Alison- Human Necromancer

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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Alison- Human Necromancer

Post by Alison »

HJ:
  • [dice:227nztxh]57934:0[/dice:227nztxh]
  • [dice:227nztxh]57934:1[/dice:227nztxh]
Narrative: [dice:227nztxh]57934:2[/dice:227nztxh]

Standard Gear: [dice:227nztxh]57934:3[/dice:227nztxh] credits
[dice:227nztxh]57934:4[/dice:227nztxh] gear and valuables
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: Necromancer

Post by Alison »

Alison
Rank: Seasoned Advances Left: 0
Race: Human
Iconic Framework: Ethical Necromancer
Attributes: Agility d6 (1), Smarts d12 (4), Spirit d8 (2), Strength d6 (1) Vigor d6 (1)
Pace: 6; Parry: 5, 6 with dueling cane equipped; Toughness: 15(7); Strain: 0
Skills:
  • Athletics d6 (1)
  • Common Knowledge d6 (1)
  • Fighting d6 (2)
  • Notice d8 (2)
  • Occult d10 (4)
  • Persuasion d8 +1 w/Spirits, -1 w/everyone else (2)
  • Repair d8+2 (1)
  • Shooting d6 (2)
  • Spellcasting d10 (3)
  • Stealth d6 (1)

Hindrances
  • Curious (Major): The character wants to know about everything.
  • Death Wish (Minor): She wants to change some minds about necromancy.
  • Driven (Minor): She wants to be the very best, like no one ever was.

Edges
  • Arcane Background (Magic) (IF): divination, zombie, and 3 powers, 10 PPE
  • Power Points (IF): +5 PPE
  • Artificer (IF): Artificers can create Arcane Devices and give them to their allies. See page 153.
  • Master of Magic (IF): Can access Mega Power Modifiers.
  • Mr. Fix-It (HJ): +2 to Repair rolls, repairs take half the time with a raise.
  • Master Necromancer (Hindrances): Zombies and skeletons raised by the Necromancer have an extra die type in Strength and Vigor (and a resulting +1 Toughness) as well as all known skills.
  • Attractive (Human): +1 Persuasion and Performance.
  • Brave (Advance): +2 on fear checks.
  • Command (Advance): +1 to remove Stunned or Shaken to her followers.
  • Luck (Interlude): +1 Benny
Bennies 4
3 to start
-1 on Occult roll that I ended up crit failing
+1 for Luck Edge
+1 for interlude
Personal PPE 20, Armor PPE 5, Nightmare Wand 10
20 personal base


5 embedded PPE in armor


10 embedded PPE in Nightmare Wand
Phylactery PPE 16
Holds Spirit x 3 PPE =24
-7 for Clarence the Mummy (permanent)
-3 for Shalak (permanent)
0 Wounds/0Fatigue
0 Wounds
0 Fatigue
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Alison
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Re: Necromancer

Post by Alison »

