NECROMANCER: A GAME OF SADISTIC OCCULTISM Or: How I Learned To Stop Worrying And Love The Ghouls By: Klibbix Exsurgent mortui et ad me veniunt Table of Contents RPGs and Necromancer Dark Themes and Content Game Premise Setting Magick and the Occult Game Progression, Winning and Losing Choosing a Locus and Creating a Ghoul Cult – The Locus – Lairs – Ghoul Cults – Ghoul Ceremony – Example of Loci & Lairs Necromancer Creation – Overview of Character Creation – Attributes – Facets – Relationships – Agendas – Depravity – Knowledge – Influence – Rivals & Allies – Finishing Touches, Wealth & Equipment Depravity Knowledge Increasing Essence Actions – Action Table – Success – Complication – Triumph – Disaster Combat – Initiative – Combat Actions – Weapons – Armor – Damage, Healing & Death – Trauma Table Ye Liveliest Awfulness – Spells – Investing Essence – Generating Bonus Essence – Examples of Spell Effects – Examples of Spell Disasters – Astral Travel – Divination – Summoning – Resurrection Alchemy – Laboratories – Alchemical Disasters – The Malefic Stone – Homonculi – Additional Homonculi Features Examples – Potions Occult Grimoires Thresholds – Liche Threshold – The Liche – Meeting the Liche Threshold – Transcendence Threshold – The Astral Entity – Meeting the Transcendence Thresholf – The Ghoul Threshold – Meeting the Ghoul Threshold – The Law Threshold – Meeting the Law Threshold – The Jailer Threshold – Meeting the Jailer Threshold – Adjusting Threshold Optional Rules & GM Resources – Human Remains – Order of the Errant Star Threshold – Meeting the Errant Star Threshold – The Ascended Sovereigns – The Cruel and Most Illuminated Empire of Kayash – Example Bestiary RPGS and Necromancer Role Playing Games are shared experiences in which players create and explore fictional worlds under the guidelines of rule systems that determine the success or failure of character agency. This is one of them. In this text those who “run” the game are referred to as GMs, Game Masters; all other participants are referred to either as players or by the characters they create and assume the role of, Necromancers. Necromancer is structured as a conversation between the GM and the players. The GM describes the world in which the game is set and the players narrate their various actions within it. When a Necromancer's proposed action has the potential to change the world the player rolls dice whose results determine if their action was successful, or if the Necromancer suffers the consequence of failure. Dark Themes and Content Necromancer contains a host of dark content not limited to cannibalism, human sacrifice and murder. In no way does this game, nor its author, endorse these actions in any other manner than fantasy or within their proper cultural and historical contexts. If any of the themes envisioned within this text cross the boundaries of the players, aspects may be freely dropped or altered as desired to fit their idea of a good time. Anyone interested in running this game is encouraged to have a talk with their potential players before play begins to discuss the themes involved and stress the ability of all participating to cease playing at any time they feel uncomfortable. Make no mistake, the protagonists of this game are portrayed as evil and encouraged by the rules to act in a manner at odds with the humane treatments of others. Though it is possible, albeit difficult, to play this game without resorting to fictional cruelty, the characters who do indulge in evil are not meant to be depicted as virtuous but rather as flawed cowards terrified of an unknown fate. This game remains a game, and not suggestions nor methods for real world practice. Game Premise You are a Necromancer As a member of a Ghoul Cult you have been taught the secrets of Magick by Those who Dwell Below and use them to further your own rise to power. For a grim fate awaits us all, the Spirits you summon forth from death are desperate to escape what lies Beyond the Veil but unable to describe it. Worse still, the use of Magick attracts the Jailers , horrific aberrations intent on recapturing any escaped Spirits and dragging those who summon them kicking and screaming back to their dark realm. What lies beyond death is surely worse than any religion has prophesied and you are intent on escaping this fate through whatever means necessary. And dark things are necessary, for to work your spells requires the bodies of the dead and sometimes the only way to find one is to make it yourself... But be careful, the use of Magick accrues Depravity, and if you aren’t careful you’ll join the Ghouls in their lightless tunnels, growing more mindless and savage over the centuries until the only thing left is an unyielding hunger. Setting There are three worlds in Necromancer: the Mundane , the Astral Realm and whatever lies Beyond the Veil The Mundane resembles our own world, perhaps a little darker and more gritty, and it is here that the majority of play takes