By Michael Brown
Focus: An item that the people have in common.
Process: Expend as many Vivae as you would like. Each will count as a success. 15 are required. Roll Perception + Ritae Mortis (difficulty 8). Any successes over 15 generate prompt and explosive response from Lady Death.
Backlash:
Focus: A sliver of your own flesh. (Reform is useful here.)
Process: Call down a raven (Man. + Animal Ken or Man. + Lifesong, difficulty 6) Feed the raven a piece of your flesh, then roll Man. + Ritae Mortis, difficulty 6 to control the raven for successes = hours. You will see what it sees and travel where it travels.
Backlash:
Cost: 1 Vivae.
Focus: The individual's eyes.
Process: Expend 3 Vivae and 3 Willpower to remove one or both of your own eyes. Place the individuals eyes in your sockets and roll Per. + Ritae Mortis, difficulty 8. Using both of the individuals eyes reduces the difficulty by one.
Backlash:
Focus: The skull of a murdered mortal.
Process: 5 hours of meditation must be performed to prepare for the souls voyage. Place both hands on the skull and imbue it with all of your Willpower and Vivae (Man. + Ritae Mortis, difficulty 7). Once in the skull, you can travel from one cadaver to another, with no spatial limits. This ritual lasts 10 hours, at which time you are snapped back to your body along with all your Willpower and Vivae.
Backlash:
Focus: A flat, even surface, and the blood of the deceased.
Process: Gather the blood of the deceased on a flat surface and call to the deceased (Cha. + Ritae Mortis, difficulty 6). With one success the image of the deceased will reflect in the blood and give you a one-word answer. 3 or more successes will give you a full explanation.
Backlash:
Character creation follows the same process it does in Vampire, with some important digressions from that pattern.
Outcasts: those deemed to be unworthy of Mortiane society. The dissidents and rabble-rousers. Rating **
Prelates: Citizens of importance in La Societ. They carry some bearing but no authority. Rating ****
Acolytes: The Acolytes claim to serve Death Herself and are the ultimate leaders of the Mortiane. They direct policy and philosophy, law and theology. They are the Priest-Kings of the Mortiane. Rating 6
* | One ally of moderate influence. |
** | Two allies of moderate influence. |
*** | Three allies, one of whom is quite influential. |
**** | Four allies, one of whom is very influential. |
***** | Five allies, one of whom is extremely influential. |
* | One major contact. |
** | Two major contacts. |
*** | Three major contacts. |
**** | Four major contacts. |
***** | Five major contacts. |
* | You are revered by a small cabal of adherents; around 5. |
** | You have a core following of a number of devotees; around 10. |
*** | You are supported by, if not a widespread cult, then at least one of some notoriety; no more than about 20 members, less if some are supernatural beings (1 supernatural being for every 5 humans is a good rule of thumb). |
**** | You are attended to by a strong cult that perhaps even supports a few front groups that recruit for the cult; around 50 members. |
***** | You are supported by a well-known movement that boasts an enormous following, but usually no more than 100 core members. |
* | You were known by a select subculture of society in the city. |
** | You were recognised by a majority of the populace. |
*** | You were fairly famous; your name and face were known by many. |
**** | You wre quite renowned; everybody knew something about you. |
***** | You were a nationally famous individual. |
* | You are at least not hated by your peer group; the majority are indifferent to you. |
** | You are recognised within your society, and looked on amicably. |
*** | You are quite appreciated by your peer group, and are well accepted by most. |
**** | You are celebrated by the community at large as a valuable member of the society. |
***** | You are hailed as one of the leaders of your community. |
* | Mentor is a Citizen of some importance. |
** | Mentor is a Prelate. |
*** | Mentor is a Magister. |
**** | Mentor is a Magister Lord. |
***** | Mentor is an Acolyte. |
* | Known; you are recognised as a major theologian. |
** | Respected; you have had at least one of your theories accepted by the theologian community. |
*** | High status; you have disproved a theory of one of the 'great' theologians, and may now adopt the title Theologian in addition to any other titles or Rankings. |
**** | Admired; your theories are highly accepted and have no small number of adherents. |
***** | Visionary; your works are always lauded, and many believe you to be touched by Death Herself. In addition, you can adopt the title Theologian Master/Mistress. |
Note that this Background may be viewed as more infamous if your character has a low Standing, and you may be called a 'Waerlogian', or a professor of false knowledge.
