Saw the Vithyrex Maze portal group arrive at Queesum Cemetery after several escapees thought of Bones and the cemetery.

Opening the archive

Opening the archive
Bones
Brunk Charleston, known as Bones, is an undead gravekeeper and necromancer bound to the Queefdom Cemetery near Gravenhurst. Once a mortal scholar tied to Von Queef University and the Phlakin Library, he preserved his soul inside his own decaying body and has guarded the dead for centuries.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Brunk Charleston, known as Bones, is an undead gravekeeper and necromancer bound to the Queefdom Cemetery near Gravenhurst. Once a mortal scholar tied to Von Queef University and the Phlakin Library, he preserved his soul inside his own decaying body and has guarded the dead for centuries.
Saw the Vithyrex Maze portal group arrive at Queesum Cemetery after several escapees thought of Bones and the cemetery.
Greeted Maine and immediately noticed multiple Maine-like variants inside his crypt.
Tried to make Maine consider Enemy's warning and told Maine he could not keep running from killing someone.
Warned Maine about earlier student groups who became fugitives
including Ballas and Fifi's crystal-search group.
Testified during Maine's trial that he witnessed events through zombies while admitting the limits of his direct knowledge.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Necromancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectChill Touch
Channel grave-cold at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage and cannot regain hit points until the end of your next turn. Undead hit by this power also have disadvantage on the next attack roll they make before then.
Deathwatch
For the duration, you sense corpses, dying creatures, undead, grave sites, and lingering death-echoes in the emanation that are not behind total cover. You know whether a body is living, dying, dead, undead, or soulless.
Toll the Dead
Point at one creature you can see within range. The target must make a WIS save, taking 9 (2d8) necrotic damage on a failed save. If the target is missing any hit points, it instead takes 13 (2d12) necrotic damage.
Funerary Preparation
Touch one corpse or set of remains. Until the effect ends, the remains do not decay, cannot become undead except by your Necromancy powers, and count as prepared for the next Necromancy power you use on them.
False Life
Bolster yourself with a thin shell of grave-force. Gain temporary hit points equal to 1d10 + your WIS modifier. While you have these temporary hit points, you have advantage on death saving throws.
Grave Whisper
Touch a corpse that died within the last day. You hear one brief death-echo: the corpse’s final emotion, final image, final spoken thought, or final injury, chosen by the GM.
Animate Dead
Choose a pile of bones or a corpse of a Medium or Small humanoid within range. It becomes an undead creature: a Skeleton if bones, or a Zombie if a corpse. As a bonus action, command any undead created by this power within 60 ft. To maintain control for another 24 hours, use this power on the creature again before the duration ends.
Speak with Dead
Grant a corpse the semblance of life, allowing it to answer up to five questions. The corpse must have a mouth, must not have been undead when it died, and must not have been targeted by this power within the past 10 days. Answers are brief and limited by what it knew in life.
Culling Sickle
Create a ghostly sickle that hovers near you. When you use this power and as a bonus action on later turns, make a ranged power attack against one creature within 30 ft. On a hit, the target takes 9 (2d8) necrotic damage, and you gain temporary hit points equal to half the damage dealt.
Corpse Stitching
Touch one corpse or one undead creature you control. A corpse is repaired enough to count as intact for questioning, preservation, animation, or transformation. An undead target you control regains 3d8 hit points and gains advantage on saves against being moved, knocked prone, or turned until the start of your next turn.
Raise Dead
Revive a dead creature if it has been dead no longer than 10 days and was not undead when it died. The creature returns to life with 1 hit point. This closes mortal wounds and neutralizes poisons present at death, but does not restore missing body parts. The target suffers a -4 penalty to d20 tests, reduced by 1 after each long rest.
Danse Macabre
Animate up to five Small or Medium corpses you can see within range as Skeletons or Zombies. Each gains a bonus to attack and damage rolls equal to your WIS modifier. As a bonus action, command all creatures created by this power within 60 ft. If you issue no command, they defend themselves.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Source
Open source record
Jericha Database / Images / Headshots
Aspect
Necromancy
Institution / Faction
Von Queef University
family
Charleston
Session Appearance
Act 5 Episode 9 Scene 3
06/04/2026 / Witness
Session Appearance
Act 5 Episode 5 Scene 6
2026-03-19 / Neutral elder / hard-truth advisor
Session Appearance
Act 5 Episode 5 Scene 1
2026-03-19 / Mediator / lawful witness
Session Appearance
Act 5 Episode 4 Scene 51
2026-03-12 / Cemetery host / confused greeter
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Power readiness42 sheet-ready
Necromancy has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
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Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
Witness
Testifies that he witnessed events through zombies and believed Maine attacked after a construct-rights/body-parts discussion, then admits limits of direct knowledge.
Status: No direct status change
Knowledge: Players know Bones did not personally see everything and cannot fully confirm Castro involvement.
Neutral elder / hard-truth advisor
Warns Maine about past student groups who became fugitives, including Ballas and Fifi's crystal-search group, and says this may be one Maine has to face alone.
Status: Bones frames surrender as breaking a fugitive pattern
Knowledge: Players know Bones has watched too many VQU-linked groups run from consequences.
Mediator / lawful witness
Tries to make Maine consider Enemy's warning, then tells Maine he cannot keep running from killing someone and will have to tell someone.
Status: Bones becomes key witness to Enemy's killing
Knowledge: Players know Bones is disappointed and will not hide the murder for Maine.
Cemetery host / confused greeter
Sees the portal group arrive at Queesum Cemetery and says 'Maine?' while noticing both the party's Maine and three Maine-like elves in his crypt.
Status: Bones becomes the transition witness and confusion anchor
Knowledge: Players know the maze exit leads directly into a Maine-variant crisis.
No public inventory items yet.
Tags
In Act 5, the Vithyrex Maze portal deposited My Alchemical Romance and a crowd of escaped NPCs at Bones’s Queesum Cemetery rather than VQU because several people thought of Bones and the cemetery during the escape. Bones greeted Maine, then discovered multiple Maine-looking variants present, including Enemy and a third similar variant, setting up the Gravenhurst/Bones cemetery crisis.
The trial front became a visible courtroom cutaway. Bones testified that he witnessed events through his zombies and believed Maine attacked him after a plan to protect construct/forge body parts was discussed. Maine cross-examined Bones and exposed limits in his direct knowledge.
storyAt Bones's cemetery, Enemy proposes a truce against the outside forces and Centrum-era monsters who changed him and Maine.
storyThe repaired portal carries the escape crowd out of Vithyrex's Maze, but collective intent sends them to Bones's cemetery instead of VQU.
storyAt Bones's cemetery, the escaped group arrives to find Bones facing Maine, Enemy, and another Maine-like variant inside the crypt.
storyThis session completes the Vithyrex Maze escape and corrects prior blended summaries: Arthur gives the major MAI/Malevolus Krane/Castro exposition in the safe room, Maine reads Timonos Truthstriker’s Journal, Morgan ignores Jeff and rejoins, Ash suffers permanent max HP loss after Timonos Truthstriker crashes through, Vic escapes by ramming through a wall, and the mass portal deposits everyone at Bones’s cemetery.
aspectNecromancy is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
groupVon Queef University currently has 76 linked character entries in the World of Jericha archive.