ANAM' GLAC
Filed, pointed teeth and grisly battle rites: the
Anam'Glac have discovered the true cycle of life,
and have defiled it. They draw power from the souls
of the dead into themselves, to feed off it and
become more powerful. Instead of returning souls to
the circle of life, they consume them and destroy
them. The Anam'Glac are known as the Blood Mages
to some, or the Dark Circle. With their cannibalistic
ways, rare indeed is the Anam'Glac who does not
rise once again from the grave as a fell ghoul. It is as
if in response to their abandoning of the circle of life,
the circle will no longer accept them back.
Membership into the Cult of Anam’Glac is restricted
to mages. Any mage may become an Anam’Glac but
their ranks most often consist of Necromancers,
Black Mages, Celestial and sometimes evil earth
mages. The cult is not found in civilized areas
because of its evil practices. Anam’Glac may not be
healers.
Soul Eating: When given the body of a sentient creature recently slain (within 12 hours), the Anam'Glac can
cannibalize the corpse to gain some of its anima, or essential mystical power. In order to gain this power, the
Anam'Glac must consume the vital organs of the dead, consuming the soul symbolically with the consumption of the
flesh. Removing and consuming the vital organs of a corpse always takes at least 30 seconds. Most Anam'Glac
would prefer to savor their dark meals; some even cook them, but sometimes ritual is discarded to necessity.
Depending on the ability absorbed its duration is variable. An Anam'Glac can consume at most four meals of this
type in a day. It is possible for the Anam‘Glac to feed four times off the soul of a powerful person. (Note to GMs, an
Anam’Glac may never benefit from more then four “feast” at any given time.)

Eating the dead comes with its own risks. The price paid is far dearer than the two coppers for the ferryman's fee.
Technically, cannibalism is often the cause of prion infections, which cause serious, often fatal, neurological and
mental disorders. In game terms, the Anam’Glac must roll under 5 X WP every time they consume the organs, if
they fail the GM should devise a chart of possible mental afflictions.  Many of the dead can be a source of parasites
and other diseases - there is a 10% chance per corpse that the Anam'Glac is exposed to a disease or parasite,
rolling for the exact type on the following table:
1-3 Filth Fever: While under the effects of filth fever they will suffer a 1/3 reduction in their fatigue. The disease
usually last for d5 days.  
4-6 The Shakes: Concentration checks must be made when undertaking any skills or spell casting. Roll under 4 X
WP successfully overcome the shakes. Additionally, any rolls involving MD may only be made at 1 X MD.  The
disease usually last for d5 days.
7-9 Grave boils: Boils break out of the feet, belly and face of the victim.  TMR is reduced by ½ and agility is reduced
by 4. Physical beauty is reduced by 5. Rolls involving AG may only be made at 1 X AG.  Duration is d5+1 days.
10 Cryptosporidios: The victim suffers from abdominal cramps, mild nausea, vomiting, headaches and loss of
appetite for D+1 days.

Mana Pool: The Anam'Glac's training focuses on the power of the consumed soul over that of magical perfection.
Whenever an Anam’Glac devours the heart of a recently slain person they gain half of that person’s FT into a
“mana pool”.  This mana pool can only be used in casting spells and may not be used for anything else. The mana
pool may never exceed the actual fatigue of the mage.  It takes 30 seconds to remove the heart and this must be
done separately from the other organs. This may be done at any rank.

Rank 2: Craft the Dead: The Anam'Glac learns how to invest the head of a slain enemy with magical energies. He
can invest any spell that he can cast into the skull from a sentient creature's head. The base chance is 30% + 5%
per rank. At rank 2 has learned the basics of consuming the soul. In the process of eating the soul of the dead, he
consumes a part of their physical prowess. Roll d10 to determine ability gained: 1-3: PS 4-6: MD 7-9: AG 10: EN.
The Anam’Glac gains ½ of that person’s ability for duration of 24 hours, 72 hours if the person was an adventurer,
one week if a hero. A person who is resurrected or otherwise returned from the dead after being the victim of this
power loses half of the ability score for one week. The Anam’Glac may try to absorb a particular ability by rolling
under 10% +10% per rank. If he or she fails they only gain ¼ from a randomly determined ability.

Rank 4:  The Anam'Glac can consume the mental abilities of the victim as well. This is identical to rank 2 except that
it can also target 1-5: willpower or 6-10: perception. The Anam’Glac may try to absorb a particular ability by rolling
under 10% +10% per rank. If he or she fails they only gain ¼ from a randomly determined ability.

