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.