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In Extremis

In Extremis
By Keganexe
Special Thanks To
Everyone bullying me on on Discord and Twitter, truly couldn’t put so many games out
without the constant positive reinforcement bullying. What is this: In Extremis is a tabletop roleplaying game designed for 2-6 players, about
fighting back the man using necromancy. Inspired by The Locked Tomb trilogy, players
mv for always having cool ideas, and the honestly inspiring work on the LUMEN SRD. (called Necromancers by the text) take on the role of exceptionally powerful witches who
use their mastery of life, death, and the human condition to keep them and their own safe
Tony Vasinda, Aaron King, Joe Dunford, and Spencer Campbell for the incredible launch from other planetary invaders who want to steal their land.
stream on Plus One Exp. Thanks so much for having me on and playing with me!

My playtesters from Club 26, Joe Dunford, Justin Johns, and Stephen Naimoli.
What do you need: To play In Extremis you need a handful of six-sided dice (d6s), and 2-6
Writing and Design by KeganExe players. One player will take the role of Proctor: playing the roles of enemies and people
Keganexe.com you come across, deciding when to roll dice and interpreting their results, and helping move
the game from scene to scene. The other players are all Necromancers: playing their own
Editing by Joe Dunford character, helping the Proctor move scenes forward, and helping ensure everyone is having
thethirdjoe.carrd.co the best time possible!

Star Map by mv
mvmv.info
Who are you: You are a Necromancer, one of a handful of hideously powerful death
witches that protect the planet Hecate, the final holdout for The Coven, from the ever
Art and Assets from Pexels, Pixabay, and Adobe Stock. encroaching invasion of the Corvus Dominion. It is believed The Dominion might seek
answers to why the Necromancers use death magic, or maybe minerals from the core of
This game is Illuminated by LUMEN, based on Hecate, although they have never said as much themselves. Regardless of why they arrived
the LUMEN RPG system designed by Spencer though, they will do everything in their power to destroy all life on the planet.
Campbell, Gila RPGs. This game is in no way
affiliated with Spencer Campbell or Gila RPGs.

