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BJ Back From the Beyond

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Posts posted by BJ Back From the Beyond

  1. Fate looks like it would be slow and difficult to implement online. Still, thanks for pointing me toward it, Alorael.

     

    I've gone ahead and started working on my own rules set. I've still got a lot I need to flesh out, but I'll post what I have here before long.

  2. I've been wanting to do another RPG campaign for a while now, but the thing that's been holding me back is the lack of a rules set that I'd be willing to use. As far as I can tell, we've all given up working on the old AIMhack rules (Lilith in particular has gone off and started using a commercial rules set. Not that I'm complaining; I've enjoyed playing with Savage Worlds immensely), so I've started looking for something else. After looking around at some of the free rules sets out there, I haven't had much luck. If anyone has any recommendations for a rules set I could use, I'd love to hear them. Here's some things I'm looking for:

     

    It must be FREE. I'm cheap. And broke. And I don't like asking my players to pay for something just to be in my game. In other words, commercial systems are right out. Some systems have free core rules and supplemental rules that you can buy. For the most part, I would be okay with this.

     

    It should be universal. I don't want a system that is tied to heavily to any particular setting or genre. I'm looking for something that will be just at home in a modern-day zombie romp as it would be in a medieval swords and sorcery campaign.

     

    It should be classless. This is more of an issue of personal taste than anything. I've never been much of a fan of class based systems, much preferring skill based ones. Besides, class based systems tend to revolve heavily around medieval fantasy settings.

     

    It shouldn't be too complex. Rules complexity slows down online play much more than it does live play, and a bogged down game is not a fun one.

     

    It shouldn't be too simple. This is my personal taste again. I don't want the game to be overly simplistic. I'm looking for something in my own little Goldilocks zone somewhere between simple and complicated. AIMhack felt about right. I could take something slightly more or less complex than that and be happy.

     

    Being built for online play would be a bonus, but isn't necessary.

     

    The only thing I've found so far that really comes close to what I'm looking for is Simplex, but I'd really need to rework a lot of that before I'd use it. If I can't find a system that suits my needs and tastes, I'll probably just try my hand at developing my own (and given how that has turned out in the past on these forums, I'm not very confident about doing that).

     

    So, recommendations, thoughts, concerns, questions. I welcome all of them.

  3. Leila Rithorn, Master Necromancer

    For all your undead abomination needs

     

    Stats

     

    Wounds: 0

    Fatigue: 0

    Power Points: 1/20

     

    Experience: 40

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d10

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    New Power (Spectral Servant/Shadow Bolt)

    New Power (Grave Speak)

    Power Points x2

    Necromancer: May cast the Zombie power at Novice rank, reduces the PP cost of the Zombie power by 1, may double the cost to increase the duration (2d6 hours, 2d6 days with a raise, permanent with two raises). May never have more permanent undead than twice one’s spirit die.

    Master Necromancer: Zombies raised by this character now have an extra die in Strength and one skill of the player’s choice.

    Attractive: +2 Charisma

     

    Powers

     

    Rend Life (bolt w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: 12/24/48

    Duration: Instant

    The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

     

    Shadow Bolt (bolt w/ dark trappings)

    Rank: Novice

    PP: 1

    Range: 12/24/48

    Duration: Instant

    A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d4+1 damage and envelopes the target in a cloud of darkness, giving a -2 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d4 damage for 2PP.

     

    Deathly Presence (fear w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: Smarts x 2

    Duration: Instant

    The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

     

    Animate Dead (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 2/corpse

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

     

    Spectral Servant (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 3/spirit

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

     

    Grave Speak

    Rank: Seasoned

    PP: 4

    Range: Touch

    Duration: 3 (1/round)

    This spell allows the caster to contact a departed soul. To do this, the spell must be directed at a particular soul and the caster must either know the name of the deceased or have access to a personal item (part of their corpse, a treasured item, etc.). If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit is not necessarily friendly and may lie, but it cannot refuse to answer or make guesses. The spirit only knows whatever it knew in life.

