism. When she discards the cool and subtle
Essence. beauty of the silent air and unprovoked chooses to embrace death
and curses with the fiery passion of the most hateful demons, her
There is a rare trait passed down with the Dragons’ blood, like a body becomes a crematorium for what is good and virtuous. The
corruption left by Dragon-Blooded who tampered with the dark crackling inner flames of the deepest hell constantly burn this
arts in the distant past. Though most of the Great Houses try anathema from the inside and spread tainted ashes through her
to hide this Pale-Blooded trait in their sons and daughters with veins. Left is no longer the subtle and idealistic Air Aspect, but
more or less success, the official reasons behind its existence are the destructive and perverted Ash Aspect whose flaking skin and
ghost-blooded ancestors or too much exposure to shadowlands. lithe frame want little more than to feel the warm dust that will
It emerges on average once in every one thousand Dragon-Blood. one day be the only thing remaining of a cremated world.

The Pale-Blooded are known for having unusually pale skin, and The Element of Blood is created when evil strips a Sable Dragon
their elemental aspects and manifestations appear wan, though from her will to seek progression. When she discards social grace
not actual weaker than in other Dragon-Blooded. They have an and love for wisdom, and chooses to embracs corruption and
affinity for necromancy instead of sorcery. Some of the Great greed as means of subjugating the world around her, then her
Houses try to make use of this affinity and send their children body rejects the ever-changing flow of water for a never-ending
to tutors in the Threshold. Others pretend that the affinity does thirst for blood. The more she tries to reach inside the hearts of
not exist and forbid their children from any meddling in the arts. others and control the very essence that makes them who they
Some of the Great Houses have tried to kill the bloodlines of are, the further she will descend until only thirst and hunger re-
those carrying the trait to ensure the purity of future generations. main. When she has tried to control others’ very essence for so
They rarely disown scions with this trait because they can still be long, it is easy to forget about her own. Left is no longer the as-
useful to their houses, but they are often kept from marriage as piring and ambitious Water Aspect, but the hateful and greedy
few are willing to accept the Pale-Blooded taint. Blood Aspect, who will keep tapping society of the fuel that
drives it until there is no one left to bleed.
Something much more rare is a Dragon of a Different Color.
Those carrying the Pale-Blooded trait have some dark affinities, The Element of Bone is created when evil strips an Emerald
but they still manifest the proper elemental aspects. There are Dragon from her love for life. When she discards the intimate
rumors of a much more sinister Terrestrial Exalt—and it is be- appreciation for growth and birth, and chooses to embrace the
lieved that these are responsible for the corruption in the blood- doomsday preachings of inevitability and demise, her body re-
lines that led to the emergence of the cursed trait above. These jects the seeds of nature and Sextes Jylis’ blood is forever tainted
Dragon-Blooded are extremely rare, often manufactured by by infertility. The more she learns to hate all things living, the
Deathlords through powerful necrotic workings. These are the more her very self will degrade and decay, until left is no longer
Terrestrial Exalts where the elemental aspects themselves have the compassionate and enlightened Wood Aspect, but the deadly
been changed into dark perversions of what they once were. and forever decaying Bone Aspect, who will strip all hope when
her evil spreads like plagues from one corner of the world to an-
To the Immaculate Order, these are Dragonbane Anathema, and other.
they should be exterminated completely.

97
The Element of Pyre Flame is created when evil strips a Crim- to their transformation, while being in the service of Deathlords
son Dragon from a Dragon’s pride. When she discards the fiery may have granted them new Merits. Decide together with the
passions of family and honor, and chooses to embrace chaotic Storyteller which Merits make sense for your character. If you
passions for death and destruction where there is no meaning want your character to have more drastic physical changes, con-
other than unprovoked hatred, the fire within her heart will stop sider necrotic prosthetics as found on page XX.
burning and instead corrode away her Dragon’s honor. The more
she prides herself with meaningless hatred, the deeper the cor- CHARMS AND EVOCATIONS
rosion will spread. Until left is no longer the fiery passions of the As the Dragon-Blooded has changed her aspect because of her
honorable Fire Aspect, but the meaningless hunger of the cor- transformation, she is no longer connected to the elements of
rupted Pyre Flame Aspect, who will keep corroding the world Creation. Most of the changes are thematic rather than mechan-
around her until there is nothing left for anyone to hold dear. ical, and in those cases the character can use the normal Charms
where the old element is now represented by the mirrored one.
The Element of Void is created when evil strips an Ivory Dragon In some cases, Charms are altered to better associate with the
from her strong traditions. When she discards the never-ending new, darker theme. This chapter will present such changes as
stability and structure that keep the Immaculate Order pure, and “errata” to official Charms, only addressing changes while ref-
chooses to embrace the longing for degradation and demise of erencing the original Charms. This book will not reproduce any
everything the world holds dear, her body becomes neglected official Charms in their entirety.
by the unchanging earth and loses its grasp of reality. With one
foot in existence and one foot outside, and with a heart void of It is recommended to first sort through the Charms you need
emotion, earth itself begins to crumble under her feet. Left is no from the official material, and then see how those powers are
longer the stable and structured Earth Aspect, but the chaotic addressed in this chapter. There will also be completely new
and unpredictable Void Aspect whose silence and emotional cold Charms presented here.
shrouds her with such hunger that her very Essence devours all.
When addressing Evocations, there is no jade associated with the
new elemental aspects. The Dragon-Blooded no longer resonates
Character Creation with jade, but neither is she dissonant with soulsteel. It is possi-
ble that jade associated with the new aspect can be created using
The character creation process is similar to the standard process necrotic workings. If so, the Dragon-Blooded would be resonant
for Dragon-Blooded characters, but take the following into con- with it.
sideration:

CONCEPT AND ASPECT


Think about the origin of your character’s transformation. How CHANGING ASPECT IN GAME
did her aspect change? Was it a willing transformation or was it When creating a Dragonbane Anathema, use the normal
forced upon her? Who was she before she was transformed? How character creation methods representative of the character’s
did her life change after the transformation? past. For converting an existing Dragon-Blooded character
to a Dragon of a Different Color, consider the following al-
ABILITIES terations:
The Aspect Abilities are the same as their mirrored versions.
• The anima effect needs to be changed to that of the mir-
• Ash: Linguistics, Lore, Occult, Stealth, Thrown. ror aspect.
• Blood: Brawl (and Martial Arts), Bureaucracy, Investiga-
tion, Larceny, Sail. • The Storyteller and the player must agree on what caused
• Bone: Archery, Medicine, Performance, Ride, Survival. the character’s transformation.
• Pyre Flame: Athletics, Dodge, Melee, Presence, Socialize.
• Void: Awareness, Craft, Integrity, Resistance, War. • The player should review her selection of Charms and
see what changes need to be made depending on the
Dragon-Blooded who have served Deathlords may add an ad- new aspect.
ditional specialty in an Ability associated with their service. Be-
low are some examples for the new Deathlords presented in this • Appropriate Intimacies should be established based on
book: the character’s new state of being.

• He Who Thirsts for the Blood of Many: Craft or Presence. • Some Merits may need to be removed, added, or altered.
• The False Hierophant with a Crown of Prophecy on a The character’s new life could also be a chance for the
Throne of Fortune and Fate: Bureaucracy or Socialize. player to get a shot at new Innate Merits at Storyteller
• The Iron Maiden: Integrity or Resistance. approval.
• The Serpent Queen Crowned by a Thousand Faces: Larce-
ny or Survival. • If the character used to be part of a Dynastic House, has
she cast away her old name? If so, what is her new name?
MERITS
Dragon-Blooded who used to belong to certain societies, such as • Changes in appearance and personality should be noted.
one of the Dynastic Houses, may have lost access to Merits due

98
Ash Aspect
Having inherited the cold winds of Mela and used them to black- ANIMA EFFECTS
en the sky with the ashes of cremation, the Dragon-Blooded of • For five motes, the Ash Aspect can use her reflexive move
the Ash Aspect find the embrace of death a release, and their action to seemingly teleport an entire range band vertical-
necrosis comfortable and warm. They are just as subtle and quiet ly or horizontally without needing to roll. When she does
as before, but they have grown a profound respect for death and so, she briefly becomes completely engulfed by her anima,
a pity for those who haven’t yet felt that warm embrace. disappearing and reappearing in an ashen cloud. She needs
both line of sight and a path to make the teleport, but she
The Masters of Cremation are the hopeful advisers and com- can ignore heavy terrain or lesser obstacles. At bonfire, this
passionate necromancers who see themselves as Bodhisattva of power is free.
Oblivion. They truly long for it, but have a strong enough empa- • For three motes, the Ash Aspect may burn those who try to
thy for the living that they need to remain in existence to help touch her, subjecting anyone in close range to the effects of
those poor souls cross over. Unlike many other Dragons of a Dif- her anima flux, or increasing the intensity of her anima flux
ferent Color, the Ash-aspected necromancers more often raise by one damage level for the round if it is already active. This
armies of ghosts than ghouls, if they choose to lead armies at all. also ignites flammable materials within close range.
• Once per day, when the Ash Aspect makes a social action
ASPECT MARKINGS aimed to erode the Principle of a target, she adds (Essence)
If the Ash Aspect had a skin with a bluish tint when uncorrupted, non-Charm bonus dice to the roll.
she will instead change that hue into shades of gray. At higher
Essence, the Ash Aspects begin to flake their skin and they often ASPECT ABILITIES
become surrounded by faint clouds of warm ashes. While elder Similar to their Air Aspect counterparts, Ash Aspects excel at
Air Aspects often have cold skin, the elder Ash Aspects’ skin are scholarly pursuits and the subtle arts. Their Aspect Abilities are
dry and warm. The oldest of them carry with them dark clouds Linguistics, Lore, Occult, Stealth, and Thrown.
with rains of ashes and the crackling flames of the never-ending
cremation of their once beating heart. ASSOCIATIONS
The color gray, the concept of sacrifice, and the element of ash.
ANIMA BANNER
The anima bannners of the Ash Aspects shimmer with an ash- SOBRIQUETS
en gray or a white light, whirling like a volcanic storm or black Ash Dragons, Bringer of Ashes, Masters of Cremation.
snow. Within the heart of these ashes, and within the eyes of the
Ash Aspects, are pulsing orange embers forever adding heat to CONCEPTS
fuel the crematorium that incinerates the world. Ambitious necrosurgeon, apocalyptic prophet, righteous judge,
silent assassin, righteous judge, vicious necromancer.

