•••• Clutching the Shroud Spell in Cimmerian Shade | World Anvil

•••• Clutching the Shroud

Blood, the sanguine humor, was regarded by philosophers as being both hot and wet. Blood from a cold corpse has been transubstantiated into a dead form — a cold incarnation of a hot, wet element. This transformation of the living into death holds great power; the necromancer knows how to infuse her own being with the blood of a cold corpse and transform herself into something not wholly vampiric. Instead, the necromancer edges closer to being an animated corpse in fact as well as name. She grows distant and chill, as though possessed by the spirit of Death itself; she has to work to push her attention into the physical world.


System

The character must drink, and then spend, five blood points from a cold corpse (one dead for 24 hours or more, but generally less than three days). It will generally take at least two turns to consume that blood, and the power is not activated until the character can spend all of it. For example, if the character is Twelfth Generation, Clutching the Shroud takes at least seven turns total to activate (two to consume the blood and five to spend it).

After the power is active and for the rest of the scene, the necromancer gains several benefits. First, she receives two additional soak dice, which may be used to soak any sort of damage, even if the character does not possess Fortitude. Second, she gains a mystic sense of how far those in the area are from death — whether they are healthy or infirm, suffer from diseases, or are undead, ghouls, or mortals. Finally, a Manipulation + Occult roll lets her speak with ghosts freely. The difficulty for this roll depends on how attuned to death a locale is; a cemetery would be difficulty 5, while a cozy apartment might be difficulty 7. However, this ability makes the necromancer much more susceptible to the effects of powers used by ghosts, which means that she must act carefully.

   

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