Necrotic Stigmata

Risen, Leeches, Los Frios

Necrotic Stylized.jpg

Image by Nicco Salonga

Not all who fall rise again. Not all who are Risen have ever fallen. But those who bear the scars and burden of this Stigmata know well the cold, creeping touch of death. They must deal with a gnawing hunger for flesh or life force, but also the ache of the sun’s light and/or numbness to the hurts of others. In exchange, they get a second (or third) chance at life, enhanced by necrotic strength or by strange and dark powers.

Choose this Stigmata if:

  • You want to play a character with zombie, vampire, flesh construct, and/other other undead characteristics

  • You want to play a 2nd chance at life or revenge after a vicious death

  • You want your character to come back to life after dying to an undead creature or near certain hazardous places.

  • Few are blessed and cursed to be Risen, and only some of these individuals gain the power to cast spells. Only Soul Reavers and Shadow Hunters can harness the powers of sorcery and become Arcanists and/or use the Etheric Arcana skill.

    Risen Arcanists prefer more subtle aspects of magic, such as Obfuscation, Transmutation, or Detection. They take up roles of guides and leaders in their groups rather than the front ranks, making up for their more fragile frames by supporting their allies or bewitching their enemies.

  • Background Perk: You may gain this Stigmata during character generation and choosing the “Grafted” Background Perk. This starts you with the Necrotic Biology and one other Necrotic Trait of your choice.

    Milestone: The easiest way is by choosing the New Graft Milestone when you are eligible to do so. You gain a Milestone for every 100 XP (not LXP) that your Character possesses. This has no XP or Component costs.

    Post Character Creation: However, the main method of becoming Risen is by being killed by an undead creature and/or being near a Death Stone. Mechanically speaking, this allows a Player to choose for their character to gain the Necrotic Stigmata, the Necrotic Biology Trait and one other Necrotic Trait, at the cost of a Grave Scar. Naturally, you cannot gain the Necrotic Stigmata if you already have another Imbued Stigmata or Graft.

    -- Sanguine Remedy Trait: Another way to become Risen is through the Sanguine Remedy Trait. This allows said Risen to raise a person from the dead, although it may render them vulnerable to their savior’s dominating will. This has the requirements and process below:

    • CMP Cost: Rare CMP x5 (Abyssal/Death/Shadow)

      • You can waive the CMP Cost but the target gains 1 Grave Scar.

    • XP cost: Recipient has 30 XP available

    • Skills: Sanguine Remedy

    • Action: Long Task (5+ minutes)

    -- Process:

    • Step 1: Give Game Staff the required CMP

    • Step 2: Perform 5+ minutes of roleplay that reflects this Task

    • Step 3: At the end of the role-play, the Graft has been successfully and safely implanted within the recipient. They receive the Necrotic Biology Trait and a Trait from their Subtype (as chosen by the Soul Reaver)

    • Other effects:

      • If the recipient was dead, then they are revived and gain a new Grave Scar (max 1)

      • They become your Ghet and you become their Sire, making them unable to negate certain effects from you.

    -- Necrotheurgic Life: A Channeler with the Necrotheurge Anchor can revive corpses and choose to grant them the Necrotic Stigmata.

    -- Requirements:

    • CMP Cost: None

    • Skills: Theurgic Anchoring (Necro)

    • ATN: Necrotheurgic Anchor

    • Action: Long Task (5+ minutes)

    • Other: The recipient must be dead but their spirit is willing

    -- Process:

    • Step 1: Perform 5+ minutes of roleplay that reflects this Task

    • Step 2: At the end of the role-play, the Graft has been successfully and safely implanted within the recipient. They receive:

      • the Necrotic Biology Trait

      • Subtype (as chosen by the Necrotheurge)

      • One Grave Scar.

      • Other effects: The Necrotheurge can choose to apply the Necro Scion curse upon those they affect in this way. It prevents the cursed individual from resisting the Necrotheurge but also bolsters their health.

    Special Note: In the World Beyond the Fall, not everyone Rises again from death. While Player Characters have greater access to this Stigmata, it is not available to most of Humanity.