place. Though it may seem similar to our own, under this world’s thin veneer of normalcy lurk Occult truths. Necromancers join Ghoul Cults and learn the cannibalistic teachings of Those Who Dwell Below. Harnessing their Essence, they bend reality to their will and raise Spirits eager to bargain Knowledge for even a moment’s respite from their unknowable prison, raise up mindless servants from human remains and seek, through Alchemy and other means, to conquer death itself. The Astral Realm is a hazy, ethereal reflection of the Mundane, glimpsed infrequently by dreamers, seers and madmen. Those who have learned the proper secrets may enter into this realm, leaving their material body behind to move incorporeally through a world where distance and solid matter have no meaning. Here, it is whispered, dwell terrible non-human beings, Astral Entities, their unknowable purposes surely inimical to Mundane interest. Hanging over the Astral Realm, visible as a vast, bone - white veil , lies the boundary beyond which the Spirits of the dead pass. Almost nothing is known of this realm and what little has been gleaned from summoned Spirits paints a dark picture. The dead are desperate to escape what lies Beyond the Veil, but unable to describe it. One further disturbing thing is known about this realm; there are Jailers, horrific aberrations of ever changing form intent on reclaiming the Spirits of the dead as well as their summoners. Magick and the Occult The only Magick that works within the setting of this game is sinister Necromancy. There is no 'White' magic here, no 'Right Hand Path' or any other power that does not bring with it the corrupting influence of the Ghouls. Those who become Necromancers have been exposed, somehow, to the truth of the world: beyond death lies only a terrible, unknowable prison, governed by beings whose obscure purpose is surely at the expense of their captives. Presented with this looming terror, Necromancers must use the Occult teachings of Those Who Dwell Below if they want to escape it. To save themselves they must risk losing that which makes them human. The Magick and Alchemy depicted in this game bear little resemblance to real-world Occult beliefs or Magickal traditions. Since the word Occult means to obscure, or conceal, the term is used within these pages to designate knowledge hidden from the majority of mortal eyes. Game Progression, Winning and Losing Necromancer has an adjustable progression of play to accommodate shorter and longer games through the implementation of Thresholds , the triggers for climactic game events. There are five primary Thresholds in Necromancer: Liche , Transcendence , Ghoul, Law and Jailer. Role playing games are about having a good time. In this sense the only time players are actually winning is when they're having fun playing the game. In Necromancer, however, there are ways a player's character achieves Victory or suffers Defeat. Since the prime aim of Necromancers is to escape death itself, they are considered to be victorious when they achieve Immortality through meeting either the Liche or Transcendence Thresholds. The Liche Threshold is the amount of Knowledge a Necromancer must invest in the creation of the Malefic Stone, the item needed to perform the Liche Ceremony which transmutes the Necromancer into a deathless being of pure malevolence. The Transcendence Threshold is the amount of Essence, raw magical power, a Necromancer must accumulate before they achieve Immortality by transcending the Mundane world to spend eternity in the Astral Realm as an Astral Entity , an incorporeal being of non-human intelligence. When a Necromancer has met either the Liche or Transcendence Threshold they are removed from play and considered victorious. To achieve these ends, Necromancers must partake in dark acts to further their power. Often these acts involve the murder or sacrifice of fellow human beings. The use of Magick, the casting of Spells and working of Alchemy , accrue Depravity , the measure of a character's dwindling humanity. Should the Necromancer's level of Depravity meet the Ghoul Threshold they will have completed their transformation into a Ghoul. At this point they are removed from play and considered defeated as they retreat from sunlit society, passing into the vast subterranean realms below to be with their new kin. To use Magick, defeat adversaries and find suitable victims for sacrifice often require terrible crimes to be committed. Each unconcealed crime will increase the level of interest other parties take in the Necromancers attached to a Ghoul Cult. When this level of crime meets the Law Threshold these parties will have taken notice of the Cult's activities and will take steps to investigate further, stop them from committing more dark deeds or eliminate them entirely. The game's climactic event is triggered when the Jailer Threshold is met. When Necromancers attached to a Ghoul Cult Summon Spirits and Resurrect the dead, their