Player Name: Kim
Rank: Novice 1 Advances Left: 0
Race: Human
Iconic Framework: Necromancer
Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Pace: d6 (6); Parry: 5 (½ Fighting +2); Toughness: () (½ Vigor+2 plus armor); Strain: 0
Skills:
- Athletics* d6
- Common Knowledge* d6
- Notice* d8
- Persuasion d8
- Stealth* d6
- Spellcasting* d10 (starting d6)
- Repair* d8 (starting d6)
- Fighting d6
- Shooting d4
- Occult d6
- Driven (Major): Ruth was thrown into a rift and taken from her home and family. Her family is the most important thing to her, and they are in danger if she's not there to protect them. She is driven to return to her home at any cost, even if it means abandoning her new friends here in this world.
- Secret (Major): Ruth was once a goddess, slain and forced to be reborn in a mortal body with limited powers. Her powers were limited even more when she was transported to a world that was not of her own creation. Still, others knowing of her past would cause too much trouble, so she just prefers to keep it a secret.
- Loyal (Minor): People have one of two reactions to Ruth; either they think she's crazy, or they're scared of her and what she's capable of doing. For those who look past their disbelief or fears, Ruth is loyal and kind, willing to help her friends in whatever way they need. This, however, causes issues when a chance to return home arises. (see Driven)
- Arcane Background (Magic): Necromancers begin with divination, zombie and three power from the list above, Master of Magic, the Power Points Edge, a d6 Spellcasting skill and 15 PPE (10 PPE base plus 5 PPE from the Power Points Edge).
- 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 enchanted memento mori to store PPE drained via the Siphon PPE ability. As PPE batteries, Phylacteries can indefinitely hold up to Spirit × 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 their propensity for skull motifs might momentarily confuse a CS patrol). Evil Necromancers 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.
- Charismatic (racial): 1 free reroll on Persuasion rolls.
- Master of Magic (IF): Gain access to Mega Power Modifiers.
- Power Points (IF): +5 PP.
- Artificer (IF): Can create Arcane Devices (SWADE page 153)
- Luck (HJ): Draw one extra Benny at the beginning of each game session.
- Channeling (HJ): Reduce PP cost by 1 on a raise.
- Experience and Wisdom (14): There are times when no amount of skill, talent, or training is enough. Fortunately for your character, Lady Luck is in her corner. Take the Luck Edge, or Great Luck instead if she already has Luck.
- Magic and Mysticism (15): Conservation of magical energy is an incredibly powerful talent. Your hero gains the Channeling Edge.
Narrative Hook
From Out of a Rift (11): Your hero happened to be near a Rift when it disgorged something. From that incident came a lasting effect that may have led you to Castle Refuge.