5
Table of Contents
Terms 8 The Haruspex 26

Rules 10 The Allothysist 28

Health and Damage 10 The Seer 30

Wells and the Moon 11 The Flesh Stitcher 32

Combat 12 The Humoralist 34

Flashbacks 14 The Keratinist 36

Character Creation 14 Lore 38

Leveling Up 16 Star Map (by mv) 42

On Balance 17 True Resurrection 50

Ending a Session 17 Enemies 52

The Muscle Witch 20 Plot Hooks 56

The Osteomancer 22

The Neuromancer 24
Necromancers have a few skills to help them Disciplines represent areas of expertise Health refers to the amount of damage a The Spells presented in the book don't
fight back The Corvus Dominion, among outside of combat. During character Necromancer can take before they drop. By represent the only magic that exists on
them are Approaches, Disciplines, Health, creation you’ll be able to choose two default, all Necromancers have 5 health. Hecate, nor the only magic you are capable
Wells, and Spells. Disciplines. Below are some examples, you of as a Necromancer, rather what you have
can feel free to choose from the list below, or Wells are a powerful resource in the hands practiced for use in a fight. Outside of
Approaches refer to how a Necromancer you may discuss as a table what other things of a Necromancer. A Well enables one to: combat if you would like to do something
might approach a problem. There are three you might be good at: use spells and abilities during combat, that makes sense for a Necromancer to be
approaches in In Extremis: restore life to yourself or an ally, or increase able to do on some level, talk it over with the
Alchemy the number of Approach dice you roll for a Proctor. They may say no, have you make a
Bone: Studied, methodical, or given situation. roll, or have you burn Wells to do what
diplomatic actions. In combat this might Arcane Knowledge you're attempting.
involve using spells you’ve practiced and Spells are incredible and powerful abilities
prepared for exactly moments like this, Blacksmithing that only the Witches of Hecate have access Lasting Wounds and Disabilities:
while out of combat this might mean to. These spells allow a Necromnacer to Necromantic healing is far from a perfected
picking your words carefully with Crime bend the natural order of the world to their art, and while it works great for some
command, and are both part of the reason people, not everyone takes as easily to it (nor
Muscle: Strong, powerful, or bold Diplomacy the Corvus Dominion is after them, and the does everyone want it). Some Necromancers
actions. In combat this might be charging only thing protecting Necromancers from find that despite being able to regrow whole
directly into fire to strike at a target, while Economics the Dominion. Each time a spell is cast, a limbs, or rewire their nervous systems,
out of combat this might mean saying Necromancer will burn a Well. In addition, sometimes disabilities persist. Legends of
what you need to say consequences be Law some spells have Banes which are powerful Necromancers from the past
damned. advanced abilities that must be learned include a variety of Necromancers that used
Medicine through leveling, and alter how a Spell magical and mundane assistive devices to
Nerve: Quick, reactive, or misleading functions until the end of your mission. help with issues they were born with, or that
actions. In combat this might involve Nature Banes can be activated any time you would were caused on the battlefield.
using unexpected maneuvers at a activate a spell, and make the Spell both
moment’s notice, while out of combat Religion more powerful, and significantly more
this might mean lying or charming your narrow in application, at the cost of not
way out of a situation. Technology being able to unBane the Spell until you’re
able to rest.
8 9
were two levels higher. 1 hour, but there is rumored to be an even
Rules greater cost for a revival, and it isn’t for the First Quarter 7 Wells
1-3: Failure, with a consequence faint of heart. Every Necromancer has heard
During play, the Proctor will describe what is a story about what happens if they revive
going on, and the Necromancers will 4-5: Success with a consequence, or failure someone, but there are no known records of
explain how they respond to it. When the it actually happening, it’s rumored that no Waxing Crescent 6 Wells
Necromancers would do something, and 6: Success one who has done it has survived for much
failure is a possibility, or there are longer themself.
consequences if things don’t go perfectly,
they can roll dice. Generally avoid rolling Health and Damage New Moon 5 Wells
dice if failure isn’t both possible, and Wells and the Moon
interesting to the story. When Damage is done, a creatures loses
that much Health. An enemy with 0 Health is Necromancers have a variable number of
When a Necromancer rolls dice, they can dead. If a Necromancer would die due to Wells depending on the current phase of The Waning Crescent 6 Wells
choose which of their Approaches is best for having 0 Health, and they or another Dead Moon. The standard number of Wells
the situation, and describe how they are Necromancer within Close range has any for a Necromancer to have is 7. If the
embodying that approach in what they are Wells, they may burn it to return to full health Necromancers are ever off planet, or Third Quarter 7 Wells
doing. A Necromancer will roll a number of instead. If no one has any Wells left, the unmodified by the moon, they will have 7.
d6 equal to their Approach, taking the Necromancer dies. On nights of a full moon, Necromancers
highest roll. If a Necromancer has 0 in that have two additional Wells, and on nights of
Approach, they roll 2d6, and take the lowest Health and Wells recover at the end of a the new moon, they have two fewer Wells. Waning Gibbous 8 Wells
roll. If a Necromancer rolls a result that gives mission. The Dead Moon has a 8 day cycle over
them options (such as success with a Hecate, and weeks are 8 days long for that
consequence or failure), it is up to the If someone is dead, they are dead reason. To the right is a chart with the days
Necromancer to decide how to interpret that permanently, unless they know a of the week, and the number of Wells a Full 9 Wells
dice roll. If a Necromancer has a Discipline Necromancer willing to take on The Ritual. Necromancer will have. Why The Dead
that is relevant to a roll, they can treat their The Ritual is said to be the only thing Moon has such strength over the
approach as if it were one level higher. capable of bringing someone back from the Necromancers is a topic covered in the Lore
Before rolling dice, a Necromancer may also dead entirely, but it is not without its costs. section later on. A Necromancer can never Waxing Gibbous 8 Wells
burn a Well to treat their Approach as if it Performing the ritual costs 5 Wells, and takes have more than 9 Wells at a time.
10 11
Proctor Turns: During the Necromancer's Range: In Extremis uses 4 ranges to tell how
Combat turn, if they make an action that requires a close things are to each other.
roll, and the roll has a consequence, an
Combat in In Extremis is designed to be enemy gets an attack off. Enemies generally Close Range: This is close enough to
quick and bloody. There is no need for a have specific amounts of damage they can reach someone with a melee weapon,
map, as In Extremis uses rough distances to do written on their stat block, as well as a few around 10 feet or so.
keep things moving. Combat happens in abilities. During the Proctor’s turn they may
Rounds, and during each Round every have up to 3 enemies use actions from their Mid Range: Across the room, and just a
Necromancer gets one Turn. After all the blocks, as well as having all of the enemies quick jog away. This is the 10-40 foot
Necromancers their Turn, the Proctor takes a move. During the Proctor’s turn, they should range.
Turn. also shake up the battlefield a bit. Whether
this is moving enemies, shaking up the Far Range: At far range things are
Necromancer Turns: During a Turn a terrain, or something else entirely is up to harder to get to quickly, and ranged
Necromancer can move, and make a single you, but you want to try to avoid having turns weapons really shine. This is the 40-80
action. An action is anything that requires a where nothing is happening. foot range.
dice roll, or the use of any power that says it
requires an action. Generally a Enemy Drops: When an organic enemy Extreme Range: At this range, you can
Necromancer can move about 1 Range dies, a single Necromancer may roll a d6. make things out but not reliably hit them
unless they use their action to book it, in On a 1-2, the enemy leaves nothing behind. with weapons. Enemies at Extreme
which case they can move 2 Range. Some On a 3-4, the enemy leaves behind 2 Health Range need to be chased down, or left
example of actions might include: which any one Necromancer may claim. On to flee.
a 5-6, the enemy leaves behind a Well which
Making a weapon attack any one Necromancer may claim. Non- If you are at Close range to an enemy, and
organic enemies, such as the robots used by either of you attempts to move out of range
Kicking a door down the Corvus Dominion drop nothing upon without using a Spell or Ability to do it, the
their death. other can make an immediate weapon
Hacking a console attack against you.
If no one immediately claims an Enemy Drop
Pushing past an enemy at Close range it stays open and available to grab on the
to run away Necromancers Turns.
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Proctor, or another player, calls for a to play as. Each Archetype has a different Next, each player will go over the Lines and
Flashbacks flashback to check in with the table so group of active and passive Spells, but it is Veils each of you would like to have in the
everyone can discuss how best to move possible to learn active Spells from other game, and each player can write them on
In Extremis uses a system called Flashbacks forward from here. Beth apologizes Necromancers as you level up. the appropriate section of their character
to cut away from the action for a moment to because she forgot that was off the table, sheet. Lines represent hard boundaries, and
drive player and character scenes home the flashback ends, and we go back to After choosing an Archetype, fill out some subject matter you don’t want the game to
stronger, or they can be used for player the game, but reframe the scene so it basic information about your Necromancer approach at all. Some examples might
discussions about safety tools. Any time a doesn’t contain the body horror. such as thier name, pronouns, general include body horror, drug use, or violence
Necromancer is about to do something aesthetic. Necromancers usually start against children. Veils represent soft limits,
significant, or a player wants to cut away to At the end of a Flashback, the table can Session 1 at Level 1, but check with the where discussion of the subject matter
discuss what’s happening in game on a discuss, and if it is agreed upon, grant 2 Proctor to make sure that is the case. Using should move quickly, fade to black, or be
meta level, we can call for a Flashback. Here extra dice to the next roll one of them makes. the number packs provided for each hand waved away when possible. Some
are some examples of Flashbacks in use: In the first case the table discusses, and Archetype, go ahead and stat out your examples might include depictions of sex,
Domitia gets the extra 2 dice on their roll to Approaches, assigning one number to each violence against animals, or self harm. Lines
1. Domitia is about to strike what they hope make sure they kill the General. In the stat. As a group you can also discuss what and Veils should always be respected, and
to be a killing blow on one of the second example, the table might decide to sorts of equipment you might have on you you’re always welcome to add more things
Generals in the Corvus Dominion. We give the extra dice to the player who called (in addition to what is on the sheet already), to the list as you play, at any point!
call for a Flashback scene here to out the body horror Line as a thanks for your two disciplines, and any other general
Domitia talking to the group about the making the playspace better. The important information that might be pertinent to your Character Creation is also a great time to
time this specific General killed their part is that the extra dice are always Necromancer. talk about other safety tools your group may
parents, painting a very deliberate image discussed as a table, and they don’t want to use. There are a ton of great options
of why this blow is so significant for them. necessarily default to the person who called Each Necromancer starts the game with at online, but I personally love Script Change
for the Flashback. least 1 Relationship with a non player by Beau Jagr Sheldon, and X-Card by John
2. Beth who plays Domitia is describing character living on Hecate. Talk it over as a Stavropoulos. Note that no safety tool alone
how Osteomancy causes their body to group to see who knows who, and try to can provide a perfect play space, and that
grow and stretch in strange ways as they Character Creation really flesh out some of the folks you might you can always say “no”, change consent,
attack someone. One of the other come across before you start playing the or walk away from a bad group or a bad
players had brought up during character Character creation in In Extremis is easy to game. If a lot of you have history with some actor at any time. No game is worth having
creation that descriptions of body horror do. First, take a look over the 9 Archetypes of the same people, it will immediately make a bad time, or enduring abuse, not even In
were off the table for them, so the to see what sort of Necromancer you’d like the group feel more cohesive. Extremis.
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Leveling Up On Balance Ending a Session
In Extremis uses a milestone leveling system, In Extremis isn’t worried about the concept of At the end of a session, you should spend a
which is to say that Necromancers level up the characters being perfectly balanced few minutes as a group discussing Stars
when it makes the most sense in the story. At against each other. I’m aware of some and Wishes as a wrap up tool. Each player,
each level you will get two Advancement potentially endless loops of Spells. Some of including the Proctor should list at least one
Points, which you can use to learn new them are intentional, some of them are of each, but feel free to list even more!
Spells, or level up Spells you already have. accidental. At the end of the day this is a
You do not need to use all of your story about being a super powerful Stars represent things you liked about
Advancement Points when you get them, but Necromancer, and if something feels the game you just played in. This can be
you can only level during character down powerful that’s not a bad thing. The dream story beats, unexpected rolls, or
time. is that each class feels unique to play as, and anything else that comes to mind that
the game is fun because of that. If as a made the game or group fun to be in.
Leveling up a Spell takes an increasing playgroup you feel someone isn’t keeping
number of points. In each spell you may see up, or someone is grossly overpowered Wishes represent things you wish
things written as 1/2/3 these represent because of your team composition, decide happened in this game, or you hope to
Damage (or other things) changing as the together whether that’s a problem, and then see more of in the future. These can
Spell is Advanced. The first Advance (from 1 decide what the best way to fix it is! In a include story beats you’d like to see
to 2) takes One Advancement Point, and group with 4 Necromancers there are more more or less of, NPC’s you were hoping
the second (from 2 to 3) takes Two than 6000 possible combinations of to see, or anything else that comes to
Advancement Points. If a spell has a Bane, character classes, so to some extent it’s mind.
it costs Four Advancement Points to unlock impossible to know exactly how things shake
that ability. In addition, if you would like to out in different team compositions. Star and Wishes are a great wrap up tool in
learn an active Spell from another part because it lets everyone help shape the
Archetype’s Spell list, you can do that for narrative of the game, and provides a solid
Five Advancement Points, after which it jumping off point if there are things you’d
levels like normal. like to add to the Lines and Veils list that you
didn’t think to mention mid-game, or during
a Flashback.
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Archetypes
Combat Spells
The Muscle Witch
Passive