99
“I have felt the hand of Death upon my
shoulder, and it was warm! Let me show you!”
- Ember Black, Ash Aspect

100
Blood Aspect
Just like the Children of Danaa’d, the Masters of Blood value ANIMA EFFECTS
resolution and change. Though the nature of these changes may • For five motes, the Blood Aspect’s heart stops beating and
vary from the ambitions they had before their corruption, after she becomes incapable of drowning, choking, and breathing
the lessons taught of the Void. The Blood Aspects are eager to in toxins for the scene. At bonfire, this power is free.
control and deform the structures built by the living, whether • For three motes, the Blood Aspect may convert a single le-
they are societal or individual. To make change in the name of thal health level inflicted by an injury into bashing on either
the Neverborn, the Blood Aspect must reach deep inside the herself or a target within short range. She can activate this
hearts of Creation’s depraved societies and take control of the power reflexively when allies suffer damage. Only a single
very essence that drives them. health level can be converted from a wound, even if the at-
tack itself caused more damage.
Bloos is the essence of humanity, and blood must flow before the • Blood Aspects do not fear injury, instead welcoming every
final dusk can close the chapter of Creation and end it all with new wound. They treat their -1 wound penalties as -0, their
Oblivion’s withering touch. It is up to the Blood Aspects to de- -2 wound penalties as -1, and their -4 wound penalties as -3.
prive the living of their blood until there is no living left to bleed.
ASPECT ABILITIES
ASPECT MARKINGS Similar to their Water Aspect counterparts, Blood Aspects favor
If the Blood Aspect had a skin with a bluish tint when uncorrupt- talents that keep their options open and allow them to navigate
ed, she will instead change that hue into shades of red. At higher complex systems, problems, or environs with ease. Their Aspect
Essence, the Blood Aspects begin to sweat and cry blood and Abilities are Brawl/Martial Arts, Bureaucracy, Investigation, Lar-
they often emanate the scent of iron. While elder Water Aspects ceny, and Sail.
often have moist skin, the elder Blood Aspects’ skin often reveal
the warm blood within. The oldest of them carry with them ASSOCIATIONS
whispers like beating hearts and rains of blood reminding all the The color red, the concept of chaos, and the element of blood.
living of their inevitable demise.
SOBRIQUETS
ANIMA BANNER Blood Dragons, Heartbreakers, Masters of Blood.
The anima bannners of the Blood Aspects shimmer with a deep
crimson, pooling and rippling like ocean waves. As the anima CONCEPTS
is burning, the Blood Aspects veins often glow a bright red, her Devious infiltrator, dojo breaker, heartless bureaucrat, sadistic
eyes like iron droplets within a bright red corona. pirate.

101
“Do you hear that?
That is the sound of your heart.
Complete silence.”
- Heartless, Blood Aspect

102
Bone Aspect
When the children of Sextes Jylis embrace life, the Bone Aspects ANIMA EFFECTS
spread death and disease. These Plaguebearers often preach • For five motes, the Bone Aspect becomes immune to dis-
about how their lives as Wood Aspects taught them everything eases and fear (the Dawn Caste anima power can overcome
they needed to know about life. With this valuable knowledge in this immunity), and doubles 9s on rolls to resist poisons and
mind, they now have a perfect understanding of how to either toxins for the scene. At bonfire, this power is free.
break down that life as quickly and destructively as possible, or • For three motes, the Bone Aspect becomes as resilient as
as slowly and painfully as possible. hardened steel, adding (Essence) to her soak or +1 to hard-
ness against an attack. The hardness can be added even
There is nothing more compelling and enjoyable to a Bone As- when crashed.
pect than to see life wither away before her eyes, and then have • A Bone Aspect’s anima flux is laced with disease. A character
the corpses of her enemies rise up as mindless dead to kill and that takes damage from it is exposed to plague (see Exalted
devour their fellows. The Bone Aspect loves to feel those final Third Edition, page 235). The effects of the disease usually
breaths of her victims, or to hear the last faint beats of their dying manifest themselves the day following the exposure to the
hearts. Everything that lives must die. character’s anima flux.

