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Forum Games and Roleplaying / Re: Trespassers of the Multiverse; Director's Cut (OOC THREAD)
« on: May 04, 2021, 02:23:57 pm »Spoiler: An ancient alien (click to show/hide)
Name: Proditor
Age: 3,114 years old
Gender: Male
Race: Ethereal
Sex: Unknown
Appearance: Proditor appears roughly the same as any Ethereal of his time, with the only changes being in his robe’s color, which is a primary bright blue with black accents instead of the bright red and gold most Ethereals wear. When not floating around, Proditor stands at 9 feet tall.
Personality: Proditor is generally classified as a calm, collected individual who rarely gets annoyed by anything. While he speaks in a simple, vague tone, he is nevertheless willing to help others if he can, even if it means teaching them how to control the psionic powers that other races use to combat their own.
Merit:
HP: 22
Moves: 1
Stats:
Essence: 10
Constitution: 1
Dexterity: 1
Intelligence: 18
Resistance: 1
Strength: 0
Synergy: 8
Perks:
Ethereal Mind: The minds of the Ethereals are powerful and complex, capable of using their great intellect to shape the world around them. Proditor gains +1 Int whenever he gains Int without spending Merit
Extreme Will: Ethereals are steadfast creatures… For the most part. Proditor stands among them as one of the strongest minds of their race. All mental affecting ailments are forced into a check Proditor’s Essence vs their Essence, and must succeed against him, to actually effect him.
Mind Control: Ethereals, due to their power of psionic energy, are capable of dominating the minds of lesser creatures, and use them for their own. Unlocks the ability "Psionic Control".
Pyrophobic (Flaw): Proditor has a special fear of fire, seeing it as a tool that can destroy anything it sets it’s sights on, no matter what technology is used against it. When hit with a fire attack, Proditor has a 75% chance to be stunned on his next turn.
Actions:
-Actives
Psionic Control: Ethereals can take over the minds of weaker opponents, using them for their own use. Targets one enemy and forces a check that uses Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy falls under his control for 4 turns, but has to sacrifice his actions to control the target. If he fails, nothing happens. 6 turn cooldown.
Psionic Control Level 2: Mind Controlled unit now acts separately to Proditor.
Psionic Control Level 3: Duration increased to 5 turns.
Psi Lance: A bolt of pure psionic energy that Proditor fires from his mind at a single target, dealing 1d6+Syn damage.
Psi Lance Level 2: Damage increased to 2d6+SYN
Psi Lance Level 3: Damage increased to 3d6+SYN
Mind Fray:
Proditor infects the mind of an opponent, forcing a check against Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy takes [INT]/2 points of damage, and their Essence lowers by 1 point for every 4 Intelligence Proditor has.
-Passives
Growing Knowledge: Proditor has learned a great many things from previous wars, making him a quick learner on the battlefield. After every round, Proditor gains +2 Int, up to a maximum of +6.
-Trumps
Rift: Proditor unleashes his full Psionic might, creating a large rift in the air that promptly explodes. Up to four enemies can be targeted by this ability, and when they do, they must make a check against Proditors INT*1.5 vs their Essence. If they do not succeed, They gain a 50% miss chance for 1 turn due to nausea. Enemies targeted by this take 3d8+INT damage each, Bypassing many physical defences. Once per encounter.
Ethereal Body: Ethereals, while their biology is very different from regular humans, have the ability to 'transcend' their physical form, becoming practically spiritual. For 1 turn after this trump is used, Proditor becomes completely untargetable. Once per plot.
Level 2: Duration increased to 2 turns
Equipment:
Psionic Amplifier: Proditor has installed a small device into his helm, amplifying his already immense Psionic powers. Enhances Psionic Lance’s damage by 20% of his Syn.
Reserve:
Ethereal Robes and Helm
(Item) Psychic Impression: "Personal Transportation": A faint Psychic Signature, taken with ease from the Parahuman Tinker known as Squealer. Maybe this could be used to draw a smattering of knowledge from the otherworldly font that other Tinkers draw from?
(Item) Mote of Focussed Will: This item is roughly equivilant to 1/3 a point of Ess, and may be exchanged as such, or used in creating other things
Tricks
(Trick) Nauseate: The user psychically vibrates the bones in a person's ears, creating a loud pircing scream in their head, and causing nausia. Target must make two saves, one to save against stun, and one to save against Vomiting and Deafness, both made against their Con.