Attributes Impenetrable Body: Any time you would take Damage, you instead take 1 less. This can
reduce Damage to 0.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish. A Muscle
Witch does not necessarily need to have Muscle as their high stat. Active

4 2 1 The Juice: Range: Self. You necromantically push your muscles to the limit. For the next 2
rounds, your weapon attacks deal 1/2/3 extra damage, and deal 1 damage to you (or 1
Social Spells additional damage to you). The Spell does not stack with itself.

Passive Three Point Landing: Range: Mid/Far. You bound into the air, and land at a point Mid or
Far from where you started. You take 1/2 damage, and each enemy now at Close range
Size Up: You can tell how much health someone has, as well as their general combat to you takes the same/twice as much.
prowess if you take a moment to study them.
BANE: Fastball Special: Range: Mid/Far. You throw a willing ally to a point within range,
Active hitting a target with them. The ally, and up to 2 targets at Close Range to where they
land each take 3 damage.
Stare Down: Range: Close. 1/2/3 times a day you can flex on a person, and scare them
into doing a small task for you, running away, or something else that doesn’t require them Bulk Smash: Range: Close/Mid. This Spell takes an Action.You tear apart the ground below
to put themselves in harms way. you, and throw it at an enemy in range. Deal 4 Damage to the enemy, and 1/2/3 Damage
to each target at Close range to them.

Weapon

Greatsword: Range: Close. 2 Damage. Your Greatsword can hit all targets of your
choice within range when you attack with it.

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Combat Spells
The Osteomancer
Passive

Attributes Bone Bitch: The first time you raise a skeleton during a Round doesn’t require burning a
Well, and skeletons you control have 2 additional Health.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish. An
Osteomancer does not necessarily need to have Bone as their high stat. Active

4 2 1 Animate Skeleton: Range: Close/Mid. You weave together a skeleton from a bit of bone.
You can create 1/2/3 at a time, and may only have a number active at a time that you
Social Spells could summon in a single turn. Skeletons you control have 3 Health, and attack targets of
your choice if you use your action to direct them. They deal 2 damage on an attack, which
Passive you must roll for using your own stats. Burn 1 Well per skeleton you bring up.

Skeletal Servant: Up to one skeleton you animate can follow you around outside of combat. Field of the Dead: Range: Close/Mid. Skeletal hands rise from the ground, holding all
It is capable of doing basic tasks as requested, or running through simple programming enemies within range in place, and dealing 1/2 damage to them. The next attack against
you give it, but is otherwise unintelligent. a held enemy rolls 2 extra dice. Enemies held can not move until the next Round.