That is poetry. ASPECT ABILITIES


As a stark contrast to the Wood Aspects, the Bone Aspects are
ASPECT MARKINGS naturals in skills that harm others while supporting themselves,
If the Bone Aspect had a skin with a greenish tint when uncor- ensure the survival of their own allies, and involve the cycle of
rupted, she will instead change that hue into shades of white, or life and death. Their Aspect Abilities are Archery, Medicine, Per-
into the pink hues of marrow. At higher Essence, the Bone As- formance, Ride, and Survival.
pects tend to solidify their skin to resemble the surface of bone.
In the cases of the elders, sometimes their skin peels off to reveal ASSOCIATIONS
the bone within. The color white, the concept of resilience, and the element of
bone.
ANIMA BANNER
The anima bannners of the Bone Aspects shimmer with a bone- SOBRIQUETS
white or shades of light grey tinged with pink. As the anima Bone Dragons, Ghost Lords, Plaguebearers.
is burning, the Bone Aspects’ own bones sometimes shimmer
faintly through their skin. When they approach, they often bear CONCEPTS
with them skeletal symbolism displayed in their anima, such as Devious alchemist, morbid poet, commanding necromancer,
protective ribcages enveloping their bodies, or the crackling and rough necrosurgeon.
creaking of old bones.

103
“It is time to end this cycle of life!
Death is the grand finale of everyone’s fate!
Why delay the inevitable?”
- Intrepid Crow, Bone Aspect

104
Pyre Flame Aspect
Just like the Children of Hesiesh, the Pyre Flame Aspects radiate ANIMA EFFECTS
with passion and pride. They see themselves as the Champions of • For five motes, the Pyre Flame Aspect becomes completely
the Underworld and are eager to prove their worth. Some Death- immune to mundane environmental hazards based on cor-
lords favor the passion these Dragon-Blooded show, while oth- rosion for a scene. This also protects items in her possession,
ers frown upon their similarities with their uncorrupted cousins. and any potential mount she may be riding, from being cor-
However, these similarities are a lie, as the Pyre Flame Aspects roded by her flames. If attacked by corrosive damage, she
are driven to corrode and corrupt the passions enjoyed by the adds (Essence) natural soak and gains Hardness 2 against
living. the attack. This bonus also affects her mount or familiar if
she has one. At bonfire, this power is free.
Just like their former Fire-aspected selves, a Pyre Flame Aspect • Once per day, when the Pyre Flame Aspect tries to persuade
may differ from another just as much as a gladiator may differ a target to either commit a crime, ignore important respon-
from its master. Though one thing many Pyre Flame Aspects sibilities, or indulge in a vice, she adds (Essence) non-Charm
have in common is the extreme jealosy they feel for the Abyssal bonus dice to the roll.
Exalted and their superiority in the eyes of both the Deathlords • A Pyre Flame Aspect’s anima flux deals (Essence or 3) dam-
and the Neverborn. Some Pyre Flame Aspects have been tempt- age to characters without hardness instead of a single die.
ed by thoughts of betrayal, dreaming of one day usurping the
Abyssals just like their ancestors did the Solars. ASPECT ABILITIES
Similar to their Fire Aspect counterparts, the Pyre Flame Aspects
ASPECT MARKINGS take well to talents that let them draw attention, go where they
Unlike the Children of Hesiesh, the Pyre Flame Aspects typically please, and get what they want. Their Aspect Abilities are Athlet-
have a greenish skin with hair in dark or white. Once a well-bred ics, Dodge, Melee, Presence, and Socialize.
Fire Aspect becomes a Pyre Flame Aspect, her deep crimson will
turn emerald and she will exhale green acidic flames or plasma. ASSOCIATIONS
An elder’s skin may corrode mundane clothes and armor as acid The color green, the concept of superiority, and the element of
emanates from her pores. pyre flame.

ANIMA BANNER SOBRIQUETS


The anima bannners of the Pyre Flame Aspects shimmer with Acid Dragons, Lords of Corrosion, Masters of Pyre Flame.
a sickly green with tints of yellow. As the anima is burning, the
Pyre Flame Aspect’s Essence erupts in violent, corrosive flame. CONCEPTS
When they approach, they may bear with them a corrosive hu- Passionate butcher, ruthless crusader, scheming infiltrator, wel-
midity and acid rains. coming host.

