Autor Thema: Nekromant Fingerübung  (Gelesen 878 mal)

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Offline Imion

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Nekromant Fingerübung
« am: 29.12.2021 | 20:29 »
Inspiriert von https://www.tanelorn.net/index.php/topic,121280.0.html hab ich mich mal hingesetzt und einen Nekromanten zusammengeschraubt. Damit es nicht zu langweilig wird gleich zu drei Zeitpunkten in ihrer Karriere.



Nicky the Apprentice (75 points)

ST 9* [-10]; DX 12 [40]; IQ 11 [20]; HT 10 [0].
Damage 1d-2/1d-1; BL 16 lb; HP 9 [0]; Will 12 [5]; Per 10 [-5]; FP 10 [0].
Basic Speed 475.00 [-15]; Basic Move 4 [0]; Dodge 7.

Languages: Anglish (Native) [0]; Arabic (Accented) [4]; Elvish (Broken) [2]; Latin (Accented) [4].

Advantages
Stunning Touch (Affliction; Based On Will (Own Roll), +20%; Costs FP, 1 FP, -5%; PM: Magical, -10%; Melee Attack: Reach C, Cannot Parry, -35%) [7]; Energy Reserve 4 (Magical; Abilities Only, -10%) [11]; Magery 0 [5]; Night Vision 3 [3]; Patron (Valya the Manifested, 6 or less; Equipment: more than starting wealth, +100%) [10].

Disadvantages
Duty (Apprentice to Valya the Manifested; 12 or less (quite often)) [-10]; Low Self-Image [-10]; Reputation -2 (Apprentice to Valya the Manifested; All the time; Large class) [-5]; Skinny [-5]; Wealth (Struggling) [-10].
Quirks: Alcohol Intolerance; Nosy; Proud. [-3]

Skills
Brawling (E) DX [1]-12; Diagnosis (H) IQ-1 [2]-10; Expert Skill (Thanatology) (H) IQ [4]-11; Hazardous Materials (Magical) (A) IQ-1 [1]-10; Hidden Lore (Spirits) (A) IQ [2]-11; Hidden Lore (Undead) (A) IQ+1 [4]-12; Knife (E) DX [1]-12; Observation (A) Per-1 [1]-9; Occultism (A) IQ+1 [4]-12; Physiology (H) IQ-1 [2]-10; Poisons (H) IQ-1 [2]-10; Research (A) IQ+1 [4]-12; Speed-Reading (A) IQ [2]-11; Staff (A) DX-1 [1]-11; Stealth (A) DX [2]-12; Thaumatology (VH) IQ-1 [4]-10.

* Conditional -2 from 'Skinny' when you resist knockback.



Nicodema the Necromancer (250 points)

ST 9* [-10]; DX 12 [40]; IQ 14 [80]; HT 12 [20].
Damage 1d-2/1d-1; BL 16 lb; HP 10 [2]; Will 15 [5]; Per 13 [-5]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.

Languages: Anglish (Native) [0]; Arabic (Native) [6]; Elvish (Accented) [4]; Latin (Native) [6].

Advantages
Amplify Damage (Affliction 1; Disadvantage (Vulnerability, Physical Attacks, ×2), +40%, Area Effect (2 yd), +50%; Emanation, -20%; Malediction, -1/yd range, +100%) [27]; Stunning Touch (Alternative Attack; Affliction 1; Based On Will (Own Roll), +20%; Costs FP, 1 FP, -5%; PM: Magical, -10%; Melee Attack: Reach C, Cannot Parry, -35%) [7]; Weakening Aura (Alternative Attack; Affliction 1; Area Effect (2 yd), +50%; Attribute Penalty: ST -5, +25%; Costs FP, 1 FP, -5%; Emanation, -20%; PM: Magical, -10%; Malediction, -1/yd range, +100%) [5]; Ally (Summonable Spirit; up to 10% of character's point total; Frequency: Constant; Conjured, +100%; Costs FP, 1 FP, -5%; PM: Magical, -10%, Minion, +0%) [3]; Energy Reserve 5 (Magical; Abilities Only, -10%) [14]; Magery 0 [5]; Magery 2 [20]; Night Vision 5 [5]; See Invisible (Ghosts; Immediate Preparation Required, 1 minute, -30%) [11]; Social Regard 1 (Feared) [5]; Spirit Empathy [10].

