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 The Necromancer

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GMortimer
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PostSubject: The Necromancer   The Necromancer I_icon_minitimeTue Feb 16, 2021 7:03 pm

The Necromancer

The Necromancer 86661d_2dff9d84c0684e7cbaa3d81df35870e5~mv2The Necromancer 86661d_9d8e46b726964b8095305f020d698d3e~mv2

I remember one night our parents left us with our grandparents. When grandma went to bed, grandpa would always tell us a scary story before we fell asleep and it seemed this night would be no different. This time the story began with a beautiful young woman standing alone in a field, she is gathering flowers, making a bouquet for her wedding which is to be the next day. She makes it home just as the sun is setting, through the trees that surround her town she can see smoke.. and fire. She runs along the outskirts of her childhood home until she reaches her house, outside she can see all manner of ungodly creatures dragging away the members of her family and friends that weren't killed. This young woman knows she is too weak to save them and doesn't know enough magic to save the cursed and wounded that are left behind. She drops to her knees and cries herself to sleep in the blood soaked dirt that is all that remains of her world. She prays for the power to save the ones she can, she prays that her love, the man she is to marry is safely among them and for days she sat there, the blood of her friends and family dried on her skin. She sat there for days until someone finally came to answer her prayers.


"Someone so beautiful should never be so sad," a dark figure appeared before her. The dark figure sat with her and told her of a power that could be used to save her loved ones. She told the man she would do whatever she needed to save them. So the dark figure taught her the way the save all her loved ones. The dark figure warned her that the more she used this power, the more her soul would become as dark and as cold as his. As he had used this power so much that not even his body remained. She said that she did not care what happened to her as long as it means that she could save her loved ones. The dark figure told her where she could find the monsters that took them and with that he was gone. She made her way through the forests until she found a cave and inside she could hear the screams of her friends. She could not control what happened next and when it all ended, she found herself surrounded by all those she had saved and she was being held by the man she loved. She looked him in the eyes and found that the part of herself that she sold for the power to save those she loved, was the ability to love. That's where she left him and her friends and family; she wandered into the forests never to be seen again. Her love went onto marry another woman and have a family of his own. That's how the story ended. I don't think my siblings noticed, but I saw grandpa wipe a tear from under his eye before he spoke, "She sacrificed her soul, so that I could live." He never told us that story again.



Class Information

Not everything in this world is as it seems -the good guys can sometimes be the monster and the villains are capable of being heroes; it's all about how one looks at the world. The Necromancers are the greatest example of this fact. They hold the power to do dark, sinister things that defy the laws of nature and to the masses, may seem evil, but to them, it's the only way they can help make a difference. Then there are the Necromancers that are anything but good.. watch out for those guys.


Attribute Restriction:
Arcane: 20
Willpower: 20 

At Character Creation, a player selecting this class must put at least 20 in both Power and Control Attributes.

Class Bonus & Penalties:
- The Necromancer will receive a +1 to rolls involving Black Magic, Curses & Flame Spells.
- The Necromancer will receive a +1 to rolls involving Arcane Knowhow.

- The Necromancer will receive a -1 to rolls involving Melee and Ranged Attacks.


Gear Focus:
These are the weapons/armors that Necromancer will receive a +1 to Rolls with and can use Legendary Items of the following. 
They will receive a -1 to Rolls using any Legendary Weapon/Spell type not on list below.
They will be able to use the DMG and AP of Weapons/Armor/Spells.
They will not receive any bonuses for Legendary Items not on the list.


Weapon/Spell Restriction:  
 
Arcane: Black Magic, Curses & Flame Spells
Melee: Magical Daggers, Staffs, Scythes and Morning Stars

Armor Restriction:

Legendary Armors Allowed:
Over Armor:Cloaks, Robes
Head: Helmets, Hoods.
Hands: Non Metal Gloves


The Necromancer Strand: Darkness - Cursed - Favored
Level Skills:  Pick a Path that best suits you. This does not affect what other skills you may choose down the road. 
Guilt, Honor or Chaos.


