Markdoc
Nov 2nd, '06, 02:33 PM
Hi Guys, here's a character for suggestions/comments. There's no background per se, since this was made up for a fellow GM who wanted " a female, half-dead necromancer". For appearance, see the picture below which should make the disadvantages obvious.
As for the powers they seem straightforward enough - the character is pretty hard to kill, being essentially dead already. The Invisible advantage on her armour is to disguise its effect - as far as attackers can see, thir weapons don't bounce off: they are slicing bits off and doing damage - it's just largely irrelevant.
For the spells, the descriptions are:
History of blood: Causes the target's old wounds to slowly open, one by one so that they slowly bleed to death
Inhabit the Blood - allows the magus to actually flow through a wound and inhabit the victim's bloodstream. She can't do anything while she is inside, but it's a nifty way to travel...
Detect Blood - self explanatory: she can sense the presence of blood and tell quite a lot about it even in total darkness.
Taint Blood - allows her to give the victim a disease, which makes him nauseous (thus clumsy and prone to failing Con rolls, etc)
Blood of the Living - again, simple enough - allows her to regenerate injury by drinking blood from someone/thing else. I didn't add it, but it might be nice to add the limitation that she can gain no more body than the victim has body.
Reverse Blood Flow - allows her to send blood backwards in the veins, hurting, but not injuring the victim (yes, I know in real life that'd kill you, but it's magic, OK?)
Spray of blood - causes all open wounds in the area of effect to spray a fine mist of blood out, creating a red haze, which the necromancer can imbibe and gain energy from. It might be better to make this BOD, I dunno...
Val Char Cost Pts. Roll
13 STR 2 6 12-
14 DEX 3 12 12-
10 CON 2 0 11-
10 BODY 2 0 11-
18 INT 1 8 13-
11 EGO 2 2 11-
15 PRE 1 5 12-
1 COM 1/2 -5 9-
6 PD 1 3
4 ED 1 2
3 SPD 10 6
5 REC 2 0
20 END 1/2 0
22 STUN 1 0
Total Characteristics Cost: 39
Cost Skill Roll
2 FAM: common melee weapons
17 Power skill: Magic of the Bleeding Goddess 25-
1 Literacy
3 KS: Anatomy 13-
3 KS: Graveyards and tombs 13-
3 Stealth 12-
2 KS: Cult of the Bleeding Goddess 11-
Cost Power
10 Undead Flesh 4 PD, 2 ED armour, totally invisible (+1), doesn't stop first body of each attack (-1/4)
8 Undead Flesh Life support (doesn't eat, sleep or age)
20 Undead Flesh 50% Damage reduction vs PD, resistant, only Stun (-1/2)
27 Magic of the Bleeding Goddess 75 point magic multipower, Concentration, 1/2 DCV (-1/4), Extra time, full phase (-1/2), Requires Mana (-1/4), requires a skill roll (-1/2), Side Effect (-1/4).
2 (u) History of blood 1d6 RKA, NND (+1 defence is never being injured, or wearing a blessed token) does body (+1), Reduced END (1/2 END, +1/4), Continuous (+1)
1 (u) Inhabit the Blood Desolidification (affected by body-affecting magic), reduced END (0 END, +1/2) PLUS 1 level of shrinking, reduced END (0 END, +1/2), only to enter victim's body (-1), requires a wound (-1/4), costs END to cast (-1/4)
1 (u) Detect Blood Detect (analyse) Blood at range, targetting
2 (u) Taint Blood Drain DEX and CON (2d6), two characteristics simultaneously (+1/2), Delayed return, 5 points per day (+1 1/4)
2 (u) Blood of the Living Healing 6d6, requires blood to drink from a living creature (-1)
3 (u) Reverse Blood Flow 4d6 NND (defence is not having a normal circulation or or wearing a blessed token, +1)
2 (u) Spray of blood Transfer END (2d6), Area affect radius (+1), Delayed return 5 points per day (+1 1/4), requires a wound (-1/4)
DISADVANTAGES
Cost Disadvantage
10 Physical limit: (Sunlight is painful: -3 to all rolls in sunlight)
20 Distinctive features - looks and smells dead (concealable with major effort, causes extreme reaction)
15 Psych Lim: Fascinated by sorcery (very common, strong)
10 Social limitation : member of the cult of the Bloody Goddess (frequently, major)
15 Hunted by Church Militant, 8- (MoPo, NCI, limited area - not in Samadria)
Characteristics Cost Base Points
39 50
Power/Equipment Cost Disadvantages Points
65 70
Skills/Perks/etc Cost Experience Spent
31 15
Total Cost:
135
As for the powers they seem straightforward enough - the character is pretty hard to kill, being essentially dead already. The Invisible advantage on her armour is to disguise its effect - as far as attackers can see, thir weapons don't bounce off: they are slicing bits off and doing damage - it's just largely irrelevant.
