Hades Gate
Contents
Powers (Mental - Occult)
⚫ Sap the Soul
Challenge: mental(occult)vs physical(defense) Cost: One Blood Duration: action
The Kindred sap out some of the spirit of a single target draining a portion of their skills. The target loses retest in a physical skill of your choice equal to half your rating in their path rounded up.
⚫⚫ Grasp from beyond
Challenge: mental(occult)vs physical(defense) Cost: One blood Duration: Scene
(Helper)
Summons a ghostly helper. On your helper action the ghost attacks a target of your choice. The ghost deals 1 lethal damage and reduces physicals by 1 for the scene as the damned hold down the target. as the ghost attacks from beyond the shroud and only those with death sight can see them this doesn't automatically break the masquerade.
⚫⚫⚫ Dead man's escape
Challenge: N/A Cost: One Blood Duration: action
(Escape)
When activated the necromancer enters a state of between worlds that defies the shroud. The character who uses this power runs, invisibly to another scene in the deadlands. They have no control where they run to, but they will end up somewhere that is unoccupied, and "safe." When activated a rift leading to the deadlands is visible to every other character in sight may choose to enter it reflexively (does not cost anything) those characters also end up in the new scene and new combat but the rift behind them will be closed. When used this power goes off in Normal actions. If the character cannot touch the shroud. then this power fails when activated.
⚫⚫⚫⚫ Become Death
Challenge: N/A Cost: 3 Blood Duration: scene
Transformation The Necromancer rips his soul free from his body and then possesses himself as though his is but a vessel for his soul. The Caster takes one less damage from all non- aggravated sources, as they truly no longer care about their corporeal form. They gain +3 Mentals and Physicals, and deal aggravated damage to wraiths. You may cast other necromancy paths in this transformation.
⚫⚫⚫⚫⚫ Undead Cage Match
Challenge: N/A Cost: One Blood, 1 Willpower Duration: 10 rounds.
The necromancer tears open the shroud in 10 step around him. Spectral hands and corpses grab and tear at everyone in the scene dealing 2L at the end of the round with no test. The remnants of the broken shroud form a barrier around the scene, preventing anyone from entering or leaving until the Necromancer falls, dismisses the spell, or 10 turns elapse. Escape powers and teleportation powers fail while this power is active.