By Joanne FitzRoy (gfitzroy@intranet.ca) and based off the original Necrotomy discipline by Paul Michael Graham. Written for her revision of the Sons of Samuel as they appear in Bloodline Book: Samedi
System: A roll of Perception + Occult (difficulty 8) is necessary to use this power. The reader must grasp a bare bone that was taken from the victim.
Successes | Effect |
1 | Slightly hyperactive (if sped up), or tired (if slowed down). Victim always loses initiative. |
2 | Wound up (if sped up), or exhausted (if slowed down). Victim cannot divide dice pool to take more than one action per round. |
3 | Confused. Victim can't concentrate on task at hand. Kindred lose one pip in Celerity. Add 1 to target difficulty number for any action. |
4 | Severe migraine (if sped up) or lethargy (if slowed down). Negates effects of Celerity.Victim must get 3 successes on a Stamina + Athletics roll (difficulty 8) to take an action this round. |
5 | Shock. Potentially fatal increase (or decrease) in blood pressure. Victim cannot take any action this round. Must get 3 successes on a Stamina + Athletics roll (difficulty 8) to prevent death (human) or torpor (kindred). |
System: Roll Perception and Medicine (difficulty 8). Each success gained drops the blood's temperature by 2 degrees.
Successes | Effect |
1 | Chills. Lose 1 die on all Ability rolls |
2 | Severe tremors. Lose 1 die to all Attribute rolls |
3 | Uncontrollable shakes. Lose 2 dice to Ability rolls |
4 | Severe hypothermia. Victim may hallucinate. Lose 2 dice to all Attribute rolls |
5 | Frozen solid. Kills most non-Kindred. Kindred not thawed out within 24 hours will lose a pip in Intelligence permanently |
Note: For Level Three of Necrotomy, the dice lost are regained after three days' rest and healing. In Level Four, the dice lost can be regained after two weeks' rest and healing. Level Five's dice losses may be permanent, or it may take a month or more to heal (Storyteller's discretion).
System: Roll Perception + Medicine (difficulty 8). Each success would raise the blood's temperature by 1 1/2 degrees. This would increase any action's difficulty target number by 1. The worse the fever, the less the victim can concentrate.
Successes | Effects |
1 | Victim loses 1 die on Talent-based Abilities |
2 | Victim loses 1 die to Mental-based Attributes |
3 | Victim loses 1 die to any one Attribute |
4 | Victim loses 2 dice to any one Attribute or Ability, and hallucinates (Storyteller's discretion). |
5 | Spontaneous combustion. |