Action!/Schtick/Immortal/Necromancy

=Necromancy= Stop right there! Only those who have bought the Perk Necromancy may read this document!

Deny Undead
Level 1 Type: Action Duration: Continuous Activation Cost: - Cost: 1 shock point/Sequence A single target undead may not attack you. Intelligent undead may resist with Willpower+Focus (or Necromancy+Power if they have it) vs Necromancy+Power, and you need 1 result point to succeed.

Hold Undead
Level 2 Type: Action Duration: [Necromancy+Power]/5 Sequences Activation Cost: 1 Power point Cost: 1 shock point A single target undead is paralyzed. Intelligent undead may resist with Willpower+Focus (or Necromancy+Power if they have it) vs Necromancy+Power, and you need 1 result point to succeed.

Control Undead
Level 3 Type: Action Duration: Indefinite Activation Cost: 1 Power point Cost: 5 shock points You gain control of a single target undead. Intelligent undead may resist with Willpower+Focus (or Necromancy+Power if they have it) vs Necromancy+Power, and you need to gain a success (Threshold EV) to succeed. This will fade, with time.

Mass Control
Level 4 Type: Enhancement Duration: - Activation Cost: 1 extra Power point Deactivation Cost: Special Cost: Special Your other, lower, knacks in Necromancy now affect up to [Necromancy+Power] nearest targets. This costs 1 extra shock point per target. All intelligent undead resist individually. You may choose 1 category (ghosts, intelligent undead, etc) and ignore other undead.

Raise Undead
Level 5 Type: Action Duration: Indefinite Activation Cost: Special Cost: Special You create one of the undead through a special ritual, involving paraphernalia, specific to the tradition of the necromancer, performed from sundown to midnight (when it is darkest). The shorter the time the Necromancer has to perform the ritual, the higher the Difficulty of the Necromancy+Power roll, adding up to +8 Difficulty. Unintelligent undead will start controlled by the raising necromancer. This control might fade with time. You also gain a +5 AV to control them.
 * Corpse Walker (unintelligent): 1 Power point, 10 shock points, Difficulty 10, Resistance 5.
 * Ghost, Wraith, Spectre (unintelligent): 2 Power points, 15 shock points, Difficulty 15, Resistance 10.
 * Ghost (intelligent): 3 Power points, 20 shock points, Difficulty 20, Resistance [Power of the target]+5.
 * Servant (intelligent): 4 Power points, 25 shock points, Diffyculty 25, Resistance [Power of the target]+10.
 * Mummy (intelligent): 5 Power points, 30 shock points, Difficulty 30, Resistance [Power of the target]+15.

Death Sense
Level 1 Type: Permanent/Action Duration: -/Instant Activation Cost: - Cost: 1 shock point The Necromancer sees dead people. The Necromancer can also, by touching a corpse, no more than [Necromancy+Power]/2 days old, and spending 1 shock point, learn how it died. This information will come in the shape of a flash of the cause of death. It will reveal the cause of death, not the who or when. You need at least 25% of the corpse (or the head) to be able to do this.

Reveal Anchor
Level 2 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 1 shock point The Necromancer can reveal the anchor or lack thereof that is keeping any undead from passing on, by looking at the undead or standing next to its grave.

Speak With The Dead
Level 3 Type: Action Duration: [Necromancy+Power]x5 minutes Activation Cost: 1 Power point Cost: 5 shock points The Necromancer can speak with any corpse, undead or ghost, forcing it to speak. It must have some way to communicate, and must answer any questions posed by the Necromancer truthfully, to the best of its ability. The target must be able to communicate in any way. Intelligent undead may resist with Willpower+Focus (or Necromancy+Power if they have it) vs Necromancy+Power, and you need to gain 1 EV to succeed.

The Unspoken Truth
Level 4 Type: Action Duration: Varies Activation Cost: 10 minutes, 3 Power points Cost: 10 shock points The Necromancer visits an official resting place for the dead, like a burial site or a graveyard. There, the Necromancer asks for the truth regarding a specific matter. The answer may be specific, general or no answer at all. The answer you get is the truth that wants to be spoken. This is a GM fiat Knack. Bad things have been known to happen to people who use this Knack lightly.

Walk the Path of Transition
Level 5 Type: Action Duration: Varies Activation Cost: 5 Power points Cost: All shock points If the Necromancer is present at the moment of death of any living creature, the Necromancer can follow the creature's soul to its destination. Those who have entered this destination have never returned. During the journey the Necromancer's body beomes comatose. During the journey the Necromancer may stop the soul and ask questions, the soul may not answer. The Necromancer may also ask the soul if it wants to be raised as an intelligent Ghost, Servant or Mummy. If the soul agrees, the Difficulty of Raise Dead is set to 0, and the soul will remain in limbo until the Raise Dead rituals are performed. Note that Necromancer's may also follow an Immortal's soul on its path to rebirth. What happens during that journey has not been revealed by Necromancers.

Know Rites
Level 1 Type: Action Duration: Instant Activation Cost: - Cost: 1 shock point The Necromancer instinctively knows how the dead would like to be buried. Any remain is enough to understand this.