* | You own a minor Thrall. |
** | You have two minor Thralls, or one adequate one. |
*** | You have either four minor Thralls, two adequate ones, or one good one. |
**** | You may have up to six minor Thralls, four adequate ones, or two good ones. |
***** | You may have up to ten minor Thralls, five adequate ones, or three good ones. |
Some sample bodies are described below; (More sample can be found in Merits and Flaws). The clay golem
This is a fairly classical example of what a golem was thought to be: Str: 6
Dex: 2
Sta: 3
The Mannequin
Summoned into life accidentally or by someone with a warped sense of humour.
Str: 2
Dex: 2
Sta: 1
The Scarecrow
The ultimate bogeyman.
Str: 1
Dex: 4
Sta: 2
Also, when a person dies, all of their Vivae is released. With a successful Gathering roll, this may be absorbed. This may be done within 48 hours of a normal Gathering. The Vivae gathered the individual's remaining Health Levels times two.
Gaining Willpower from Death:
Attributes | Current times 4. |
Abilities | Current times 2. |
New Touch | 10 points. |
Group Touch | Current times 4. |
Other Group Touch | Current times 7. |
Breed Touch | Current times 5. |
Other Breed Touch | Current times 6. |
Willpower | Current rating. |
Humanity | Current times 3. |
Necrot | Current times 2. |
Standing | Current times 8. |
By Evan Gibson
It is assumed that the Soul, or Wraith, of a Golemim can fill a general bodily form, and that is how they can animate the limbs of humanoid shaped inanimate structures. Some players or Storytellers may wish to mess around with this theory, and place Wraiths into spatulas or whatever. So be it. This section, however, merely operates on the premise of structural materials, and the union of Wraith and body.
Str: 7
Dex: 1
Sta: 7
The concrete golem
Str: 5
Dex: 1
Sta: 6
Concrete: Pneumatic hammers.
Scarecrow (hay): Fire.
Mannequin (plastic): Fire.
Clay (unfired): lots of high pressure water.
To heal thesewounds, or indeed any major wounds, the damaged area or limb will have to be replaced.
Some ideas for healing follow:
Iron: Welding on a new limb; pouring molten iron into a crack or fissure and letting it cool.
Concrete: As above in concept but using fresh wet concrete to fill cracks and fissures. Missing limbs may be difficult to reattach, without using metal spikes to keep limbs attached.
Scarecrow: stuffing can be refilled. If a limb is destroyed, it is a simple matter of getting a new shirt, gloves, trousers etc, and refilling them with hay.
Mannequin: the Golemim may need to break into a department store's storeroom to stock up on replacement limbs, heads, torsos etc.
Clay: More clay, simple.
Residual Passions: (1-5 point merit) The summoned Wraith still has an emotional resonance with some feelings, and can still gain Pathos, at a +2 difficulty. Each point in the Merit gives you an equivalent number of points in Passions.
Weak binding: (5 point merit): The Wraith is not properly bound in the Golemim, and the Golemim is treated as a 5 point Fetter. The Wraith within can leave the body by spending a Willpower point, and an additional Willpower point for every hour the Wraith spends away from it.
Residual Arcanos: (2-6 point merit) Every two points taken in this Merit gives the Golemim one point in an Arcanos chosen from the following list: Castigate, Fatalism, Flux, Intimation, Keening, Mnemosynis, and Usury. If the player has access to The Risen sourcebook, they can make use of Pandemonium, Inhabit and Lifeweb in the described limited ways, and may also choose the Risen Arcanoi Fascinate and Serendipity. Any of the Dark Arcanoi may be used at the discretion of the Storyteller. Pathos spent to power the Arcanoi often cannot be regained.
Warded (3 point merit) The body of the Golemim is inscribed with a mystical protection. As a Merit this allows the Golemim to be made immune to a specific kind of influence or attack. Sample Wardings include hedge magic, Vampires, Werewolves, etc.
Residual Fetter: (1-5 point flaw) The Golemim still feels tied to certain people or objects as she was as a Wraith, and can be controlled through them. This is often how the Wraith was summoned into the body in the first place. Each point in the Flaw equals 1 point that can be put into a Fetter. The Golemim has the level of the Fetter added to the standard diff. of 6 when attempting to resist a command given by a person holding the Fetter. Willpower may not be spent for automatic successes, and the Willpower diff. increase (+2) for Zombi and Golemim still stands.
Shrouded: (2 point flaw) The Golemim can still see into the Shadowlands, as they did when a Wraith. This can cause immense problems seeing as the Golemim's body is in the Skinlands.
