The World of The Necromancer

Posted by Necromancer 
The World of The Necromancer
May 24, 2017 10:14AM
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Name: The Necromancer (Maak-Hai of Atlantis)
Power Category: Magic User
Source of Super Human Powers: Mastery of Atlantean Magic
Appearance: The Necromancer is a tall individual with an athletic build thanks to his Pre-Cataclysmic Atlantean heritage. His demeanor is often seen as grim and foreboding. He possesses raven hair and sparkling green eyes that bely a powerful intellect and strength of will.

Height: 6ft 2in
Weight: 221 lbs.
Sex: Male
Age: 20, 018 (appears to be 21 years of age)

Fighting: Excellent (20)
Agility: Excellent (20)
Strength: Good (10)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Amazing (50)
Psyche: Unearthly (100)

Health: 70
Karma: 160
Resources: Incredible (40)
Popularity: Good (10) The Necromancer is not generally known to the inhabitants of modern day Earth.

Powers:

School of Atlantean Magic - Mastery Level

This school was established eons ago in the ancient Earth civilization of Atlantis. Little is known about the school, except that Dakimh the Enchanter, last disciple of the Atlantean sorceress Zhered-Na, practices it and is now the mentor of Jennifer Kale. Atlantean magic seems to be a “white” magic, which draws upon the powers of order. Therefore, it can be very powerful if used in conjunction with “white” magical artifacts or against chaotic magic. Vulnerability would exist in the fact that chaotic magical creatures would be constantly trying to find and neutralize a wielder of “white” magic. The Necromancer is unique in this school recieving his training from Zhered-Na and finishing his training beneath the dreaded Thulsa-Doom providing him access to "white" and "black" magics not typiclaly available to most praticioners of Atlantean magic.

Personal Energies:

Empathy: Excellent (20)

The caster can magically sense another character or group’s strong emotions (not thoughts). This spell not only allows the character to gain a general impression of the mood and intentions of individuals or groups, it also allows him to broadcast his emotions to an individual or group. Broadcasting emotional attitudes like friendship, love, caution, helpfulness, and so forth can sometimes prove invaluable in clearing up a misunderstanding. The character cannot broadcast these emotions unless he truly feels them. These feelings should help dictate his actions. Only one attempt at it can be made per encounter. By using this spell, especially on animals, the caster can sense whether the target is deathly afraid, slightly afraid, in love, full of hate, etc. and the object of their hate, love, fear, and so on.

Manipulaton: Amazing (50)

This spell creates invisible magic tendrils that can manipulate materials. “Soft” materials, like organic tissue and fabric are easily manipulated while “hard” inorganic materials require a successful spell rank FEAT roll. No material can be manipulated if its Material Strength rank is greater than the spell rank. The caster can easily manipulate the hair or clothing of another character, causing them to constrict or bind the target (Strength for grappling would equal the spell rank). If the caster is attempting to affect organic tissues or muscles in another creature, the caster must make a successful Psyche FEAT roll. If successful, the victim must make an Endurance FEAT roll or suffer damage equal to this spell rank. The spell can only be used on one target at a time.

Shape Shifting - Limited, Raven: Incredible (40)

The caster can mystically change into the shape of one animal, plant, or object of his choice. The exact creature or object must be specified when the spell is first learned and whenever the character changes, it is into that shape. Changes to the shape are automatic, but to become a perfect duplicate, complete with its abilities, requires a successful spell rank FEAT roll. The caster cannot change into another super powered character. A shape-shifted magic wielder can only use spells that rely on his own personal energy. Universal energy spells and dimensional energy spells are not usable unless he is in his natural state.

Shield - Multiple: Monstrous (75)

This spell uses extradimensional energies to create a Multiple Shield. It is identical to an Individual Shield, except that there are actually multiple shields behind the one that appears. For every spell rank above Good, the caster has another Shield that immediately appears when the previous shield has been shattered. For example, a caster with a Remarkable spell rank has three Individual Shields, one right behind the other to protect him. If the outermost shield is struck by an attack that is at least two ranks higher than the shield rank, one or more inner shields are also broken; if the attack is 2 ranks higher, a second shield is broken, at 3 ranks higher, a third shield, and so on. No damage will reach the caster in the round the last shield is broken.

Universal Energies:

Eldritch Beam - Dark Force, Hands: Amazing (50)

This spell unleashes a magical beam or bolt causing damage equal to the spell rank (a beam is a continuous line of energy, a bolt is an interrupted line of energy). A beam or bolt (hereafter referred to as bolt) affects only one target in the target area. When this spell is obtained, the player should roll a die to see where the bolts originate. The bolts will issue forth from the character’s: 1-4 = Hands; 5-8 = Eyes; 9 = Chest; 10 = Forehead. The type of bolt the character uses will be one of the following, which the player chooses with the approval of the Judge.