(Trick)Psychic Barrier: The user triggers a RES check against incoming projectiles, until the user takes damage
(Trick)Mind Rob: Proditor can now treat mental objects as though they were actual ones, taking them as loot, and using them in crafting or for other purposes.
(Trick) Parahuman Trump: Proditor can gain access to an action by tapping nearby parahumans, this action starts at level 1, and can be used so long as Proditor is near that Parahuman.
When a Power is tapped, roll 1d2, on a 1, Proditor remains normal, on a 2, he assumes traits from the parahuman in question. Proditor can assimilate this action into his permanent list, but the associated mental traits of that parahuman are also ingrained.
(Trick): Inference Engine: The power Proditor acquired from Tattletale. Must be near her in order to use this power.
(Level 1) The user can gain up to 3 hints about random elements of a situation. This is refreshed each encounter.
(Trick) Phantom Soul: Proditor latches onto the mind of a willing individual, his own body phasing into nonexistence as he becomes a passenger for the individual's mind.
(Level 1) Proditor is unable to use actions while this trick is active.
(Level 2) Proditor is able to use actions while this trick is active, but his stats are considered 0 for attacks.
(Trick) Thoughtborrow: The user is able to copy a limited version of an ally's Trick, using telekinesis to fill in for missing powers, and the target's own thoughts for skill. 3 Uses per encounter.
(Trick)Psionic Unlock: This trick lets Proditor unlock others' psionic potential by teaching them to edit themselves out of any single target person's senses. Requires line of sight. Only works on one person at a time. Requires >6 intelligence of the user and target.
(Trick): Rapier-Knowledge: A result of Proditor reading a book on Earth, giving him a +2 to learn rapier related actions.
(Trick) Hell Viewing Technique: Prodditor Confronts a target with their worst fear via Psionic hallucination. The target must succeed at an ESS Save against Proditor's ESS+Int, or be rendered helpless. If they succeed the check, they receive a powerful buff for the duration of the encounter, and are immune to future uses of this technique.
Age: 3,114 years old
Gender: Male
Race: Ethereal
Sex: Unknown
Appearance: Proditor appears roughly the same as any Ethereal of his time, with the only changes being in his robe’s color, which is a primary bright blue with black accents instead of the bright red and gold most Ethereals wear. When not floating around, Proditor stands at 9 feet tall.
Personality: Proditor is generally classified as a calm, collected individual who rarely gets annoyed by anything. While he speaks in a simple, vague tone, he is nevertheless willing to help others if he can, even if it means teaching them how to control the psionic powers that other races use to combat their own.
Merit:
HP: 22
Moves: 1
Stats:
Essence: 10
Constitution: 1
Dexterity: 1
Intelligence: 18
Resistance: 1
Strength: 0
Synergy: 8
Perks:
Ethereal Mind: The minds of the Ethereals are powerful and complex, capable of using their great intellect to shape the world around them. Proditor gains +1 Int whenever he gains Int without spending Merit
Extreme Will: Ethereals are steadfast creatures… For the most part. Proditor stands among them as one of the strongest minds of their race. All mental affecting ailments are forced into a check Proditor’s Essence vs their Essence, and must succeed against him, to actually effect him.
Mind Control: Ethereals, due to their power of psionic energy, are capable of dominating the minds of lesser creatures, and use them for their own. Unlocks the ability "Psionic Control".
Pyrophobic (Flaw): Proditor has a special fear of fire, seeing it as a tool that can destroy anything it sets it’s sights on, no matter what technology is used against it. When hit with a fire attack, Proditor has a 75% chance to be stunned on his next turn.
Actions:
-Actives
Psionic Control: Ethereals can take over the minds of weaker opponents, using them for their own use. Targets one enemy and forces a check that uses Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy falls under his control for 4 turns, but has to sacrifice his actions to control the target. If he fails, nothing happens. 6 turn cooldown.
Psionic Control Level 2: Mind Controlled unit now acts separately to Proditor.
Psionic Control Level 3: Duration increased to 5 turns.
Psi Lance: A bolt of pure psionic energy that Proditor fires from his mind at a single target, dealing 1d6+Syn damage.