Powers
Arcane Background: Magic
PPE/ISP: 20 - Recovery: 5/hour of rest

Raise [zombie] (3 PPE) [Veteran]
  • Range: Smarts
  • Duration: One Hour
  • Trapping: Automatic raise effect on a success (HJ). Alison casts a spell, and ephemeral light shines from her eyes and hands, reaching out to the body to be raised. One free reroll from IF (cannot reroll Critical Failures).
  • Effect: Grants animation and basic intelligence to the remains of a once-living being. The summoned zombie is obedient but literal-minded in its duties. It isn't telepathic, and must be controlled by voice. The being has the physical skills it had in life, but its Smarts, Spirit and related skills are reset to d4. A raise on the casting roll increases any one of their Traits by one die type (caster's choice). An undead Incapacitated by damage cannot be raised with this power again.
  • Modifiers:
    • ADDITIONAL ZOMBIES (+1): A larger horde can be raised in a single casting by paying an additional 1 Power Point for each extra zombie raised.
    • ARMED (+1 per Zombie): The dead rise with a rusting weapon common to their setting and environment. Choose one: Hand Weapon: Str+d6; Ranged Weapon: Range 12/24/48, Damage 2d6.
    • ARMOR (+1 per Zombie): The horrors crawl from their grave wearing 2 points of Armor. This might be old chain mail, rusting plate, rotting bulletproof vests, etc.
    • MIND RIDER (+1): The caster can communicate and sense through one of the undead he’s conjured. If it’s destroyed, he may jump to any of the others currently under his control.
    • PERMANENT (0): The zombie is given unlife until Incapacitated by Wounds. The Power Points used to raise it are “invested” and unavailable until it’s destroyed. The necromancer may terminate his creations’ unlife at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Permanent zombies remain animated even if their creator is slain!
    • SKELETAL (+1 per Zombie): The corpse sloughs off the hindrances of dead flesh and rises as a
      skeleton. This increases its Agility, Athletics, Fighting, and Shooting dice by one die type each.
    • MUMMY (+3): Raising a humanoid corpse as a Mummy (see page 171) requires preparing the body with 1,000 credits worth of natron powder and resinated wrappings during an hour-long ceremony.
    • Zombie Creature Costs
      Animals and other creatures can also be raised with this foul ability! The cost is 2 for a creature of Size −1 or −2, 3 for Size 0, and 1 for a Small Swarm, 2 for a Medium Swarm, or 3 for a Large Swarm. Larger creatures cost 3 + Size in Power Points. For example, an undead grizzly (Size 2) costs 5 Power Points to raise. Magical or supernatural Special Abilities aren’t conferred to the undead form, but those inherent to the creature are, such as Improved Frenzy, Reach, a swarm’s attack, etc. Additional zombie creatures cost half their base cost if raised at once, instead of the +1 listed for Additional Zombies (round up, minimum of 1).
Medium [divination] (5 PPE) [Heroic]
  • Range: Self
  • Duration: A brief conversation of about five minutes.
  • Trapping: Alison concentrates, typically by closing her eyes, and communes with the spirits of the departed. One free reroll from IF (cannot reroll Critical Failures).
  • Effect: Divination allows the caster to contact otherworldly beings or forces to gain information. Preparing the spell takes one uninterrupted minute, and must be done at a site relevant to the spirit being contacted. If speaking with a ghost, for example, the conversation should occur at its grave, where it was killed, or with a personal object in hand. Oracles may only be engaged at temples, fire spirits near open flames, and so on. After the preparation time is complete, the caster makes her arcane skill roll. Success allows her to engage with the spirit and ask it any questions she might have. The entity must answer to the best of its ability, as directly or ambiguously as the Game Master feels fits the spirit’s personality and the feel of her campaign. A raise means the spirit is more helpful, knowledgeable, or direct than usual (whether it wants to be or not). The type of entity contacted determines how it communicates. Spirits in the netherworld tend to know only those things pertinent to their life and death—and they may not even know the identity of their killer if the person was masked or unseen. Likewise, nature spirits know only about their local environs, demons know only about the affairs they’re directly involved in, and so on. The Game Master must decide what the entity knows based on its background, origin, and personality. Once a spirit has been conversed with it may not be contacted again for 24 hours. The Game Master may extend this to a community of spirits in a single place, such as water spirits in a babbling brook or nameless spirits in a mass grave.
  • Modifiers:
    • COMMUNION (+1): The caster may conduct a lengthy conversation with every entity or spirit in the area, Duration is doubled.
      ASKING PERMISSION (Special): When using divination for the express purpose of requesting permission to raise the body of the departed, divination is an Innate Ability costing only 2 PPE

Fear [fear] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: Instant
  • Trapping: Alison channels otherworldly energy, speaking to her enemies' fears of their own mortality. One free reroll from IF (cannot reroll Critical Failures).
  • Effect: This power causes overwhelming dread and horror. The affected make a Fear roll. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at -2 and Wild Cards add +2 to Fear Table results.
  • Modifiers:
    • AREA OF EFFECT (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
    • SELECTIVE (+1): With intense focus, the caster can choose not to affect any or all individual targets with in a power's area of effect (picking all enemies instead of allies in a blast, for example).
    • GREATER FEAR (+2): Fear rolls are made at –2, or −4 if cast with a raise.