horrific Jailers eventually take notice and materialize in the Mundane world in order to re- capture them. Any Necromancer who has not met either the Liche or Transcendence Threshold by the time the Jailer event is triggered is dragged back by the Jailers to their dark realm and is considered to have been defeated. Though death is a threat every Necromancer faces, it is not necessarily the end. Lucky or prepared Necromancers will be more than capable of returning from that state, more eager than ever to find their own path to everlasting life. Dead Necromancers may be Summoned as Spirits by their Allies or Rivals, or Resurrected in bodily form. Though these states have their own drawbacks and consequences, death does not necessarily remove a Necromancer from play. Choosing a Locus and Creating a Ghoul Cult As a group, and generally at the same time that Necromancers are being created (a process which is outlined below), a Locus and Lair should be chosen or created and a date set for the beginning of play. The Locus A Locus is where the game is set, ranging from secluded communities to small towns and vast metropolises. Though Necromancers are not bound within these Loci, they are where the majority of play is assumed to take place. Games of Necromancer are thought to work best in present day cities, specifically those which the players have a working knowledge of. There is no reason, however, that the game cannot be set anywhere and at any time. The only requirements are that the Locus have an underground portion and a large enough population that death is a somewhat regular occurrence. For large cities, subway tunnels, catacombs, sewers or dungeons are optimal places that Ghouls may live, while in smaller places they may prefer earthen tunnels, graveyards or the basements of abandoned farms. If no such thing exists within the chosen Locus, feel free to create them as needed. While choosing a Locus, use the following questions to aid creative collaboration: Where is the game set, and what about the setting provides ample opportunity for Necromancers to ply their trade? When is the game set to start and what about current or historical events in the Locus make it easier or more difficult for Necromancers to be successful in their aims? What subterranean aspects does the Locus have, and what about them make it attractive to Ghoulish occupation ? What about the Locus might make it dangerous for Necromancers to operate in? Who would they frequently find themselves in opposition to? Lairs All Ghoul Cults have a Lair, a sanctuary where sacrifices are made and lessons are attended. This Lair must be well-guarded and secret and have some sort of underground portion, like a basement, crypt or something similar. Good options for Lairs will be ones that have frequent access to corpses, like morgues, funeral homes or churches and players are encouraged to be creative. Lairs can be locations within larger structures, like a medical unit in a hospital, and in that case additional NPCs must be detailed if not fully created. While creating a Lair, use the following questions to aid creative collaboration: What about the Lair's location gives the Cultists easy access to human remains? What about the Lair makes it hidden or easily defensible? If the Lair is situated in a larger complex, what are the opportunities and drawbacks that might arise? Who else, other than the player Necromancers, are involved , or know about the Lair's existence? What are the inherent dangers of having a Lair in such a location? Ghoul Cults Necromancers are usually members of a Ghoul Cult, a small group dedicated to the teachings of Those Who Dwell Below. These members learn at the feet of the Ghouls and provide them with sacrifices of both dead and live flesh. Ghoul Cults are assumed to be composed of the players' Necromancers, with additional members created as a group as the players see fit. Other non- Necromancer members can be added, like zealot guards, servants, aspirant Necromancers, wealthy backers or other hangers on. NPC Necromancers are created in the same way that player ones are and other NPCs are created in a manner described later on in this text. One Necromancer at the start of play will be chosen as the Cult Pontiff. This status comes with both benefits and a looming threat. Cult Pontiffs are chosen by a vote, discussion at the table or by GM fiat. In addition, one member of the Cult can win the status of Favoured Childe , the Necromancer whom the Ghoul Monarch likes the most. The process by which this may be attained is explained later. Cults have a number of Ghouls equal to the number of Necromancers involved plus 1d6. One of these Ghouls will be a Monarch , a Ghoul stable enough to be able to converse with humans and have enough knowledge of Necromancy to teach. 