Psi Lance Level 2: Damage increased to 2d6+SYN
Psi Lance Level 3: Damage increased to 3d6+SYN
Mind Fray:
Proditor infects the mind of an opponent, forcing a check against Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy takes [INT]/2 points of damage, and their Essence lowers by 1 point for every 4 Intelligence Proditor has.
-Passives
Growing Knowledge: Proditor has learned a great many things from previous wars, making him a quick learner on the battlefield. After every round, Proditor gains +2 Int, up to a maximum of +6.
-Trumps
Rift: Proditor unleashes his full Psionic might, creating a large rift in the air that promptly explodes. Up to four enemies can be targeted by this ability, and when they do, they must make a check against Proditors INT*1.5 vs their Essence. If they do not succeed, They gain a 50% miss chance for 1 turn due to nausea. Enemies targeted by this take 3d8+INT damage each, Bypassing many physical defences. Once per encounter.
Ethereal Body: Ethereals, while their biology is very different from regular humans, have the ability to 'transcend' their physical form, becoming practically spiritual. For 1 turn after this trump is used, Proditor becomes completely untargetable. Once per plot.
Level 2: Duration increased to 2 turns
Equipment:
Psionic Amplifier: Proditor has installed a small device into his helm, amplifying his already immense Psionic powers. Enhances Psionic Lance’s damage by 20% of his Syn.
Reserve:
Ethereal Robes and Helm
(Item) Psychic Impression: "Personal Transportation": A faint Psychic Signature, taken with ease from the Parahuman Tinker known as Squealer. Maybe this could be used to draw a smattering of knowledge from the otherworldly font that other Tinkers draw from?
(Item) Mote of Focussed Will: This item is roughly equivilant to 1/3 a point of Ess, and may be exchanged as such, or used in creating other things
Tricks
(Trick) Nauseate: The user psychically vibrates the bones in a person's ears, creating a loud pircing scream in their head, and causing nausia. Target must make two saves, one to save against stun, and one to save against Vomiting and Deafness, both made against their Con.
(Trick)Psychic Barrier: The user triggers a RES check against incoming projectiles, until the user takes damage
(Trick)Mind Rob: Proditor can now treat mental objects as though they were actual ones, taking them as loot, and using them in crafting or for other purposes.
(Trick) Parahuman Trump: Proditor can gain access to an action by tapping nearby parahumans, this action starts at level 1, and can be used so long as Proditor is near that Parahuman.
When a Power is tapped, roll 1d2, on a 1, Proditor remains normal, on a 2, he assumes traits from the parahuman in question. Proditor can assimilate this action into his permanent list, but the associated mental traits of that parahuman are also ingrained.
(Trick): Inference Engine: The power Proditor acquired from Tattletale. Must be near her in order to use this power.
(Level 1) The user can gain up to 3 hints about random elements of a situation. This is refreshed each encounter.
(Trick) Phantom Soul: Proditor latches onto the mind of a willing individual, his own body phasing into nonexistence as he becomes a passenger for the individual's mind.
(Level 1) Proditor is unable to use actions while this trick is active.
(Level 2) Proditor is able to use actions while this trick is active, but his stats are considered 0 for attacks.
(Trick) Thoughtborrow: The user is able to copy a limited version of an ally's Trick, using telekinesis to fill in for missing powers, and the target's own thoughts for skill. 3 Uses per encounter.
(Trick)Psionic Unlock: This trick lets Proditor unlock others' psionic potential by teaching them to edit themselves out of any single target person's senses. Requires line of sight. Only works on one person at a time. Requires >6 intelligence of the user and target.
(Trick): Rapier-Knowledge: A result of Proditor reading a book on Earth, giving him a +2 to learn rapier related actions.
(Trick) Hell Viewing Technique: Prodditor Confronts a target with their worst fear via Psionic hallucination. The target must succeed at an ESS Save against Proditor's ESS+Int, or be rendered helpless. If they succeed the check, they receive a powerful buff for the duration of the encounter, and are immune to future uses of this technique.