Level Three Skills

:DARKNESS:

You were driven here by something terrible that happened in your life and you must do many more terrible things to get out. Those that follow the path of darkness do it for many reasons, must because they have to. There is a voice in the back of their head that tells them if they continue downward into the darkness, they'll eventually reach the other side and be enveloped in light.

Darkness: Corrupt - The Necromancer can refill his MP stock.. by draining it from another living thing. Roll Level+Arcane+Fate.

:CURSED:

You witnessed something evil in your past and it has grown and festered inside you for years until one day you snapped and found there was no going back to the way things use to be. The Necromancer has given into the evil and that evil gives a gift in thanks. Think of it as a member's only jacket.. of evil.

Cursed: Fear - The Necromancer strikes evil into all enemies. So much, that they are ignored for first round of attacks by non-intelligent enemies (animals, monsters, mutants and such).  This is a passive skill and does not need to be rolled for.

:FAVORED:

Then there are those who are so evil that they will have their own apartment, fully furnished ready for them when they enter Hell. But their time on Earth is not without its benefits. It seems the more evil one becomes, the greater the reward.

Favored: Bane - The Necromancer is immune to Curses, Illusions - cast by lower levels.



Level Six Skills

::DARKNESS::

The Necromancer enters the gloom, their eyes glow whatever suits them and though they don't lift a finger, your enemy begins to feel a pain in their chest and they fall to their knees and everything begins to go black as their very soul is drained from their body. Whatever the Necromancer does to your soul within the gloom hurts a thousand times over in the realm of the living.

Darkness::Soul Siphon - Roll a Level+Arcane+Fate, if successful, The Necromancer can drain an enemy soul and have +10 HP x Level (ie +60 HP) to heal themselves or an ally with each round. If they drain a fellow party member's soul, they'll have +20 HP x Level each round.  Each round the enemy will also have that reduced from their HP regardless if the Necromancer uses it or not.
- Once Per Quest. Drain enemy or ally HP to heal yourself or others.  +10 HP x Level.

::GLOOM::


Nearly all Necromancers can see the darkness, but those who are cursed can interact with it. The Gloom it is called by some. It is the in-between, not quite living, not quite dead. The Necromancer sees the Gloom at nearly all times. The stranded wayward soul lost and looking for a way out. Usually, the souls just ignore others, but to some, they may even lend a helpful hand.

Cursed:Guide - Roll a Level+Arcane+Fate, if successful, a spirit will guide or help you in some way.
- Once Per Quest. This still does not need to be rolled for.

::FAVORED::

It's like having a kitten, that you've killed and brought back from the dead to do your bidding. The first thing you notice when you've crossed over into the realm of Dark Magics is that you're allowed company on your way to Hell. It comes in the form of any creature you decide to sacrifice.

Favored::Hellspawn - Once Per Quest, a Necromancer can kill something or someone and turn it into their own little henchman. It becomes only as half as strong as the Necromancer, but still, you can make it take damage for you and that's almost worth putting up with the smell. The Necromancer must roll Level+Arcane+Fate to create their little pony.. err.. demon. The Demon will only obey its master's orders and will only protect them. It does half the damage of the caster and has half of it's overall HP/AP.
- Once Per Quest. Roll to summon an undead henchmen/pet.


Level Twelve Skills

:::DARKNESS:::

With one foot in the Gloom and one foot in the real world - the Necromancer is able to do things without an enemy being wise. Within the Gloom the Necromancer will use an enemy life force as a shield to protect themselves.

Darkness:::Endless - During a Quest, Roll Level+Arcane+Fate to link your life force to an enemy and all attacks against the Necromancer will not count and instead deal life sucking damage to an enemy or party member of their choosing.
- Twice Per Quest.

:::CURSED:::

Sometimes a little evil can do some good.

Cursed:::Exchange - At the start of a quest, a Necromancer has a chance to place a mark on a party member. This mark will slowly drain life from the party member without them even knowing. At the start of a battle, a GM will assign players an attack number (this is how the enemies attack people) whoever has the mark will have 2 numbers assigned to him. Giving him twice the chances of being attacked.. while the Necromancer strangely remains unharmed. This must be rolled for in private. The victim will only be cured if he receives any blessing spell.  Someone cursed may notice they're being attacked more and see the Necromancer's number being rolled but not getting attacked and do the math, so it's ok for them to use OOC info to realize they're being cursed and then ask for a blessing spell from someone.
- Once Per Quest.  Roll Level+Arcane+Fate in private to curse a party member to take your damage.

