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Original Fantasy Before the final chapter, there is a beginning, a start, an adjustment period. For fantasy, this is it.

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Old 02-19-2004, 09:41 AM
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Larrin Larrin is offline
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Default Necromancy Minions

Character Sheet


Name:skeleton
Race:undead
description: either a zombie or a skeleton
Rank: 1


atributes(8)

str: 2
Spd: 1
End --
Wil 2
Img 1
Pre 2


skills;
(attack type of whatever weapon they have, if have none, unarmed) (str) 30 (40)
(no speacialization)



Mods;
RM: Undead
RM:regenerate (1 per half hour)



Numbers;
Health 100
Will reserve 10
Cool – (minions don’t have cool)
Dodge 11
Success – (summoned creatures can’t improve)

Equipement:
Whatever you give them




Name:Skeleton Warrior
Race:undead
Physical Description: skeleton or zombie
Rank: 1


atributes(8)

str 3
Spd 1
End –
Wil 2
Img 1
Pre 1


skills;
weapon (str): 30 (45)

armour 10: (20)


Mods;
RM:undead
RM: regen (1 per half hour)

Numbers;
Health 100
Will reserve 10
Dodge 11


Name:skeletal mage
Race:undead
Rank:1


atributes(8)

str 1
Spd 2
End --
Wil 3
Img 1
Pre 1


skills;
sorcery (will) 30 (45)
*shapes: arrow, sword,
*ice
*fire
*multi target (+5)

OR

Necromancy (will) 30 (45)
*ehtereal
*control undead
*raise fodder skeleton (5 will, 2 upkeep, 10 minutes)
*multi target (+5)


weapon (spd): 10 (20)

Mods;
RM: undead
RM: regen (1 per half hour)

Numbers;
Will reserve: 30
Health 100
Dodge 12

Name: Fodder skeleton
Race: undead
Rank:0


atributes(7)

str 2
Spd 1
End --
Wil 2
Img 1
Pre 1


skills;
weapon (str): 20 (30)

Mods; RM:Undead


Numbers;
Will reserve 10
Health 90
Dodge 11


Name: Ghost
Race: Undead (spectral)
Physical Description: mostly invisible, ghosty
Rank: 1


atributes(7)

str --
Spd 3
End --
Wil 3
Img 1
Pre 0


skills;
stealth (spd); 30 (45) [+30 insubstantial]


Mods;
RM: undead
RM: insubstantial (no str, -1 attributes,+30 stealth, direct sunlight destroys)

Numbers;
Will reserve 15
Health 100
Dodge; 103



Name: Death Knight
Race:Undead
Physical Description:
Rank:2


atributes(9)

str (varies, similar to when it was alive)
Spd
End --
Wil (cannot be greater then summoner)
Img (cannot be greater then summoner)
pre


skills; (80)
(varies, cannot have skills it didn’t have when it was alive, but might have less)



Mods;
RM:Undead
RM: death knight (+1 cool)
(one living mod)

Numbers; (varies)
Will reserve: (cannot be greater then sumoner)
Health: 100
Cool:1+pre (death knights are cool, man!)
Dodge: 10 +spd


Name:wraith
Race: undead
Rank: 2


atributes(9)

str 0
Spd 3
End --
Wil 3
Img 2
Pre 1


skills;
Power (30) (45)

Stealth (spd) 20 (35) [+20 etheral)




Mods;
RM: undead
RM: ehteral (1/2 physical dmg, +20 stealth, takes 1d20 damage per round from sunlight)


Numbers;
Will reserve 30
Health 100
Cool: 1
Dodge 13

Name:skeleton cheiftan (cost: 20 upkeep10, 1 hour (4 hour ritual))
Race:undead
description: either a zombie or a skeleton
Rank: 3


atributes(10)

str: 4
Spd: 1
End --
Wil 2
Img 1
Pre 2


skills;
weapon (str) 50(70)
(no speacialization)

(20)armour (40)

altenate wepon (often ranged) 30 (50 or 35)

Mods;
RM: Undead
RM:regenerate (1 per half hour)



Numbers;
Health 100
Will reserve 10
Dodge 11


Equipement:
Whatever you give them

Name:Mummy (cost: 25 will, upkeep:15 1 hour (5 hour ritual)
Race:undead
description: Mummy, you must have a good quality mummy
Rank: 3


atributes(10)

str: 3
Spd: 1
End --
Wil 3
Img 1
Pre 2


skills;
Necormancy: 50 (65)
-ethereal
-mummy curse: -1d20 to all skills for 1d4 rounds, 10
-mummy damge reduction (weak against fire)
-raise fodder

weapon:50(65)