Spoiler: The Universe's Greatest Necromancer (click to show/hide)
Name: Freya Wentz
Age: 17
Gender: Female
Sex: Female
Race: Human
Appearance: Freya is a rather short person, in almost all aspects physically. Standing at a mere 5’2” with no notable curves to speak of, she generally gives the appearance of a child. Her hair is a short, dark purple color that rather smoothed out, though she has bangs that travel is the side of her face and leave a bit of her forehead exposed. Her eyes, lastly, are a bright red in color
Her outfit is predominately black in almost all aspects. She wears a large, witch-like hat, which is rather well kept, and has a bright white skull badge pinned on it, to signify her school of magic. Her outfit is mostly just a single, plain, sleeveless black dress that ends about an inch above her knees, and covers the area around her neck, with darker piece of fabric wrapped around her stomach to keep it in place, doubling as a holder for small potions and a bag. Freya also has two large sleeves that are disconnected from her dress, being black in color as well and bloom outwards once they reach the hands, and are connected to the dress by single bits of fabric that goes over her shoulder. Her wrists are also bandaged up. Lastly, Freya wears two, rather plain black boots that go up to her knees, with inch long heels, which are meant to give herself a bit more height.
Personality: Freya, at first glance, tends to go against the common conception of Necromancers. Energetic and kind, Freya is the type of person who puts others before herself, and is constantly willing to lend a hand. In addition, she tends to act in ways that will, in her views, ensure the comfort and happiness of as many people as she can.
In reality, Freya is a far more cynical and traumatized than she lets on, due to her upbringing. Her willingness to put others before her comes from her lack of confidence in herself, and is generally the first person to criticize her own capabilities.
Merit: 4
HP: 20
Moves: TBD
Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2
Strength: 0
Synergy: 7
Perks:
Necromancy:
“What? Raising the dead is just something Necromancers do. You thought that I couldn't just... Do it?"
Freya, despite her appearance, or perhaps befitting of it, is a very skill Necromancer, and as such knows how to reanimate the dead to do her bidding. Unlocks the action… “Necromancy”.
Death’s Lock
“Honestly? Death is a bit of a minor bump in the road for me now. Granted it's hard to come back after it, but I can do it.”
Through planning ahead (or just preparing a spell ahead of time), Freya can survive death once, coming back to life after the turn is over with half her health. However, after being used, Freya must reset the spell, which takes an hour of work to complete.
True Resurrection
"Please... Don't go..."
The true power of a Necromancer's magic is being able to bring the dead back to life, not just reanimate them. Unlocks the action "Resurrection"
Not Kosher (Flaw)
"I'm generally not well liked in the holy community. Something about being a 'servant of darkness' and 'a crazy psycho bitch' or whatnot. Bunch of weirdos up there if you ask me."
Undoubtedly, Freya's sheer aptitude for Necromancy has caused her soul to visibly blacken, so much so that she is considered evil by most. Freya is locked out of Holy Ground, unless they can sufficiently convince the deity in question otherwise
Actions:
-Actives
(Perk backed)Necromancy: Freya targets a dead enemy, specifically, the skeleton of a long dead body, or a revenant, reviving them to heed her command. These revived creatures have their dexterity reduced to 0, though Freya is forced to make an Essence vs Resistance check in order to keep them at their full strength. A success let's Freya use them with their stats at their normal ability, while failing halves each stat aside from Con. These minions count as actions, and must have actions slots to use.
Necromancy Level 2: Dex is now able to be at half capacity if Freya succeeds her roll, but remains at 0 if she fails her reanimation roll.
Necromancy Level 3: Dex is now able to be at full capacity if Freya succeeds her roll, but is halved if she fails her reanimation roll.
Necromancy Level 4: Freya's reanimation roll (Essence vs Resistance) now halves the bodies Resistance stat for the purpose of the roll.
Misty Skulls: Freya slams her staff into the ground, releasing multiple skulls made of grey mist that fly at an enemy, dealing 1d4+SYN damage. In addition, the target must make a check against Freya's Syn vs their Essence. If they fail the check, they must act like they are at critical health.
(Perk backed)Resurrection: Freya revives a friend from death, because she can. Freya brings a person back to life, but permanently loses 1 Syn minimum. The revived person in question starts off with 0 stat points, but gains 1 stat point for every Syn Freya spends.
Level 2: For every Syn Freya spends on reviving someone, the target gets 2 stat points to spend.
Level 3: For every Syn Freya spends, the target gains 3 stat points to spend.