     

    Shadowstep (Burrow w/ dark trappings)

    Rank: Novice

    PP: 3

    Range: Smarts x 2

    Duration: 3 (2/round)

    The caster steps into the shadows and vanishes. While merged in this way, they are able to transport themselves to any area covered by darkness within range as a movement action. They may step out of the shadows at their current location as a free action – making a Stealth roll opposed by the opponent’s Notice if attempting to ambush someone. On a raise, this gives the benefits of the Drop (+4 attack and damage), and gives half the benefits for a success. The spell requires shadows of at least human size to work, and if the shadow currently being used ceases to exist, the caster (and anyone else in it) instantly reappears and the spell expires. The spell can affect up to five targets, at 1 PP per target beyond the first.

     

     

    I'll increase the Fighting skill dies for the zombie roc and the blessed zombies. As for my ghost, I'll increase its Notice die.

  4. Ding! +Power Points.

     

     

    Name: Leila Rithorn

    Race: Elf Female

    Occupation: Traveling Necromancer

     

    Power Points: 20

     

    Experience: 37

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d10

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    New Power (Spectral Servant/Shadow Bolt)

    New Power (Grave Speak)

    Power Points x2

    Necromancer: May cast the Zombie power at Novice rank, reduces the PP cost of the Zombie power by 1, may double the cost to increase the duration (2d6 hours, 2d6 days with a raise, permanent with two raises). May never have more permanent undead than twice one’s spirit die.

    Attractive: +2 Charisma

     

    Powers:

     

    Rend Life (bolt w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: 12/24/48

    Duration: Instant

    The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

     

    Shadow Bolt (bolt w/ dark trappings)

    Rank: Novice

    PP: 1

    Range: 12/24/48

    Duration: Instant

    A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d4+1 damage and envelopes the target in a cloud of darkness, giving a -2 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d4 damage for 2PP.

     

    Deathly Presence (fear w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: Smarts x 2

    Duration: Instant

    The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

     

    Animate Dead (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 2/corpse

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

     

    Spectral Servant (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 3/spirit

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

     

    Grave Speak

    Rank: Seasoned

    PP: 4

    Range: Touch

    Duration: 3 (1/round)

    This spell allows the caster to contact a departed soul. To do this, the spell must be directed at a particular soul and the caster must either know the name of the deceased or have access to a personal item (part of their corpse, a treasured item, etc.). If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit is not necessarily friendly and may lie, but it cannot refuse to answer or make guesses. The spirit only knows whatever it knew in life.

     

    Shadowstep (Burrow w/ dark trappings)

    Rank: Novice

    PP: 3

    Range: Smarts x 2

    Duration: 3 (2/round)

    The caster steps into the shadows and vanishes. While merged in this way, they are able to transport themselves to any area covered by darkness within range as a movement action. They may step out of the shadows at their current location as a free action – making a Stealth roll opposed by the opponent’s Notice if attempting to ambush someone. On a raise, this gives the benefits of the Drop (+4 attack and damage), and gives half the benefits for a success. The spell requires shadows of at least human size to work, and if the shadow currently being used ceases to exist, the caster (and anyone else in it) instantly reappears and the spell expires. The spell can affect up to five targets, at 1 PP per target beyond the first.

     

     

    Also, Nioca, you should know that Waddles got an advance as well.

  5. Here's how I see the possibilities:

     

    Going back to Port Jynt: We already have the aid of the druids of Halitarn, and they have a plan to bury the lava titan. That's still a viable plan even without the help of Oelis, though it is likely to cause more damage to Eressos and the surrounding islands (via tidal waves). But hey, desperate times and all. Plus this would give us the possibility of asking more about Lentoir and any other places we should go that we don't know about yet. This seems like a pretty solid course of action.