True Sight [detect arcana] (0, 1 PPE minimum) [Novice]
  • Range: Self
  • Duration: 5
  • Trapping: Aspect and Range (self) limitations for -2 PPE to activate (factored into cost above). Alison's eyes glow. Innate Ability.
  • Effect: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
  • Modifiers:
    • EXALTED DETECT ARCANA (+2): Detect arcana is greatly enhanced, giving it expanded analytical effects. With a successful Arcane Skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following: „ Active powers and arcane abilities. „ Type of supernatural creature (vampire, werewolf, dragon, etc.). „ Enchantments present on an item. „ Amount of PPE or ISP possessed by a target. „ Other information the GM allows. When used on a supernatural creature, a raise on the Arcane Skill check reveals any susceptibilities, Weaknesses, and ways to bypass Invulnerability.
    • PRESENCE SENSE (+1): The caster is able to sense the presence and exact location of living beings within range like a radar; detect arcana activated with Presence Sense no longer requires line of sight to locate living beings.

Necromantic Armor [protection] (1 PPE) [Novice]
  • Range: Smarts
  • Duration: 5
  • Trapping: Magic swirls around and then settles into the target.
  • Effect: Protection creates a field of energy or armor around a character, giving him 2 points of Armor, or +4 with a raise. Whether the protection is visible or not depends on the Trapping—this is entirely up to the caster. Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1
      Power Point each.
    • MORE ARMOR (+1): Success grants 4 points of Armor (+6 with a raise).
    • TOUGHNESS (+1): Protection provides Toughness instead of Armor and is not affected by AP (magical or otherwise).
    • GREATER PROTECTION (+3): Protection provides 6 points of MDC Armor (+8 with a raise), which stacks with all other armor, natural or worn. May be combined with the Toughness Power Modifier.

Spiritual Help [boost/lower Trait] (2 PPE) [Novice]
  • Range: Smarts
  • Duration: 5 (boost), Instant (lower)
  • Trapping: Alison calls on the aid of spirits to help or hinder, as the case may be. Spirits temporarily "possess" targets, for lack of a better term, either imparting knowledge and skill or hindering the functions of their targets. One free reroll from IF (cannot reroll Critical Failures).
  • Effect: Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise, for five rounds. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely. Additional castings don’t stack on a single Trait (take the highest), but may affect
    different Traits.
  • Modifiers:
    • ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1
      additional Power Point each.
    • STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
    • GREATER BOOST/LOWER TRAIT (+2): The power’s effects are enhanced— with a success the selected Trait gains a free reroll once per round, on a raise once per action. For lower Trait the target takes the lowest result re-rolled.
Sleep [slumber]

Leech [drain Power Points]




Powers Embedded in Items

Nightvision [darksight] (1 PPE, including Shroud modifier) [Novice] (embedded in armor)
  • Range: Self
  • Duration: 1 hour
  • Trapping: Darkness gathers around the eyes of the helmet, and then trails Alison, partially obscuring her from view.
  • Effect: Darksight allows a hero to see in the dark. With success, he ignores up to 4 points of illumination penalties. With a raise, he ignores up to six points and can see in pitch darkness.
  • Modifiers: SHROUD (+1): Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
Fly [fly] (2 PPE, including Self limitation) [Veteran] (embedded in wings)
  • Range: Self (limitation factored in above)
  • Duration: 5
  • Trapping: Darkness gathers around the eyes of the helmet, and then trails Alison, partially obscuring her from view.
  • Effect: She may fly at Pace 12, or double that on a raise.
  • Modifiers: None.
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Alison
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Re: Necromancer

Post by Alison »

Background
Alison has used her unique connection with the dead to try and ease suffering on both sides of the veil since she was very young. There is a lot of bad in this world, but some of it, a LOT of it, can be cured with some good from the world beyond.

Alison never really fit in well with normal people, and most necromancers this far north are frowned upon. Her social ostracizing just pushed her deeper into her comfort zone (which happens to be full of dead people), but the Legion has given her an avenue to use her gifts under a banner many are coming to see as benevolent.
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Alison
Posts: 56
Joined: Fri Sep 06, 2019 5:02 pm

Re: Necromancer

Post by Alison »

Gear
Ley Line Walker Medium Armor (TW)
  • +5 Armor; +2 Toughness; Min Str d4; 7 lbs
  • Notes: +4 vs disease and poison
  • Helmet features a scavenged "Dead Boy" face plate and embedded darksight power
  • Holds 5 PPE, usable to charge the armor or activate embedded powers

