Fate Core Vampire 4.5: Necromancy and Thaumaturgy

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As promised, these two get their own post, because there’s a lot to go through here. Also, fair warning – none of my current players have used either Necromancy or Thaumaturgy, so I only have a NPC-eye-view thus far. In the case of Necromancy, I combined some of the paths, as I found the ones listed in V20 had a lot of overlap, and for Thaumaturgy I didn’t list all of the paths because with all of the various splatbooks there are just so many. I also have not gotten around to fleshing out all of these various paths, so I’ll just list the ones I have worked on.

Necromancy

The (Reworked) Ash Path

Vampires with any levels in The Ash Path can use Notice to detect wraiths and other death-related spirits.

  1. Lifeless Tongues: the necromancer can use Charisma and Manipulation on spirits once she has detected them.
  2. Ex Nihilo: enables a necromancer to spend a Fate point and reach across the Shroud, either to use Fight and Physique against wraiths for a scene, or to draw an object into the lands of the living.
  3. Shroud Mastery: the necromancy can raise or lower the Shroud in her zone and adjacent zones, dramatically affecting the difficulty of wraith abilities and some necromantic abilities in turn. Assume the Shroud in an average urban setting is an obstacle of +6, and for each level of success on an Occult roll the necromancer can reduce that by one (one for each +1 on the roll).

The Bone Path

Tremens: Vampires with any levels in The Bone Path can roll Will to cause a corpse to make a single, creepy movement.

  1. Apprentice Brooms: spend a Fate point and roll Occult. For each +1 you roll, you animate one undead servant. They do not have much in the way of skill, but can be put to menial tasks.
    • Corpse Servant: equivalent of +1 in one Skill, 4 physical stress boxes.
  2. Shambling Hordes: spend a Fate point and roll Occult. For each +1 on the roll, you raise one zombie servant. The zombies follow simple commands and last for a single scene.
    • Zombie: Physique +2, Fight +1, Notice +1, 4 physical stress boxes
  3. Daemonic Possession: the necromancer can remove the soul of a living person or restore a soul to a dead body. She spends a Fate point and touches her victim, and rolls Occult +2 vs. her victim’s Will. She must take her victim out with mental stress to remove her soul. To implant a soul in a body, the necromancy spends a Fate point and rolls Occult. This creates a revenant, an undead creature who will remain corporeal until her one task is accomplished. The necromancer defines that task when she gives the revenant her single Aspect.
    • Revenant: +3 in one Skill, +2 in two and +1 in three. One Aspect that represents her singular task. 4 mental and physical stress boxes and one moderate physical consequence slot.

Thaumaturgy

A character with any levels in Thaumaturgy has access to Thaumaturgical rituals. For each level of Thaumaturgy, she receives a ritual of the same level. Further rituals can be bought with refresh.

The Path of Blood

  1. A Taste of Blood: A Taste of Blood: if you are able to taste someone’s blood, you can roll Occult and learn their Clan or clan-related Aspect, or answer one question, for each degree of success (one for +1, two for +2, etc.). The questions must have to do with blood.
  2. Theft of Vitae: you can roll Will vs. Physique to rip blood from a target within your line of sight, up to two zones away. This attack deals physical stress, and restores an equal amount of stress on your mental or physical stress track. If you deal 2 stress, you can treat a minor consequence, and if you deal 4 stress, you can treat a moderate consequence. This stress must be dealt in a single attack.
  3. Cauldon of Blood: if you touch your victim, you can roll Occult +2 vs. their Physique to boil their blood. Any damage will kill a mortal – otherwise treat this attack as a +2 damage weapon.

Lure of the Flames

Any Lure of the Flames failure inflicts mental stress equal to the degree of failure. Anyone with a level of Lure o the Flames can light small flames at will, but it still requires a Will roll. 

  1. Basic: use Will in place of Shoot to loose flames at your enemies up to two zones away, who can defend with Athletics or Will. Treat the flames as a +3 damage weapon. At least one of the stress you deal must be mental stress.
  2. Intermediate: your now roll Will +2 to make your flame attack.
  3. Advanced: your flames are now a +4 damage weapon, and 2 of the stress you inflict must be mental.