105
“Your pitiful existence is no more than a slight
annoyance. But let’s see that skin bubble.”
- Harlequin Mockingbird, Pyre Flame Aspect

106
Void Aspect
Those who have inherited the blood of Pasiap understand the Void Aspects bring entropy with them wherever they go, more
importance of stability for the survival of Creation. They value often looking extremely aged and fragile instead of young and
structure and strong foundations, just as they value love and strong, but don’t let that image fool you. True power lies in en-
courage. It is this framework that has driven the Void Aspects to tropy, even in self-decay.
what they are. They have finally recognized all this love for struc-
ture and order to be nothing but empty words and false promis- ANIMA EFFECTS
es. The Masters of Void understand more than any other Dragon • For five motes, the Void Aspect absorbs and disperses, draw-
of a Different Color how helpless they were in their former lives, ing attacks towards her only to obliterate them. She adds +1
and how blessed they are in this one. to Parry but -1 to Evasion. She also gains a non-Charm die
to her own withering attacks against anyone within short
Maybe it is to seek redemption that many of them find their paths range of her. If the Void Aspect successfully defends against
through the Labyrinth and more easily accept the whispers of the a mundane projectile, it forever disappears into her anima.
Neverborn than others. The truth is that there is no hope in sta- At bonfire, this power is free.
bility. The only way to achieve utter serenity is to rid everything • For three motes, the Void Aspect may add a non-Charm
from its existence. There is only one truth, and that is Oblivion. success to an attempt to rush an opponent or prevent an en-
emy from disengaging.
The Void-aspected Dragon-Blooded truly deserve to be called • A character that takes damage from the Void Aspect’s anima
Lords of Entropy, since they use their aptitude for destruction flux is forced prone or drawn one range band towards her, at
and war to tear down the stability and order created by their for- the Dragon-Blood’s choice.
mer selves. It is their only way of redeeming themselves in the
eyes of the Neverbornn, before they inevitably give themselves ASPECT ABILITIES
to Oblivion. As a stark contrast to the Earth Aspects, the Void Aspects favor
the degradation of tradition and discipline, and the secret weak-
ASPECT MARKINGS nesses within the enduring. They tear down mountains, includ-
The Void-aspected Dragon-Blooded often get an almost metallic ing their own selves. Their Aspect Abilities are Awareness, Craft,
skin-tone of obsidian black. Just like when they were aspected Integrity, Resistance, and War.
towards Earth, their skin may either harden as they grow in pow-
er, making their metallic texture more smooth and distinct, or ASSOCIATIONS
it may soften and become almost spectral in appearance. Elder The color black, the concept of inevitability, and the element of
Void Aspects often lose their voice to the Abyss as the whispers void.
of the Neverborn seem to force themselves through the Void As-
pects’ lips. SOBRIQUETS
Lords of Entropy, Masters of Void, Void Dragons.
ANIMA BANNER
The anima bannners of the Void Aspects radiate a ghostly shroud CONCEPTS
of black and white. As the anima is burning, the Void Aspect’s Mass murderer, respectful undertaker, vicious warlord, void
Essence may erupt into black holes surrounding the Exalt and priest.
spawning nightmarish images of true necrotic horrors. The elder

107
“There is no such thing as mercy in the eyes of
the Neverborn! Now disappear!”
- Grinning Ventriloquist, Void Aspect

108
Charms DEATH FROM NOWHERE
Cost: 3m
The Dragonbane Anathema are still Dragon-Blooded, but their Mins: Archery 3, Essence 1
elemental aspects have been twisted into something new and sin- Type: Supplemental
ister. The Dragon-Blooded Charm space is based on elemental Keywords: Ash/Blood, Balanced, Withering-only
aspects and these new elements alter how many Charms operate. Duration: Instant
This section will present changes to existing Charms to better Prerequisite Charms: Dust-Piercing Ember
fit the new elements, as well as provide new Charms altogether.
As the Charm with the same name in the Dragon-Blooded: What
NEW KEYWORDS Fire Has Wrought Kickstarter Preview.
Ash, Blood, Bone, Pyre Flame, Void: Every Dragonbane Charm
has an elemental aspect typically marked by these keywords. QUIVER OF THE UNDERTAKER
Charms without these keywords specify what aspects they can Cost: 1m or 3m
take on in their text. Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Bone or Pyre Flame
Duration: Instant
CORROSION Prerequisite Charms: None
As fire becomes pyre flame, burning becomes corrosion.
When an enemy “corrodes” as written in Charm descrip- The Dragon-Blood may harvest ammunition from the corpses of
tions, she is influenced by a persistent effect similar to Fire the once-living. She rips out bone and sinew to make arrows, and
Charms’ “burning.” The character can “extinguish” the corro- she fills vials with stomach acids and intestinal gasses to make
sion by drying herself off, diluting the acid with water, or oth- ammunition for firewands. This Charm lets the Dragon-Blood
er applicable stunts at Storyteller discretion. For every round create ammunition for any type of mundane Archery weapon,
spent corroding, the target’s mundane clothes and armor be- but ammunition for firewands cost three motes instead of one.
come damaged. If the target wears a mundane armor, it will
permanently lose one soak every round until the corrosion She can harvest ammunition even in combat by taking an action
has been dealt with. and rolling double 10s for firewand ammunition, or double 8s
for bow- and crossbow ammunition. If a battle group has lost
as least one point of Size in the area where the Dragon-Blood is
harvesting, she rolls double 9s and 7s instead.
Archery
Outside of combat, only a single corpse the size of an adult is
FILED CLAW RELEASE needed to completely fill the Dragon-Blood’s quiver or ammuni-
Cost: 2m per success tion pouch, but fully harvesting a human corpse prevents it from
Mins: Archery 1, Essence 1 being able to be reanimated.
Type: Reflexive
Keywords: Balanced, Bone, Excellency, Uniform ARROW CLAW TECHNIQUE
Duration: Instant Cost: 3m
Prerequisite Charms: None Mins: Archery 3, Essence 1
Type: Supplemental
Focusing the density of bone into the Dragon-Blood’s arrow, it Keywords: Balanced, Bone, Dual
sharpens like a claw. The Exalt may add bonus successes to an Duration: Instant
Archery roll for two motes each. If at least two motes are spent on Prerequisite Charms: Filed Claw Release, Quiver of the Under-
this Charm, the attack’s damage is increased by one die. taker