  • Pick at least two

    • Dark patches around eyes

    • grey, deathly pallor (natural or painted)

    • Patches of grey, rotted skin

    • Massive amounts of scars or stitches

    • Visible black or red veins upon face and neck

  • Pick at least one :

    • red irises

    • silvery white hair or stringy grey hair

    • Fangs

    • Visible black or red veins upon arms/hands/other flesh

  • There are three Necrotic Subtypes within the Stigmata. Each Risen comes from one Subtype, although there are a few that branch out to another. Player Characters may have Traits from one of the Necrotic Subtypes. Once per character, they may expend a Milestone to gain the Unique Subtype Milestone and gain a Trait from another Necrotic Subtype, thereby gaining access to the other Traits of that Subtype. No character can have more than two Subtypes at a time.

    — Corpse Gaunt: Friyos of this Subtype are born of a thirst for vengeance. Many are crisscrossed with scars or stitched flesh and find it very difficult to stop their own fury from erupting into violence.

    — Shadow Hunters: Risen of this Subtype are skilled at tracking and stalking their prey. They are creatures of the night and its symphonies -- as capable and as vorpal as the jaguar and the owl. They despise the sun and flames cause them immense agony. Shadow Hunters can learn Etheric Arcana and become Arcanists.

    Soul Reaver: Necrotic individuals of the Soul Reaver Subtype hunger for the blood and spiritual energy of others. Despite their bloodlust, they are social beings, surrounding themselves with allies and willing prey to compensate for their weakened flesh. Soul Reavers can learn Etheric Arcana and become Arcanists.

  • Traits are a special type of Skill that is more costly than most Skills and more powerful. As opposed to being tied to a Class, Traits are tied to one’s Stigmata and cannot be gained unless one is of the correct Stigmata. Below are the ways to gain more Traits from the Necrotic Stigmata. Unless otherwise stated, you cannot pick a Trait more than once.

    — Background Perk: Use a Background Perk to choose the Necrotic Stigmata, you get the Necrotic Biology Trait and one other Necrotic Trait at character creation

    — Experience Points: Expend 30 XP and three Rare components (Abyssal, Death, or Shadow) to gain a Necrotic Trait, which appears and is usable immediately if you have the necessary props or prosthetics. The components are consumed by the character to jump start further evolution into this Stigmata.

    — Milestone: You may expend a Milestone to gain another Necrotic Trait this has no other costs.

  • Necrotic Biology (All): Risen are granted a strong measure of resistance to pathogens as well as some ability to return from death’s door. 

    Corpse Gaunt: Friyos of this Subtype are born of a thirst for vengeance.

    • Corpse Flesh: Your unearthly willpower makes it difficult to keep you down.

    • Killer Frenzy: Your brutish strikes make angering you a bad idea.

    • Revenant Rush: When you rush forward, bullets and arrows will not stop you unless they bring you down. 

    Shadow Hunter: Risen of this Subtype are skilled at tracking and stalking their prey. Shadow Hunters can learn Etheric Arcana and become Arcanists.

    • Dark Celerity: You are able to fade away from your pursuers, though much better in the dark.

    • Night Stalker: You are death in the dark and your corrosive blood only makes you deadlier.

    • Sunless Surge: Darkness brings you strength instead of fear. 

    Soul Reaver: Despite their bloodlust, they are social beings, surrounding themselves with allies and willing prey to compensate for their weakened flesh. Soul Reavers can learn Etheric Arcana and become Arcanists.

    • Death Mask: Those who stare too deeply into death or defile the dead will reap a shadowy demise.

    • Sanguine Remedy: Your healing skills are improved and you may imbue others with this Stigmata.

    • Soul Thief: You can siphon vitality from others with Death Blows or through sheer will.

Necrotic Traits Description

Necrotic Biology

Risen are granted a strong measure of resistance to pathogens as well as some ability to return from death’s door. 

Special Note: This Trait is gained by all who gain the Necrotic Stigmata.

  • Subtype: All

  • Effect 1: Necrotic Longevity - You may be revived even while you have more than 5 Grave Scars. At 5 Grave Scars, future Revivals from the dead inflict debilitating “Soul Scars”. You are also immune from the Unliving Miasma that afflicts those who use Necrotech, Deathweave, and similar tech.

  • Effect 2: Resilience - You have the Endure Plague skill, allowing you to defend against Blight effects and Diseases. You do not need an Herb Kit to use it. Similarly, this Trait also allows you to reattach your severed limbs after a Conc-10 while pressing them together, in the rare occasion of them being severed.