1D3 other Ghouls may also be stable enough to hold the semblance of a conversation. The remaining Ghouls will be almost entirely animalistic, only kept in line by their Monarch and the promise of fresh meat and it is important that, at least initially, the Ghouls outnumber the Necromancers. Since one of the dangers of the game is not providing Ghouls with their weekly sacrifice, Necromancers should be extremely cognizant of that power imbalance. Though Ghouls eat dead flesh, it is the living that they crave. The Monarch will only be willing to teach their disciples if they are provided with living sacrifices. In game terms this means that the Ghouls must be provided with at least one living sacrifice per week or the Cult Pontiff will be marked for devourment instead. The Ghouls will refused to teach any further until the Pontiff is apprehended. After this is sorted, one way or the other, a new Pontiff will be chosen by the players and teaching will resume. Since the sacrifice of living human beings gives the Necromancers Knowledge ensuring the teaching goes on smoothly should be one of their primary aims. Ghoul Ceremony Should the Ghouls attached to a Ghoul Cult be killed, driven away or otherwise vanish, new ones must be contacted for a Cult to continue to learn from them. A Ghoul Ceremony requires that all members of the Cult be present. A living human sacrifice must be presented in an underground location and five points of Essence invested by each Necromancer involved. Within 1d6 hours, a Monarch and one Ghoul for each Necromancer involved plus 1d6 others will make contact with the group and devour the sacrifice alive. From then on the Ghouls will be attached to the Cult. Examples of Loci and Lairs Toronto, Canada, 1995 : The Necromancers are members of the Ordo T aenarius, a secret society within the academic community of the University of Toronto. Characters are Faculty members, scheming against eachother to pilfer rare Occult books from the library, commit midnight graverobbery in St. James Cemetary and attain tenure. Their Lair is deep below Hart House, a series of grim stone chambers connected to the labyrinthine network of Ghoul tunnels that run underneath the universtiy campus. Paris, France, 1349: There are not enough living to bury to dead. Paris lies in the grip of the Black Death and the Necomancers, who make their Lair within the city's extensive catacombs, have no need to worry about their supply of corpses. Still, the looming threat of the Bubonic Plague itself hangs over everything; can the Necromancers achieve their goals while they try to avoid the temporary and irritating inconvenience of dying from the great pestilence? Canterbury, England, 1756: One PC plays a member of the Clergy who has ressurected the other players from the crypt below the Church where they make their Lair. The Necromancers strive towards Immortality, avoiding the suspicions of the other members of the Clergy and the townsfolk while saiting their thirst for Knowledge as well as blood. Cairo, Egypt, 1951: The Necromancers play curators of The Egyptian Museum of Antiquities, intent on the Summoning of ancient Spirits and the Resurrection of Mummies in order to plunder their vast hordes of Knowledge. Faced with rivals, the Necromancers animate the bones of prehistoric creatures to decimate their foes and search the archives for rare material with which to enhance ther Spells. Their Lair is in a series of flooded tunnels that abut the Nile, protected by undead croccodile guardians. Necromancer Creation Necromancers are the primary antagonists of this game. The assumed setting for play is our own world and thus Necromancers will be much like the players, hailing from diverse background and experience. However, unlike the players, Necromancers have access to Occult teachings which allow them to cast Spells and work Alchemy. Necromancers tend towards being solitary as the pursuit of forbidden knowledge often makes one rather odd and unpersonable, but this does not preclude creating more outgoing or charismatic characters. Indeed, the ability to manipulate people may come in very handy in a game where you need regular access to fresh corpses... Regardless of their demeanor, all Necromancers are members of a Ghoul Cult, a secret society dedicated to a small group of Those Who Dwell Below, at whose feet they learn the secret teachings of Magick. Necromancers will have diverse Motivations and Agendas which may often put them at odds with their fellow cult members and this style of play is encouraged as long as the players enjoy it. Overview of Character Creation A Necromancer is made up of two primary characteristics, Attributes and Facets. two secondary characteristics, a Relationship and an Agenda and four tertiary characteristics, Knowledge , Depravity, Rivals & Allies and Influence. Attributes There are two Attributes , Endurance , a measure of physical stamina and prowess, and Essence , a measure of both mental strength and magical ability. Both Attributes begin the game rated at ten. Endurance is reduced when a Necromancer suffers physical damage and Essence is temporarily invested