War Staff (retrapped NG-IP7 Ion Pulse Rifle with affixed bayonet): A black staff roughly the size of a cane, engraved with runes along its length, magically hardened, and featuring a cap made of carved and polished horn from a devil unicorn. Alison often wears this strapped to her belt as if it were a sword, and she can call it to her hand with a thought (mechanical equivalent of drawing a weapon, but looks cooler). When she gets into trouble at close range, she can summon a blade of black energy from the end of the staff, turning it into a small glaive of necromantic power. She can "reload" the staff, as it were, by imbuing it with 2 PPE.
  • 20/40/80; 1-3d10; ROF 3; AP 0; Shots 30; Min Strength d4; 4lbs
  • Heavy Pulse: When used in this mode, the war staff uses 3 charges, but add +4 to Damage and apply the Snapfire and Mega Damage qualities.
  • Wide Spread: The kinetic force blasts from Alison's staff follow the same rules as Shotguns in Savage Worlds; they grant +2 Spellcasting due to the spread effect of the attack, but they lose one die of damage at Medium Range, and two dice at Long Range.
  • Melee damage is caused by a blade of summoned black energy and causes Str+d8 AP 8 MD, reach 1, two-hands, +1 Parry
  • Equivalent of HJ roll reducing weight and min/strength factored in above

Nightmare Wand
Elegant, forearm-length wand carved from the horn of a Rhino Buffalo. A handy tool to have when hostilities break out, or when they're about to break out.
  • Embedded fear power (2 PPE, see description above)
  • Embedded Greater Fear modifier (2 PPE, see description above)
  • Embedded 10 PPE for powering fear

Dark Artificer’s Toolkit (enchanted signature item)
Base Item: Toolkit
This set of delicate looking tools are surprisingly tough. Ebony black in color and crafted from the bones of some unknown magical creature, these tools were imbued with a portion of the life essense of a great necromancer at the moment of his death, making them powerful tools of the trade. With this toolkit, which wraps up into a bundle of leather for easy carrying, anyone with a basic understanding of the creation of magical items (i.e., the Artificer Edge) is capable of crafting some truly wondrous treasures.
Upgrades:
  • Major: Minor Item Creation Edge
  • Major: Major Item Creation Edge
  • Minor: Ignore 1 point of penalties on build rolls to create magic items
  • Minor: Ignore 1 point of penalties on build rolls to create magic items

Wings of the Crow (Patron Item)
Unique Enchanted Item
9CF59158-AB9E-4CE7-A7E6-8E4C86EA2CDF.jpeg
9CF59158-AB9E-4CE7-A7E6-8E4C86EA2CDF.jpeg (28.2 KiB) Viewed 5420 times
  • Dimensions: ten foot wingspan, but a mere two feet when folded
  • The wearer gains the Fly power while using this talisman. The wings have a base of 10 P.P.E. and regains 1 PPE per hour. They do not gain access to Mega Modifiers.
  • Indestructible: Cannot be destroyed by any means, save alchemy. Cannot be used defensively or offensively (provide no protection at all)
  • Wall Walker: The wearer acts as if she had the wall walker racial ability while using the wings, as they create gusts of wind to help hold her in place.
  • Curse: None
  • History: Crafted from the wings of an unknown magical creature.



H&K MP5 (9mm) Submachine Gun
  • 12/24/48; 2d6; AP 1; ROF 3; 30 Shots; Min Str d6; 10 lbs
  • Loaded with silver bullets; 2 spare clips

Mummy Wrappings
  • Enough materials to make one mummy (2,000 in valuables from starting gear, 1,000 spent to create Clarence)

Long Coat (Patron Duster)
  • +2 Armor
  • +1 Toughness
  • Lots of pockets
  • Stacks with worn armor


NG-S2 Survival Pack
  • Climbing kit with cord, pitons, and hammer; +1 Athletics (climbing).
  • Compass/inertial mapper with a mirrored back for signaling; +1 Survival (navigation).
  • Emergency Kit with a survival knife, signal flares, and one week of sealed minimal rations.
  • Fire starter kit with pocket lighter and flint sparker. „ „ First aid kit with three uses (each refill costs 100 credits) provides +1 to Healing.
  • Flashlight and radio (five-mile range), crank and solar powered.
  • Hunting/fishing kit +1 to Survival checks to gather food via fishing and trapping small game.
  • Sanitation kit with water filter, canteen, mess kit, soap and sterile cloth.
  • Two-person tent, insulated with a water collector, providing +2 versus cold or heat environmental Hazards. Paired with an insulated sleeping bag.

