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KissMyFetus
01-11-2004, 02:47 PM
When i make this character should i actually use a character sheet or just put like 5 will 4 sorcerery and some bad ass spells?? (Hart) ugh get back to me

luke
01-12-2004, 12:30 AM
Let me rephrase that for my illiterate white trash brother:;)

Does anyone have any suggestions for building a bad-ass evil Necromancer? What Sorcery exponent would you give him? What Will? Suggestions for spells? And most importantly, what cool traits?

This is Hart's first crack at designing a "villain", so I think some inspiration is in order.

-L

Lxndr
01-12-2004, 06:27 AM
In regards to his first question: If you're just wanting to make a throw-away villain, no need to create a full-fledged character sheet, just give him the stuff you think you'll actually use and fudge the rest.

But something as nifty as a full-fledged bad-ass necromancer who's meant to be an evil villain (poor typecast death-mage) probably requires full character-sheet treatment, to flesh him out as much as you want him to be. Which means that you might at least consider life-pathing him out (even if you bump up the numbers afterwards).

If he's really meant to be evil, Nigromancy seems a skill you should give him, but there's no rules for it (as far as I'm aware, there's not even super-secret rules-in-playtest). Thus, I'd stick to sorcery for now, especially as a new player.

That said, I'd be disappointed if his Will wasn't at least a B4, and if his Sorcery, as a major villain, wasn't at least a B5 or a G4. (So in terms of pure numbers, you were pretty on the ball). Might want to consider a decent Forte, since spells are physically taxing.

Spells should probably include some sort of raise-dead-zombie thing, which I can't quite figure out how to do in the Abstract Magic system (Arcane/Anima-Control-Presence-Permanent-Single Target is my first guess, although something other than "Single Target" would allow the raising of whole areas at once). I also think that an evil necromancer is a prime choice for Summoning.

It's too early, and I don't have enough context to think of traits, beliefs, instincts, etc. for this character right now. But I hope I've given you a start.

KissMyFetus
01-12-2004, 09:24 PM
uh Lxndr i appreciate ur feedback, yea i took into consideration the forte thing i was gonna do like a b5-b6 either or. So i guess i can find some time in my busy life to make a bad-ass necro ;).
Luke FooK YoU i am not white "trash" im white "recycling" =)

Kublai
01-13-2004, 11:17 AM
I suggest these traits: Dreadful, Aura of Malevolence, Ugly, Scheming, Obsessive, Gaunt, Egotistical, Arrogant.

I suggest a Will of B6 or higher - make sure he is more willful than your own PC sorcerers. This will give them the impression he is all-powerful and also it will give them a goal to become better than him. I suggest a Forte of B6 or higher, for the same reasons. As for skill, B6, again.

Spells should include nigromantic ones and not necessarily "Kill All, Destroy All" ones. I say this because with 12 dice of spell-casting, he may easily wipe out your entire party with one Rain of Fire. Give him lots of protection spells, like TAB and Eldritch Shield. Give him Bull's Strength, too! It'd be fun to see your necromancer pick up a knight and toss him! Other spell suggestions include: The Fear, The Horror, Mage Dark, An abstraction that would allow him to see in complete darkness, The Sense, Emperor's Hand, Grey Cloak, and maybe even Chameleon.

As for the actual Nigromancy, there are no rules, not even in the works. For purely basic mechanics, let's try this: Skeleton Ob2, Zombie Ob3, Commune with Dead Ob4, and Ressurection Ob10. Maybe just a straight roll of the Nigromancy skill versus the above Obstacles. Of course, there's some sort of ritual involved that will take time for most of them. Though there is the Sinbad precedent of tossing down some dragon's teeth and moments later skeleton warriors pop out of the earth. :?

luke
01-13-2004, 11:34 AM
As for the actual Nigromancy, there are no rules, not even in the works.

all lies! Lies, I tell you! But Lx and Pete are right, go with Sorcery for your focus.

I think Pete's numbers are a little high, though. Knowing your group, i'd lower them to 5s.

Pete's traits and spells are dead on. Read up on them and check out how they would affect play.

I'd add Choking Hand to the spell list, though. Definitely one of my favorites. Pete's also dead on (pun intended) about giving the evil bastard wierd spells that the players don't expect. Like Strength of the Ox or Horse's Stride. Abilities like that will just freak your players out.

Anyway, I would also start with a burned up base. Quickly sketch through a 5 or 6 LP wizard and be sure to take all the crazy LPs: Mad Wizard, Recluse, Cultist, etc.

Once you have the burned template, then maybe you could tweak him if you needed to. But I'll bet he comes out plenty kick-ass.

Oh, and don't forget to sprinkle him with magical trinkets!
check out these goodies!
http://www.burningwheel.org/html/modules.php?op=modload&name=News&file=article&sid=14&mode=thread&order=0&thold=0

enough to make any wizard drool!

good luck!
-L

(btw, the "recycling" joke made me laugh so hard i cried. So true! I'm the trash, you're the recycling! ;))

Kublai
01-13-2004, 01:39 PM
Oh, DEFINITELY Choking Hand!! That spell RAWKS! :shock:

KissMyFetus
01-13-2004, 04:04 PM
MYi appreciate all of your feedback, i will use them to [MY] advantage

Kaare Berg
01-19-2004, 09:16 AM
Don't see Emperors Hand, drain some souls. It works and it is scary.

KissMyFetus
01-19-2004, 09:58 PM
ACK SOOOO MANY CHOICES!!!!!!!!