     

    Go looking for Lentoir: The big problem here is that we only have a vague idea of where it is, in the south. That's a lot of ground to cover. It might take us a few days, or a few weeks, or a few months, or... you get the idea. Meanwhile things on Eressos are only going to get worse. It was mentioned that we had a 5 month period before Port Jynt's economy was unsalvageable, so it's not like we have an infinite amount of time for a search. On the upshot, between Leila's new toy and Jered's insane notice skill, we should be able to do some pretty effective aerial recon. If we can get a better idea of where the island is, we could find it pretty fast. To me, this sounds like it will be a pretty solid plan as soon as we get some better intelligence, but not before.

     

    Going back to Oelis: This could either be really bad or really good, depending on how we handle it. We haven't done their economy any favors with the scuttling of Leia's Wings (however much it might help with their marked sky, they're not going to care), and they're not going to thank us for that. However, we now know that they have a Big Bad Monster that needs dealing with, the Lamia. Helping them with that may go a long way toward getting their help with our lava titan. Their mages might be able to mitigate the damage of the druids' plan (which was the whole reason we were there in the first place. Ho boy, did we get sidetracked). Of course, this assumes we can get a word-in-edgewise before they throw us in jail for theft.

     

    Eolith: I thought that was just a joke. Eolith is pretty far out of our way right now, nearly on the other side of the world map. Going there at some point might be a good idea, but doing that before finishing the LT would probably burn too much of our time. If we're just looking for info on Lentoir, I'm more inclined to check out the towns on the southern half of Halitarn first (thank you for that updated map, Dinti), or some other place with lots of knowledge that's much closer than Eolith is.

     

    So I think my vote right now is for Port Jynt, but I’m willing to give Oelis another go if someone else is.

  6. Economic: 1.25

    Social: -2.00

     

    I have to admit, I found a lot of the questions rather peculiar. On several of them, I wish there was a button labeled "Yes and No, for varying reasons," and on others I wish there was a button for "Huh? Please elaborate." My score should probably be taken with a small grain of salt, but it does still make sense to me. Free will is a pretty important part of Christianity, so me being on the Libertarian side of social issues isn't too surprising. As for economic issues, I've always felt capitalism made more sense than communism, so no big surprise there either.

  7. +1 Spellcasting. The modified Shadowstep power is also new.

     

    Name: Leila Rithorn

    Race: Elf Female

    Occupation: Traveling Necromancer

     

    Wounds: 0

    Fatigue: 0

    Power Points: 15/15

     

    Experience: 30

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d10

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    New Power (Spectral Servant/Shadow Bolt)

    New Power (Grave Speak)

    Power Points

    Necromancer: May cast the Zombie power at Novice rank, reduces the PP cost of the Zombie power by 1, may double the cost to increase the duration (2d6 hours, 2d6 days with a raise, permanent with two raises). May never have more permanent undead than twice one’s spirit die.

    Attractive: +2 Charisma

     

    Powers:

     

    Rend Life (bolt w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: 12/24/48

    Duration: Instant

    The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

     

    Shadow Bolt (bolt w/ dark trappings)

    Rank: Novice

    PP: 1

    Range: 12/24/48

    Duration: Instant

    A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d4+1 damage and envelopes the target in a cloud of darkness, giving a -2 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d4 damage for 2PP.

     

    Deathly Presence (fear w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: Smarts x 2

    Duration: Instant

    The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

     

    Animate Dead (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 2/corpse

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

     

    Spectral Servant (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 3/spirit

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

     

    Grave Speak

    Rank: Seasoned

    PP: 4

    Range: Touch

    Duration: 3 (1/round)

    This spell allows the caster to contact a departed soul. To do this, the spell must be directed at a particular soul and the caster must either know the name of the deceased or have access to a personal item (part of their corpse, a treasured item, etc.). If the spell succeeds, a ghostly voice makes itself known and may be questioned. One question may be asked for each round the spell is active. The spirit is not necessarily friendly and may lie, but it cannot refuse to answer or make guesses. The spirit only knows whatever it knew in life.