in the casting of Spells. The accumulation of Essence is required to meet the Transcendence Threshold, one of the paths to Immortality. Facets Facets are player-defined aspects of the character and present as a descriptive sentence. There are three Facets: Past , Present and Motivation. To determine a Necromancer's Facets, answer the questions below. What skills and experiences of the Necromancer's Past can they draw on to overcome the challenges they face? How can the Necromancer's Present circumstances or profession help them in achieving their goals? What about the Necromancer's Motivation makes them willing to commit terrible deeds in exchange for power? With the expenditure of Influence, characters can add bonuses to rolls related to their Facets. Relationships Membership in a Ghoul Cult precludes a lot of personal relationships but every Necromancer has at least one important person in their life. Their Relationship must be a living person in whom they are emotional invested and see regularly. It could be a family member, a lover, a co-worker or religious figure, even a member of a book club. A Relationship is integral to a Necromancer's humanity as spending time with their Relationship lowers their Depravity. Relationships can change during play and new ones gained, especially so since the sacrifice of a Relationship to the Ghouls gives a Necromancer more knowledge than one they are less emotional attached to. Relationships may be with other members of the Ghoul Cult. Agendas An Agenda is a statement of things a Necromancer wants to achieve (like, “Daniel wants to find his estranged father and kill him”, or more nebulously, “Tybalt wants to destroy the Luther Family, no matter how low he has to sink to do it”). An Agenda must be realistic and achievable but not something so simple that it could be completed with a single action. Achieving an Agenda is one way Necromancers gain Knowledge and by pursuing them often may be in direct opposition to their fellow Cult members. Depravity Depravity is a measure of a Necromancers dwindling humanity and begins at zero. When a character casts a Spell or works Alchemy they accrue an amount of Depravity. Should their score reach the Ghoul Threshold, they are transformed into a Ghoul and removed from play. Depravity may be lowered by several means detailed later. Knowledge Knowledge is a measure of a Necromancers accumulated insight and Occult learning. Knowledge is gained through human sacrifice to the Ghouls, finding and reading Occult Grimoires, achieving Agendas and bartering with Spirits and the Resurrected. Knowledge can be spent to increase a Necromancer's maximum Essence and its accumulation is also required to meet the Liche Threshold, one of the paths to Immortality. Influence Influence is a measure of how much impact a Necromancer's Facets have on their actions. Necromancers may spend a point of Influence to add a +2 bonus to an Action roll related to one of their Facets. A Necromancer's Influence is replenished at the beginning of every session and whenever a Necromancer narrates the consequence of a Complication result on an Action roll. Rivals and Allies It should come as no surprise that Ghoul Cults have as much inner politics as any institution. Though this aspect may be removed from games in which the GM or players prefer a less competitive experience, or in which too few players are involved for it to make sense, each Necromancer may choose from among the other players a Rival and an Ally. If they so choose, a Necromancer may spend a point of Influence to Aid their Ally and give a +2 bonus to their next roll or to Sabotage their Rival and give them a -2 penalty. Though a Necromancer's Ally can be shared openly, it is better that their choice of Rival is kept secret until they move against them. A brief explanation of why the Necromancer has chosen their specific Rival and Ally should be jotted down in point form. Finishing Touches, Wealth and Equipment By now, a good picture of the Necromancer should be emerging. Their age, their name and a few bits of information not covered by their Facets should be added to the character sheet. A Necromancer's level of wealth should be able to be inferred from their Facets, but if not it should be noted in this section. The Necromancer’s dwelling place, if they have one, and a few notes of available equipment should also be jotted down. Don’t be concerned about a Necromancer starting off rich, or possessing many mundane objects, after all, money can’t save them from accruing Depravity. However, an item that would have an impact on a situation, like a crowbar to pry open a locked door, must be on the Necromancer's character sheet in order for them to use it. Purchasing new items during play may require successful rolls unless it is obvious the Necromancer would be able to afford it without issue. Depravity Each time a Spell or Alchemical work is successful a Necromancer gains an amount of Depravity relative to