DUST-PIERCING EMBER As the Charm Arrow Thorn Technique in the Dragon-Blooded:


Cost: 4m What Fire Has Wrought Kickstarter Preview.
Mins: Archery 2, Essence 1
Type: Supplemental BOUGHS OF WITHERING FALL
Keywords: Ash, Uniform Cost: 2m, 1i
Duration: Instant Mins: Archery 4, Essence 1
Prerequisite Charms: Filed Claw Release Type: Reflexive
Keywords: Ash or Pyre Flame, Perilous
As the Charm Sky-Calming Draw in the Dragon-Blooded: What Duration: Instant
Fire Has Wrought Kickstarter Preview with the following changes: Prerequisite Charms: Quiver of the Undertaker

• The Charm ignores penalties from visual conditions, such as As the Charm Boughs of Burning Autumn in the Dragon-Blood-
darkness, blindness, or ashen fog, instead of penalties from ed: What Fire Has Wrought Kickstarter Preview with the follow-
wind or inclement weather. The Dragon-Blood does not ing changes:
control the wind. She obstructs it with corpse-dust.
• When using this Charm with the element of pyre flame, the

109
ammunition turns from fire to pyre flame and deals damage eyes and thus distorted view of the target. The character must
accordingly (see Corrosion on page XX). When using the still take an action to fire the weapon through her command, but
Charm with the element of ash, the damage stays as fire but she can flurry this action with an attack action of her own.
the attack looks like a black smoke.
DRAWING EMBER STYLE
SNAPPING BONE STRIKE Cost: 4m
Cost: 3m, 1wp Mins: Archery 4, Essence 2
Mins: Archery 3, Essence 2 Type: Supplemental
Type: Simple Keywords: Ash, Aura, Decisive-only
Keywords: Bone, Decisive-only Duration: Instant
Duration: Instant Prerequisite Charms: Death from Nowhere
Prerequisite Charms: Quiver of the Undertaker
As the Charm Drawing Lightning Style in the Dragon-Blooded:
The Dragon-Blood’s arrow bursts into sharp fragments of split- What Fire Has Wrought Kickstarter Preview with the following
tered bone in midflight, entangling her enemy like ribs around changes:
lungs. This Charm works similar to Life-Swelling Sap Strike from
the Dragon-Blooded: What Fire Has Wrought Kickstarter Pre- • Instead of gathering crackling lightninng, the arrow burns
view, but breaking out from the entanglement requires a difficul- and glows like hot embers.
ty 3 gambit using either an edged or a blunt weapon.
DEATH FOLLOWS BIRTH
If this Charm crashes a reanimated corpse-target, its bones split- Cost: 5m, 2i
ter like the arrow did, scattering the remains across the battle- Mins: Archery 5, Essence 2
field. The bodies of living mortals slain with this Charm may har- Type: Simple
bor hungry ghosts, unlike the original Charm, but their bodies Keywords: Aura, Bone, Decisive-only
cannot be reanimated as walking dead. Duration: Instant
Prerequisite Charms: Death from Nowhere
In Bone Aura, the Dragon-Blood may use this Charm to make
a standard decisive attack instead of a distract gambit. If the at- As the Charm Spring Follows Winter in the Dragon-Blooded:
tack deals damage, it is the target’s own bones that protrude from What Fire Has Wrought Kickstarter Preview.
their flesh to inflict the penalty. Destroying the protruding bone
does remove the penalty like normal, but it also inflicts one level TEARS OF CREMATORIA
of lethal damage upon the target. Cost: 4m, 1wp, expend Ash Aura
Mins: Archery 5, Essence 3
SPINE SENTINEL TECHNIQUE Type: Simple
Cost: 4m, 1wp Keywords: Aura, Decisive-only, Signature (Ash)
Mins: Archery 4, Essence 2 Duration: Instant
Type: Simple Prerequisite Charms: None
Keywords: Bone
Duration: One scene The Dragon-Blood heats her hands like the burning coal under
Prerequisite Charms: Snapping Bone Strike a corpse-casket, loosing a shot that is more ashen smoke than
physical form. After spending two consecutive rounds aiming,
As the Dragon-Blood touches a corpse with her bow, it merges she makes a decisive attack out to extreme range, converting the
with the corpse’s spine and emerges from its back like a cobra, bonus dice from aiming to non-Charm successes. The smoking
sprouting a multitude of sharpened ribs in a protective cage. arrow whistles past obstructions, ignoring one degree of cover
These ribs may be used as ammunition for the Exalt’s bow or (from heavy to medium to light to none to -1 Defense). If the
crossbow attacks. target is guarded by an ally who uses Defend Other, then that
guardian suffers the penalty. If the attack hits and kills the Drag-
By positioning herself by the spine-bow, the Dragon-Blood can on-Blood’s foe, its body becomes instantly cremated and its ashes
use it as light cover against incoming attacks while she can use scatter with the wind.
the spine-bow itself to attack around her with a limitless sup-
ply of arrows. If she becomes separated from the spine-bow, HUNGRY BLOODLETTING PROJECTILE
spider-like legs of bone will emerge from the corpse and follow Cost: 3m
the Exalt (using a combat movement pool equal to the Drag- Mins: Archery 5, Essence 3
on-Blood’s [Essence + Archery + Artifact Rating if applicable]). Type: Supplemental
The only way to disarm the Dragon-Blood is to distance her from Keywords: Signature (Blood), Uniform
the spine-bow and prevent it from returning to her. Duration: Instant
Prerequisite Charms: None
In Bone Aura, the Dragon-Blood can command the spine-bow
to fire itself using the Exalt’s (Perception + Archery) while the Drawing strength from her own blood, the Dragonbane unleash-
Exalt has her hands free to do something else. If the spine-bow is es pain. She converts any wound penalties she’s suffering into at-
further away from its master than close range, it suffers from a -2 tack bonuses instead.
visual penalty because it needs to aim using the Dragon-Blood’s