:::FAVORED:::

Having a Necromancer on your party can be a blessing and a curse.  For those wanting no party in the dark arts they may not have a choice.  If the Necromancer gets the killing blow on an enemy they are given a random chance to do something with the soul of the person or creature they just killed.  After killing an enemy, they offer the soul up to the darkness who gifts them a temporary gift as a thanks.

Favored:::Price of Death - After killing an enemy, the Necromancer rolls a d6 and one of these will happen.
1 - A Dark Being appears, eats the soul and spits out a soul damaging attack on a living enemy.
2 - A Dark Being appears, takes the soul, rips it apart and it scares off a random number of enemies.
3 - A Dark Being appears, absorbs the soul and uses the energy to ignite the area in a burning black flame. AOE on all enemies.
4 - A Dark Being appears, rips apart the soul and uses it to heal the Base HP of all party members.
5 - A Dark Being appears, rips the soul apart and gives the Necromancer a boost. 10xLevel Total DMG added to next round of attacks.
6 - A Dark Being appears, eats the soul and wants more, you point and he enters your target. Enemy or Ally.  And that person is cursed until they die are or Blessed.  They will take +50 DMG Per Round until healed by a Holy Spell and their treshhold for hitting a target goes to 16+.
- Once Per Quest. This does not need to be rolled for, just happens if you kill someone.


Level Fifteen Skills - Coming Soon...



Achievements


- The First to earn the achievement will earn x2 EXP.
- The first 3 Achievements pertain to one of your Level 3, 6, and 12 Level Skills. You can only earn one of each.
- The rest of the Achievements are available for all Necromancers to attempt.

[/center]
Rank One: 100 EXP Reward
Empty Tank: 
Use 'Corrupt' on a fellow party member. Who doesn't realize all his MP is gone and then goes to cast a spell that would have saved his life. And then dies.
Completed By:


The Zoo's Worst Enemy: 
Use 'Fear' on more than two different packs of animals/monsters in one Quest.
Completed By:



Riddles In The Dark: 
Use 'Bane' and ignore a curse or illusion from a caster that kills an ally.
Completed By:



Rank Two: 200 EXP Reward

Self-Inflicted Wound: 
Use 'Soul Siphon', to steal life from and End Boss and kill them using their own strength against them. And be voted Quest MVP.
Completed By:


Beyond The Grave: 
Use 'The Gloom', and have a spirit possess another enemy and force them to kill themselves.
Completed By:

My Little Undead Pony: 
Use 'Hellspawn', create a minion and have them deliver the killing blow to an End Boss. And be voted Quest MVP.
Completed By:  





Rank Three: 300 EXP Reward
HypnoDEATH: 
Use 'Endless', use this skill to force a boss to kill all their henchmen by attacking you.
Completed By:

No No, Thank You: 
Use 'Exchange', put a mark on a fellow party member. And have them take half your DMG for entire Quest. And you get voted Quest MVP.
Completed By:


Voodoo Doll: 
Use 'Deathburn', kill the final boss on the Quest but use the ability to attack and kill a fellow party member.
Completed By:

Rank Four: 400 EXP Reward
Puppet Show: 
Take part in an Event or Quest to kill a major NPC Villain. Then use either a skill or spell to rezz then. Kill him again so you get the credit.
Completed By:



The Dark Brotherhood: 
Confront an NPC Villain who deals in the Dark Arts and defeat them to acquire an Epic or Legendary Spell.
Completed By:


Wow.. That's Dark: 
Do something so heroic that the entire city loves you. Then do something so evil that they will curse your name.
Completed By:

Rank Five: 500 EXP Reward
The Deal: 
The Dark Spirit returns. And he demands a sacrifice.  
Completed By:


Last edited by GMortimer on Sat Sep 10, 2022 1:54 am; edited 3 times in total
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