their success. Depravity is a measure of the Necromancer’s loss of humanity and when a Necromancer’s Depravity reaches the Ghoul Threshold their transformation into a Ghoul is completed and they are removed from play. If a Necromancer ever has seven points of Depravity accrued at the same time they will gain permanent physiological changes that cannot be removed regardless of whether their Depravity points subsequently go down. These changes are encouraged to be described by the player of the Necromancer and can include things like red eyes, an inability for animals to be near the Necromancer, a fetid, charnel stink, long, ragged fingernails and similar telltale signs. There are several ways of removing Depravity points. For every full eight hours of “quality” time spent with a character’s Relationship, a single point of Depravity is removed as the Necromancer remembers what it is to be human, if only for a short time. Only one point of Depravity per day may be removed in this manner. If a Necromancer's Relationship is another PC member of the Ghoul Cult, they must spend “quality” time together; merely being together during play will not lower Depravity. Perhaps Alice and Gerrard are both members of the same gardening club and it is here where they blow off “steam”. In addition to this method, Knowledge may be used to lower Depravity as the Necromancer applies what they have learned to their own body. Two points of Knowledge may be spent to remove one point of Depravity. Knowledge Knowledge is the developmental currency Necromancer and is gained by making a sacrifice to the Ghouls , finding and reading rare Occult Grimoires, achieving Agendas and bartering with Spirits and the Resurrected. Knowledge is integral to meeting the Liche Threshold, one of the Necromancer's paths to Immortality. Knowledge, the accumulated Occult learning of the Necromancer, can also be directly converted to Essence. Five points of Knowledge can be spent to increase a Necromancer’s maximum Essence by one. Ghouls live on corpses but it is the flesh of the living that they crave. They depend mainly on Necromancers to furnish them this sacrament and it is only then are they willing to impart their teachings. Sacrificing a living human being to the Ghoul Cult gives two points of Knowledge to each Necromancer involved and the Ghoul require at least one per week. Sacrificing a Relationship to the Ghoul Cult gives the Necromancer five points of Knowledge as the close emotional connection can be savored by the Ghouls. Any other Necromancers involved in this sacrifice only gain the regular two points. In a Ghoul Cult there are two special statuses members may attain: The Cult Pontiff and the Favoured Childe. At the beginning of play one Necromancer is chosen as the Cult Pontiff by a table vote or GM fiat. They gain one additional point of Knowledge per sacrifice, but should the Cult fail to provide at least one Human Sacrifice per week, the Ghouls will refuse to Teach unless the Cult Pontiff is devoured instead. To become the Favoured Childe of the Ghoul Monarch, a Relationship, either the Necromancer's own or a fellow Cult member's, must be sacrificed. After the Necromancer gains the five points of Knowledge from this sacrifice all their subsequent Knowledge gain from the Ghouls is doubled. They lose this status should they be slain, or to the next Necromancer to sacrifice a Relationship. The completion of Agendas, an expression of their personal goals, give the Necromancer a measure of insight into their inner self. When a Necromancer achieves an Agenda, they gain five points of Knowledge. The Summoning of Spirits is one of the Necromancers primary routes to Knowledge. Even the Spirits of those ignorant to Occult knowledge in life have accrued some in death through osmosis with whatever lies Beyond the Veil. As soon as a Spirit is Summoned, they begin to lose their connection to the Mundane world as their Essence drops one point per day. Spirits are desperate to stay in the Mundane and will thus barter Knowledge to Necromancers. In exchange for each day the Necromancer maintains the Spirit's Essence, they will be granted one point of Knowledge from the Spirit's source of Occult information. One point of Depravity, however, it accrued for each day the Necromancer maintains a Spirit's Summoning. The discovery and reading of Occult Grimoires provides insight into the development of a character's Necromancy. Finding a new Occult Grimoire will grant five points of Knowledge to its reader. Knowledge is intrinsic to both victory Thresholds: Since it can be spent to increase a Necromancer's maximum Essence, Knowledge is integral to meeting the Transcendence Threshold. Since it can be expended into Alchemy, specifically the creation of an Alchemical Laboratory and the Malefic Stone required for a Liche Ceremony, Knowledge is integral to meeting the Liche Threshold. Increasing Essence As mentioned above, increasing a Necromancer's maximum Essence is