Active BANE: Dead Grasp. Range: Mid. A huge skeletal hand rises from the grave, dealing 6
damage to a single target, and holding them still. Weapon attacks against them roll an
Graven Image: Range: Close. Once per day you can manifest a full body from but a shard extra 2 dice, and deal an extra 2 damage. They are held still until the next Round.
of bone (or from a Skeletal Servant). It does not have to be the bones of the person you are
manifesting. You can direct this body to act like a person whom you know, and it can do Skeletal Barricade: Range: Close/Mid/Far. A skeleton you control, becomes a 10 x 10 foot
as directed for up to 10 minutes/an hour/until dismissed. It is an incredible copy of skeletal barricade with 5/10 health, it is no longer considered a skeleton and can’t attack.
whomever you set it to copy, and passes even the closest scrutiny.
Weapon

Rapier: Range: Close. 2 Damage. If there is an ally or animated skeleton within Close
range of the target, the target take an extra 1 Damage.
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Combat Spells
The Neuromancer
Passive

Attributes Can’t Hit Me: You have incredible twitch speed. If someone makes an attack at a distance
of Far or further you can make a Nerve roll. On a success, you take no damage.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish. A
Neuromancer does not necessarily need to have Nerve as their high stat. Active

4 2 1 Pressure Points: Range: Close. This Spell takes an Action. The target takes 4/5 damage,
and deals 1/2 less damage on attacks until the next Round.
Social Spells
Discharge: Range: Close. You take control of the nervous system of a single enemy, and
Passive cause them to attack a target of your choice. This attack deals 2/1/No less damage than
usual.
Lie Detector: You always know when someone is lying to you.
BANE: Hack The Planet: Range: Close. As a reaction to an enemy using an attack
Active against an ally, you deliver a quick strike to them, forcing them to choose another target
within range at random. If there are no other targets in range, they lose the attack. This
Memory Leak: Range: Close.Once per day you can touch someone and erase up to 30 spell deals 5 damage to nonorganic enemies in addition to its regular effects. Extra
seconds/5 minutes/an hour of their memory. The target is aware of the gap, but not why damage is dealt after the enemy makes their attack.
they have it.
Adrenaline: Range: Close/Mid: 1/2/any number of other target(s) within range can take
an extra weapon attack immediately.

Weapon

Twin Knives: Range: Close/Mid. 1 Damage. You can attack twice anytime you would
attack. If you hit the same target with both attacks, Twin Knives does 3 Damage instead
of 2. You never run out of knives.
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Combat Spells
The Haruspex
Passive

Attributes Twist of Fate: After resting, you may roll 4d6. Anytime you or an ally you can see have
rolled dice, you can replace the roll with one of the Twist dice, after seeing the results, but
Distribute the following numbers among Muscle, Bone, and Nerve as you wish. before resolving its effects. Each Twist dice can only be used once.

Active
5 2 0
Doom Foretold: Range: Close/Mid/Far. You mark a target for death. Until the end of this
Social Spells Round, attacks against them deal 1/2/3 extra damage. This ability can not stack with itself.

Passive Called Shots: Range: Mid/Far. As a reaction to an enemy making an attack on an ally
within range, you can warn them to dodge. They take 2 less/3 less/no damage from the
Arcanic Knowledge: You know more about the old ways than almost anyone else, and can attack.
answer most, if not all questions about history.
BANE: Dodge Tank: Range: Self. Passive, requires 1 Well to Activate. You have
Active powerful visions of the immediate future that help you dodge incoming attacks.
Whenever an enemy makes an attack against you at Close range, you may make an
Haruspicy: Range: Self. Once per day you may ask the Proctor a yes or no question about appropriate roll. If you are successful, burn a Well and take no damage instead.
a subject you have no knowledge of. The Proctor must answer Yes, No, or Unclear
truthfully. You may ask 1/2/3 questions in a row when you ask. Necromantic Lightning: Range: Mid/Far. Up to 3 targets within range each take 1/2/3
damage, as you force Necromantic energy through them.

Weapon

Bow and Arrow: Range: Mid/Far. 2 Damage. Deals 1 extra Damage to any enemy with
a harmful Spell currently affecting them.

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Combat Spells
The Allothysist
Passive

Attributes Demolitions Expert: If an attack would Damage more than one target, including yourself,
make a roll. On a success, you take no Damage instead.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish.
Active

5 1 1 Spontaneous Combustion: Range: Close/Mid. This Spell takes an Action. You catch an
organic enemy alight using strange necromantic forces. They take 3/4 damage now, and
Social Spells that much damage at the start of each Round for the next 2/3 Rounds.

Passive Corpse Explosion: Range: Close/Mid/Far. This Spell takes an Action. You make a dead
organic enemy explode, dealing 4/5/6 damage to everything at Close Range to it, even
Disruptor: You know how to make yourself the center of attention. People can’t keep their other Necromancers.
eyes off you when you are attempting to attract their attention.
BANE: Dramatic Rebirth: Range: Close/Mid/Far. You can only use this ability when
Active another Necromancer would die.Target Necromancer comes back to life at full Health,
and everyone at Close range to them takes Corpse Explosion damage. The revived
Flashbang: Range: Close/Mid/Far. Once a day you can create a light show that leaves Necromancer takes half as much damage.
people or cameras that saw the lights, incapable of seeing for 1 minute/10 minutes/an
hour. Rapid Decomposition: Range: Close/Mid. A non-sentient item or area of 5 x 5 feet or less
rapidly ages. It can be made of Organic Material/Any Material. Weapons affected deal
1 less damage/break. If used on a non-weapon item it becomes brittle/breaks.

Weapon

A GUN!?: Range: Mid/Far. 2 Damage. Deals double damage to non-organic enemies.

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Combat Spells
The Seer
Passive

Attributes Juicy Spirits: If you kill an organic enemy, you can roll 2 enemy drop dice for them.

Distribute the following numbers among Muscle, Bone, and Nerve as you wish. Active

Unlimited Power: Range: Close/Mid. You loose nearby spirits to assist your allies. All allies
3 2 2 within range (not including yourself) regain 1/2/3 Wells. If this would give them more than
7 Wells, they instead go to 7, and take 3 Damage.
Social Spells
Banshee Screech: Range: Close/Mid. You let out a horrifying scream imbued with death.
Passive Each enemy within range takes 1/2/3 damage and falls prone. Prone enemies take 1 extra
damage from all Spells and Weapons.
Willing Spirit: You can read the spirits of others on but a glance, and as such have an
uncanny ability to spot who can be of use to you in a crowd. BANE: Sirens Call: Range: Mid/Far. This Spell takes an Action. You let out an irresistible
call. One target within range takes 3/4/5 damage, and moves towards you with all the
Active speed they can muster. They deal 2 less damage to all targets that aren’t you until the
next Round.
Psychometry: Range: Close.1/2/3 times a day, you can touch an object and tell it’s full
history. Going Ghost: Range: Self. You push yourself partially into the realm of spirits, and become
harder to hit. For the next 1/2/3 Rounds, all attacks against you deal half damage
rounded up. This ability can not stack with itself.

