Lich as a Race

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Koshnek
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Lich as a Race

Post by Koshnek »

So I had an idea I wanted to make. Christian also had some interest in something similar - so I decided to give it a shot. Lich as a Race!

Lich Racial Statistics
Bad Reputation: Liches are infamous as evil masterminds and rulers of undead hordes. The average person hates and fears Liches; they suffer a -4 Charisma penalty with most folks who discover who and what they are. (-1)
Cyber Resistant: Liches cannot take any Iconic Framework that includes cybernetics as an inherent ability (including the bio-comp system needed to be a Juicer), nor may they roll on the Cybernetics benefits table. (-1)
Distinctive D-Bee: As powerful undead, liches face prejudice. They suffer −4 Charisma with CS citizens. (-2)
Enlightened: Agelessness has granted the lich ample opportunity to increase his mental faculties. Liches begin play with d6 Smarts (natural maximum d12+1) and d6 Spirit (natural maximum d12+1). (+4)
Holy Aversion: As creatures animated by evil magic, Liches have a natural aversion to Holy effects. They suffer a –4 penalty to resist holy effects, and suffering an attack based on that form, the penalty acts as a bonus to damage. (-1)
Overconfident: All Liches are inherently Overconfident in addition to any Hindrances chosen by the player. (-2)
Phylactery: Liches create a phylactery which allow them to transcend death. It also helps rejuvenate their bodies. They regenerate quickly and may make a natural Healing roll once per day (rather than once per week). However, they must replenish their unlife force by spending at least an hour in contact with their phylactery per day. Failure to do so results in an automatic level of Fatigue each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the phylactery restores a level of Fatigue. (+0).
Restricted Path: Liches have no capacity for psionics. They cannot take any Arcane Background using ISP, nor any Iconic Framework that includes it. (-1)
Undead: No longer amongst the living, Liches do not need to breath and are immune to Poison and Disease. They also suffer no additional damage from called shots and ignore one level of Wound Modifiers. (+7)
Wanted (Federation): Dunscon, in particular, has ordered that Liches discovered in the Federation should be brought into his service or destroyed. (-1)

Thoughts, Opinions, and Such?
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Koshnek
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Re: Lich as a Race

Post by Koshnek »

First thought: I did not give Lich an AB! Critical error...but then that removes Restricted Path -1 and I would be 1 point short. Should lich be shoehorned into AB: Magic?
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Re: Lich as a Race

Post by Freemage »

I see no problem with opening it up to non-AB (or to any of a number of PPE-based ABs, for that matter). Think a Crow-style revenant. Take Vow to represent the thing that drives him out of the grave, and presto!

Likewise, I could see a former Necromancer's assistant being transformed first, as part of the experimentation process. You get the phylactery, and the immortality, and then the villagers show up and burn the Necro while you escape into the night.
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Re: Lich as a Race

Post by Snake Eyes »

This looks pretty good to me. I think I mentioned in the chat the possibility of a lich being a sacred guardian of a place / people / item, in which case it might not necessarily be an evil creature averse to holy damage. Maybe in that case, they take a vulnerability to unholy / evil damage? Other than that, most everything else is there.
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Re: Lich as a Race

Post by High Command »

Imma still kill it. :P
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Re: Lich as a Race

Post by Koshnek »

At work so can’t be too in depth, but how about (Un)holy Aversion? Depending on the characters background and source of unlife, they take increased damage from either holy or nexromantic sources?

I think leaving it as Holy and leaving it to GM and player to change the resistance might be better.

Alternate option, leave it the same and word it similar to champion and holy warrior, but reverse. Most liches are created through dark Magic’s, but those created through more righteous magic areinstead weak towards dark magic?
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Re: Lich as a Race

Post by Koshnek »

(Un)holy Aversion: As creatures animated by evil magic, Liches have a natural aversion to Holy effects. They suffer a –4 penalty to resist holy effects, and suffering an attack based on that form, the penalty acts as a bonus to damage. Should the Lich be reanimated by the forces of good, they are instead weak to unholy effects such as necromancy. (-1)

Something like that?
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Re: Lich as a Race

Post by Snake Eyes »

Works for me.
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Re: Lich as a Race

Post by Ndreare »

Nope,

I think we need to kill these things. Not let them run around with us.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Lich as a Race

Post by High Command »

+1 to Rob
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Re: Lich as a Race

Post by Freemage »

Rob: i remind you that one of your traveling companions right now is a demon....
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*Charon, Black Company
*Hero, Lost Jungle/TL

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Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
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Re: Lich as a Race

Post by Ndreare »

To be fair he is allowed to be with us because an angel from heaven said that he gets a chance at redemption. And Echo is about the most accepting character you can be. Because she's been a villain a time or two
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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