Orcus (Rules)

## Advantages

Orcus increase their **Resurrection** and **Distortion** by 1.

They start with the following powers:

* **Distortion**: *Voice in the Veil*
* **Resurrection:** *Gift of Unlife*

## Unique Powers

### Master Powers

**Necromantic Locus [Requires Orcus Allegiance and Spectral Avatar | 10 points]-** *Allows the Ethereal to drain spirits bound to their flesh from their power. This enables them to cast spectral powers that are unattainable to mere Necromancers.*

Active: The Ethereal must make a successful Evocation Roll, which allows them to cast a single ability available to a Spirit bound to them.

## Unique Rituals

### **Aspirant Rituals**

**Elder Signs [Requires Orcus Allegiance | 5 points]-** *The Aspirant may cut protective symbols into unliving skin, temporarly protecting its wearer from the powers of the Underworld. The blade making these cuts must be made from umbral matter and covered in a mixture of graveyard mold, wet soil and ash gathered from burning a coffin. The symbols must be cut with extreme precision while reciting passages from the Book of Aberration. After the procedure is done, bloody symbols must stretch across the targets entire body excluding their face. The cuts will heal after a full day and night have passed.*

Duration: 1 AP / 15 Minutes

Ritual Resources: Common (3), Umbral Dagger (Can be found in Umbra or bought as a Ritual Resources (Necrotic 5))

Effect: The chosen target will be covered in bloody marks that will protect them against spirits. Whenver resisting/defending against a power/attack made by a spirit the marked target will increase their dicepool by 3. The marks can not be healed until the end of the session after which the effect will be lost.

**Skulduggery Dealings [Requires Orcus Allegiance | 10 points]-** *This ritual allows the Aspirant to gain temporary access to necromantic knowledge extracted from the memories of long-dead necromancers. However this may attract the attention of other beings dwelling in the realms they extract their knowledge from. (...)*

Duration: 2 AP

Ritual Resources: (...), Optional Narrative Resource

Effect: The Aspirant may gain any amount of Aberration. For every point they gained the Aspirant is granted 2 temporary XP which may be spend on a power or ritual of choice. After the end of the session the chosen power/ritual will be forgotten however. When using a Narrative Resource the chosen power/ritual may even be from an unaccessable lore (like Blood Sorcery, Metamorphosis) or Specific to another House.

### Master Rituals

**[Memories of the Fallen [Requires Extract Memories (Prospection) | 10 point]-** *The Artificer may sacrifice a memory vital to their former life to enter a trance like state. In this state the Artificer may recover ancient knowledge, writing it down on a prepared set of parchments. Should the Artificer wish to regain more specific knowledge, they may place a handcrafted idol associated with desired infromation next to the parchments.*

Ritual Resources: (...), Optional Narrative Recource

Effects: Gaining specific information at the Storytellers discretion.

Effects: Roll a d6, you gain this much Aberation. Artificer can then unlearn powers and rituals to regain the spent XP. These may be instantly spend it on Necromancy without spending AP.

## Backgrounds

* **3 points; *Necromantic Insight-*** *Orkus are truly the House of Scholars, the most determined researchers of the macabre. While most of them focus on the secrets of death flesh and the spiritual realm, some chose to study other lore of necroamancy. No matter which aspect of the grim aspect you choose, the Orkus will always hold the mantle of supremacy over it.* Allows the Orkus to replace their bonus for Distortion and Resurrection with two other lores of necromancy.
* **5 points; *Midnight Communion-*** *Since ages the Midnight Communion is the greatest opportunity for members of the House to connect themselves which each other. At the last hour of each month all esteemed members will gather around a local chapel or church to exchange knowledge; although it always comes at a price.* Once per time unit the Orcus may attend the *Midnight Communion*. They may ask a House-member a single question or unlock a single power, ritual or knowledge. In return they must truthfully answer a question or must act as a trainer for another power, ritual or knowledge.
* **8 points; *Conjurers Expertise*-** *Most Orkus spend several lifetimes researching and dealing with spirits and their trickery. While even experienced Afflicted struggle understanding or adressing a spirits motive, Orkus have mastered their grim ettiquette. They can parley with all kinds of spirits easier and find themselves less impressed by their tricks.* The Orkus may increase their dicepool by 3 when socially interacting with any kind of Spirit, including resiting Intimidation.

## Corruption

* **Restless Spirit-** *Since the transcendancy of their great mother and the fall of the Edimmus last empire, the Orcus feel like strangers no matter where they go. Many chose to spend their Unlife traveling across the material and unliving world, constantly guided by their research. For some Orcus this desire to move along becomes engrained so deeply into their being they become nearly obsessed with it.* Should the Orcus rest at a place known to them for an overall month or longer they will start the game with two points of Binding less.
* **Shadow of Death-** *The countless souls the Orcus has consumed over the course of their unlife have left their mark on them. Since their sorcery is darker and more distorting than any other, these marks are often brought to the surface. Those that come to close to the Orcus will be struck by tormenting memories of the lost souls.* Whenever someone touches the Orcus they will recieve a short vision, displaying the memory of a soul the Afflicted has consumed in the past. When using Intense Focus they may choose to cast a specific memory on anyone touching them. No matter how long these visions are, in the material world no time will pass for the viewer.
* **Infested Flesh-** *The inner organs of the Orcus are crawling with meaty maggots and other kinds of insects. They have fed so much upon their flesh that they are recognised as part of their body, meaning no curse of disease can get rid of them. While most of them breed in their head and digestive tract, once in a while they will grow so numerous some of them will be pushed out of the Orcus body through wounds or their mouth.* Once per session the Storyteller may demand a Composure Roll with difficulty 2 from the Afflicted. Should they fail, maggots or flies will pour out of any wound aswell as their mouth and nose. They may also spend a point of Essence to force a small swarm of these creatures out, which allows them to reroll up to three dice when trying to intimidate a mortal but gives away their supernatural nature.
* **Pestilent Essence-** *The Orcus Essence has been replaced by a pestilent black mist. Should they be wounded all in their proximity will suffer if they come into contact with their Essence, rotting their flesh and blackening their loungs.* All that come into contact with the Afflicteds Essence will suffer 3 points of *Physical Damage*.