Weapon

Spear: Range: Close. 2 Damage. This weapon can hit up to 2 targets within range, and
deals 1 extra Damage if Going Ghost is active.

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Combat Spells
The Flesh Stitcher
Passive

Attributes Rehabilitation: If an ally within Close/Mid range of you would regain health because of a
spell, they also regain 1 Well.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish.
Active

3 2 2 Quick Stitch: Range: Close. You stitch up a wound on a target within range, and they
regain 2/3/return to max Health. This healing thickens their skin allowing them to ignore
Social Spells the next instance of Damage they would take.

Passive Do No Harm: Range: Close/Mid. You let out a wave of necromantic healing magic. Each
living ally in range (not including yourself) regains 1/2/3 Health.
Real Face: You can’t be fooled by disguises or illusions.
BANE: Take No Shit: Range: Self. Passive, Requires 1 Well to activate. Your weapon
Active attacks deal 2 additional Damage, and you regain 2 Health upon a hit. Healing Spells
you use on other people heal for 1 less. This can reduce your Healing to 0.
Flesh Sculptor: Range: Close. Once per day you can perfectly change the outward
appearance of 1/2/3 willing subject(s) for up to an hour. This change can include any Coil Skin: Range: Close. You reach out and necromantically twist the skin of a target. The
physical characteristic including but not limited to- height, voice, and perceived gender. target takes 2/3/4 Damage, and can not see or hear until the start of the next Round.
Organic enemies deal 1 less Damage on their next attack.

Weapon

Caduceus Staff: Range: Close. 2 Damage. This weapon deals an additional 1 Damage if
you are at full Health when you make the attack roll.

32 33
Combat Spells
The Humoralist
Passive

Attributes Sticky: Abilities you use that last a number of turns last an additional turn.

Distribute the following numbers among Muscle, Bone, and Nerve as you wish. BANE: Sudden Spoiling: Passive, Requires 2 Wells to activate. Spells you control that
last multiple Rounds deal 2 extra damage, or heal for 2 extra Health immediately, but
no longer last for multiple Rounds.
4 2 1
Active
Social Spells
Bleed Dry: Range: Close/Mid. This Spell takes an Action. You bleed 2/3 organic enemies
Passive within range. They each take 2/3 damage now, and that much damage at the beginning
of each Round, for the next 2 Rounds. This ability can stack with itself.
Sanguine Skulk: If you don’t want to be seen, you find it incredibly easy to use necromancy
to blend into the shadows Red Humors: Range: Close/Mid/Far. 1/2/3 targets within range each gain 1 Health now,
and 1 Health at the beginning of each Round for the next 2 Rounds. This ability can stack
Active with itself.

Humoral Balancing: Range: Close. 1/2/3 times a day you can touch someone, and Spit Acid: Range: Close/Mid. You spit bile at a target in range. They take 2/3/4 damage
balance their humors, and in doing so change their mood completely. You can choose their now, and 1 Damage at the beginning of each Round for the next 2 Rounds. This ability can
new mood. not stack with itself.

Weapon

Sword and Shield: Range: Close. 2 Damage. This weapon pushes an enemy from Close
to Mid range on a hit. If the pushback would cause them to impact a surface they take an
additional 2 damage. If they hit another combatant, they both take 1 additional damage.

34 35
Combat Spells
The Keratinist
Passive

Attributes Entangling Strikes: Enemies you hit with a weapon attack are considered grappled by you,
and can not move of their own volition until the start of the next Round.
Distribute the following numbers among Muscle, Bone, and Nerve as you wish.
Active

4 3 0 Nail Growth: Range: Self. Your nails grow to long and sharp points, and become a melee
weapon for the next 3/4 Rounds. Nails require a roll to hit.
Social Spells
Speed of the Damned: Range: Self. You can make an additional weapon attack on this
Passive turn. You can only use this ability once per Round. The extra attack deals an extra 2/3/4
Damage.
Trichokinesis: You have fine control of your hair, and can treat it as an extra limb.
BANE: Bat Out of Hell: Range: Close/Mid. 1/2/all allies within range (including
Active yourself) can immediately use their full movement without worry of provoking attacks.

Quick Change: Range: Self. 1/2/3 times a day you can swap outfits on a whim, choosing Hair Whip: Range: Mid/Far. You form a whip with your hair, and use it to fling yourself at
to be dressed however you would like. This new outfit is made at least in part by your own an enemy within range. They take 2/3/4 damage, and you move to Close Range to them.
hair, although you couldn’t tell without close inspection.
Weapon

Meteor Hammer: Range: Mid. 2 Damage. This weapon deals an additional 2 Damage
to Non-Organic enemies if you roll a 6 to hit.