     

    Shadowstep (Burrow w/ dark trappings)

    Rank: Novice

    PP: 3

    Range: Smarts x 2

    Duration: 3 (2/round)

    The caster steps into the shadows and vanishes. While merged in this way, they are able to transport themselves to any area covered by darkness within range as a movement action. They may step out of the shadows at their current location as a free action – making a Stealth roll opposed by the opponent’s Notice if attempting to ambush someone. On a raise, this gives the benefits of the Drop (+4 attack and damage), and gives half the benefits for a success. The spell requires shadows of at least human size to work, and if the shadow currently being used ceases to exist, the caster (and anyone else in it) instantly reappears and the spell expires. The spell can affect up to five targets, at 1 PP per target beyond the first.

     

  8. Given that I'm not an expert in these matters, here's the best advice I can give: If you're not 100% sure that your attraction to this girl is enduring (like, the-rest-of-your-life enduring) then do not pursue it. You really don't want to invite that kind of drama into your life. You will just end up regretting it.

  9. Stats:

     

    Name: Leila Rithorn

    Race: Elf Female

    Occupation: Traveling Necromancer

     

    Wounds: 0

    Fatigue: 0

    Power Points: 15/15

     

    Experience: 26

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d8

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    New Power (Spectral Servant/Shadow Bolt)

    New Power (Speak With Dead)

    Power Points

    Necromancer

    Attractive

     

    Powers:

     

    Rend Life (bolt w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: 12/24/48

    Duration: Instant

    The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

     

    Deathly Presence (fear w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: Smarts x 2

    Duration: Instant

    The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

     

    Animate Dead (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 2/corpse

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

     

    Spectral Servant (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 3/spirit

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

     

    Shadow Bolt (bolt w/ dark trappings)

    Rank: Novice

    PP: 1

    Range: 12/24/48

    Duration: Instant

    A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d6 damage and envelopes the target in a cloud of darkness, giving a -1 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d6 damage for 2PP.

     

    Speak with Dead (mind reading w/ necromantic trappings)

    Rank: Novice

    PP: 3

    Range: Smarts

    Duration: 1

    You temporarily imbue a corpse with the semblance of life and force it to answer a single question. The corpse is limited to whatever it knew in life, and its answers tend to be brief and cryptic, but it doesn’t lie. If you get a raise then you can cast the spell again if you wish to ask another question, otherwise the corpse becomes immune to this spell for one week.

  10. Here's my advance. I'm taking the New Power edge to get new trappings for two powers I already have. I've already talked to Lilith about the first, and the second is just a bolt spell with the Darkness (Shroud) trapping from SWD.

     

     

    Leila Rithorn

    Elf, Necromancer

     

    Experience: 20

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d8

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    New Power (Spectral Servant/Shadow Bolt)

    Power Points

    Necromancer

    Attractive

     

    Powers:

     

    Rend Life (bolt w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: 12/24/48

    Duration: Instant

    The caster gestures toward the target and a part of their life-force is ripped away. This deals 3d6 damage and has AP 4. This spell is indirect and cannot miss if successfully cast or benefit from called shots, but the damage is halved if it fails to reach or exceed the TN. If the damage from this spell would incapacitate the victim, instead of rolling on the injury table the victim’s Vigor die is reduced by a die type (to a minimum of d4). The effect of this spell cannot be perceived except through magical means and has no effect against non-living targets (undead, constructs, etc.).

     

    Deathly Presence (fear w/ necromantic trappings)

    Rank: Novice

    PP: 2

    Range: Smarts x 2

    Duration: Instant

    The chilling terror that mortals feel when in the presence of ghosts can be recreated and directed by necromancers. With just a few small, subtle pulses of necromantic energy, they can instill great dread in others. Everyone in a large burst template must make a Fear check, at -2 if the caster got a raise. The spell is also imperceptible except through magical means.

