Intents:
Placate the Dead: Target Dead has to Test Will against your Channeling Test to make an attack. This does not affect Clash options while Defending.
Memory of Life: Cause a dead body to take the shape they had in life, only still and unresponsive. This will close wounds and other signs of harm.
Augur Through Remains: Roll 1D6 and ask a question. Bearer will give you a true answer within beings knowledge and there is an additional effect based on die result.
– 1+: Suffer one Will Burden and Remains will not answer more questions.
– 4+: Remains will not answer more questions.
– 6: Gain additional piece of information.
– Exhaust: Roll an additional 1D6 dedicating each die to a different question.
Touch of the Dead: As an Attack against Vigor target beings hit-point maximum is reduced by one for duration.
• Harvest: For duration when target causes damage they recover Hit-points by targets lost Hit-points.
• Raising [Exhaust]: Raise a medium or smaller dead body to act as a Follower. Follower has Mastery Prowess, natural abilities of its original form and 5 + Mastery Hit-points in a single Wound. Raised Follower has two Actions but no Responses. Follower has its own Turn in Conflict and you can use an Action or Response to have the being take an Action or Response. Follower has Undead Gift.
– Exhaust: Raise a large being. Being has 10 + Mastery Hit-points and deals an additional die of damage.
– Exhaust: Being has a Response.
• Undeath: For duration target being gains Undead Gift. Any effect affecting the Dead affects them fully. They do not need to eat, sleep or breathe. Mortal diseases, poisons and potions will not affect them. They have Advantage on Deaths Door Tests.