Breath of Thanatos
Discipline Power · Vampire · Level 4
The Breath of Thanatos allows the necromancer to draw out entropic energy and focus it upon an area or person by taking a deep breath and then forcefully exhaling a fog of necromantic energy. This cloud of virulence is completely invisible to anyone without the ability to see the passing of entropy. The energy of this cloud is like a beacon for Spectres, and they are drawn to the entropic force like moths to a flame.
Once the energy is pulled from the necromancer’s body, she can either disperse it over a large area as a lure for Spectres, or use the mist for more sinister purposes. Channeled into an object or person, the death-mist inflicts the subject with a debilitating, wasting illness. Furthermore, the focused energies are tainted and eerie, and though generally invisible (except to powers such as Aura Perception), they tend to cause people and animals to feel uncomfortable around the victim.
System: The player spends one blood point and rolls Willpower (difficulty 8). Only one success is needed to draw out the Breath of Thanatos. If dispersed to summon Spectres, the energies cover roughly one-quarter of a mile (400 meters) in radius, centered around the necromancer. The range increases by an additional one-quarter mile or 400 meters for every additional blood point expended.
Spectres summoned with this power will ignore the summoning necromancer for the duration of the power unless provoked, but may well go out of their way to wreak havoc on anyone else in the vicinity. The necromancer can then use other Necromancy powers (such as those in the Sepulchre Path) to manipulate and affect these Spectres. Ghosts so targeted may then interact with the necromancer as normal, although the other Spectres in the area will continue to ignore both the vampire and the targeted ghost. This energy disperses after a scene, after which the Spectres leave to find new prey. Mechanics for Spectres can be found on p. 385.
If the cloud is directed toward a particular target, the necromancer must either touch the target or direct the stream of entropy using Dexterity + Occult (difficulty 7). A target laden with entropy suffers one (and only one) level of aggravated damage; this generally manifests as sudden illness or decay. The target’s social difficulties while interacting with those unfamiliar with the touch of death — most normal humans, as well as some supernatural creatures — increase by 2. Furthermore, supernatural perceptions indicate the target is tainted with decay, which can be dangerous. This form of taint lasts until sunrise; a victim already plagued by this power cannot be affected again until the previous fog of entropy has dispersed.
A botch on the roll to control this power indicates that the vampire has turned the energy upon himself, and suffers all the effects of the vitriolic breath. This inflicts the usual injury and may subject the necromancer to the possibly dangerous attention of provoked Spectres and other creatures from beyond the grave.
Part of Vitreous Path
See also 6
Abilities & Attributes
- Dexterity shared/trait/attribute/dexterity
- Occult shared/trait/ability/occult
- Perception shared/trait/attribute/perception
Disciplines
- The Sepulchre Path vampire/power/discipline/the-sepulchre-path
Paths & Numina
- Necromancy mage/power/sorcery_path/necromancy
Places
- Spectres werewolf/location/umbral_realm/spectres
Referenced by 1
Discipline Powers
- Night Cry vampire/power/discipline_power/night-cry