Zombie Hunter: Freya, once she learned about how to manipulate dimensional travel on her own (although limited), whipped up yet another spell to let her find some more powerful corpses by sending a ghost through a dimensional portal to find one. However, as of now, she is only unable to really command what she wants to get, due to the difficulty of keeping the spell active.This action can only be used out of combat.
Level 2: Freya can describe a setting she wants a corpse from. Still can't decide what corpse she gets from said setting.
Level 3: Freya can state if she wants an animal or a 'human' as a corpse from a certain setting.
Level 4: Freya can specify what she wants to get
(Blood Ritual) Blood Engine: Freya transmogrifies one of their undead to feed off the latent energies of blood by implanting Blood Cores into their body. Chosen undead gains Str equal to the user's Syn for each Blood Core, but if an enemy shoots a core (Or hits it in general), the undead is stunned. When all cores are destroyed, the undead dies, regardless of former health. A Blood Core cannot be placed on the inside of an undead. Requires 1 gallons of blood from any source.
Level 2: Blood Cores can now be made on gear, to varying effects.
-Passives
Field of Death: While she doesn't admit it, Freya's Necromancy grows to new heights when there are plenty of recent corpses around. When 5 creatures die around her, she gains a 25% increase to her Synergy and Essence until the battle ends.
Necroregeneration: While Necromancy likes to work with the dead, Freya's learned to use it to actually heal herself without her having to focus entirely on it.
Level 1: Freya heals 2 hp per turn
Level 2: Healing increased by another +2.
Level 3: Necroregeneration now does not take up an action slot. However, for every 2 hp it heals, Freya's Syn goes down by -1.
Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there. Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.
-Trumps
Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source
Level 3: Each zombie can attack for 1d2+Syn/4 damage
Eldritch Abomination: Freya decides to disregard a minion’s physical health, transforming them into a stronger form while practically guaranteeing their decay.
Level 1: When activated, a single minion changes into an Abomination, with their strength, res, and Health being doubled. However, after the encounter ends, the minion decays completely, and is unable to be revived by necromancy. Once per two worlds.
Level 2: An Abomination can now last until the end of the next encounter.
Level 3: An Abomination can last for three encounters before decaying.
Equipment:
Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy.
Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.
Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.
Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)
Healing Potion: A rather sweet tasting potion of grey color, stuck inside one of Freya’s vials. Heals 30 hp. Can only be used once.
Soul Amulet: A small, black gemstone inside an amulet, that is on a chain that wraps around her neck. +1 Syn until Resurrection is used, which causes this item to be destroyed instantly.
Black Rosewater(3/3): A "perfume" made by Freya from multiple Soul Roses and a femur. It's scent causes living things to grow weaker, and sooths the rage of the dead. Can be used to reduce damage by 2d4 if dealt by a living being, or use it to boost damage for 2d4 to a given undead. Has 3 charges.
Tricks
(Trick) Bloodstained Air: The user animates organic matter on allied weapons. Weapons which have been used this combat to deal damage receive +1 Damage for the remainder of combat. This does not stack.
(Trick) Spirit Release: This action can free souls from bindings, imprisonment, and other conditions imposed by others. Current maximum speed: 1 soul per round. The soul prison or targeted soul must be touched, and only one target can be touched per round. An object imprisoning multiple souls counts as a single target.
(Trick) Spirit Walk: Freya can exit her body and walk around without it, becoming invisible and intangible to non-soul objects and beings. However, she cannot interact with the physical world in this state. Should Freya spend more than 5 minutes per hour outside her body, her body might start to degrade. Freya can also equip this action as a passive, granting her the ability to affect spirits as though they were physical beings with her actions.
(Trick) Turn Undead: Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place. This action's effects do not discriminate between friend and foe. This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's
Reserve:
A small knife that Freya carries around for Necromancy involving blood.
A rather plain journal that has clearly seen a lot of rough travels. Slightly burned, and very large.
About 3 small glass vials put onto the "belt" on her waist.
A small bag on the back portion of her belt.
Smooth piece of white fabric with a strange, black ink sign on it that is wrapped around her shoulder.