Residual Shadow: (5 point flaw) The Shadow did not merge properly with the Wraith upon binding and the Shadow is a separate entity within the Golemim's body, with its own goals and agenda. Create and run a Shadow character as normal.
Jekyll & Hyde: (4 point flaw) As above, the Shadow and Psyche did not merge properly, but in time of stress, they swap over and switch control.
Disembodied Shadow: (7 point flaw) As for Residual Shadow, but the Shadow is not tied to the Golemim's body as the Psyche is, and is a free agent.
Shoddy Workmanship: (2 point flaw) The Golemim's body has some inherent structural flaw, and has 1 point subtracted from all physical Attributes, down to a minimum of one; in addition the body suffers wound penalties as normal.
Stubby Digits: (1 point flaw) All Dex rolls involving the use of the Golemim's hands are at a +1 difficulty. Misformed Legs: (2 point flaw) All Dex rolls involving walking or running are at a +2 difficulty.
Loose Attachments: (2 point flaw) The head or a limb of the Golemim may fall off if the Golemim is bumped or jostled.
Warded: (2 point flaw) As a Flaw this prevents the Golemim from performing certain tasks. Example Wards may be; attacking master, or using Arcanoi, or Touches.
Multiple Tenants: (5 points flaw) The body of the Golemim contains two or more distinct and separate personalities.
Some final tweaks: All Merits and Flaws that refer to a separate Psyche or Shadow can be inverted easily, like for example the Flaw Disembodied Shadow could easily be made Disembodied Psyche.
The Golemim's inhabiting spirit may not actually be a Wraith. Other possibilities include; an Astral Traveller (Vampire, mortal or Mage), or even a Mummy between cycles.
The body of the Zombi may not necessarily be dead, a brain dead or lobotomised human may be the perfect body for the summoned Wraith. For utter confusion place the spirit of an Astral Traveller in a Golemim, and a Wraith in the Traveller's body as a Zombi. Now who is who?
Live body: (3 point flaw) As mentioned above, the Wraith has been summoned into the body of a comatose or brain dead but living human. While this Merit allows the Wraith to fit into human society a lot more, it makes them further reviled in undead society, and their Standing will always be Thrall. In addition the Zombi cannot use any of the following Touches: Absconce, Facade, Fates Vision, Plusfort, Reform, Vue De Morte, and may be denied the opportunity to learn Group-based Touches.
Really Far Dead Body: (4 point flaw) Your body carries disease, is slowly falling apart, and above all is very ugly. The Storyteller may want to create some method and system for infection for those who are near you, and should insist on regular Stamina rolls to see if you fall apart. All Social based rolls with humans should be at least a +2 difficulty.
Revenants
Burning Passion: (2 point merit) The Revenant has a personal passion which sets certain specific goals. These could be similar to Wraiths Passions, like "Get even with killer", or the like, but should confer a bonus die on rolls where they are pursuing that goal, and a Willpower roll to avoid the goal.
Paranoid Fear: (3 point flaw) The Revenant has come back from Death with a haunted look in her eyes and certain things send her over the edge. The Revenant must choose something of which she has a terrible fear, and must make a Willpower roll, difficulty 9, not to flee from it.
Code of Honour: (2 point merit) The Revenant has constructed a personal code of morality to atone, and placate that which lies on the other side. The player must construct a list of "Do's" and "Do-Nots", which they will regain temporary Willpower for following, and lose for flouting, such as with the Vampire Paths of Enlightenment.
Ghuls
Feeding Restriction: (3 point flaw) The Ghul has decided that only a specific form of nourishment will prolong its life. This could be things such as virgins, children, women, the dying, etc.
Liches
Old Magic: (1-7 point merit) The Lich may spend 1 point per point taken in the Merit on Hedge Magic Paths, Necromantic rituals, and certain Vampiric Disciplines, such as Nihilistics, Necromancy or Thanatosis.
Anachronism: (1 point flaw) The Lich still dresses or speaks from a bygone age and will stand out like a sore thumb among mortal society.
Library: (1-5 point merit) The Lich has an extensive series of texts on Mortiane and undead lore which may help it learn new mystic abilities.
Unlike Wraiths the True Dead do not face Death and run further, but embrace it.
Death comes to carry away your soul. Vampires lose their souls, a trade for the Curse. Wraiths, terrified of severing ties, hover as insubstantial minds in the shadows, but Death has claimed their souls.
The True Dead grip onto their souls for fear of letting go. Feverish, loving and dizzying Death cradles them all. In return for Her love they serve Her evermore.
Necrot can be taken as a replacement to Humanity, as many Mortiane regard Humanity as a denial of the nature of Death.