Credits: 3,400
Starting funds: 1,400 credits + 50,000 credits for pay
-3,000 for difference between light and medium LLW armor
-20,000 for embedded darksight power
-5,000 for +5 PPE to armor
-20,000 for NG-IP7 Ion Pulse Rifle
=3,400


Contacts: None.
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Alison
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Joined: Fri Sep 06, 2019 5:02 pm

Re: Necromancer

Post by Alison »

Advances
Please list all Edges and Advances taken for your character here

Iconic Framework
  • Arcane Background (Magic): Necromancers begin with divination, zombie and three powers from the list above, the Power Points Edge, a d6 Spellcasting skill and 15 PPE (10 PPE base plus 5 PPE from Power Points).
  • Bone Magic: Necromancers begin with d6 Repair, the Artificer Edge, and specialize in scrimshawing and crafting items from bone and sinew.
  • Necromantic Prodigy: Necromancers get a free reroll (can't reroll Critical Failures) on all Spellcasting rolls related to the following powers: boost/lower Trait, divination, drain Power Points, fear, slumber, zombie.
  • Phylactery: All Necromancers craft an enchanted memento mori to store PPE drained via the Syphon PPE ability. As PPE batteries, Phylacteries can indefinitely hold up to Spirit x 3 PPE in reserve for the Necromancer.
  • Siphon PPE: Necromancers can drain mystical energy as per the Siphoning PPE Setting Rule in The Tomorrow Legion Player’s Guide. They can use this extra energy to supplement their own PPE, storing extra power using their Phylactery ability. Ethical Necromancers often use this ability in conjunction with zombie, drawing PPE from volunteers among the friends and family members of the dead they raise. With such reserves available, even Novice Necromancers can raise a squad of zombies from a single graveyard.
  • Spiritual Awareness: Necromancers attune to the spiritual world, gaining detect/conceal arcana as an Innate Ability with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They can sense supernatural beings and see ghosts, ethereal beings, and anyone using the invisibility power within line of sight with a Notice check.
  • Undead Link: Their link to the cycle of life and death grants a natural healing roll once per day. Necromancers get a free reroll (can't reroll Critical Failures) on all social checks involving undead or spirits, and cannot be turned into a vampire against their will. They gain a +4 bonus to resist a vampire's puppet.
  • Cybernetics: A Necromancer's regenerative abilities mean their bodies reject all cybernetic implants.
  • Enemies: Necromancers are “shoot-on-sight” targets for the Coalition (though Necromancers’ propensity for skull motifs on their gear might confuse a CS patrol for a moment or two). Evil Necromancers also treat their heroic peers as foes.
  • Oath: Heroic Necromancers vow to only raise the willing. Before casting zombie on a corpse, ethical Necromancers use divination to gain the deceased spirit's permission; they become so practiced in this that using divination for this express purpose is an Innate Ability costing only 2 PPE.
  • Power Activators: Necromancers must have their hands free to perform gestures and have the power of speech to cast spells. Entangled, Bound, silenced or otherwise muted casters cannot activate new magic powers until they are free
  • Spooky: The air of strangeness haunting Necromancers sets most people on edge. They suffer a −2 penalty to Persuasion in most situations, only lifted when they’re dealing with the spirits of the dead, sapient undead, and inhabitants of communities used to Necromancers.

Hero’s Journey
  • Magic (20): Some arcane wielders learn how to use certain spells as almost second nature. Choose one power your hero knows; if she casts it successfully, she automatically gains the raise effect.
  • Training (7): Choose one Professional Edge (Mr. Fix-It).

