Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Old Schol Hack: West Marches campagin Recruitment
Posts
The Necromancer
(Currently on an extended vacation from his studies at Necro. University.)
Inherent (Magnificent Corruption): You can learn necromantic talents. Also, upon leveling, you can use your bonus Attribute point to buy a Death Talent for created undead instead of an Attribute point. You can also choose to lose 1 point of Charm or Brawn per level to gain an additional Attribute point or Death Talent as your corrupting power weakens your meaty frame and your humanity itself.
Limitation (Blaphemous): You corrupt the natural order of life and death, introducing the energies of death into corpses or the spirits of the dead in a profoundly offensive and invasive manner. Your power comes at the expense of manners, good taste, decency, and in most cases, integration into society. Plus, you smell kind of rotten, and have to use perfumes even if you bathe frequently, just to get that spicy mummified smell.
Brawn 7 (-1)
Cunning 12 (+1)
Daring 9 (--)
Commitment 18 (+4)
Charm 11 (--)
Awareness 9 (--)
Talents
Raise Minion - Constant. Cast magic as a focus action. Raise a skeleton or corpse as a minion to serve you. It lasts until destroyed, but is stupid and without initiative. Up to 1 minion per Commitment rating can be raised between periods of rest. Corpses must be in your arena for this talent to be used. By spending 1 Awesome Point for each after the first, multiples can be raised at once, up to 1 per your Commitment bonus.
Weapon
A thick, iron-shod staff with a set of six rings at the top. In trained hands, it's capable of channeling a nasty necromantic zap at a decent range. (Ranged)
Armor
Long robes of dark violet inscribed with red runic script along the hem. The school uniform at Necromancer University. (AC 8)
Gear
stocked backpack, necromancy-made-easy spellbook, piles of overdue homework, "Essence de Tomb" cologne, skeletal servant maintenance kit, travel palanquin, 4 skeletal servitors, 3 gold
Goal
With great power comes great responsibility. And groupies. Rumor has it that there are all kinds of books of power buried out here, just waiting to be pillaged... bringing back a big score will be sure to get me in with that hottie on the zombie-cheer squad.
Rolls and misc rules stuff
starting gold (3d10=22)
Commitment controls undead. You can control 1 wound of undead per Commitment rating at a time. Automatic for stupid or automated undead, opposed Commitment for others (who are +1 per wound.)
If that is kosher, nominating myself as Great Leader of the Wizard Tower expedition!
Canoe-2 Gold, counts as a heavy item if you are carrying it.
Rope, 1 copper a foot.
Pick Axe, 9 silver.
New weapon, 1 gold
Trinkets, with which to possibly trade, 1 silver
Hard booze, 4 silver a bottle
wine, 1 silver a bottle
Food for one day, 3 silver
Tent 8 silver.
Anything I am forgetting just ask.
@neffffff, I'll buy one boat but that'll be just about filled up with my equipment and servants. Since that'll be the last of my gold, I'll leave any other purchases up to you (but I do have a stocked backpack, so that should take care of a lot of the adventuring minutia that can come up).
Unless anyone needs him he plans to set up camp somewhere safe and spend the rest of his daylight time doing some training exercises. He should be in bed around nightfall and then up at the crack of sunlight ready for the adventure ahead.
I love it.
(Compounded monthly or yearly?)
(Don't answer that, you don't want to get me started.)
That should just about cover it.
Damn kids won't get off my lawn, gar'darnumdangit.
And it looks fine.
I guess see what our leader says, though.
I am thinking that me and nefff are keeping up well enough to see team monastery, yet they refuse to slow down to hang out for SOME reason. We will be stopping the in trademeet, though, since Bill said to head that way.