* | An understanding of mortality is taught. All beings die; even Vampires can be counted as being actually dead. The soul is what separates Life from Death. |
** | The surrendering of the soul to Death is what constitutes actual death; beings can surrender their soul and continue to exist, however. |
*** | The Being is a tripartite entity. The Body provides physical abilities, the Mind governs mental abilities, but the Soul gives these things the spark that makes beings truly live. |
**** | The Mind and Body can exist without the Soul, but it is the Mind remembering the emotion of the Soul that conveys any Soul-like aspects. Therefore, Vampires and Wraiths are dead in every way that counts because their Soul has departed. It is only the Mind that lends them illusion of emotion, but the Souls' spark no longer guides it. Mortiane have, it is believed, retained their spirit. Zombi and Golemim are minds united with bodies. They have no Soul. |
***** | Death takes the Soul and reduces it to its' basic, original state. Wiping it clean, as it were. Life takes these virgin souls and places them in the yet to be born. |
All further levels of Necrot are purely personal; each further point equals one tenet you uphold.
Some example tenets:
Please bear in mind that you can disagree with, and even replace one of the Basic Precepts. Many uphold the 4th Precept as a means of denigrating the Zombi and Golemim, and that doesn't always sit well with some Dead, not the least of whom are the Zombi and Golemim themselves.
During the Dark Ages, death and plague were rife. More people were dying than at any other period in human history. Disease killed many outright and left others sick and weak for the rest of their short lives. Wars ended thousands of lives as cities were burned and their populations tortured and killed. Slavery killed non-Europeans so regularly it became commonplace.
The Mortiane were in Heaven; they were at the peak of their power. Vampires existed in only small numbers, and the Shadowlands were not the overpopulated cesspools they are today. Thousands of death cults and sects of revenants littered the world, some minor, some global. Among these were the cults who went on to form the Sects of the Mortiane, and many other supernatural organisations around the world, including the Euthanatos, the Nagaraja and the True Hand.
It was then that overtures were made to consolidate that power in the name of the one, true Goddess, Death Herself, and strike down those whose ideology was at variance to their own, specifically the cultists of the flash in the pan theologies of the Christian God and the false idol of Reason.
Death cults around the world centred on the recently established Court of Death under the wise rule of the Mistress of Shades, Lady Sriata, to meet and debate their methods and goals.
The thirteen most powerful groups at the time formed the Concordance, an agreement which lay the foundation for modern Mortiane society. These thirteen groups were:
The Black Artificers, a fraternity of Deathcrafters from around the world that would soon schism into the Mortech and the Bonecrafters.
The Free, from Africa, but primarily representing those who had been enslaved and killed at the hands of the Europeans, and especially in the name of the White God. They would later form the movement known as the Bone Gang.
The Annisenes, a Black Mother cult, primarily from the British Isles, France and Germany who caused controversy by claiming direct service of Death Herself, controversy that was further exacerbated by their change of name to the Daughters of Death.
Children of the Black Death, those who claimed initiation into Her Mysteries, by being baptised in the Plague that swept Europe. They would master this sickness in death and call themselves the Plague Lords.
The Pure from Rome, were a rival sect of the White God, who were rejected for the heresy of their claim that Jesus sought Death, rather than God for Holy wisdom. They would later be destroyed down to the last member by their rivals in Faith.
The Bhouca Men, from the British Isles, whose interests in fear almost outweighed their devotion to Death. They would later call themselves the Bogeymen.
The Osseids from Greece, though now almost extinct, were at the time quite influential and sought the true face of Death.
The Oneiromorti, these wandering Deathdreamers claimed to be able to dream the future by their connection to Death, but now they are no more, they have vanished completely.
The Knifedancers were, even then, a mysterious sect, and were later to disgrace La Societ with their heresy.
The Sons of Huginn and Muninn, who hailed from the North, bought with them much hidden knowledge, and became known as the Oracles of the Dead, the Ravensons.
The Slayers were formed from a number of other minor death cults, but joined together when they recognised their common role as the judges of Life's worth.
The Kalighat, a Black Mother cult from India were powerful allies in the Concordance, but their later disappearance and current rumours of their activities have caused many Mortiane to fear the mention of these Dead.