  • Effect 3: Scratch the Coffin — After you have been for at least 10 minutes, you can report to Game Staff/Logistics and inform them that you have used this Trait to imbue yourself with a Greater Revive - after processing your Grave Scar you can return to the game area. You cannot use this at 5 or more Grave Scars.

  • Drawback: You are not able to gain any benefit from Elixir effects, from Brew Tonics or from the Brewer Discipline’s Soothing Meal skill and its upgrades. You are unable to taste subtle flavors but blood is delicious to you, tasting different to and for each person.


Corpse Flesh

Your unearthly willpower makes it difficult to keep you down.

  • Subtype: Corpse Gaunt

  • Effect 1: You gain the Iron Fortitude skill, which allows you to Self-Revive more quickly if the attack that brought you to 0 HP inflicted only 1 damage (such as a basic melee attack)

  • Effect 2: You are able to use Iron Fortitude without adhering to the armor requirement, augmenting it and invoking it as “Necrotic Fortitude”. As an Aftereffect when you successfully Self-Revive, you may imbue yourself with a “Cure Wounds” or a “Heal 2”

  • Effect 3: You are able to hold your breath for an hour or so. This allows you to go underwater, while “Silenced”. This offers no protection from poison gas and similar hazards.

  • Drawback: Unfettered Fury -- You are unable to negate Frenzy or Dominate effects on yourself, although others can Cure them from you.  


Dark Celerity

You are able to fade away from your pursuers, though much better in the dark.

  • Subtype: Shadow Hunter

  • Effect 1: You gain your choice of the Obfuscate Exodus spell or the Flee the Scene skill. Both allow an elusive exit from danger. If the spell is chosen, this Trait renders a person vulnerable to Eldritch Corruption.

  • Effect 2: After Sunset but before Sunrise or while you are Indoors, you may augment and prefix either skill with “Darkened” (e.g. “Darkened Obfuscate Exodus”) to waive their Focus cost. “Darkened Flee the Scene” only requires qConc-3.

  • Drawback: Dark Walker -- Direct sunlight on your skin feels unpleasant. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Death Mask

Those who stare too deeply into death or defile the dead will reap a shadowy demise when it comes to you.

  • Subtype: Soul Reaver

  • Effect 1: You gain one of the following skills below. Furthermore, you are able to use them even if you lack their Skill Prerequisites. If the spell is chosen, it renders a person vulnerable to Eldritch Corruption.

  • Effect 2: Invoke “Backlash; Master, 7 Shadow” as a Reaction to inflict that effect unto someone who attempts to Scavenge from your body or perform a Death Blow upon you. If this brings them to 0 HP, their action is negated. You may perform this action even while Downed or Critical. “Superior Disarm” will render this function unusable for 1 minute.

  • Drawback: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Killer Frenzy

Your brutish strikes make angering you a bad idea.

  • Subtype: Corpse Gaunt

  • Effect 1: You gain the Melee Fighter skill, allowing you to perform melee Smite attacks that inflict high amounts of damage.  

  • Effect 2: When a Dominate Strike is inflicted upon you, invoke "Killer Frenzy" to negate it and turn it into a Frenzy Strike instead for the same duration. This allows you to go berserk when someone attempts to control your mind -- this works with Unfettered Fury.

    • Furthermore, you can choose to gain and use one 0 Focus use of a melee Smite as an Aftereffect to receiving a Frenzy or negating it. Augment and invoke this as “Frenzied Smite”, which must be used within 10 seconds of receiving/negating the Frenzy.

  • Drawback: Unfettered Fury -- Your will is weakened by constant rage and/or ache. You are unable to negate Frenzy or Dominate effects on yourself (except with Killer Frenzy), although others can Cure them from you. 


Night Stalker

You are death in the dark and your corrosive blood only makes you deadlier.

  • Subtype: Shadow Hunter

  • Effect 1: You gain the Know thy Enemy skill, allowing you to inflict more damage upon an enemy’s back after studying your prey. 

  • Effect 2: You may coat your blades in your accursed blood by inflicting “1 damage” upon yourself with a bladed weapon, arrow/knife pack. Afterward, its Smite, Assassinate, and Death Blows can instead inflict “Psychic” or “Corrosive” — this lasts for 10 minutes or the current combat’s end (aka Scene End). 

  • Effect 3: When you inflict damage via Assassinate, you only need a qConc-5 to study that target again with that skill. This effect persists until Scene End or until you choose a different target. 