Advances
  • Initial Advances: (From Hindrances): Raise Attribute, Master Necromancer
  • Free Edge (Human): Attractive
  • Cybernetic Modifications: None
  • Novice 1 Advance: Raise Attribute
  • Novice 2 Advance: Brave
  • Novice 3 Advance: Skill Points
  • Seasoned 1 Advance: New Powers
  • Seasoned 2 Advance: Power Points
  • Seasoned 3 Advance: Raise Smarts
  • Seasoned 4 Advance: Skill Points
  • Veteran 1 Advance: Command
  • Veteran 2 Advance: Raise Smarts
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
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Alison
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Joined: Fri Sep 06, 2019 5:02 pm

Re: Alison- Human Necromancer

Post by Alison »

Zombie Stats

Clarence (Mummy)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Common Knowledge d6, Fighting d12, Intimidation d10, Notice d10, Persuasion d6, Shooting d8, Stealth d10, Survival d8
Pace: 6; Parry: 8; Toughness: 19 (9)
Hindrances: Ruthless (Minor), Mute, Vow (Major—Obey creator)
Gear: Riot Armor (+5 Armor(10,000)); Vibro-Longsword (Str+d10 MD AP 10 (11,000)); Generic laser rifle (Range 24/48/96, Damage 3d6, RoF1, AP 4)

Special Abilities:
  • Arcane Wrappings: The resin-impregnated linen wrappings of a mummy provide it +4 Armor and +2 Toughness.
  • Bite/Claw: Str+d6 Mega Damage.
  • Fear (−2): Cause Fear checks at −2 when encountered.
  • Fear only Fire: Mummies are immune to most Fear effects and Intimidation, except for large fires which cause Fear (bonfires or larger). Mummies instinctively avoid or circumnavigate trenches of fire, flamethrowers, burning structures, etc.
  • Invulnerable: Mummies can only be Shaken by most attacks, including arcane and Mega Damage, which punch holes into the undead husk only to instantly regenerate.
  • Hardy: Does not suffer a Wound from being Shaken twice.
  • Undead: These ambulatory corpses gain +2 Toughness and Called Shots do no extra damage. They gain +2 to recover from being Shaken, don't breathe and are immune to cold, disease, heat, poison, and radiation.
  • Warded: The ancient and powerful magics that create mummies make them invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical effects.
  • Weakness (Fire): Mummies can only be harmed by fire, plasma, and explosive based attacks, which deal +4 damage; Wounds from such attacks cannot be healed or regenerated.
  • Mind Rider: Alison can see, hear, etc. through his senses.

Alison’s Basic Human Zombie

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d8, Notice d6, Shooting d8
Add 1 die type to Trait of choice, chosen at time of casting
Pace: 4; Parry: 5; Toughness: 8
Edges: —
Special Abilities
  • Bite/Claws: Str.„ „
  • Fearless: Zombies are immune to Fear and Intimidation.„
  • Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn't breathe; immune to disease and poison.„ „
  • Weakness (Head): Called Shots to a zombie's head do the usual +4 damage.

Alison’s Basic Mummy
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d10, Common Knowledge d6, Fighting d12, Intimidation d10, Notice d10, Persuasion d6, Shooting d8, Stealth d10, Survival d8
Add 1 die type to Trait of choice, chosen at time of casting
Pace: 6; Parry: 7; Toughness: 18 (8)
Hindrances: Ruthless (Minor), Mute, Vow (Major—Obey creator)
Gear: Usually armed with crumbling Armor (+4) and melee weapons (Str+d8 Mega Damage, AP 2).
Special Abilities:
  • Arcane Wrappings: The resin-impregnated linen wrappings of a mummy provide it +4 Armor and +2 Toughness.
  • Bite/Claw: Str+d6 Mega Damage.
  • Fear (−2): Cause Fear checks at −2 when encountered.
  • Fear only Fire: Mummies are immune to most Fear effects and Intimidation, except for large fires which cause Fear (bonfires or larger). Mummies instinctively avoid or circumnavigate trenches of fire, flamethrowers, burning structures, etc.
  • Invulnerable: Mummies can only be Shaken by most attacks, including arcane and Mega Damage, which punch holes into the undead husk only to instantly regenerate.
  • Hardy: Does not suffer a Wound from being Shaken twice.
  • Undead: These ambulatory corpses gain +2 Toughness and Called Shots do no extra damage. They gain +2 to recover from being Shaken, don't breathe and are immune to cold, disease, heat, poison, and radiation.
  • Warded: The ancient and powerful magics that create mummies make them invulnerable to banish, dispel, and most arcane mind control effects like illusion, puppet, slumber, stun, etc. They gain +4 to resist other magical effects.
  • Weakness (Fire): Mummies can only be harmed by fire, plasma, and explosive based attacks, which deal +4 damage; Wounds from such attacks cannot be healed or regenerated.
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