This is a SG about Necromancers. Go wild. Just remember that the populace will try to kill you if they figure out what you are.
I will be using a d10. Other then that it is just standard rtd.
1-2:horrible failure
3-4:failure
5-7:normal success
8-9:awesome success
10:overshoot
I will not roll for everything.
You are male elf Necromancer. And the necromancer part is probably going to get you killed. See, necromancy was forbidden, because of a cabal of evil Necromancers rampaging across the world about a century ago or something.
You are staring at the water in shock. In the water, you see a undead fish that you accidentally animated swimming around. You are on the bank of a small river, about ten miles from any civilization. About twenty feet south of the southern bank of the river, there is a small fishing hut (yours). On the northern bank of the river there is a forest. The hut resides in a circular clearing with a south-westerly path leading to your village. You look at your hands in shock, realizing that you just did necromancy.
Health: 10/10
Mana: 8/10
level: 0; 6/10
Status: shocked
Inventory: dagger, quarter staff, Fishing net, cloak, set of clothing.
passive abilities: necro sight
skills: fisherelf 5, dagger user 3, quarterstaff user3
Normal:
Impress notion:(Number of words spoken)+1 mana
Use this on a animal. You speak a one to three word phrase. The animal understands the general
meaning of this phrase.
Sense vitality: 1 mana
When you use this, you know the vitality level of anything Within 60 ft that is not covered by metal
or behind a one or more foot thick wall
Cure:special mana requirements
Touch one creature. You may turn your mana into hp for the target at a 3 mana:1 health ratio.
Necromantic:
Raise zombie: 2 mana
When you use this spell, you may target a corpse within 60 ft that is not covered by metal or behind a one foot thick wall. It immediately becomes a zombie
Trout zombie:
Numbers:1
Bonuses:?
Means of locomotion: swimming, flopping
Health points:?
Sentience level:?
We need a legit trade that makes sense for this. Scrimshaw! We'll become a scrimshander. That's the art of carving fish bones into exotic (if macabre) crafts. They sell quite well to the right people, especially the bones that shine white like ivory in the sun. Let's catch us some more fish, then strip the flesh off for later use, and get some bones together. We don't have to become a master at it overnight, but having a cover for necromancy is good.
sounds good, let’s not rekill the fish we reanimated though, let ‘s get the bones from different fish
+1
you spend the entire day fishing here is what you catch:
- the undead fish (you throw it back)
- the undead fish again (you throw it to the side absentmindedly)
- crab(thrown back)
- clam (eaten: you were hungry)
- snake(thrown back)
- another crab(thrown back)
- FINALLY, THE HOLY GRAIL: a fish(kept)
you clean the fish and eat the fillets, saving the bones.
[1]
you attempt to carve the bones and accidentally crush them all, cutting yourself in the hand. your cover story is not starting out so well.
Health: 10/10
Mana: 10/10
level: 0; 6/10
Status: shocked
Inventory: dagger, quarter staff, Fishing net, cloak, set of clothing.
passive abilities: necro sight
skills: fisherelf 5, dagger user 3, quarterstaff user 3, scrimshaw 0
Normal:
Impress notion:(Number of words spoken)+1 mana
Use this on a animal. You speak a one to three word phrase. The animal understands the general
meaning of this phrase.
Sense vitality: 1 mana
When you use this, you know the vitality level of anything Within 60 ft that is not covered by metal
or behind a one or more foot thick wall
Cure:special mana requirements
Touch one creature. You may turn your mana into hp for the target at a 3 mana:1 health ratio.
Necromantic:
Raise zombie: 2 mana
When you use this spell, you may target a corpse within 60 ft that is not covered by metal or behind a one foot thick wall. It immediately becomes a zombie
Trout zombie:
Numbers:1
Bonuses:?
Means of locomotion:swimming, flopping
Health points:?
Sentience level:?
clearly there are more crabs in this river than usual. However, the good thing about crabs is that their skeletons are on the outside. Fish some of them out and let them die, then reanimate them and use them to catch fish!
+1
+1
[10]
you fish out three large crabs and quickly animate them.
-6 mana
you then attempt to make them do your bidding
[8]
control undead learned
you suddenly feel like youre looking out of four pairs of eyes. the eyes are yours and all three crabs eyes. from their perspective all trees and living things are covered with a dim, sickening yellow light. you look a the other crabs through their eyes and they have a dim purple glow and this glow feels more comfortable. you are covered in a purple-yellow glow which elicits no feelings. you quickly impress your command onto their minds and they get to work.
[7]
you have fifteen-or-so dead fish at your feet before an hour has passed.
Health: 10/10
Mana: 3/10
level: 0; 8/10
Status: shocked
Inventory: dagger, quarter staff, Fishing net, cloak, set of clothing.
passive abilities: necro sight
skills: fisherelf 5, dagger user 3, quarterstaff user 3, scrimshaw 0
Normal:
Impress notion:(Number of words spoken)+1 mana
Use this on a animal. You speak a one to three word phrase. The animal understands the general
meaning of this phrase.
Sense vitality: 1 mana
When you use this, you know the vitality level of anything Within 60 ft that is not covered by metal
or behind a one or more foot thick wall
Cure:special mana requirements
Touch one creature. You may turn your mana into hp for the target at a 3 mana:1 health ratio.
Necromantic:
Raise zombie: 2 mana
When you use this spell, you may target a corpse within 60 ft that is not covered by metal or behind a one foot thick wall. It immediately becomes a zombie
Control undead: 1 mana per undead targeted
when you use this spell, you may target one of your undead that you can see. it immediately follows the comand you give it. if you target multiple undead, they all
receive the same command.
Trout zombie:
Numbers:1
Bonuses:?
Means of locomotion:swimming, flopping
Health points:?
Sentience level:?
Crab zombie:
numbers:3
bonuses:?
means of locomotion: walking
health points:?
sentience level:?
note that the "?"s in the undead stat blocks can and will change if you take the time to study your undead. also, spells can be upgraded, and learning more about spells and undead will sometimes change whats marked in the spells description.