     

    Animate Dead (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 2/corpse

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    Though a few gestures and some chanting, a necromancer can imbue a corpse with unnatural life. The resulting undead is bound to serve its creator for as long as it exists.

     

    Spectral Servant (zombie w/ necromantic trappings)

    Rank: Veteran Novice

    PP: 3/spirit

    Range: Smarts

    Duration: 1 hour, 1d6 hours with a raise, 1 day with two (Spending double PP makes it 2d6 hours, 2d6 days with a raise, permanent with two)

    This spell calls a minor ghost to appear and binds it to serve the caster for the duration of the spell. The resulting spirit is an ethereal creature capable of limited interaction with the physical world (move small objects, turn door handles, etc.). It remembers little to nothing of its former life. Once the spell expires the spirit is sent back to where it came from.

     

    Shadow Bolt (bolt w/ dark trappings)

    Rank: Novice

    PP: 1

    Range: 12/24/48

    Duration: Instant

    A small bolt of elemental darkness flies from the caster’s hand. Upon impact, it deals 2d6 damage and envelopes the target in a cloud of darkness, giving a -1 penalty to the target’s sight-based skill rolls (Notice, Fighting, Shooting, etc, assuming the target uses sight to perform these tasks) on their next action. Up to three bolts can be fired at once at 1PP each, or one bolt can be fired that inflicts an additional d6 damage for 2PP.

     

  11. More power!

     

     

    Leila Rithorn, Elvish Necromancer

     

    Experience: 16

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d8

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6''

    Parry: 6

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    Necromancer

    Attractive

    Power Points

     

  12. Leila takes a moment to do some intensive research.

     

    Experience: 11 (Nocive)

     

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

     

    Smarts: d8

    Spellcasting: d8

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d8

     

    Spirit: d8

    Persuasion: d8

     

    Strength: d4

     

    Vigor: d6

     

    Pace: 6"

    Parry: 5

    Toughness: 5

    Charisma: 2

     

    Edges:

    Arcane Background (Magic)

    Necromancer

    Attractive

     

  13. A while ago I decided to step back from this campaign for a bit to sort of refresh and let myself get excided about it again. I never officially announced this, though a couple of you were there when I made the decision. Now, it's time I made a decision as to whether to continue or not.

     

    I'm sorry. After having stepped away for a while, I find that I have nearly no interest in continuing onward. It's nothing any of the players did. You guys were great. The problems lied entirely on my end, and now I feel like they've drained away all the enthusiasm I started with. I can't imagine the game would very fun for anyone if I tried to continue it in this state.

     

    Again, I'm really sorry, and if I ever run another campaign I'll make sure to keep the leasons I learned in this one in mind.

  14. :(

     

    I'm really sorry to hear that. Know that if I ever do a campaign with MapTool again I'll do what I can to make sure this doesn't become an issue again.

    As for Henrietta, I'll go ahead and take control of her for the remainder of the campaign. Unfortunately, due to the nature of the story, it's unlikely there will be any good opportunity for new characters to join.

  15. Lilith already knows my advance, but I'm gonna post it here anyway:

     

    Leila Rithorn

    Experience: 5

    Agility: d6

    Fighting: d4

    Riding: d6

    Stealth: d4

    Smarts: d8

    Spellcasting: d8

    Notice: d6

    Investigation: d6

    Knowledge (Arcane): d4

    Spirit: d8

    Persuasion: d8

    Strength: d4

    Vigor: d6

     

    Pace: 6''

    Parry: 5

    Toughness: 5

    Charisma: 2

     

    Hindrances:

    Cautious (Minor)

    Quirk (Minor)

    Wanted (Major)

     

    Edges:

    Arcane Background (Magic)

    Necromancer

    Attractive

     

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