Animator Abilities

------------------------------=<< Raising >>=-------------------------------

Raising the dead is the art of focusing the knack of animation. Please see 'news zombies' for ritualistic details on raising the dead. The basic formula for 'Zombie per Raising' is 2 to the power of 1/10th Raising per night. To work this out, one can either..

think round(power(2, fdiv(X, 10)), 2)

..with X=Raising, or one can just type '+raise' (if one wants to show off, '+raise/here' demonstrates to folks in the room). Any remainder (fraction after the decimal point) is the odds of raising a 'spare'. Please note that Necromancy is added to Raising for this formula.

\begin{align} 2^{Raising+Necromancy \over {10}} \end{align}
1-10 May raise 1.07-2 zombies in a night.
11-20 May raise 2-4 zombies in a night.
21-30 May raise 4-8 zombies in a night.
31-40 May raise 8-16 zombies in a night.
41-49 May raise 16-32 zombies in one night.
50+ Night of the Living Dead

When a zombie is successfully created, it has as many Wound Points left as its Fitness. A Necromancer can attempt to heal it up even more after raising. A failed Raising attempt generally means the corpse didn't regain enough soft tissue to be of any use (No muscles nor tendons, lips nor tongue means no moving or talking).

Let's say you do +raise and you get something like…

GAME> Lyle can Raise 1 fresh zombie(s)/night, with a 86% chance of a spare.
GAME> A 186% chance, with -1 per year post-mortem (and -100 after a raise)

…What you do is you take the 186 chance for the first zombie. Lower that by one percent for each year they've been dead (so 86 years dead and you can still pull it off. 87 and its a 99 percent chance of doing it). If you manage to raise them, reduce that 186 by 100 + (however many years the first one was dead). That gets you the next base chance for the next one that night.

In the books, there are instances of multiple zombies being raised at the same time as well as animation performed while the sun is up, but that takes such a freakishly high level of power that it'll hopefully never be seen in-game.

A Raised zombie will remain animate (unless "shut down" by the Animator) for as many night-time hours as the Animator's Raising(+Necromancy if they have it) and will try to "shut down" at dawn unless ordered otherwise. Once dawn hits, if ordered to stick around, the remaining count-down is halved.

And now we come to sacrifices. To work out the effectiveness of a certain sacrifice, multiply the Soul by the Size and square the whole thing (namely, multiply it by itself).

No soul? (herbivore/prey type) 1 Soul point
Semi-soul? (predator type) 2 Soul points
Soulful? (human) 3 Soul points
Super-souled? (preter) 3+(1/10th Power) Soul points
Can it fit in a shoebox? 1 Size point
Can it fit in a stove? 2 Size points
Can it fit under a desk? 3 Size points
Is it too big for a desk? 4 Size points
A robin (Size:1 Soul:1)? 1x1=1, 1x1=1 +1 years/percent
A kitten (Size:1 Soul:2)? 1x2=2, 2x2=4 +4 years/percent
A small dog (Size:2 Soul:2)? 2x2=4, 4x4=16 +16 years/percent
A young human (Size:2 Soul:3)? 2x3=6, 6x6=36 +36 years/percent
A grown human (Size:3 Soul:3)? 3x3=9, 9x9=81 +81 years/percent
A basic were-thing (Size:3 Soul:3+1.5)? 3x4.5=13.5, 13.5x13.5= 182 +182 years/percent
A basic vampire (Size:3 Soul:3+2.0)? 3x5=15, 15x15= 225 +225 years/percent

If you're not sure which it'd fit under, feel free to go with 2.5 or some other half-way. Sacrifices must be made then and there, and the gain can't be 'stored up' for the next night.

Trying to zombifiy a dead shapeshifter will just produce a normal zombie, since viruses don't do much in corpses (even re-animated ones), and it requires critter-form for a shapeshifter to pass on lycanthropy. Trying to zombify a dead fairy will either produce nothing, or will produce a (fairly useless) ghost (thus the hypothesis that fairies have no souls). Trying to zombify a corpse post-death pre-vampire won't do anything. Trying to zombify a vampire after final death won't do anything. Trying to zombify a dormant vampire won't do anything (and wouldn't work anyway, since vampires are dormant during the day and Raising only works at night). Trying to zombify an active vampire will just tick off the vampire. Zombie psychics/sorcerers/faithful/summoners don't retain their tricks, since they don't really "want" their tricks to happen anymore.

[[include sensitive]]


Picture from Louise Black1

Necromancer Bonus Abilities

-----------------------------=<< Necromancy >>=-----------------------------

Necromancy is an intimate bond between a Necromancer and the dead. With this ability the Necromancer has nearly an infinite amount of ways to manipulate the dead to their own advantage.

If one's Necromancy is higher than a target vampire's Power, the Necromancer can affect the vampire in positive ways (IE: Ways the vampire doesn't mind). If higher than the vampire's Willpower, the Necromancer can begin to prompt effects the vampire might not care for (wounding, forcing into 'sleep', zombie-like control, etc..) Normally, Necromancy is added to Raising for the sake of working out "Zombies per Night", and can also be used to patch up the dead to a more life-like state (+roll/per <Your Level of Necromancy> to try to patch up a zombie. Success is amount healed. Failure divided by ten is poses before one can try again). One can also add Willpower+Necromancy, reduced by another Animator's Willpower, to determine the base percent chance of wresting control of someone else's zombie. If it's Necro vs Necro, both can use Necro+WP.

Accidental Raising is a nasty side-effect of being a Necromancer. Please either notify staff well before or soon after posing any accidental Necromantic effect so reasonable moderation can take place. There may be other odd side-effects, @mailed to you by Staff (although it never hurts to +pitch a notion).

--------------------------=<< Vampire Immunity >>=--------------------------

Many Necromancers exhibit a resistance to vampire-powers. This immunity can be used to resist Mind Rolling and any mind tricks or suchlike that a vampire might use on a vampire-immune person. VI can be used in a +compare to lessen a vampire's Ability to control or confuse the target if the system mechanic uses a +compare. If it's purely based on the vampire's Ability, VI lowers it by a 1-to-1 basis.

Vampire mind-bending tricks include Mind Rolling, Control Emotions, Control Senses, Control Dreams, and general wrangling if the VI person is Marked by the vampire.

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