The thirteen Sects were not alone in this war. Some of their allies included the Euthanatos cult who shared some membership with the Slayers, the Nagaraja who had long welcomed Ghuls into their organisation, the Corax whose alliance with the Sons of Huginn and Muninn ensured favour, the minor Cult Phobica (who eventually called themselves the Terrorartists), who though small were eager and willing allies of the Sects of Concordance, the Riders of Oblivion, who rallied under a recently freed Familiari named Bejaxa, and the Samedi Vampires, who though ideologically supportive were too small in number to commit to the Concordance. Some say a delegate of the Desert Walkers werewolf tribe was present, with a Mummy ally, but no documentation supports this supposition.
The war did not progress very favourably. The Osseids dwindled in number becoming more and more negligible, and rumours suggest that they lost their Bone Icon to the Euthanatos. When the Pure fell, their Icon was lost forever, and none can claim the whereabouts of its current resting place. The Oneiromorti vanished from sight around two centuries ago, amidst rumours that Cappadocian and Giovanni Vampires warred over their Icon. When the Mortech and Bonecrafter faction split out of the Black Artificers; it was the Mortech who kept the Icon and retired to Court with it. After using it against a number of major slavers, the Bone Gang surrendered their Icon to their leader Amoto, who had been made a High Acolyte. The Plague Lords are elusive about their role in the war, and rumours abound that they too have lost their Icon, a claim the Lords vigorously deny. The Knifedancers were discredited after the Concordance discovered that they were creating Death-touched living humans, a heresy few Mortiane could tolerate, and they were stripped of their Icon as a result. The Ravensons sometimes claim to both retain their Icon and insist it was taken by Fenris' get of werewolves. Why they do this causes no small amount of distrust in the Ravensons among other Mortiane.
The most alarming schism in the Concordance came not with the departure of the Kalighat, but the stories which surfaced after that departure. While many claim that they just departed because of a sense of arrogance on their part, others say that the Sect was either absorbed by an ancient Vampire, or that they themselves have a servitor bloodline of Vampires. Some have said that they have formed closer ties with Death than anyone else, and that is perhaps the most frightening option.
To use the Bone of Truth, a piece of writing must be shredded and gathered into a pile on the floor. Ask the Bone your question while swirling the Bone over the pile. The false words will blow away, leaving only the truth as your answer. To use this Icon you must not tell a single lie for a full moon before and after its use.
The Bone of Forms, providing you have access to the Touches of Bonecrafting or The Art of Bones will become anything you wish it to. To use it you, yourself must undergo a drastic and lasting change, eg, ideology, appearance, behaviour etc.
The Bone of Chains can be used to break any kind of bond permanently. In order to be deemed worthy of its use, you must have lived as a slave for at least a full cycle of the moon beforehand.
Whilst holding this Bone and employing its power, full dominion over fire is given to you. You may ignite yourself, the Bone and anything you touch spontaneously. Only you and the Bone are unaffected by this fire. To be considered deserving of the Icon, you must have been unwillingly violated in some way.
The Icon of the Children of Death is capable of making anything decay, even including ideologies and systems of governing; however you must pay for your gift with an equal degradation of yourself, lasting and physical decay.
This Icon can inflict unbearable agony on any being within sight of the wielder. In game terms it does 7 aggravated levels of psychic pain. To empower the Icon, you yourself must be disfigured to Œunderstand¹ the nature of pain.
The Bone of Fear can be used to terrify anyone or anything, even to death. Immediately after using it, you will permanently fail all social rolls, except those involving Intimidation.
Using this Bone the wielder can discover her Destiny, her future and/or her 'true self'. To do so, however she must remove the face that everyone sees to find her true face. In other words using the blade in the Icon they must cut her face off.
With this Icon, the user may discover any single thing unknown to them, but this knowledge may not be used for personal gain, or else the fact will be erased from existence, as well as from your own mind.
This Icon is capable of transforming any one killed by it, without doubt or hesitation into one of the True Dead, essentially a Revenant. However, any harm done by the convert to the Society will be reflected upon and cause harm to the converter.
This Icon is capable of enabling its user to either recall any memory, no matter how small or forgotten, or foretell a person or places future, in the form of a prophecy. From the moment a thought is recalled, the user will not be able to forget anything. If you receive a prophecy, you will also receive another vision, but this time of something ill that cannot be averted.
With this Icon any being deemed impossible or incredibly difficult to destroy may be permanently killed. To power this boon, the Icon must be fed as much Vivae as you can, starting with your own.
This Icon is capable of draining the blood out of any creature and converting it into Vivae for the wielder. The Icon is also somewhat willful in that if it is not granted its portion of the Blood, reducing the amount of Vivae to the wielder, it has a habit of being plunged into the wielder as the next sacrifice. Keep it happy.