Create Grave
Level 2 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 1 shock point The Necromancer creates a proper grave for the dead. For example, in a standard christian burial, the ground will open beneath the corpse and it will be lowered gently six feet down, then the ground woill close above the corpse. This site will now count as a sanctified burial site. If this Knack is used for something other than burying people, the Necromancer will lose all Necromantic Talents and Knacks, until the Necromancer has atoned.

Lay To Rest
Level 3 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 5 shock points The Necromancer wills an undead within line of sight to end its existence. Intelligent undead may resist with Willpower+Focus (or Necromancy+Power if they have it) vs Necromancy+Power, and you need to gain 1 EV to succeed. A Necromancer may be compelled to help an anchored, intelligent Ghost to resolve its Anchor. This Knack does not work on Servants or Mummys.

Touch of Immortality
Level 4 Type: Action Duration: Instant Activation Cost: 1 committed Power point Cost: 10 shock points The Necromancer touches a mortal's soul and turns them into an Immortal for all purposes. This lasts until the target dies.

Bind Immortal
Level 5 Type: Action Duration: Indefinite Activation Cost: 1 Power point Cost: 10 shock points The Necromancer touches an immortal's soul and sets their rebirth condition. This lasts until the target has been reborn.

See Death Mark
Level 1 Type: Passive Duration: - Activation Cost: - Cost: - The Necromancer detects any Necromantic Effects within line of sight.

Sense Death
Level 2 Type: Action Duration: Continuous Activation Cost: - Cost: 1 shock point/Sequence The Necromancer detects any corpses or undead within [Necromancy+Power] x 5 meters, and their condition and type.

Touch of Death
Level 3 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 1 shock point The Necromancer touches a target with a bare hand, using a Fighting Attack to hit. This causes Necromancy+[Necromancy+Power} Damage resisted by the target's [Willpower or Necromancy]+[Necromancy+Toughness]. Targets with the Necromancy Talent as Defining or Inherent are immune to this Effect.

Marked for Death
Level 4 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 5 shock points The Necromancer touches a target with a bare hand, using a Fighting Attack to hit. This causes a mortal to die from varying reasons. These include heart attacks, random gunshots, quick-acting diseases, and dropped pianos. The target dies within [target's Power+Toughness]/2 days. Immortals hit by this effect, resist with Willpower+Focus or Necromancy+Power versus the Necromancer's Necromancy+Power, and the Necromancer requires a success (EV Threshold) to succeed. When the Immortal target dies, the Necromancer may kill the Immortal permanently, wether present or not. This Knack may also be used to reverse a Marked for Death condition.

Touch of Mortality
Level 5 Type: Action Duration: Instant Activation Cost: 1 committed Power point Cost: 10 shock points The Necromancer touches an Immortal target with a bare hand, using a Fighting Attack to hit. The Necromancer turns them into a mortal for all purposes. This Knack may also be used to reverse a Touch of Mortality condition, by paying a Power point instead of committing it.

Sense Sanctification
Level 1 Type: Passive Duration: - Activation Cost: - Cost: - The Necromancer can sense consecrated, desecrated, holy or unholy places within [Necromancy+Power]/2 meters.

Sanctify Grave
Level 2 Type: Action Duration: Instant Activation Cost: 1 Power point Cost: 1 shock point The Necromancer can consecrate or desecrate a grave or corpse. This either makes it possible for a corpse to be raised as an undead in the case of consecration, or adds a die to any attempt to raise the corpse in the grave, in the case of desecration. If the target has been raised as an undead, consecrating the grave provides a bonus die on the Lay To Rest Burial Rites Knack, and while desecrating it provides the undead with an extra die of Defense to Lay To Rest.

Sanctity of The Undertaker
Level 3 Type: Action Duration: Until discharged Activation Cost: 1 Power point Cost: 1 shock point The role of the ferryman must be inviolate. As long as this Knack is in effect, anyone who tries to Attack the Necromancer becomes paralyzed 1 round. This paralyzation ends if someone else Attacks the paralyzed target. The Necromancer must not engage in any hostility or have hostile intent. Also, the Necromancer must remain neutral in every way during any conflict, until the effect ends.

Sanctify Burial Ground
Level 4 Type: Action Duration: [Divine+Power] days Activation Cost: Preparation, 5 Power points Cost: 5 shock points The Necromancer walks around a well-defined area for at least half an hour, typically a field, sanctifying it as a burial ground with paraphernalia (according to the proper religion of the intended interred). This will alert all who enter that a sanctuary is in effect, hindering desecration. Any person who violates the burial ground is Stunned, and loses a Wound per infraction. You can only have one Burial Ground active at a time.

This Land Is Mine
Level 5 Type: Action Duration: - Activation Cost: - Cost: - The Necromancer walks around a well-defined area of up to [Necromancy+Power]/2 hectares, typically a graveyard, making it yours. This makes it impossible for anyone else to raise a corpse as an undead or Lay To Rest any undead on the grounds. The Necromancer receives a bonus die on all Necromancy Actions in the area and all other Necromancers receive a negative die on all Necromancy if the owning Necromancer wills it.