Movement of the Mind

  1. Basic: use Will in place of Physique to life objects and persons. Victims can resist with a Will roll of their own. The obstacle to lifting an average-sized person is +2.
  2. Intermediate: +2 to the Will rolls to replace Physique, which might enable superhuman feats of telekinesis.
  3. Advanced: +4 to Will to replace Physique.

Weather Control

  1. Fog, Rain or Snow: roll Will to add an Aspect to a scene, like creating an advantage. The Aspect can be anything related to fog, rain or snow, or whatever weather is natural to the location and season.
  2. High Winds or Storm: you can roll Will to shove everyone in a zone with a gust of wind. Those in the zone can resist with their Physique scores or be thrown into an adjacent zone, taking physical stress. If you have already created an advantage, you can spend a Fate point to summon up a serious storm appropriate to the climate.
  3. Lightning Strike: roll Will to make a ranged physical attack. The lightning bolt is a +4 damage weapon. Victims can defend with Physique or Will.

Necromancy Rituals

I haven’t done as much work on these rituals, because many of them have effects that are easy to leave undefined in terms of mechanics.

Thaumaturgical Rituals

Basic

Bind the Accusing Tongue: Will vs. thaumaturge’s Will in order to say something negative about him for a scene when activated.

Blood Rush: after the ritual is complete, count one minor beast consequence as treated. OR enables an Occult roll to treat beast consequences: +2 for minor, +4 for moderate, and +6 for severe.

Blood Walk: a limited version of Taste of blood which reveals a vampire’s lineage, back one generation for each degree of success on the Occult roll.

Communicate with Kindred Sire: it’s an occult phone call, basically, but a lot of Tremere elders don’t have phones.

Deflection of Wooden Doom: the next stake to pierce you still does damage, but it does not paralyze you. Must keep a piece of wood in your mouth at all times.

Devil’s Touch: curse a mortal by placing something discretely on their person

Eyes of the Night Hawk: allows you to approximately replicate the basic effects of Protean.

Illuminate the Trail of Prey: after the ritual is concluded, can use Occult in place of Investigation to follow someone’s trail for a scene.

Machine Blitz: roll Occult to attack a machine, causing stress and malfunction.

Principal Focus of Vitae Infusion: take mental stress now to infuse vitae into an object. You can reduce it back to constituent vitae later on in order to clear mental stress boxes or treat a hunger-related consequence on a one for one basis.

Recure of the Homeland: Will roll and use of dirt from homeland to mark one physical consequence as treated

Ward Versus Ghouls: Ghoul’s Will versus your Occult in an opposed roll to cross the warded area. If the Ghoul fails but forces herself to cross anyway, she takes physical stress equal to your roll to activate the ritual.

Intermediate

Bone of Lies: roll Occult instead of Empathy versus the victim’s Manipulation to cause a bone to darken if the victim lies.

Incorporeal Passage: allows a Thaumaturge to slip from one zone to an adjacent zone, even if through a barrier

Mirror of Second Sight: once the mirror is prepared, for one scene you can look at reflections in it and roll Notice to determine whether they are supernatural and what sort of supernatural they are.

Pavis of Foul Presence: the first time that a use of Presence during a given night would inflict stress on you, that stress rebounds back on the attacker.

Sanguine Assistant: basically, roll Occult instead of Contacts to create a creepy blood-fueled assistant for a night.

Shaft of Belated Quiescence: after an attack with a stake, a piece breaks off and beings worming its way to your victim’s heart. The stake makes a secondary attack, using your Occult rating, and then again for a second time if anyone tries to remove the splinter.
Ward Versus Lupines: as Ward Versus Ghouls.

Advanced

I also haven’t completed work on advanced rituals, especially since none of the players in my Fate Core Vampire game are even Thaumaturges 🙂

OK, there we go. Next up, Mechanics.

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