important both for the expansion of their Magickal power and meeting the Transcendence Threshold. Essence is increased by the expenditure of Knowledge. Five points of Knowledge may be spent to increase a Necromancer's maximum Essence by one. Actions There are three main types of Actions in Necromancer: Mundane , Combat and Magick Mundane Actions are those that belong to the everyday world, no matter their difficulty or rarity. While we might not think breaking into a morgue, or searching through a library for an Occult Tome is particularly Mundane, it would be to a Necromancer. Simply put, a Mundane Action is any action that does not involve Combat or Magick. Beneath its umbrella are social, as well as task-related, actions. Picking a lock is a Mundane Action and so is convincing a suspicious Funeral Director that you're a relative of the deceased. A Combat action is similarly simply defined as any Action a Necromancer takes during a fight. A Magickal Action is when a Necromancer either creates an Alchemical item or casts a Spell. When a Necromancer attempts one of these Actions that are not easily completed, have a chance of failure and were determined to have been possible in the first place , roll 2d6 and consult the Action table. Necromancers do not need to roll to complete Actions that they would easily be able to accomplish, rather the dice should only be rolled when an Action would have a meaningful impact on the game’s progression. Results are split into Success , Complication , Triumph and Disaster Dice results can be altered through the expenditure of Influence points. When an Action is related to one of the character's Facets they may spend a point of Influence to get a +2 bonus to their roll. They may spend Influence before or after they see the results of the roll. Particularly difficult actions may be set penalties by the GM, especially if they are attempted under stressful, or time dependent circumstances. Action Table 2 or Devil's Eyes: Disaster 3-6: Complication 7-11: Success 12+: Triumph Success The Necromancer successfully completes their Action without issue. In Mundane Actions this means that the Necromancer has accomplished what they set out to do, provided the GM agrees this was possible in the first place. During Combat, this result means that the Necromancer has successfully struck an opponent with whatever weapon they happened to be using. During the use of Magick this result means that the Necromancer has been successful in either their Alchemy or the casting of a Spell. Complication A Complication is when some aspect of a performed Action results in something that makes the Necromancer's life more difficult. In some cases this may be interpreted as simple failure, but in others it could be that though the Necromancer succeeds in their Action something else happens that either sets them back or makes another attempt at the same Action more difficult. Choose one result from the following: Mundane Actions: 1) Failure : The Necromancer simply fails in their action. 2) Setback : The Necromancer succeeds but suffers a -2 to their next Action. 3) Twist of Fate: The Necromancer succeeds but something occurs that changes the direction of the game. If the Necromancer is stealing a book, someone sees, if they are picking a lock, someone hears, if they are breaking into a house, a police car rolls down the previously empty street. If the player of the Necromancer narrates this Twist they regain one of their spent Influence points at the end of their turn (up to their maximum of five). Combat Actions: 1) Miss: The Necromancer misses with their attack. 2) Ammo Depletion: If the Necromancer's weapon uses ammunition, the attack still hits but the weapon moves down one ammunition level from Full to Half-Full, or from Half-Full to Empty. 3) Misstep: An opponent,as determined by the GM, gains +2 to their next attack. Magickal Actions: 1) Miscast: The Necromancer's Spell or Alchemy requires a further point of Essence or Knowledge to be invested or expended for its success. If the Necromancer does not have any of these resources available to them, they must choose another result. 2) Depraved: The Spell or Alchemy is successful but gains the Necromancer an extra point of Depravity. 3) Failure: The Necromancer's attempt at casting a Spell or working Alchemy is unsuccessful. Triumph The Necromancer successfully completes their Action and something else beneficial occurs. Choose from the following options: Mundane: 1) Insight: The Necromancer succeeds and gains a +2 bonus to their next Mundane Action roll. 2) Twist of Fate: The Necromancer succeeds and something occurs that changes the direction of the game. If the Necromancer is stealing a book, they do it without being seen, if they are picking a lock, they do it silently, if they are breaking into a house, the occupants remain asleep. Combat: 1) Well Struck: The Necromancer deals +2 Endurance damage with their attack. 