Nails: Range: Close. 2/3 Damage. If an organic enemy takes damage from nails they
Bleed. Bleeding deals 2 damage at the start of each Round, until your transformation is
over. Bleeding does not stack.
36 37
Lore
Basic History: Hecate is one of the 8 communication between them has been least), and has permanently changed to both protect Hecate from invaders, and to
inhabited planets in the Opiter System, a lacking, a flaw the Corvus Dominion Necromancy. Ever since, Necromancers explore space.
system rife with magical ability. Hecate sits exploited when they set their eyes on the have found their powers waning and waxing
on the edge of the system, a small cold ball Opiter System. with the phases of the moon. Travel beyond the Opiter System is
of a planet, filled to the brim with death, and theoretically possible, but no one has ever
orbited by 2 moons. While Hecate is home Starting from the center of the system, with Hecate: Aside from being the smallest, and returned after having left the System. It is
to Necromancers, each of the other planets Vibernius, the Corvus Dominion slowly, but outermost planet in the Opiter System. The theorized that The Corvus Dominion come
has its own kind of witch or mage. Among surely decimated each planet in order, planet is ruled by The Coven, and previous from some far flung planet in another
them are: leaving the Necromancers of Hecate the sole to the arrival of the Corvus Dominion, there System, but as they do not speak the same
survivors in a war they never planned for. were 300 years of peace amongst not just languages as those in the Opiter System, no
The Elementalists of Vibernius Unlike their brethren though, the the citizens of Hecate (called Hecians), but one has been able to really ask them.
Necromancers had an ace up their sleeve in all of the planets in the Opiter System. Not a
The Illusionists of Hosidius the form of The Council of Haruspices. perfect society by any stretch, survival on Despite it’s small size, Hecate is rich with
Mounting a dangerous mission, Hecate is difficult due to both the cold materials rare to the system. Among them
The Healers of Gratia Necromancers were sent to Axia, The Red weather, and the untamed and rabid wildlife are titanium which is good for ship building,
Moon, to interrupt a first strike the living outside of the citizens. For these water, and high nitrogen soil which is good
The Enchanters of Seudia Haruspices believed to be incoming. reasons, among others, there is a strong for growing produce while in space. The
history of neighbors helping and protecting Coven works under the assumption that The
The Ward Witches of Cocceria Woefully undermanned, in part due to the one another. Corvus Dominion is wiping out so many
ego of the Haruspices sending them, only planets in part because they need some sort
The Transmuters of Sextilus one Behemoth, Atilla, was sent to do the job. While Necromancers obviously exist here, of materials from them, and find the endless
The mission to Axia marked the most Hecians show no aptitude for magical warring beneficial in a way that trade craft
The Summoners of Camillus Necromancers first contact with The Corvus ability, showing rates of magic significantly might not be for them.
Dominion, and a pyrrhic victory over their below the rates on the other planets in the
While space travel is possible, the transit army. While a Corvus Dreadnaught was system in fact. The government of Hecate is
between planets takes a good amount of destroyed, it came at a massive cost. The Socialist, and strongly avoids treating
time, and while magic exists, it is extremely Red Moon, Axia, was sacrificed to empower witches as a special class of people, despite
difficult to communicate from planet to a spell powerful enough to wipe The their powers. Within the government exists
planet without just flying there. For this Dominion from the surface of the moon, a The Coven, a mixed group of Necromancers
reason, while all the planets were inhabited, trick that can only be used once (on Axia at and those without power, who have formed
40 41
Star Map (by mv)
Schools: Outside of the Government, each The Council of Haruspices allow very separates the worlds of the living and any of the schools, and graduates find
school of Necromancy has their own school, few people to join their numbers, dead from each other. Due to their themselves in planetary defense forces
focused on training specific abilities. While training only students showing a ton of abilities to see the history of an object frequently, although a not-insignificant
generalist Necromancers exist (especially promise in the old ways. The Council on touch, and the communication with number of them also go into the beauty
outside of the schools), most young works closely with The Coven, making the dead, Seers are frequent hires in industry.
Necromancers find themselves drawn to a sure problems are dealt with before they museums across the system.
specific school. become bigger, and that problems are Some other specialized schools exist for
known about before they show The Stitcher’s School trains the healers Necromancers, that teach people to pilot
The Gym trains young Necromancers in themselves naturally. The Council is well and hospital workers of Hecate in some Behemoths, or train Necromancers in more
Muscle magic. Muscle Witches respected amongst Hecians, not just for of the strongest healing magic known by specific Necromancy such as that done with
frequently go on to work in security style the work they do keeping the planet the Necromancers. Stitchers also plants, but the schools presented are the
jobs, and in joining The Coven to safe, but for keeping the old ways alive frequently find work in the many ones Necromancers in your group are the
explore the stars beyond. for as long as they have. mortuaries on the planet, as well as less most likely to have trained from.
savory work in disguising people who
The School of Osteomancy trains The School of the Weird Way trains might not want to be found. In addition, it is not common for
young Necromancers in all matter of future Allothysists in magics previously Necromancers to eventually train at multiple
Bone magic, and students who graduate unknown, and are considered the rebels The Humoralist Conservatory trains schools, especially if they live long enough to
from here are in high demand to help amongst the schools. The Weird Witches Necromancers in the balancing of the 4 master the Magics they were initially trained
fortify the bones of the Behemoths, and have trained heavily with the humors: blood, yellow bile, black bile, in. Necromancers who undergo training in
in guarding cities from the large beasts Elementalists of Vibernius, as well as the and phlegm. Humoralists end up some multiple schools of Necromancy are in
that live outside the walls. Healers of Gratia, and use some forms of the more well rounded Necromancers demand all over Hecate as both teachers,
of Necromancy never before seen. This all in all, and find it easy to make a and lawmakers.
The School of Neuromancy trains school also trains their Necromancers in living doing almost anything after
Neuromancers in all the different the use of slug throwers, weapons graduating.
applications of Nerve magic. considered inelegant and vile by most
Neuromancers can frequently be found Hecians. The Keratinist Institute gives
working government jobs due to their Necromancers training in magics
ability to easily suss out lies in speech, The Seer’s Academy trains would be related mostly to nails and hair, as well
although there are certainly some Seers in communicating with those who as in the use of all sorts of weapons. The
Neuromancers doing less savory work. have crossed The Veil, the line that Institute is the most combat focused of
44 45
The Behemoths: Massive spacefaring Necromancer, just because they are the ones has never been done successfully, and trying armies. Maybe the war is some sort of holy
creatures that have roamed around Hecate most likely to be able to step into any single has carried a massive cost, though what the war designed to wipe magic out of the
since time immemorial, they are massive, role on the ship. cost was specifically is one of very few Opiter System.
and aggressive by nature, but through years mysteries lost to time. Necromancers that
and years of bloody turmoil with them, they The oldest Behemoth in the fleet is Atilla, see field work likely have some knowledge of Other theories exist about them needing the
have finally found a measure of tameness. A who was part of the First Contact War with this magic, as it is easy enough to intuit, but minerals from the system, the Corvus
few Neuromancers exist who have trained the Corvus Dominion. Her Captain, Varia, it is believed to be taboo for a reason. Dominion just loving war, or other things
heavily in their specific biology, and they was one of the Necromancers responsible entirely. In recent months, The Coven has
