Samedi

Description:

Archetype:
Alignment:
Motivation:
Disposition:
R.C.C.: Pythonan.
Sex:
Age:
Height:
Weight:
Appearance:
O.C.C.: Necromancer.
Level of Experience: 7th level Necromancer.
Current Experience: X,XXX/X,XXX
Affiliations/Factions:
Attributes: I.Q. 18, M.E. 23, M.A. 17, P.S. 17, P.P. 22, P.E. 14, P.B. 29, Spd. 6.
Attribute Bonuses:
Armor Rating: 8.
Hit Points: P.E. + 28; + 1D6 per level of experience.
S.D.C.: 25.
M.D.C.: XXX. Can spend 10 I.S.P. to produce a Telekinetic Body Field with 100 M.D.C.; + 10 per level of experience.
Horror Factor: 12 from serpentine appearance.
P.P.E.: P.E. + 96 + 53.
I.S.P.: M.E. × 3; + 1D6 per level of experience.
Attacks/Actions per Melee: 5; + 1 at levels 8 and 12.
Combat Bonuses: + 2 on initiative, + 0 to strike (+ 1 with bite, + 1 with constriction, + 1 with headbutt, + 2 to strike with tail), + 3 to pull punch, + 3 to dodge, + 3 to roll with impact,
Combat Maneuvers
1. Bite; counts as one attack/action per melee. Range: Close Combat. Damage: 3D6 S.D.C. + P.S. damage bonus.
2. Constriction; counts as two attacks/actions per melee. Range: Close Combat. Damage: 4D6 S.D.C. + P.S. damage Bonuses. A constriction strike roll of 18 or higher pins the victims arms and legs so they are unable to fight back.
3. Tail Slash; counts as an attack/action. Range: Close Combat. Damage: 2D6 + P.S. damage bonus.
Saving Throw Bonuses: + 4 to save vs Horror Factor, + 2 to save vs possession.
Natural Abilities – Pythonan: Acute sense of smell, acute sense of hearing, acute sense of touch, can sense minute temperature changes in the air within two degrees, track by sense of smell at 70%, Climbing at 80%, Rappelling at 60%, swimming at 60%, and prowling at 40%. Naturally artistic (+ 10% to all art-based skills), and + 10% to read, speak new languages, and seduce. Heals at twice the rate of a normal human.
Special O.C.C. Abilities — Necromancer:
1. Union with the Dead. The most terrifying and fundamental power of the Necromancer
is his ability to animate and control the dead. This macabre power has three different manifestations: The union transformation, the augmentation/additional appendages, and
animate/control the dead (skeletons, corpses, etc).
This power enables the Necromancer to transform his own hands or feet into the claws of an animal. The transformation is temporary and is accomplished by tying the claw, in skeletal form or recently severed limb, to his own hand and muttering a spell incantation known only to those of the Necromancer O.C.C. His hand and/or forearm is then transformed into the clawed appendage of that particular creature. This union also gives the sorcerer combat bonuses and abilities relative to that creature.
P.P.E. Cost: Varies; see descriptions of the various types.
Range: Self, only by touch. The animal claw must be tied to the body. At fifth level, the necromancer can perform this transformation on others (same process and conditions), only the duration is half.
Duration: 70 minutes; + 10 minutes per additional level of experience. The transformed limb(s) return to normal when the duration of the magic has elapsed or when the mage is killed or rendered unconscious.
Of course the Necromancer can cancel the magic at any time. The entire incantation and the tying of the limb(s) to the subject takes about 15 seconds/one full melee round.
Limitations: The union and transformation of the dead works only on the living. It cannot be used to transform the limbs of vampires, skeletons, or corpses.
Notes: The limb(s) is always proportional to the size of the Necromancer, never tiny or oversized. One or both human hands can be transformed. Any combination of limbs can be used, such as the claw of a tiger on the right hand, the claw of a bear on the left, a pair of horse hooves for both feet, and the wings of a bat attached to the back. Each transformed appendage adds to the Necromancer’s frightening visage and power.
2. Augmentation with Additional Limbs. This power enables the Necromancer to temporarily attach additional limbs of dead creatures, people and animals, to his own body and animate them as if they were part of him!
This grisly ability is not unlike that of the Apocalypse Demon, Death. The Death Mage can attach as many as three additional pairs of arms or two pairs of legs. If so desired, he could also add a pair of wings, a tail and several sets of horns to his body, or any combination thereof. Not only does this magic augment the Necromancer’s combat abilities and raw power, but it makes him a horrifyingly alien and disgusting sight to behold; + 2 to
Horror Factor.
Just as with the transformation of union, the appendages must be strapped to his body before they become a (temporarily) living part of him.
P.P.E. Cost: Varies; see descriptions.
Range: Self only, by touch. The appendage must be tied to the body. At eighth level, the Necromancer can perform this transformation on others (same process and conditions), only the duration is half.
Duration: Five minutes per level of the Necromancer. The limbs return to normal inanimate body parts when the duration of the magic has elapsed, or when the mage is killed or rendered unconscious. As usual, the mage can stop the magic at any time.