Rank 5: The Anam'Glac can consume some of the victim's memories. For each person's memories the Anam'Glac
currently holds, he can make a recall roll to gather forth a memory that he is searching for (no re-rolls are allowed
for this roll). This ability has no serious long-term after-effects on the victim should he be brought back from the
dead, although he will initially suffer from complete amnesia for 1 day per rank of the Anam'Glac. An Anam’Glac can
shift through a person’s memories equal to ½ his or her WP before those memories are lost.  90% "Routine
Activities", activities, people, places and abilities the victim knew intimately, such as their employer's face, the way to
their house, names and habits of close family and friends, etc. 70% "Common Knowledge", things most people know
that the victim may have known, such as common rumors and gossip, the location of the king's castle, the best inn
in town. 50% - "Specific Minutia", little things the victim knew well, such as command words, passwords, secret
hiding places, and other things the victim knew but didn't use regularly. 20% - "Lost Knowledge", minutia that the
victim only knew vaguely, such as a password he was once told, or the taxation rate in the kingdom. Skin walking
allows them to take the skin of someone slain to assume their shape and appearance. It takes 1 hour to skin a
normal person and the ritual has a 60% chance of working.  If the roll fails that skin is ruined.

Rank 6: The Anam'Glac can draw from the skills of his victims. Select a number of skills equal to the Anam'Glac's
rank from those that the victim had ranks in. It is possible for the Anam’Glac to learn a combat skill with this ability.
The GM should make a d10 chart to determine which skill is absorbed.  If randomly generated, the skill last for 48
hours. If the Anam’Glac tried to absorb a particular skill and fails the randomly determined one only last for 12
hours.  If the Anam’Glac wants to absorb a particular skill he or she has a 60% of absorbing the skill if they knew the
victim possessed the ability. A victim of this power who is later returned from the dead suffers a -40% on skill checks
involving these skills until both 1 week passes per rank of the Anam'Glac or the victim receives psi-surgery from a
telepath or is healed by a rank 8 healer.

Rank 7: The Anam'Glac can draw raw magical power from the souls of those he consumes. The victim must have
had some magical ability - either a spell casting ability, a supernatural power, or a spell-like ability for this power to
take effect. Immediately, the Anam'Glac regains all FT and replenishes their mana pool to full.  The GM should
develop a d10 chart to determine which spell is absorbed. The GM should develop the chart with the 10 highest
ranked spells the victim possessed. The Anam’Glac may try to learn a particular spell they knew the victim
possessed by rolling under 50%, but if they fail they may not learn that spell at all. The Anam’Glac may “learn” a
number of new spell equal to ½ his or her MA.  The memories of the spells last 1 day per rank of the spell
absorbed. If someone is brought back to life, they will loose half their ranks in that spell and must relearn them.

Rank 8: The Anam'Glac learns how to extract energy from the soul of the dead and to share it with his fellows (Not
to exceed WP in number). By preparing a feast of the dead, the Anam'Glac can provide a bonus to any one chosen
ability score (as per the Physical and Mental abilities above) to all those who partake of the feast. This ability score
bonus lasts for one week. Alternately, the Anam'Glac can prepare a feast for the entire community. This version can
feed a number of people equal to the Anam'Glac's class rank plus his willpower, plus the EN of the victim.
Additionally, this provides a +10% to all attack rolls, magic resistance and skill rolls for 2 weeks. For either of these
abilities, the entire body of the victim must be consumed. The victim can never be brought back from the dead, as
his entire soul has been consumed.

Rank 10: The Anam’Glac may now draw upon the collective memories of the consumed. Any memory possessed by
one consumed may be recalled by rolling under 4 X WP. A failure will lead to a trance like coma that will endure for
D minutes. Success allows the Anam’Glac to recall the memory perfectly. Skills and spells may also be attempted
but the chance of success is 2 X WP. Success allows one use of the spell or skill, failure leads to a coma like trance
lasting for D minutes.

Master of the Khukuri:  Once the Anam’Glac achieves full rank in the khukuri they have triple the percentage of
scoring an EN hit and any normal EN hit is considered a grevious.

Anam’Glac need not pay anything for continued upkeep, but do have to pay for training and advancement in their
skill.
Weight
PS
MD
%
Damage
Range
Class
Use
Cost
Rank
4
13
14
55
4
B
M
B
65
8