3 Death Roses
Age: 17
Gender: Female
Sex: Female
Race: Human
Appearance: Freya is a rather short person, in almost all aspects physically. Standing at a mere 5’2” with no notable curves to speak of, she generally gives the appearance of a child. Her hair is a short, dark purple color that rather smoothed out, though she has bangs that travel is the side of her face and leave a bit of her forehead exposed. Her eyes, lastly, are a bright red in color
Her outfit is predominately black in almost all aspects. She wears a large, witch-like hat, which is rather well kept, and has a bright white skull badge pinned on it, to signify her school of magic. Her outfit is mostly just a single, plain, sleeveless black dress that ends about an inch above her knees, and covers the area around her neck, with darker piece of fabric wrapped around her stomach to keep it in place, doubling as a holder for small potions and a bag. Freya also has two large sleeves that are disconnected from her dress, being black in color as well and bloom outwards once they reach the hands, and are connected to the dress by single bits of fabric that goes over her shoulder. Her wrists are also bandaged up. Lastly, Freya wears two, rather plain black boots that go up to her knees, with inch long heels, which are meant to give herself a bit more height.
Personality: Freya, at first glance, tends to go against the common conception of Necromancers. Energetic and kind, Freya is the type of person who puts others before herself, and is constantly willing to lend a hand. In addition, she tends to act in ways that will, in her views, ensure the comfort and happiness of as many people as she can.
In reality, Freya is a far more cynical and traumatized than she lets on, due to her upbringing. Her willingness to put others before her comes from her lack of confidence in herself, and is generally the first person to criticize her own capabilities.
Merit: 4
HP: 20
Moves: TBD
Stats:
Essence: 7
Constitution: 0
Dexterity: 2
Intelligence: 3
Resistance: 2
Strength: 0
Synergy: 7
Perks:
Necromancy:
“What? Raising the dead is just something Necromancers do. You thought that I couldn't just... Do it?"
Freya, despite her appearance, or perhaps befitting of it, is a very skill Necromancer, and as such knows how to reanimate the dead to do her bidding. Unlocks the action… “Necromancy”.
Death’s Lock
“Honestly? Death is a bit of a minor bump in the road for me now. Granted it's hard to come back after it, but I can do it.”
Through planning ahead (or just preparing a spell ahead of time), Freya can survive death once, coming back to life after the turn is over with half her health. However, after being used, Freya must reset the spell, which takes an hour of work to complete.
True Resurrection
"Please... Don't go..."
The true power of a Necromancer's magic is being able to bring the dead back to life, not just reanimate them. Unlocks the action "Resurrection"
Not Kosher (Flaw)
"I'm generally not well liked in the holy community. Something about being a 'servant of darkness' and 'a crazy psycho bitch' or whatnot. Bunch of weirdos up there if you ask me."
Undoubtedly, Freya's sheer aptitude for Necromancy has caused her soul to visibly blacken, so much so that she is considered evil by most. Freya is locked out of Holy Ground, unless they can sufficiently convince the deity in question otherwise
Actions:
-Actives
(Perk backed)Necromancy: Freya targets a dead enemy, specifically, the skeleton of a long dead body, or a revenant, reviving them to heed her command. These revived creatures have their dexterity reduced to 0, though Freya is forced to make an Essence vs Resistance check in order to keep them at their full strength. A success let's Freya use them with their stats at their normal ability, while failing halves each stat aside from Con. These minions count as actions, and must have actions slots to use.
Necromancy Level 2: Dex is now able to be at half capacity if Freya succeeds her roll, but remains at 0 if she fails her reanimation roll.
Necromancy Level 3: Dex is now able to be at full capacity if Freya succeeds her roll, but is halved if she fails her reanimation roll.
Necromancy Level 4: Freya's reanimation roll (Essence vs Resistance) now halves the bodies Resistance stat for the purpose of the roll.
Misty Skulls: Freya slams her staff into the ground, releasing multiple skulls made of grey mist that fly at an enemy, dealing 1d4+SYN damage. In addition, the target must make a check against Freya's Syn vs their Essence. If they fail the check, they must act like they are at critical health.
(Perk backed)Resurrection: Freya revives a friend from death, because she can. Freya brings a person back to life, but permanently loses 1 Syn minimum. The revived person in question starts off with 0 stat points, but gains 1 stat point for every Syn Freya spends.
