Night's Pawns: Necromancy For Shadowrun


Danse Macabre: The Game Mechanics Of Necromancy


Necromantic Traits

As noted in the descriptive sections of the text, Necromantic Magic and the ectoplasmic energies that fuel it can damage auras and spirits. While Shadowrun does in some senses deal with Aura Damage through the mechanism of Essence, this doesn't really allow for the variety and depth of Aura traits needed when you FOCUS on the Aura, so this supplement introduces a couple additional mechanics to handle this. First is a set of Damage Tracks to record temporary and short term damage. These Tracks correspond directly to the Stun and Physical Damage Tracks. Second, the Ectoplasmic Energy Pool (EEP) is used to deal with tracking the amount of absorbed ectoplasmic energy within an Aura. Long-term exposure to plasmic energy has damaging consequences as well as short-term effects, and this long-term damage corresponds directly to the two Aura Damage tracks, though exposure not traumatic enough to cause direct aura damage can have noticeable long-term effects, and thus is factored into long-term aura condition. The Attribute Rating tracking long-term Aura Integrity damage is called Necrosis. The Rating tracking long-term Aura Cohesion damage is called Cacophony. Both Necrosis and Cacophony have a calculated "Base" rating and temporarily raised "Current" rating. This is noted on a character sheet much as any other Attribute with modifications from spell or bio- or cyber-ware. Finally, to ease record-keeping in general, the total exposure to ectoplasmic energies, the current "Resistance" to plasmic tainting (Erosion), and the base attribute and modifier (if applicable) for resisting plasmic damage is also tracked.

The basic condition of a Necromancers Aura (or the aura of anyone exposed to Necromantic magic on any kind of regular basis) can cut and paste the following chart to add to their sheet:

     *===============================================*
     §             Aura Condition Monitor            §
     §-----------------------------------------------§
     §               L     M        S           D    §
     §   Integrity: { }[ ]{ }[ ][ ]{ }[ ][ ][ ]{ }   §
     §    Cohesion: { }[ ]{ }[ ][ ]{ }[ ][ ][ ]{ }   §
     §               1  2  3  4  5  6  7  8  9 10    §
     §                                               §
     § EEP:[   ]/[   ]  Spirit Str:[   ], +[  ]Tgt#s §
     §   Erosion:[   ]%   Necrosis:[   ]+[   ]/[   ] §
     §  Exposure:[   ]   Cacophony:[   ]/[   ]       §
     *===============================================*

Spirit Strength

Rather than repeat the caveats to determine resistance to plasm damage and ability to channel plasmic energy every time they're referenced, the Attribute of Spirit Strength is derived ONCE and noted. Spirit Strength represents exactly what it describes: It is the basic "health" of the characters original spirit. For Magically active characters, this is equal to their Magic Rating (including Initiation Bonuses). For Non-Awakened characters, it's generally their Essence Rating. Either type of character MAY opt to use their Willpower Attribute instead, but at a +4 to THEIR target numbers (or -4 to Tgt#'s for negative effects, or Willpower - 4 for Spirit Strength uses which use the Attribute itself as a limit).


Aura Damage

Aura Integrity represents the aura's ability to resist outside influences and contamination. In some respects it can be described as an immune system for the astral body.

Aura Cohesion represents the astral body's ability to hold together. Normally this isn't a problem, of course, but prolonged exposure to the chaotic, anti-life energies of ectoplasm can make this difficult.

Aura Damage caused by ectoplasmic tainting is tracked on a dual Damage Track, just like normal damage. The effects of all but Deadly Aura Damage are the normal Modifier for the Wound as an addition to the Victim's Temporary long-term aura damage rating for the type of Aura Damage. This may sound a little confusing, but a glance at the table below should make it clear. Deadly Aura Integrity Damage indicates a totally corrupted Aura: the victim transfers one Karma Pool Die to become a Permanent EEP Die, inflicting one box of Aura Cohesion Damage, and immediately becomes Hellbound (cf) to whatever ghostly force inflicted the damage. The Hellbinding effect, like Death from Deadly Physical Wounds, occurs only if the victim doesn't receive Healing of the inflicted Cohesion damage within (Essence * 10 min.). Deadly Aura Cohesion Damage immediately inflicts a loss of 1 Essence, and subjects the victim to the effects of the Plasmorphosis Power (cf) as their body and spirit decays into Plasm. Here's a Quick-Reference chart to these effects:

Dmg Type Lvl Aura Is: Effects/Aura Description
Integrity: (L) Effected +1 Necrosis. Somewhat crystalline/fragile
Integrity: (M) Tainted +2 Necrosis. Definitely Crystallized, w fine cracks
Integrity: (S) Damaged +3 Necrosis. Clouded Crystal, flaking/decaying
Integrity: (D) Corrupted 1d Karma Pool -> PEEP, +1 box Cohesion Dmg, Hellbound.
Cohesion: (L) Effected +1 Cacophony. Shadowed/wounded
Cohesion: (M) Tainted +2 Cacophony. Darkened, large suppurating "wounds"
Cohesion: (S) Damaged +3 Cacophony. Advanced decay/slime/toxicity
Cohesion: (D) Corrupted Soulwound, Plasmorphosis

Because of their increased ties to their Astral bodies, magically active characters take ectoplasmic tainting damage on their NORMAL damage tracks as well as on their Aura Tracks, with Aura Integrity Damage corresponding to Stun Damage, and Aura Cohesion Damage corresponding to Physical Damage. Note that this damage CANNOT be healed in any way until the Aura Damage is no longer present.

Damage caused by tainting, unless otherwise noted, is Integrity Damage only, and is Resisted using Spirit Strength + Necromancy(Soulfires), adding Necrosis Rating to all Tgt#'s for Damage Resistance and Healing. "Healing" Aura integrity takes time exactly as for healing Stun damage, using the Spirit Strength Rating in place of Body or Willpower. Exposure to factors that affect Ectoplasmic Force can also modify the Tgt#'s for recovering from Aura Integrity damage.

Healing Aura Cohesion is done exactly as for healing Physical damage (again, using Spirit Strength in place of Body or Willpower), though hospitalization and care, and Body attribute are irrelevant. Apply the Modifiers for factors affecting Ectoplasmic Force to the target #'s, using the AVERAGE conditions. The Willpower Bonus from the Healing Table also applies.


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