110
In Blood Aura, if the Dragon-Blood uses this Charm to attack and beginning her next turn at short range or closer from at least
a target who is also suffering from wound penalties, the blood one enemy.
within the target’s wounds will spill out and join with the incom-
ing arrows. The attack’s raw damage is increased by an amount CARAPACE SHIELDS FATE
equal to the target’s current wound penalty. She can only take ad- Cost: 5m, 1i
vantage of a target’s wounds once per scene unless reset by bring- Mins: Archery 4, Essence 3
ing the target to a new, higher level of wound penalties. Type: Reflexive
Keywords: Bone, Clash, Perilous, Withering-only
HEARTBEATS BEFORE DEATH Duration: Instant
Cost: 1m, 1wp Prerequisite Charms: Death Follows Birth
Mins: Archery 5, Essence 3
Type: Reflexive As the Charm Dragonfly Finds Mate in the Dragon-Blooded:
Keywords: Aura, Signature (Bone), Uniform What Fire Has Wrought Kickstarter Preview.
Duration: Instant
Prerequisite Charms: None LARVAE BATHES IN ACID
Cost: —
As the Charm with the same name in the Dragon-Blooded: What Mins: Archery 4, Essence 3
Fire Has Wrought Kickstarter Preview. Type: Permanent
Keywords: Clash, Pyre Flame
HARROWING ACID SHOWER Duration: Permanent
Cost: 8m, 1a, 1wp, expend Pyre Flame Aura Prerequisite Charms: Sudden Corrosive Geyser, Carapace
Mins: Archery 5, Essence 3 Shields Fate
Type: Simple
Keywords: Aura, Decisive-only, Signature (Pyre Flame) As the Charm Salamander Swallows Flames in the Drag-
Duration: Instant on-Blooded: What Fire Has Wrought Kickstarter Preview with
Prerequisite Charms: None the following changes:

Enveloping the arrow in acidic plasma, the Dragon-Blood un- • Flame-based effects from the original Charm are substituted
leashes a shot that erupts into a corrosive rain upon impact. This with acid-based ones.
Charm functions like the Charm Blazing Phoenix Pinion in the
Dragon-Blooded: What Fire Has Wrought Kickstarter Preview, SWIFT UNBENDING BONE
but instead of being knocked prone and catching fire, the targets Cost: 6m, 1wp, expend Bone Aura
are blinded and starts to corrode. Their blindness lasts until their Mins: Archery 5, Essence 3
corrosion is extinguished. Type: Simple
Keywords: Aura, Bone, Decisive-only
BLACK JUDGMENT DREAM Duration: Instant
Cost: 6m, 3i, 1wp, expend Void Aura Prerequisite Charms: Carapace Shields Fate
Mins: Archery 5, Essence 3
Type: Reflexive As the Charm Swallows Defend the Nest in the Dragon-Blooded:
Keywords: Counterattack, Decisive-only, Signature (Void) What Fire Has Wrought Kickstarter Preview.
Duration: Instant
Prerequisite Charms: None CROWS PICK AT CORPSE
Cost: — (1wp)
Standing calm in the center of her own reality, the Dragon-Blood Mins: Archery 5, Essence 4
rebukes an attacker with an arrow whistling with the mad whis- Type: Permanent
pers of the Neverborn. This Charm may be activated after having Keywords: Aura, Bone, Clash, Decisive-only
successfully dodged an attack from an enemy within her weap- Duration: Permanent
on’s range. She does not fire a real arrow, but rather a mad whis- Prerequisite Charms: Carapace Shields Fate
per shaped as an arrow.
As the Charm Sparrow Dives at Hawk in the Dragon-Blooded:
This is a decisive counterattack, rolling against the lower of her What Fire Has Wrought Kickstarter Preview.
target’s Defense or Resolve. It deals damage equal to (Presence
+ attack roll threshold successes), ignoring Hardness. It doesn’t FURIOUS SPLINTER DEFENSE
include her Initiative or reset her to base. If the target takes dam- Cost: 8m, 3i, 1wp
age but survives the attack, he becomes subjected to a minor de- Mins: Archery 5, Essence 5
rangement befitting his personality. For example, a thief could Type: Simple
become a clyptomaniac, a person on the run from authorities Keywords: Aura, Bone, Clash, Decisive-only
could become a paranoid schitzophrenic, or a person prone to Duration: Aura
vices could become a self-destructive addict. Prerequisite Charms: Crows Pick at Corpse

This Charm can only be used once per scene, unless reset by suc- As the Charm Seven-Year Swarm Volley in the Dragon-Blooded:
cessfully rushing or preventing the disengage of a non-trivial foe, What Fire Has Wrought Kickstarter Preview.

111
BLOOD ARROW TEMPEST
Cost: 6m, 5i, 1wp, expend Blood Aura
Mins: Archery 5, Essence 5
Type: Simple
Keywords: Aura, Blood, Decisive-only
Duration: One round
Prerequisite Charms: Furious Splinter Defense

The Dragon-Blood fires an arrow skyward, causing it to pierce


the clouds and make the sky itself bleed in pain. The clouds
above become a deep crimson, and blood rain showers everyone
within long range. On the Dragon-Blood’s next round, the sky
clears again and the pools of blood left in the rain’s wake begins
to launch crimson projectiles at everyone in the area. She rolls a
single undodgeable decisive attack against all characters within
long range, even allies. Each enemy hit suffers the Dragon-Blood’s
full Initiative in damage. She doesn’t roll damage against battle
groups caught in the area of the attack, instead dealing levels of
damage equal to her Initiative to them.

This Charm can only be used once per day.

112
CHAPTER NINE

THE DREAMER IN BLACK


Chapter Nine

The Dreamer in Black

Resting at the heart of the Labyrinth is the Neverborn known as


Epiales, the Black Dream. This powerful entity is the manifesta-
tion of the concept of nightmares—now only encompassed by
the realm within his dreams.

This is the Realm of Nightmares, the source of the first of the dark
whispers and the cause for all Creation’s nightmares. This is also
where necromancy was first born, as the Black Nadir Concordat
found their way into this realm as they traversed the Labyrinth
looking for the Neverborn.

Though this realm is strongly associated with the Underworld, it


is a realm of its own, inhabited by all the dark thoughts lingering
in the minds of Creation’s inhabitants. It is a realm similar to the
Wyld, as it seems malleable by the same counter forces, and it
seems to break the laws of nature when it taps into its unwilling
guests’ nightmares and feeds them their fears.

If you are afraid of spiders, you will soon find spiders crawling
underneath your skin. If you are afraid of clowns, you will see
them around every corner. It is a traumatizing world that most
scholars pretend not to exist—because they wish it doesn’t exist.

In order to find your way into this horrifying realm, you will
need to be a necromancer of the second circle as well as discover
a ritual with enough potency to open a temporary portal. Such a
ritual cannot be done without a large amount of blood sacrifices.
There are also ways of finding yourself trapped in this realm if
you’re lost in the Labyrinth and about to be swallowed up by your
own fears.

Finding your way out is less easy. Potent necromancy can still do
it, but you may need even stronger necromancy unless you can
find people to sacrifice in this dark and forgotten world. Some
savants believe that you can find your way out through natural
means as well, but that would mean you’d have to overcome your
own fears completely—an impossible thought since everyone
fears something, and this world will know what that is.

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