Level 2: For every Syn Freya spends on reviving someone, the target gets 2 stat points to spend.
Level 3: For every Syn Freya spends, the target gains 3 stat points to spend.
Zombie Hunter: Freya, once she learned about how to manipulate dimensional travel on her own (although limited), whipped up yet another spell to let her find some more powerful corpses by sending a ghost through a dimensional portal to find one. However, as of now, she is only unable to really command what she wants to get, due to the difficulty of keeping the spell active.This action can only be used out of combat.
Level 2: Freya can describe a setting she wants a corpse from. Still can't decide what corpse she gets from said setting.
Level 3: Freya can state if she wants an animal or a 'human' as a corpse from a certain setting.
Level 4: Freya can specify what she wants to get
(Blood Ritual) Blood Engine: Freya transmogrifies one of their undead to feed off the latent energies of blood by implanting Blood Cores into their body. Chosen undead gains Str equal to the user's Syn for each Blood Core, but if an enemy shoots a core (Or hits it in general), the undead is stunned. When all cores are destroyed, the undead dies, regardless of former health. A Blood Core cannot be placed on the inside of an undead. Requires 1 gallons of blood from any source.
Level 2: Blood Cores can now be made on gear, to varying effects.
-Passives
Field of Death: While she doesn't admit it, Freya's Necromancy grows to new heights when there are plenty of recent corpses around. When 5 creatures die around her, she gains a 25% increase to her Synergy and Essence until the battle ends.
Necroregeneration: While Necromancy likes to work with the dead, Freya's learned to use it to actually heal herself without her having to focus entirely on it.
Level 1: Freya heals 2 hp per turn
Level 2: Healing increased by another +2.
Level 3: Necroregeneration now does not take up an action slot. However, for every 2 hp it heals, Freya's Syn goes down by -1.
Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there. Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.
-Trumps
Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source
Level 3: Each zombie can attack for 1d2+Syn/4 damage
Eldritch Abomination: Freya decides to disregard a minion’s physical health, transforming them into a stronger form while practically guaranteeing their decay.
Level 1: When activated, a single minion changes into an Abomination, with their strength, res, and Health being doubled. However, after the encounter ends, the minion decays completely, and is unable to be revived by necromancy. Once per two worlds.
Level 2: An Abomination can now last until the end of the next encounter.
Level 3: An Abomination can last for three encounters before decaying.
Equipment:
Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy.
Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.
Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.
Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)
Healing Potion: A rather sweet tasting potion of grey color, stuck inside one of Freya’s vials. Heals 30 hp. Can only be used once.
Soul Amulet: A small, black gemstone inside an amulet, that is on a chain that wraps around her neck. +1 Syn until Resurrection is used, which causes this item to be destroyed instantly.
Black Rosewater(3/3): A "perfume" made by Freya from multiple Soul Roses and a femur. It's scent causes living things to grow weaker, and sooths the rage of the dead. Can be used to reduce damage by 2d4 if dealt by a living being, or use it to boost damage for 2d4 to a given undead. Has 3 charges.
Tricks
(Trick) Bloodstained Air: The user animates organic matter on allied weapons. Weapons which have been used this combat to deal damage receive +1 Damage for the remainder of combat. This does not stack.
(Trick) Spirit Release: This action can free souls from bindings, imprisonment, and other conditions imposed by others. Current maximum speed: 1 soul per round. The soul prison or targeted soul must be touched, and only one target can be touched per round. An object imprisoning multiple souls counts as a single target.
(Trick) Spirit Walk: Freya can exit her body and walk around without it, becoming invisible and intangible to non-soul objects and beings. However, she cannot interact with the physical world in this state. Should Freya spend more than 5 minutes per hour outside her body, her body might start to degrade. Freya can also equip this action as a passive, granting her the ability to affect spirits as though they were physical beings with her actions.
(Trick) Turn Undead: Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place. This action's effects do not discriminate between friend and foe. This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's
Reserve:
A small knife that Freya carries around for Necromancy involving blood.
A rather plain journal that has clearly seen a lot of rough travels. Slightly burned, and very large.
About 3 small glass vials put onto the "belt" on her waist.
A small bag on the back portion of her belt.
Smooth piece of white fabric with a strange, black ink sign on it that is wrapped around her shoulder.
3 Death Roses







