Deathless [2/lvl]
Detect Undead [3]
Acute Sense (Undead) [2/lvl]
Extra Uses [1]
Dying Memory [10]
Echoes of the Grave [9]
Spirit Empathy [4]
Deathless [2/lvl]
Deathless [2/lvl]
Deathly Silence [4/lvl]
Shadow Form [10]
Carrying Capacity:
Light Emcumbrance [+5]
Medium Encumbrance [+10]
Heavy Encumbrance [+15]
Extra Heavy Encumbrance [+20]
Death's Call [11]
Spirit Lance [12]
Increase Damage [5]
Spirit Tether [12]
Area of Effect (2m) [6]
Cost: 2 points / level (Max level = Rank Modifier).
Being favored by death helps you resist falling into it when you're close to the edge. You gain +1 to your HT rolls to resist death when at -HT.
Cost: 3 points.
Cost to Activate: 1 Mana
You can sense the "presence" of the Undead nearby. With the expenditure of 2 mana and a full minute of concentration to align you mind with the sense and then search for the closest source of Undead. You may have the power ignore any sources of undead you are already aware of before you activate this power.
Make a Perception roll with penalties based on the long distance range penalties table depending on the range of the water to be detected based. You then know the general direction of the closest undead within your range. You then make an IQ roll to analyze the information you gather using this '6th sense' to determine the approximate distance to and kind of undead detected.
Options:
Acute Sense (Undead) [2 points / level]: You gain +1 to your Perception roll when used to detect the water using this power, effectively extending the range of the skill.
Extra Uses [1 point]: Double the number of uses per day.
Cost: 10 points.
By touching a body, you are granted a flash of memory from the last moments of their life. You relive the final 60 seconds of their life.
Cost: 9 points.
You can perceive and communicate with spirits – particularly spirits of the dead. You don’t see them visually, but you know when they’re nearby. You can speak with any spirit in your presence, provided you share a language. You can also call spirits to you; there is no guarantee that they will answer your summons, but they will hear it. Note that this trait does not give you a reaction bonus with spirits, or any power to control their behavior.
Cost: 4 points.
You are in tune with spirits, and recieve the benifits of Empathy when dealing with them. You can get a feeling for the general intentions of any spirit you encounter by making a successful IQ roll. As well, your Influence skills (Diplomacy, Sex Appeal, etc.) work normally on spirits, which sets you aside from most mortals. Spirit Empathy does not prevent evil or mischievous spirits from seeking to harm you, but at the GM’s option, it might make it easier to detect and counter their plots.
Cost: 4 points / level (Max Level = Rank Modifier).
Your footsteps make no sound. You carry the stillness of the cemetery with you. You can move and breathe noiselessly. You get +2 per level to Stealth skill when you are perfectly motionless, or +1 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
Cost: 10 points.
Cost to Activate: 3 mana
You concentrate for two seconds, channeling the 3 mana cost into your body causing it to melt into a two-dimensional shadow.
This lets you slip along walls and floors – and through the thinnest cracks (anything wide enough to fit your shoulders through) – at your usual ground Move. You can also defy gravity, creeping up walls and across ceilings at half Move.
Physical attacks do half damage to you in this form. Energy attacks do normal damage, except for light-based attacks, which do 50% extra damage. Magic and other purely mental abilities affect you normally.
You are subject to a few major restrictions while in this form. You cannot walk through three-dimensional space; you must slide along an object. Furthermore, you cannot perform any purely physical attacks or actions, and you cannot carry ordinary items or affect them in any way. You can use magic and similar abilities, however.
Options:
Carrying Capacity:
Light Emcumbrance [+5]
Medium Encumbrance [+10]
Heavy Encumbrance [+15]
Extra Heavy Encumbrance [+20]
Cost: 11 points.
Cost to Activate: 3 mana
To use this power you spend 3 mana to channel death into your hand and then touch your target.
If your target is conscious you have to make an unarmed attack roll (Brawl, Karate, or just DX) to touch them and they are able to use Active Defenses to avoid the attack.
If you touch the target, you then have a quick contest of Will vs Will, an unconscious target suffers a -5 to their roll on such a contest.
If you Fail your Will roll: the deathly power doesn't properly transfer to your target
If you Both Succeed you compare your Degree of Success
If the target has a larger Degree of Success: they resist the power and nothing happens.
If your Degree of Success is larger: Subtract their Degree of Success from yours, the result is the duration of the effect in minutes.
If you Succeed and the Target Fails: Add your Degree of Success and their Degree of Failure, this is the duration of the effect in minutes.
If you win your target gets -3 on their death rolls for the duration of the effect. If the target critically fails on their Will check or they fail by 5 or more they need to make a Death Save immediately. This power can be used on someone who isn't yet down but is considerably more effective on a target that is already down.
This power has a 1 hour cooldown and can only be used twice per day, one can call on death only so often.
Cost: 12 points.
Cost to Activate: 1 mana / d6
You point a finger, spending your mana and summoning spectral power. You launch a lance of spirit energy that spears into your target dealing damage. The attack has the following profile:
Innate Attack (Missile) 1d+1 Piercing vs Living / Impaling vs Undead, 1/2D 20 meters, Max 50 meters
The attack deals Piercing damage against a living target, however if used against the undead Spirit Lance deals Impaling damage instead.
Options:
Increase Damage (Max +3) [5 each], Add +1d damage.
Cost: 12 points.
Ethereal chains of spiritual energy spear out of nearby solid surfaces and affix themselves to the target, lashing them in place.
Make an Innate Attack (Projectile), if the target is hit they are bound. The Ranged attack has the following attack profile:
1/2D -, Max 20 meters, Acc 2, R.o.F. 1, Shots N/A, Recoil 1.
A bound creature needs to use a move action to make a Will check with a -6 penalty to break out. Alternatively the bonds can be broken with attacks, but they are insubstantial so only magical weapons and magical attacks are capable to breaking the chains. The chains have DR 2, each damage it takes reduces the strength of the binding by 1, making it easier to burst. If the strength of the binding reaches 0 it also breaks.
Bound creatures are grappled and rooted, grappled creatures have a -4 to DX, and rooted creatures are incapable of taking any movement actions.
Optional:
Area of Effect (2m) [6]
Instead of a single target your Spirit Tethers grab everyone in a 2 meter radius.