Mods;
RM: Undead
RM:regenerate (1 per half hour)
RM: resist magic 10%


Numbers;
Health 100
Will reserve 40
Dodge 11

Equipement:
Whatever you give them

Name:Ghoul (cost: 40 upkeep: 20 1.5 hours, (5 hour ritual)
Race:undead
description: zombie or a skeleton that has been pickled in venoumous poisons
Rank: 4


atributes(11)

str: 3
Spd: 3
End --
Wil 2
Img 1
Pre 2


skills;
attack(str) 50 (65)

sorcery 50(60)
-paralyze
-poison
-invisible (self only)

Mods;
RM: Undead
RM:regenerate (1 per half hour)
RM:creature attack: venom claws (2, 1/3, +2 weapons speed) (on hit must end save vs 50 or be paralyzed one round)
Strongwill: +5 will reserve

Numbers;
Health 100
Will reserve 40
Dodge 13

Equipement:
Whatever you give them

Vampirism

RM: Undead: No endurance Number, -2 toatal ability points. imune to poison and death magic. Unaffected by age, sleep (or any fatigue), and disease (but may catch and carry one) Due to ‘node’ of magic within them, some parts are more vunerable to damage, hence they still fall victum to critical damage. Do not naturally regain hit points, but may be healed with ethereal (not healing).

RM:Vampiric : may take vampirism skill, same bonuses as undead, but considered both alive and undead (if already undead, +5 misc. to vampirism) (as vampirism is governed by presence, potential vamps, should work on that) Gain “bite” attack using their vampirism skill as though it were an unarmed attack with one attack per round, with initial dmg equal to presence (no strength bonus)


Vampirism (presence based): Vampirism is a power skill based on presence, but that often taps will reserves for certain things. It includes a lot of the standard vampire abilities, but also more flexible allowing for different sorts of vamps. You can be a night only vampire, a daywalker, or even one that is strongest during the day

Advantages: vamps are cool, everyone knows it, they have fun skills like biting peole, staring at them, chaning form

Disadvantages: many things that benefit the vampire also have a dangerous down side (extra power at night, means sunlight injures, resistance to normal weapons makes one weak to others (stakes, etc)

Specialization points:
*child of the night: while most people see vampires as this, it is entirely optional. If taken, the vamp gains +1 strength, +10 heath,+1cool, +10 will reserves, and +5 to all stealth rolls at night. They have perfect night vision. During the day, they gain none of these bonus, as well as suffering a -10 health penalty, and are unable to use any vamp skills other then ‘Bites’ unless in very dark areas. Sunlight deals 1d20 per round. Weak to sharp wooden weapons, silver weapons, and holy weapons. (wooden to the chest = x4 dmg) more undead then alive. Favored forms: bats, rats, wolves

*Sunchild: These vampire glorify the day and see the sun as holy, often have red/orange hair and firey eyes. During the day they gain +1 strength, +10 health, +10 will reserve, +1 cool. Becomes tired and listess in darkness, eventually falling into a slumber after 1 hour of darkness, only light can wake. Weak against silver weapons, sharp stone weapons and mithril weapons. (stone to head= x4) cannot use any vamp skills in the dark, except bites. More alive then undead. Favored forms: cats, snakes, hawks/eagles

(you may ONLY take sunchild OR child of the night, if neither is taken you are considered a daywalker with no restrictions or bonuses, weak to silver and holy weapons)

*Vampiric Gaze (paralyze, control, frighten, confuse, etc) each gaze must be taken seperately (ie Vampiric gaze: paralyze, or Vampiric gaze: read mind) uses will reserves.

*Vampiric bite (drain,poison, infest, confer) similar to gaze, as you need to take each effect seperately, infesting transforms the victum into a vamipic thrall if it dies soon after the bite, confer makes the victum into a vampire, yet independent of will.

*vampiric form (bat, wolf, mist) each form taken seperatly, only natural creatures, retains all vampire skills, converts highest attack skill to creature attack. uses will reserves

*Vampiric Charm: may add excess of a successful vamp roll to any diplomacy roll. No penalty for failure.
i.e. Vamp roll=124, diplomacy= 82+ (24 excess vamp roll)=104

*Resist normal weapons: the vampire gains a deflection bonus against all attack made with normal weapons, but recieves a penalty when a weapon the are weak to is used. This skill is automatic. If this skill is not taken, then the ‘weaknesses’ to weapons doesn't affect you.

Example: Count dracula has vampire skill of 60, he’s attacked by some orc with a iron sword, he rolls a 50, so his vampire check is 110, he would gain +10 delfection against that attack. But if Buffy comes at him with Mr. Pointy Stake, and he rolled a 50, he would suffer a -10 penalty to avoid the attack.

*Anti-relection: You don’t reflect in mirrors, you can avoid being seen by scrying/locating magic, and haing your mind read.

*Obsessive Nature: Many vampires are fastidious and can’t deal with disorder, they have a lot of focus but suffer many consequences. They cannot enter a house unless invited, and must will save against crossing water or leaving behind a mess. Strong odors also repulse them (garlic, skunks…). In return they can add half their unmodified (no atribute) vampirism skill to their will reserves. (as if it were a will based skill)
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