Wednesday, October 24, 2012

[Archetype] Necromancer

You straddle the barrier of the living and the dead. This is bad.

Abilities: 18 16 14 12 10 8

Skills: Arcana, History, Religion

Languages: Ethnic, Ancient

Alignment: Evil

Tell (pick 1): milky eyes, red eyes, black eyes, withered frame, pallid skin, moist skin, stench of corruption, stench of brimstone, hot to the touch, cannot touch holy symbols

Origin (pick 1): innocent dabbling, born to occultists, sacrificed as a child, spurned by hell, deal with the devil

Motive (pick 1): power over the living, to return someone from the dead as they were in life, immortality, an ordered society, to rid myself of this spirit, human welfare via the secrets of the knowing dead, to judge the world, to be revenged upon X, to fulfill a vow to a dead king

You get Skinbottle, Control, Mutter, and one more.


A spirit lives inside you. It is your interface with the dead. Without it, you have no power.

The spirit begins hungry and uncontrollable. It hungers after (pick two): human flesh, suffering (its own), suffering (another's), terror, humiliation (its own), humiliation (another's), ever more of X.

While the spirit is hungry, you must seek to satisfy it. If you dally or fail, the spirit torments you per the DC 10 result of the Control power.

When you satisfy its hunger, scratch a rune of propitiation. You cannot command the spirit without such a rune. When you command the spirit, erase a rune.


When you command your spirit to perform a task, check Wisdom:

DC 18: it does what you want and returns in time

DC 10: the spirit goes too far or takes too long or draws attention to you

Miss: it works against you and/or refuses to return; death of the host will force it to return unto thee


Open your mouth to the spirit when you seek guidance from it. It speaks through you. Check Wisdom.

DC 18: it tells you what you want to know

DC 10: its knowledge is vague or confusing

Miss: it is angered at being disturbed; it speaks lies or dooms or curses


1d6 apprentices, loyal, ignorant, and fanatical, flock to you.

Call Up

Command your spirit to call up someone from the dead. You see its appearance, and you speak its words. Treat it as muttering.

Come Forth

Command your spirit to call up the dead around you. If there are dead here, up to 1d6 arise as minions of your level under your control.


Command your spirit to enter another. For PCs, they will only be tormented by the spirit if they allow themselves to be. If they do so, they gain XP = minion of their level.


Send your spirit into a corpse. You must touch the corpse. It reanimates under your control as it was in life. But it's gross now.


Place your hand on the ground and inquire of your spirit concerning the bodies buried here. It always knows. Treat it as hitting DC 18 on Mutter.

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