For the spells, the descriptions are:
History of blood: Causes the target's old wounds to slowly open, one by one so that they slowly bleed to death
Inhabit the Blood - allows the magus to actually flow through a wound and inhabit the victim's bloodstream. She can't do anything while she is inside, but it's a nifty way to travel...
Detect Blood - self explanatory: she can sense the presence of blood and tell quite a lot about it even in total darkness.
Taint Blood - allows her to give the victim a disease, which makes him nauseous (thus clumsy and prone to failing Con rolls, etc)
Blood of the Living - again, simple enough - allows her to regenerate injury by drinking blood from someone/thing else. I didn't add it, but it might be nice to add the limitation that she can gain no more body than the victim has body.
Reverse Blood Flow - allows her to send blood backwards in the veins, hurting, but not injuring the victim (yes, I know in real life that'd kill you, but it's magic, OK?)
Spray of blood - causes all open wounds in the area of effect to spray a fine mist of blood out, creating a red haze, which the necromancer can imbibe and gain energy from. It might be better to make this BOD, I dunno...
Val Char Cost Pts. Roll
13 STR 2 6 12-
14 DEX 3 12 12-
10 CON 2 0 11-
10 BODY 2 0 11-
18 INT 1 8 13-
11 EGO 2 2 11-
15 PRE 1 5 12-
1 COM 1/2 -5 9-
6 PD 1 3
4 ED 1 2
3 SPD 10 6
5 REC 2 0
20 END 1/2 0
22 STUN 1 0
Total Characteristics Cost: 39
Cost Skill Roll
2 FAM: common melee weapons
17 Power skill: Magic of the Bleeding Goddess 25-
1 Literacy
3 KS: Anatomy 13-
3 KS: Graveyards and tombs 13-
3 Stealth 12-
2 KS: Cult of the Bleeding Goddess 11-
Cost Power
10 Undead Flesh 4 PD, 2 ED armour, totally invisible (+1), doesn't stop first body of each attack (-1/4)
8 Undead Flesh Life support (doesn't eat, sleep or age)
20 Undead Flesh 50% Damage reduction vs PD, resistant, only Stun (-1/2)
27 Magic of the Bleeding Goddess 75 point magic multipower, Concentration, 1/2 DCV (-1/4), Extra time, full phase (-1/2), Requires Mana (-1/4), requires a skill roll (-1/2), Side Effect (-1/4).
2 (u) History of blood 1d6 RKA, NND (+1 defence is never being injured, or wearing a blessed token) does body (+1), Reduced END (1/2 END, +1/4), Continuous (+1)
1 (u) Inhabit the Blood Desolidification (affected by body-affecting magic), reduced END (0 END, +1/2) PLUS 1 level of shrinking, reduced END (0 END, +1/2), only to enter victim's body (-1), requires a wound (-1/4), costs END to cast (-1/4)
1 (u) Detect Blood Detect (analyse) Blood at range, targetting
2 (u) Taint Blood Drain DEX and CON (2d6), two characteristics simultaneously (+1/2), Delayed return, 5 points per day (+1 1/4)
2 (u) Blood of the Living Healing 6d6, requires blood to drink from a living creature (-1)
3 (u) Reverse Blood Flow 4d6 NND (defence is not having a normal circulation or or wearing a blessed token, +1)
2 (u) Spray of blood Transfer END (2d6), Area affect radius (+1), Delayed return 5 points per day (+1 1/4), requires a wound (-1/4)
DISADVANTAGES
Cost Disadvantage
10 Physical limit: (Sunlight is painful: -3 to all rolls in sunlight)
20 Distinctive features - looks and smells dead (concealable with major effort, causes extreme reaction)
15 Psych Lim: Fascinated by sorcery (very common, strong)
10 Social limitation : member of the cult of the Bloody Goddess (frequently, major)
15 Hunted by Church Militant, 8- (MoPo, NCI, limited area - not in Samadria)
Characteristics Cost Base Points
39 50
Power/Equipment Cost Disadvantages Points
65 70
Skills/Perks/etc Cost Experience Spent
31 15
Total Cost:
135