have found with the right approach, the for killing the moon, and destroying the True Resurrection isn’t the only magic that is begun sending Necromancers deep into
Behemoths can be trained, and used to Dominion, but the war also saw the initial taboo though, far from it in fact. Magic that Corvus holdings, seeking more information
explore the stars. These trained Behemoths death of Atilla. With some of the energy from makes things rot, especially those things that as to who or what they are, and what it is
become massive starships, reinforced by the dying moon, and some magics still were never alive, is possible in theory, but exactly that they want from this war.
titanium and Necromancy, and are used by unknown to most Necromancers, Attila still practiced only by the most radical of
Hecians to transport huge masses of people flies, although now undead, piloted by Varia Necromancers. Other forbidden or taboo Individual Corvids are fleshy, bird-like
between the planets. As they are creatures, alone, who exists only as a spirit aboard the magics include spirit siphoning, corpse creatures, with pointed faces made of some
and naturally occurring ones at that, well vessel. This undead Behemoth is a thing the preservation, and travel through The Veil. sort of keratin. They have hollow bones, 3
cared for Behemoths continue to grow as Coven would love to research more, hearts, and are surprisingly light under their
time goes on, making the oldest ships in the although they have not had the time to The Corvus Dominion: Believed to be from metal armor. The names the Necromancers
fleet also the largest. A single Behemoth devote to it thanks to the ongoing war another star system entirely, they’ve been in refer to them as are names largely invented
seemingly lives forever assuming nothing efforts. (A bit of this lore might be different if a constant war with Hecate since arriving on by Necromancers, since not a single attempt
kills them, and continues to grow through its your group played through The Death of The Axia 5 years ago. They wiped most of the to communicate with these intruders has
life. Moon which is available as part of the free system quickly, and in the 5 years since the proven succesful. As such, they are referred
Quick Start guide, and goes over The First war has started, have made not one to with bird names, mimicing their birdlike
With rare exception, a Behemoth takes a Contact War in a little more depth.) demand, seemingly wanting little from the appearance, and love of shiny objects (in the
large crew to control, due to a large number planet aside from the complete and utter form of metal armor and bots).
of systems and subsystems that need hyper- Forbidden Magics: Rumors are whispered destruction of all life on it. Many theories
specific training. The Behemoths are crewed among students of The Stitcher’s School of a exist as for why they are in this war, the
by a mixed crew of people, some of whom healing spell powerful enough to truly revive leading theory seeming to be related to the
are Necromancers, some of whom are not, the dead. It is possible in theory, but to the fact that a Corvus with magical affinities has
although most of them are captained by a knowledge of even the oldest Haruspex, it never been spotted anywhere in their
46 47
The
Proctor’s
Section
The following day a Medium Unlike the others, the Massive Resurrection What old piece of history makes more
True Resurrection Resurrection Monster is birthed in the Monster doesn’t have stats that appear in the sense with the new context that these
same spot. This monster is significantly book, as the Necromancers are unlikely to monsters exist? (The lost colony on Axia,
Throughout this book, the possibilities of more intelligent than it’s kin, and is take it on directly. Instead, it should provide the people that never return from
True Resurrection are dropped, although much more likely to make allies in an the basis of a few sessions of play to discover crossing The Veil, the old Queen of
each time it is mentioned that it is a bad attempt to take out the Necromancers, a weakness, or another way to destroy the Hecate who returned from the dead and
idea, and that the Necromancers don’t know than it is to attempt it on its own. Unlike monster with the resources available to the oversaw the slaughter of many
quite why. Here is all of that information. the Small Resurrection Monster, the Necromancers. Necromancers)
You may share this with the Necromancers if Medium Monster doesn’t mind killing
you would like to, but it is intended to stay a those without death magic to further its In the wake of doing The Ritual, ask the What are the side effects of seeing these
secret, so that if they try it, they are hit with a planning where necessary. Necromancers the following questions to monsters in person? (Plagued by
major new problem that didn’t necessarily generate some more lore and general nightmares, a smell of death that can’t
see coming. When the Medium Resurrection Monster depictions of the monsters they created. be washed away, newfound desire to
dies, the following day a Massive Following each question are some possible cannibalize corpses)
Doing the True Resurrection Ritual takes a Resurrection Monster is created. The jumping off points, but stress to the group
full hour to do, and has a few effects, not all smallest of these monsters are the size that there are no correct answers. What special ability do these monsters
of which are intended. The person you of small moons, and just like their share? (They paralyze those that see
intend to bring back comes back. This is brethren they are only out to kill What are the monsters made of? (Flesh, them, they can sing with the voice of
obvious and immediate. Dragging a soul Necromancers. Unlike their brethren bone, metal) 1000 angels, they siphon away the souls
across The Veil also births 3 Resurrection though, they have the power to wipe out of those they kill)
Monsters of different sizes, in different a whole planet to that end, and they will In days of old, what were the monsters
places. do that if it is the most clear way to solve called? (The Revival Monsters, The What secret do you know them to be
their problems. These monsters are Returned Beasts, The Veil Killers) hiding? (Where the Corvus Dominion
A Small Resurrection Monster created somewhere near the sun, and comes from, the location of an ancient
immediately tears through The Veil to their approach is obvious. What is one aesthetic thing the monsters weapon, the secret to all magic)
attack the Necromancers at the site of all share that ties them together? (Eyes
the Resurrection. It only kills those who After doing The Ritual, the Necromancers that glow, tentacles that sing, too many Why has the existence of these monsters
show an aptitude for death magic. immediately become aware of the exact fucking teeth) been lost to history? (No one has ever
nature of the problem they created. survived, they exist outside of space time,
those who saw them can’t remember)
50 51
Magpies Ravens
Enemies Big motherfuckers with huge shields, and Battlefield controllers. Armored to the tits,
fuck-off shotguns. and love to make shit explode.
Presented here are some enemies that might be typical of the Corvus Dominion. Moves are
presented in a way for you to interpret how you would choose. For example Magpies just have Health: 4 Health: 5
“Grenades” listed as a move. You might have this move require Necromancers to make a Shotgun: Close, 3 Damage Rockets: Mid/Far, 3 Damage to Target,
Nerve roll to avoid damage (or a Bold roll to throw it back), with everyone taking 2 Damage Moves: Bubble Shield, Grenades, Shove and 1 to Everyone at Close to Target.
on an unsuccessful roll. You might instead interpret it as a thing that just deals Damage to Moves: Explode Shit, Jet Pack, Punch a Fool
people clumped, or something that the Magpie can use to reshape the battlefield by blowing
up a nearby column. General guidance is to allow players an opportunity to respond to Moves
that might damage, but not to basic weapon attacks unless the Necromancer has a Spell that Choughs Dendrocitta
says otherwise. Robots are non-organic, while everything else is considered organic unless Fleshy folks who seem to be the leaders in Attacking from stealth, they are unlikely to
otherwise noted. the group. “Command from behind”. Kinda be seen by the Necromancers until too late.
cowardly. Die to a stiff breeze.
The aliens of The Corvus Dominion are heavily armored, roughly 9 foot tall, fleshy creatures
that have faces that come to a sharp point made of a bone like material. They do not look Health: 2 Health: 2
unlike featherless crows, and have a good bit of crow themed imagery on their armor and SMG: Mid/Far, 2 Damage Knife: Close, 4 Damage
weapons. Unlike the Necromancers of Hecate, The Corvus Dominion have no problems with Moves: Command Troops, Survey Moves: Invisibility Cloak, Throw Knife,
using ballistic weapons, and will take any opportunity presented to them to shoot a witch. Battlefield, Summon More Baddies Smoke Bomb