Disadvantages
Callous [-5]; Discipline of Faith (Ritualism) [-5]; Loner (12 or less) [-5]; Phantom Voices (Annoying) [-5]; Reputation -2 (Necromancer; All the time; Almost everyone) [-10]; Skinny [-5]; Social Stigma (Excommunicated) [-5]; Wealth (Struggling) [-10].
Quirks: Alcohol Intolerance; Nosy; Proud. [-3]

Skills
Brawling (E) DX [1]-12; Diagnosis (H) IQ-1 [2]-13; Exorcism (H) Will-1 [2]-14†; Expert Skill (Thanatology) (H) IQ+1 [8]-15; Hazardous Materials (Magical) (A) IQ-1 [1]-13; Hidden Lore (Spirits) (A) IQ+1 [4]-15; Hidden Lore (Undead) (A) IQ+1 [4]-15; Knife (E) DX [1]-12; Observation (A) Per-1 [1]-12; Occultism (A) IQ+1 [4]-15; Physiology (H) IQ-1 [2]-13; Poisons (H) IQ-1 [2]-13; Research (A) IQ+1 [4]-15; Speed-Reading (A) IQ [2]-14; Staff (A) DX+1 [4]-13; Stealth (A) DX [2]-12; Thaumatology (VH) IQ+1 [4]-15‡.

* Conditional -2 from 'Skinny' when you resist knockback.
† Conditional -4 from 'Exorcism' when user doesn't possess Blessed, Power Investiture, or True Faith.
‡ Includes +2 from 'Magery'.



Nicodema the Pale (500 points)

ST 9* [-10]; DX 12 [40]; IQ 15 [100]; HT 12 [20].
Damage 1d-2/1d-1; BL 16 lb; HP 10 [2]; Will 16 [5]; Per 14 [-5]; FP 12 [0].
Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.

Languages: Anglish (Native) [0]; Arabic (Native) [6]; Elvish (Accented) [4]; Latin (Native) [6].

Racial Template: Lich [100].

Advantages
Syphon Energy (Leech; 1HP/sec; Accelerated Healing, +25%; Affects Insubstantial, +20%; PM: Magical, -10%; Malediction, -1/yd, +100%; Ranged, +40%; Reduced Range, ×1/5, -20%) [64]; Amplify Damage (Affliction 1; Disadvantage (Vulnerability, Physical Attacks, ×2), +40%, Area Effect (4 yd), +100%; Emanation, -20%; Malediction, -1/yd range, +100%) [27]; Paralyzing Touch (Alternative Attack; Affliction 1; Based On Will (Own Roll), +20%; Incapacitation, Paralysis, +150%; Melee Attack: Reach C, Cannot Parry, -35%) [5]; Stunning Touch (Alternative Attack; Affliction 1; Based On Will (Own Roll), +20%; Costs FP, 1 FP, -5%; Heart Attack, Secondary, +60%; PM: Magical, -10%; Melee Attack: Reach C, Cannot Parry, -35%) [7]; Weakening Aura (Alternative Attack; Affliction 1; Area Effect (4 yd), +100%; Attribute Penalty: ST -5, +25%; Costs FP, 1 FP, -5%; Emanation, -20%; PM: Magical, -10%; Malediction, -1/yd range, +100%) [5]; Ally Group (Apprentices; up to 5% of character's point value; Group Size 6-10; Frequency: Quite often, 12-) [3]; Ally Group (Summonable Spirits; up to 10% of character's point value; Group Size 6-10; Conjured, +100%; Costs FP, 1 FP, -5%; PM: Magical, -10%; Minion, +0%); Energy Reserve 7 (Magical; Abilities Only, -10%) [19]; Magery 0 [5]; Magery 3 [30]; Night Vision 5 [5]; See Invisible (Ghosts) [15]; Silence 3 [15]; Social Regard 2 (Feared) [10]; Spirit Empathy [10]; Status +2 [10]; Unfazeable [15]; Wealth (Comfortable) [10].