The entire incantation and the tying of the limbs to the subject takes about 15 seconds/one full melee round per each set of additional limbs; perhaps faster if assisted by underlings.
Alternatively, the Necromancer can also transform his original limbs as described in number one, without interfering with the six additional appendages. Furthermore, the additional, dead, appendages retain their dead appearance, just animated. Notes: The limb(s) is always proportional to the size of the Necromancer, never tiny or oversized. One or both human hands can be transformed plus a total of six additional appendages (arms or tentacles, etc.) can be added to the body. A tail or single horn counts as ONE appendage, a pair of wings or arms counts as two appendages.
3. Animate and Control the Dead. The Necromancer can animate and control dead bodies, skeletons, corpses, severed limbs, etc., like giant puppets. This power is very similar to the common spell, only the power of the Death Mage is considerably greater than the spell.
P.P.E. Cost: 10
Range: 420 feet (128 m); + 20 feet (6 m) per additional level of experience.
Duration: 70 minutes; + 10 minutes per level of experience.
• The Necromancer can control four corpses/skeletons per level of experience. The bodies or skeletons can be humanoid or animal.
• The animated dead to be controlled must be in the spell caster’s line of vision in order to animate, but the Necromancer can add more to his army as he spies them, or use slain
adversaries.
• The Necromancer can also send his dead puppets on simple missions such as “destroy” or “kill.” These minions can be sent them wandering out of his sight, swinging and smashing
everything that gets in their way (they don’t chase those who flee). The animated dead will try to follow the command until they are destroyed or the duration time of the magic
elapses.
4. Impervious to Vampires. Necromancers are impervious to the mind controlling bite
and mind powers of the vampire. Furthermore, they cannot be turned into a vampire (but can be slain by them), and they know all the legends about vampires and other undead, and how to best combat them.
Some Necromancers use this ability to become vampire slayers and to ingratiate themselves among ordinary people, or to earn a place among Demon Slayers, warriors and adventurers — this power is a valuable commodity. Others use this immunity and knowledge only for self-defense and to eliminate competition from the undead. The most daring use it to enslave vampires and other undead as their servants and slaves.
5. Horror Factor. Gains an effective Horror Factor of 9; + 1 at levels 9, 11, 13 and 15.
6. Horror Factor vs Vampires. Gains an effective Horror Factor of 13; + 1 at levels 9, 12 and 15 against Vampires.
O.C.C. Skills
Language (Native): Trade 4 at 98% (105%)
Language (Other): Euro at 98% (105%)
Literacy (Native): Trade 4 at 98% (105%)
Literacy (Other): Euro at 98% (105%)
Lore: Monsters & Demons at 85%
Basic Math at 98% (100%)
Wilderness Survival at 70%
Skin and Prepare Animal Hides & Bones at 70%
Pilot Hover Craft at 70%
W.P. Knife
W.P. Energy Pistol
O.C.C. Related Skills: Plus one addition skill at levels 8 and 12.
Dance at 80%; professional quality.
Performance at 70%; black comedy.
PICK A SKILL
PICK A SKILL
PICK A SKILL FROM 4TH
Secondary Skills: Plus one additional skill at levels 8 and 12.
Dancing Professional Quality (see Related Skills)
PICK A SKILL
PICK A SKILL
PICK A SKILL FROM 3RD
Magical Knowledge: Knows Necromancy and standard invocations.
1st: Assemble Bones (2), Death Trance (1), Talking Bones (3).
2nd: Hide Among the Dead (5).
3rd: Object Read: The Dead (8).
4th: Eyes of the Dead (8), Magic Net (7), Summon the Dead (10).
5th: Escape (16), Grip of Death (13).
6th: None.
7th: Call Predators (25), Invulnerability (50).
8th: Metamorphosis: Human (80), Speed of the Dead (35).
9th: Fragile Bone to M.D.C. Bone (40 or 160), Shadows of Death (45).
10th: Ley Line Ghost (40 or 120), Strength of the Dead (60), Summon Insect Swarm (80).
11th: Create Magic Scroll (200+), Transfer Life Force (150).
12th: Skull with Flaming Eyes (300)
13th: Restore Life (275).
14th: Resurrection (650.)
15th: Ley Line Resurrection (1,000).
Spells of Legend: None.
Spell Strength: 14; + 1 at 8th and 12th.
Psionic Powers: Counts as a Master Psychic (10 or higher to save vs psionics).
Psi-Powers: Alter Aura (X), Deaden Senses (X), Impervious to Damage (X), Mind Block (X), Telekinetic Accelleration Attack (X), Telekinetic Push (X), Telekinetic Lift (X), Telekinetic Punch (X), Telepathy (X), Speed Reading (X).
Super Psionic Powers: Advanced Telekinesis (Special; X — double normal duration) Hyptnotic Sugestion (X), Telekinetic Body Field (Special; 10), and Telemechanics (X).
Vulnerabilities: Cold Blooded; slows down in temperatures below 70 degrees Fahrenheit (21 degrees celsius). In colder climates, they suffer – 2 on initiative, – 2 attacks/actions per melee, – 2 to parry, – 2 to dodge, – 2 to parry, and reduce skills by half. In freezing temperatures they shut down and only have 1 attack/action per melee and have no bonuses. Plus, double damage from cold-based magic.
Armor:
Weapons:
Equipment:
Money:


Animated Skeletons or Corpses (Lesser)
Attributes: Spd. 8; double for giant animals and humanoids. All other attributes between 10-12.
Attacks/Actions per Melee: 2; + 1 for giant animals and humanoids.
Combat Bonuses: + 0 on initiative, + 0 to strike, + 0 to dodge, + 0 to parry, + 0 to roll with impact.
Damage: Can only wield the most primitive weapons (swords, knives, vibro-blades, etc.).
Bite Damage — 1D6 S.D.C.
Punch Damage — 1D6 S.D.C.
Kick Damage — 1D6 S.D.C.
Resistances: These robot-like animatrons feel no pain, fear or emotions, and are completely impervious to poison, disease, mind attacks, illusions, heat and cold, and only total destruction will stop an animated dead (the only alternative is to slay their creator or render him unconscious). Plus, bullets and stabbing weapons (knives, swords, spears, etc.) do 1/3 damage.
S.D.C.: Varies by size. Skeletons can become M.D.C. if treated by Necromantic magic.
Small Skeleton or Corpse — 50
Human-sized Skeleton or Corpse — 80
Giant-sized Skeleton or Corpse — 140.
M.D.C: By armor or magic only.
Vulnerabilities: Blunt and smashing weapons, energy blasts and explosives do full damage, while fire does double damage.

Animated Skeletons or Corpses (Greater)
Attributes: P.S. 20 and Spd. 14; double for giant animals and humanoids. All other attributes between 10-12.
Attacks/Actions per Melee: 4; + 1 for giant animals and humanoids.
Combat Bonuses: + 0 on initiative, + 0 to strike, + 0 to dodge, + 0 to parry, + 0 to roll with impact.
Damage: Can only wield the most primitive weapons (swords, knives, vibro-blades, etc.).
Bite Damage — 2D6 + 5 S.D.C.
Punch Damage — 2D6 + 5 S.D.C.
Kick Damage — 2D6 + 5 S.D.C.
Resistances: These robot-like animatrons feel no pain, fear or emotions, and are completely impervious to poison, disease, mind attacks, illusions, heat and cold, and only total destruction will stop an animated dead (the only alternative is to slay their creator or render him unconscious). Plus, bullets and stabbing weapons (knives, swords, spears, etc.) do 1/3 damage.
S.D.C.: Varies by size. Skeletons can become M.D.C. if treated by Necromantic magic.
Small Skeleton or Corpse — 75.
Human-sized Skeleton or Corpse — 120.
Giant-sized Skeleton or Corpse — 210.
M.D.C: By armor or magic only.
Vulnerabilities: Blunt and smashing weapons, energy blasts and explosives do full damage, while fire does double damage.

Bio:

Samedi

Akashic Records LiamGray