Crows Jays Nutcracker Jackdaw


Foot soldiers, they use pistols, and stay in Snipers, lightly armored, they use sniper You never catch them alone, they always Who does your boss answer to?
the front line to protect their leaders. rifles, try their hardest to stay hidden. have a bot friend. Menacing at any range. “Command from the front”. Beefy.

Health: 3 Health: 2 Health: 6 Health: 15


Pistol: Close/Mid, 2 Damage Sniper: Mid/Far, 3 Damage Rifle: Close/Mid/Far, 2 Damage Double Barrel: Close, 3 Damage, 2
Moves: Charge, Take Cover, Meat Shield Moves: Hide, Take Aim, Suppressive Fire Moves: Summon Bots, Heal Self, Crush Targets
Moves: Hook, Reload, Command
52 53
Basic Bot (Non Organic) Laser Bot Ghosts:
No frills, just a gun and a death wish. Slightly more frills, says fuck you from Created sometimes by strong uses of spirit magic, Ghosts can seemingly only be harmed by
further away Necromancers. Theoretically they are usable in the fight against the Corvus Dominion, but
Health: 1 they are creatures of Chaos, seemingly impossible to control even by the strongest Seers.
Gun: Close, 1 Damage Health: 2
Moves: Rotating Saw, Float, Report Laser: Mid, 2 Damage Health: 5
Moves: Laser Cutter, Mark, Chirp Graven Grasp: Close/Mid, 4 Damage, Heals Self for 2
Moves: Phase, Possess, Menace, Float

Sniper Bot Medic Bot Resurrected Monster (Small):


Don’t send a bird to do a bot’s job, This bot heals people, a Chough’s best Created immediately when a Necromancer does Resurrection magic, Resurrected Monsters
frequently paired with Dendrocittas. friend. are smart, tough, and only out to kill Necromancers. Even the most powerful Haruspexes
know little of what causes them, just that they are menaces that are not to be spoken of.
Health: 2 Health: 1
Sniper Rifle: Far, 3 Damage Shots: Close/Mid, 2 Healing Health: 15
Moves: Aim, Cloak, Hide Moves: Patch, Explode, Guard Claws: Close, 3 Damage, Heals Self for 1
Acid Vomit: Mid/Far, 2 Damage, Target takes 2 Damage at the start of the next Round.
Moves: Flee, Leap, Scream, Hide

Shield Bot Sentinel Resurrected Monster (Medium):


Used by Nutcrackers and Jackdaws to The biggest, baddest bot in the business, if Created the day following a Resurrection, they have a degree of intelligence, and can
prevent damage. a Sentinel arrives it means trouble. communicate (and plan) with folks telepathically. More likely to join in with enemies than to
track Necromancers alone.
Health: 4 Health: 20
Shield: Close, Prevents Next Instance of Minigun: Close/Mid, 2 Damage to All Health: 30
Damage to Target Targets in Range. Psychic Strike: Close, 4 Damage, Deals 1 Damage to each additional Enemy at Mid.
Moves: Charge, Fly, Self-Destruct Moves: Patch, Explode, Guard Moves: Plan, Shield, Confuse, Fly
54 55
Notes of an ancient weapon that dwarfs
Plot Hooks the strength of a Corvus Dominion
Dreadnought have been uncovered. It
The LUMEN system, and In Extremis by lies in the very heart of Axia, The Dead
extension is extremely flexible and can be Moon, and would require her help to
used to tell a lot of stories. Here are some uncover.
basic plot hooks to get the game moving if
you’d like them, but feel free to ignore these The head of the Seer’s Academy
if you would like to believes they have found a way to
communicate with the spirits of dead
Recently the Atilla has gone missing Corvus. They need the Necromancers to
from the fleet. Her last mission was to kill someone with specific information
go to Seudia to do some scouting. To that could prove invaluable to the
this end, you’ve been given Harrowhark, continued survival of Hecate.
the smallest and fastest Behemoth in the
fleet. The head of state has died, and they’ve
been an incredible asset in the fight
The Sun of a nearby system is going to against the Corvus Dominion. A few
explode soon. This does not threaten brave Necromancers willing to take on
Hecate, but the light of the dying sun True Resurrection regardless of potential
might provide a new power source for consequences are being looked for.
the Necromancers if they can find and
do the correct ritual in time. Rumor is a few key officials on Hecate
have begun working with The Corvus
The heads of The Council of Haruspices Dominion, in an attempt to sacrifice
have begun to be plagued by Necromancers for the sake of everyone
nightmares, and their readings of the else on the planet. Stop them.
future are becoming more murky.

56
mv (0.6 Edition, dead towers) - "in extremis > croissant"
Josh Hittie (Fractal Romance, Death Mask) - "In Extremis is the ultimate
necromantic power fantasy. The game is easy to pick up and play, but the killer
classes and abilities provide a ton of depth to keep players hooked for a long
time. I want to play this game right now."

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