Disadvantages
Callous [-5]; Discipline of Faith (Ritualism) [-5]; Loner (12 or less) [-5]; No Sense of Humor [-10]; No Sense of Smell/Taste [-5]; Phantom Voices (Annoying) [-5]; Reputation -4 (Necromancer; All the time; Almost everyone) [-20]; Skinny [-5]; Social Stigma (Excommunicated) [-5]; Unhealing (Partial) [-20].
Quirks: Distinctive Speech; Proud. [-2]

Skills
Brawling (E) DX [1]-12; Diagnosis (H) IQ-1 [2]-14; Exorcism (H) Will-1 [2]-15†; Expert Skill (Thanatology) (H) IQ+1 [8]-16; Hazardous Materials (Magical) (A) IQ-1 [1]-14; Hidden Lore (Demons) (A) IQ [2]-15; Hidden Lore (Spirits) (A) IQ+2 [8]-17; Hidden Lore (Undead) (A) IQ+2 [8]-17; Knife (E) DX [1]-12; Naturalist (H) IQ-1 [2]-14; Observation (A) Per-1 [1]-13; Occultism (A) IQ+2 [8]-17; Pharmacy (Herbal) (H) IQ-1 [2]-14; Physiology (H) IQ-1 [2]-14; Poisons (H) IQ-1 [2]-14; Research (A) IQ+1 [4]-16; Speed-Reading (A) IQ [2]-15; Staff (A) DX+1 [4]-13; Stealth (A) DX [2]-12‡; Teaching (A) IQ-3 [2]-12§; Thaumatology (VH) IQ+2 [4]-17¶; Writing (A) IQ-1 [1]-14.

* Conditional -2 from 'Skinny' when you resist knockback.
† Conditional -4 from 'Exorcism' when user doesn't possess Blessed, Power Investiture, or True Faith.
‡ Conditional +3 from 'Silence' when moving, vs. hearing only, +6 from 'Silence' when standing still, vs. hearing only.
§ Includes -3 from 'Callous'.
¶ Includes +3 from 'Magery'.



Anmerkungen:

Angelehnt an Yrth und mit einem Magic is Power Approach.

Lich
Advantages: Doesn't Breathe [20]; Doesn't Eat or Drink [10]; High Pain Threshold [10]; Injury Tolerance (No Blood, Unliving) [25]; Immunity to Metabolic Hazards [30]; Temperature Tolerance 10 [10]; Unaging [15].
Diadvantages: Supernatural Features (No Body Heat, No Pulse, Pallor) [-20].
Feature: Sterile.

Bei Attack Powers in einem Alternate Attack framework stehen jeweils die höchstpreisigsten zuerst.

Bei den Ally Groups benutze ich die erweiterten Ally Point Totals aus GURPS Social Engineering.
« Letzte Änderung: 30.12.2021 | 01:29 von Imion »
If the internet has shown us anything... anything... it has shown us that there is no such thing as "too batshit crazy to operate a computer."

Everybody's a book of blood. Wherever we're opened, we're red.

Außerirdische sind nicht rechtsfähige, bewegliche, herrenlose Sachen. Wer sie findet und mitnimmt darf sie behalten.

Online Maarzan

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Re: Nekromant Fingerübung
« Antwort #1 am: 29.12.2021 | 20:42 »
Ist es so spät oder sind da keine Zauber bei?
Storytellertraumatisiert und auf der Suche nach einer kuscheligen Selbsthilferunde ...

Offline Imion

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Re: Nekromant Fingerübung
« Antwort #2 am: 29.12.2021 | 20:51 »
Da sind tatsächlich keinen Zauber aus dem Standard Magiesystem dabei. Die Afflictions, Summonable Allies und der Leech sind hier, erkennbar durch die Magical Power Modifiers die Zauber. Demnach ist Magery hier auch ein Power Talent und gibt Boni auf die vorgenannten Abilities. Vgl Magic is Power in GURPS Thaumatology.
« Letzte Änderung: 29.12.2021 | 20:54 von Imion »
If the internet has shown us anything... anything... it has shown us that there is no such thing as "too batshit crazy to operate a computer."

Everybody's a book of blood. Wherever we're opened, we're red.

Außerirdische sind nicht rechtsfähige, bewegliche, herrenlose Sachen. Wer sie findet und mitnimmt darf sie behalten.