  • Drawback: Dark Walker -- Direct sunlight on your skin feels unpleasant. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.


Revenant Rush

When you rush forward, bullets and arrows will not stop you unless they bring you down.

  • Subtype: Corpse Gaunt

  • Effect 1: You gain the Armored Rush skill, allowing you to temporarily ignore the step-and-grunt rule for ranged attacks.  

  • Effect 2: Invoke and augment this Skill as “Revenant Rush”. This expends 1 Focus instead of Aegis and no longer requires that you be armored. Also, you may perform a melee attack that inflicts “Piercing, 3 damage” or your melee Smite damage when Behemoth Rush or Armored Rush ends.

  • Drawback: Unfettered Fury -- Your will is weakened by constant rage and/or ache. You are unable to negate Frenzy or Dominate effects on yourself (except with Killer Frenzy), although others can Cure them from you.  


Sanguine Remedy

Your healing skills are improved and you may imbue others with this Stigmata.

Subtype: Soul Reaver

Effect 1: Whenever you use the Treat Injury skill or a Healing-type Spell to restore HP upon a Bonded ally or your Ghet, you can choose to augment it with the “Sanguine” prefix. This adds one of the Aftereffects listed below.

  • Blood Gift: Imbue the same Healing upon the same Bonded ally/Ghet or a different one via melee touch.

  • Sanguine Command: invoke “Imbue Dominate” on the same Bonded ally/Ghet.

Effect 2: After 5+ minutes of role-play involving blood drinking, dark rites, and/or meditation, you can revive the dead and/or infest a willing target with the Necrotic Stigmata (any Subtype) as outlined in Gaining the Necrotic Stigmata section.

Similar to the vampires of ancient myth, those who you turn with this Trait are forever marked as your Ghet (this is on their sheet as “Ghet of X”) and you as their “Sire” (though gender and/or culture may change the labels of this relationship in-game).

 

Ghet of X (No Attunement Slot, Permanent effect)

Effect: You may never negate or self-cure Dominate, Frenzy, or Inquiry effects when they come from your Sire. However, it must be clear to you who they are (i.e.they are not disguised). Only the death of your Sire may free you from this effect. 

 

Drawback: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Soul Thief

You can siphon vitality from others with Death Blows or through sheer will.

  • Subtype: Soul Reaver

  • Effect 1: You may choose to gain one of the abilities below. If you choose a spell, you can use them without the requirements but they open you up to Eldritch Corruption.

    • Project Wrath spell - this can inflict Psychic-type damage

    • Obfuscate Senses spell — additional option: “Piercing 2 Psychic”

    • Soul Theft - After a Targ-10, invoke “Drain” and throw a spell packet that inflicts “Piercing 2 Psychic” or “Piercing Pull”. Bonuses to spell damage can increase “Drain”, up to the damage cap.

  • Effect 2: You do not need to be wielding a weapon to perform a Death Blow if you prefix it with “Draining”. Furthermore, invoke “Heal 1” to regain 1 HP as an Aftereffect to any one of the situations below:

    • You successfully Death Blow a living or dying foe

    • Your Project Wrath, Soul Theft, or Obfuscate Senses hits and is not negated

    • After you negate an Inquiry effect

    • You successfully use Treat Injury or a Healing spell on an ally.

  • Drawback: Eternal Hunger -- Your insides ache with an insatiable, spiritual hunger. Your maximum HP may never exceed 7 points. Certain attacks are strong enough to Down you with one shot, if you don’t negate or evade them.


Sunless Surge

Darkness brings you strength instead of fear.

  • Subtype: Shadow Hunter

  • Effect 1: You gain the Strength skill. This allows you to break free from constraints or single-handedly drag allies to safety.

  • Effect 2: Your inner darkness increases the damage of your Smites, Death Blows, and Spell attacks by +1, adhering to the damage cap.

  • Effect 3: After Sunset but before Sunrise or while you are in shade (including a wide-brimmed hat, hooded cloak, or an umbrella), you may choose for the damage of your melee Smites (metal weaponry), your Spells, and your Death Blows to inflict Frost-type damage instead of what they normally inflict. 

  • Drawback: Dark Walker -- Direct sunlight on your skin feels unpleasant. Flame and Lightning damage are considered to be Bane damage to you. Also, receiving them inflicts “Hobble” on you, which slows your movement.