2) Insight: The Necromancer successfully hits and receives a +2 to their next Combat Action. Magickal: 1) Pure Magick: The Necromancer accrues no Depravity when their Magick is successful. 2) Whim of the Astral Currents: The Necromancer gains a bonus +2 Essence or Knowledge invested in their Magick. Disaster On a result of a modified two or Devil's Eyes (Double Ones) a Disaster occurs. In addition to their Action's failure, the Necromancer suffers the results below: Mundane: The Necromancer suffers from both a Setback as well as a Twist of Fate. Combat: The Necromancer suffers from both an Ammo Depletion and a Misstep. If the Necromancer's weapon does not use ammunition they instead miss their next Action. Magick : The Necromancer gains 1d6 points of Depravity but can negate one of these points from choosing a Spell or Alchemy Disaster (see Magick Section). Combat Necromancer is not meant to be a combat simulator, but rather aims to provide a light framework around which the events that occur in combat may be described. Initiative Unless it is obvious who goes first in a combat, Initiative must be rolled. Initiative is rolled on 2d6, with the highest results going first in a series of Turns, which are comprised of six seconds. Influence may be spent here to give the initiative roll a +2 bonus if it is associated with a Facet (such as, “Andrea is an Iraqi War Veteran”). Combat Actions During their Turn, each participant in a combat may move and perform a Major Action and a Minor Action. Movement is abstracted with whatever seems reasonable and appropriate to the story being permitted but generally a participant can move about 40 feet and act. A Major Action can be attacking, casting a Spell, reloading a weapon, using an Enchanted Item or Potion. A Minor Action is the manipulation of an environmental object, like opening a door, picking up an item or the like. Movement, Major and Minor Actions may be taken in any order. Attacking is treated like any other Action. The player rolls 2d6 (adding any relevant bonuses) and consults the action table. Weapons A successful unarmed attack deals one Endurance damage. Improvised Weaponry (like sticks, chairs or rocks) deal +1 Endurance damage. Light Weaponry (like a dagger, a handgun or a hand crossbow) deal +2 Endurance damage. Heavy Weaponry (like a shotgun, assault rifle, two handed sword or morning star) deal +3 Endurance damage. Ranged weapons with ammunition come in three categories: Full-Ammo, Half-Ammo and Empty. Their ammunition is reduced by Complication results. When a ranged weapon reaches empty it cannot be used until it is reloaded, which requires a Major Action and can only be performed if the character has ammunition on their character sheet. Armor Light Armor (like Kevlar Vests or Leather) will block the first successful attack in combat. Heavy Armor (like SWAT body armor or plate mail) will block the first two successful attacks in combat. Armor does not block direct damage from Spells. Damage, Healing and Death Generally Necromancers heal at a rate of one Endurance per full night of rest. NPCs have their own varying amount of Endurance and will die when that Endurance is reduced to zero. Necromancers with Facets that include the ability to Heal, such as those with training as Doctors or Army Medics, can heal an additional point of Endurance per day of rest with a Successful roll. When a Necromancer is reduced to zero Endurance, they roll on the Trauma Table. Trauma Table 1: Unconscious: will heal as normal. 2: Wounded: Unconscious, temporary -2 to Maximum Endurance for a week. 3: Unconscious and permanent wound: -2 to maximum Endurance permanently. 4: Unconscious and permanent wound: -4 to maximum Endurance permanently. 5: Dead in 1d6 minutes unless Healed. 6: Dead Immediately. Ye Liveliest Awfulness Spells Magick is the primary weapon of Necromancers, and also their undoing. To learn at the feet of Those Who Dwell Below is to risk one's very humanity, but what other choice do those who have seen what lies after death have? There is no gleaming Heaven to ascend to, no joy, nor love, nor endless light, but only an unknowable place that the dead themselves are desperate to flee; and then there are the Jailers, what kind of afterlife can it be that requires keepers such as these? Yet to use the Ghoulish powers is to benefit from the deaths of others, who often pass in unspeakable ways. What kind of person could do these things, even in the pursuit of eternal life? Magick is separated into Effects, the results of Spells, into which points of Essence and Knowledge are Invested. Using Magick is a conversation between the GM and the player of the Necromancer. The player of the Necromancer envisions a Spell they want to cast. Then they choose the result from the list of Effects below, or even create their own unique result. Then the GM decides the amount of Invested Essence required and, should the player agree, the dice are cast to see whether or not Success is achieved. Each time a Spell is