Lazarus

Hot +3

Sharp+2

Weird+3

## **Opis**

Odkąd sięga pamięcią zawsze był nekromantą (nie pamięta życia sprzed opętania), żył z innymi podobnymi sobie. Za dawnych czasów podstępkami wzmacniali swoje szeregi, przemieniali coraz większa ilość ludzi w nieumarłych. Do momentu zdobycia stolicy (Scholomance), później zdobywali wszystko siłą i zniszczeniem.

Podczas niszczenia kolejnej z wielu wiosek gdy Lazarus oddał kontrolę demonowi znajdującemu się w nim, patrzył jak ten rozrywa na strzępy młodą kobietę i syna którego trzymała w ramionach. Poczuł wtedy coś dziwnego, sam nie wie co to było... Od tamtej chwili zaczeły pojawiać się w nim wątpliwości co do słuszności mordów na ludziach i zmieniania ich w potwory. Coraz większa nienawiść zaczął odczuwać do podobnych jemu, którzy rozpoczynali waśnie pomiędzy sobą o władze, przywileje... Coraz częściej podróżował samotnie pod różnymi pretekstami wyrywając się z ich miasta, szukał potajemnie sposobów na powstrzymanie duchów które się w nim znajdowały i spokoju jakiego brakowało w jego życiu od dawna...

### **Historia nieznana**

Lazarus, gdy był jeszcze zwykłym człowiekiem, prowadził bibliotekę. Pomagała mu w tym jego żona, gdy tylko nie zajmowała się ich synem. Pewnego dnia "przypadkiem" wpadła w jego ręce księga inna niż wszystkie jakie znajdowały się w jego zbiorach. Zgłębiając wiedzę w niej się znajdującą, nieświadomie odprawił rytuał opętania. Potężny duch o imieniu [potrzebuje jeszcze chwilkę na nie - XDDDDDDD no kurwa faktycznie chwilka], zawładnął jego ciałem i rozpoczął rzeź, zabijając najpierw jego rodzinę.

## **Ghosts**

**Inhuman strength and reﬂexes:** your ghosts make you many times stronger and quicker than other people. Any time you think that your inhuman strength or reﬂexes might help you, ask the MC to choose 1:

* You get +1 or +2 to your roll, or you get +1choice or +1hold after your roll.
* You can do something risky to do it, when a normal person would be simply incapable.
* You inﬂict +1harm, +2harm, or your attack ignores armor.

**Inhuman ﬂexibility:** your ghosts can contort your body into bizarre, appalling, and unnatural confgurations. You can ft through or into spaces that no one could possibly ft into, in order to hide, escape, or gain entry. You can also impress, dismay, or frighten someone without using seize by force to do it. Te MC can have you do something risky to hold a position for a long time, to take the most extreme positions, or to move while contorted.

**Inhuman resilience:** no amount of harm can make your life untenable. Treat harm past the 5th mark as painful and temporarily debilitating, but not lasting. At the beginning of
the next session, reduce your harm to 3 marks.

The MC might decide that certain kinds of extreme harm — immolation or beheading, for instance — count as a exorcism attempt, as follows.

**Exorcism:** you might be able to be exorcised. Maybe a mystic or a bonepicker with a stillroom can help, or a mesmerast or a hocus with augury. Maybe you have another plan of your own. In any case, seeing an exorcism attempt through to its conclusion immediately makes your life untenable. Te only way to be sure of exorcism is to change to another playbook, and to agree with the MC that your ghosts belong to your old life that you’re leaving behind. Seeing an exorcism attempt through gives you an opportunity for this, but doesn’t require it or guarantee it.

**Vulnerabilities:** silver, sunlight, salt

**Hindrances which apply when you act in the presence of vulnerability:**

* **Exposed:** Every PC who sees you goes immediately to Hx+3 with you
* **Afraid:** You take -1 ongoing until you get away from your vulnerability.

**Your Demon's instinct:** collecting souls

## **Moves**

### **Degeneration**

At the beginning of the session, roll+hot. On a 10+, rewrite your
looks slightly for the better. On a 7–9, rewrite your looks slightly for the worse. On a miss, rewrite your looks significantly for the worse. Rewrite freely, not limited to choosing new looks options from your list.

### **Te lily of the pits**

If you have [circle 1: human blood, any blood, raw ﬂesh, writing, terror, poison, the moment of death] to consume, you don’t need or desire anything else. At the beginning of the session, spend no keep for your lifestyle, and tell the MC that you toil not, and yet are arrayed in charnal splendor.

### **Always whispering**

You share thoughts and senses with other necromancers. At any time, you can ask the MC what they’re seeing, hearing, feeling, and thinking about,and you can read them if you choose, even from afar. At any time, you can also ask the MC if there are other necromancers, and who, or who’s new.

### **Anointed for battle**

Paint your skin with symbols of terror and power and they count as armor: 2 armor if you’re otherwise naked or nearly naked; 1 armor if you’re wearing non-armor clothing. When you wear armor, use it instead.

### **Bloodcrazed**

Whenever you inflict harm, inflict +1 harm

### **Visions of death**

When you go into battle, roll+weird. On a 10+, name one NPC who’ll die and one NPC who’ll live. On a 7–9, name one NPC who’ll die OR one NPC who’ll live. The MC will make your vision come true, if it is within their power. On a miss, you foresee your own death, and take -1 ongoing until the battle ends.

### **Perfect instincts**

When you’ve read a charged situation and you’re acting on the MC’s answers, take +2 to the roll instead of +1.

### **Seeing souls**

When you help or interfere with someone, you can roll+weird instead of roll+history.

### **Sanctified**

The world’s psychic maelstrom gives you +1 armor.

### **The Devil Inside**

When you assume your demon form, roll+hard. On a 10+, choose 2. On 7-9, choose 1. On a miss, choose 1 but your Demon wants something right now, give it to her or Do Something Risky to refuse.

* Gain +1armor
* Heal 2-harm
* Inflict +1harm
* +demonic weapon (3-harm hand or 2-harm thrown)

* +demonic movement (flight, speed, jumping, wall-scaning, shadow dash, etc.)

### **Juggernaut**

Take -2 on all “when you suffer harm” rolls.

### **Norman**

You seek the advice of your Demon. Roll+weird to see what it directs you to do. On a 10+ mark experience and take +1forward if you do as your mask wishes. On a 7–9, take a +1 if you do what it wants and act under fire if you don’t. On a miss, it has its own
agenda. Act under fire if you don’t follow it.

### **Rasputin**

Shot, stabbed, and poisoned, you just keep coming. When you are being scary as fuck and coming at someone, you get +1armor. You still get shot and stabbed, bleeding just doesn’t bother you that much anymore.

## **History**

Everyone introduces their characters by name, look and outlook. Take your turn.List the other characters’ names.Go around again for History. On your turn,consider these: human blood, any blood, raw ﬂesh, electricity, terror, poison, the moment of death. Ask one or both:

* Which one of you has provided me with [choose one of the above]? For that characters, write Hx+1.
* Which one of you has blocked me from [choose one of the above]? For that character, write Hx+2.

For everyone else, write Hx-1. Tey have been shadows to you before now.

 Bapupa del'Toro
 Neva Swan
 Bohdan
 Anika

## **Equipment**

with blades of darkness (2-harm, thrown,
(3‑harm, at range, specialized, 2-handed)

## **Improvement**

**NECROMANCER**

* ~~Get +1cool (max cool+3)~~
* ~~Get +1hard (max hard+3)~~
* ~~Get +1sharp (max sharp+3)~~
* ~~Get +1weird (max weird+3)~~
* ~~Exchange one of your necromancer moves for another~~
* Exchange one of your necromancer moves for another
* Exchange one of your necromancer moves for another
* Get followers (you detail) and fortunes
* ~~Get a move from another playbook~~
* ~~Get a move from another playbook~~

After 5 improvements:

* ~~Get +1 to any stat (max stat+3)~~
* Retire your character to safety
* Create a second character to play
* ~~Change your character to a new playbook~~
* ~~Choose 3 basic moves and advance them~~
* ~~Advance the other 3 basic moves~~

**THE CHILD OF BATTLE**

* Get +1hard (max hard+2)
* ~~Get +1hot (max hot+2)~~
* Get +1sharp (max sharp+2)
* Get +1weird (max weird+2)
* ~~Get a new child of battle move~~
* Get a new child of battle move
* ~~Get an ally (cf; detail with the MC)~~
* Get a war-band (you detail) and leadership
* ~~Get a move from another playbook~~
* ~~Get a move from another playbook~~

After 5 improvements:

* ~~Get +1 to any stat (max stat+3)~~
* Retire your character to safety
* Create a second character to play
* ~~Change your character to a new playbook~~
* Choose 3 basic moves and advance them
* Advance the other 3 basic moves

**THE SOULLESS**

* ~~Get +1hot (max hot+2)~~
* Get +1sharp (max sharp+2)
* Get +1weird (max weird+2)
* Get a new soulless move
* Get a new soulless move
* Get a gang (you detail) and Bloody-crowned
* Get a holding (you detail) and wealth
* Get a move from another playbook
* Get a move from another playbook

After 5 improvements:

* Get +1 to any stat (max stat+3)
* Retire your character to safety
* Create a second character to play
* Change your character to a new playbook
* Choose 3 basic moves and advance them
* Advance the other 3 basic moves