Darkforce Bolt: This bolt uses the Darkforce, a form of energy from another dimension. The target loses Health points equal to the caster’s spell rank. The bolt is black. (This bolt requires dimensional energy; it is not available to characters unable to use dimensional energy.)

Fear: Incredible (40)

This spell affects all targets in the area of effect. The spell releases an unreasoning fear from the target’s mind. All targets are allowed a Psyche FEAT roll to resist the effect (see the Magic Effects Table). If the target misses the roll, the frightened character wants nothing more than to run away and hide (all his actions while afraid are at -2 CS). The victim will try to avoid, or if necessary attack, anyone attempting to stop or restrain him. The character can only perform actions (including spellcasting) that will help him to escape. The victim always flees away from the attacker, even if he cannot see the caster. After the first three rounds of being afraid, and every other round after that, if need be, the frightened character is allowed a Psyche FEAT roll to regain his composure. Once made, it will still take him a full round to get complete control of himself. Though the caster must maintain a high degree of concentration on this spell to keep the target afraid (no attacks or other spellcasting allowed), he does not know when the character breaks the spell. Only when the target attacks the caster or otherwise acts contrary to a state of fear does the caster realize he no longer influences the target.

Healing - Others: Remarkable (30)

The caster can magically heal other characters by using universal or dimensional energy. The caster must touch the character for two consecutive rounds after casting the spell. A successful spell rank FEAT roll is required. The, maximum amount of damage that can be healed per person is the spell rank number. Any individual character can only be healed once per day by a specific caster. The number of different characters the caster can heal per day is equal to the spell rank number divided by 10 (round fractions up). If the player so desires, this spell could be used to heal a creature instead of a character. The healing is complete, including the mending of broken bones and torn cartilage. The spell is also effective against disease.

Mental Probe: Amazing (50)

The caster creates a tiny, magical tendril that can probe another person’s mind. If the caster succeeds in his spell rank FEAT roll, the probe will reveal the target’s true identity and details concerning it. This spell should not be confused with Empathy, Mental Control, or other, stronger spells. This spell does not allow the caster to manipulate the target’s mind.

Necromancy: Amazing (50)

The Necromancer can create zombies from the dead. These zombies’ stats are :

Fighting: GD(10)
Agility: TY(6)
Strength: GD(10)
Endurance: PR(4)
Reason: N/A
Intuition: N/A
Psyche: N/A
Health: 30

Zombies can either slugfest or use hand-held melee weapons. The Necromancer must make a power rank FEAT roll for every zombie he animates.

Dimensional Energies:

Astral Body / Astral Projection: Monstrous (75)

The hero can send his astral form off to any destination. The physical body doesn't go anywhere; it remains in a comatose state until the astral body returns. The astral body is intangible and invisible to normal senses. In the Earth dimension it can use any of the hero's mental or Psionic Powers but not the physical ones. In other dimensions the astral body regains visibility, solidity, and the physical Powers. A magical silver cord connects the astral and physical bodies. While it can stretch a great distance, it is not infinite. The maximum distance the astral body can travel form the physical body is shown on the Space/Extradimensional Travel column of the Movement Table. The astral body travels at up to Power rank speed. This allows the hero to arrive instantaneously at a destination. The astral hero can cross into other dimensions by means of a Psyche FEAT. The silver cord links both bodies in several ways. It enables the astral to monitor the condition and location of the physical. Beings in the physical world can use that body's connection to locate the astral body. The silver cord is the key to the astral returning to its own body. If the cord is broken, return is extremely difficult, if not impossible. Once the cord is broken, the physical body begins to die. Health drops one point per hour. Fortunately, breaking the silver cord requires a CL1000 Intensity FEAT. If an attempt is made to damage the cord at any point, the astral body is immediately aware of the attempt and the location of the threatened length. If the physical body is killed, the cord is snapped automatically. The hero is now trapped in astral form as a Free Spirit. The astral body resembles the hero's self image. As such, it might not resemble the real body. All clothing and appurtenances the astral form carries are unreal simulations of the real items; they still have equivalent effects though. Astral bodies can be detected by Psionics, Magic, Extradimensional Detection, and by this Power. They can be attacked from the physical world by mental and Psionic Powers, Exorcism, Summoning, Spirit Storage, and Force Field vs. Magic.

Exorcism: Amazing (50)

The hero can release a being from any external domination imposed by a third party. Such controls include Possession, Mental Domination, Serial Immortality, and Magic. If there's a control, this Power can break it. This Power rank is compared to that of the Power controlling the subject. A Typical Intensity FEAT can sever a lower ranking control Power. A Remarkable Intensity FEAT severs a controlling Power of equal rank, and an Amazing Intensity FEAT severs one of one or more ranks higher. Upon severing the being's control over the subject, that being is immediately teleported to its home dimension. This Power commonly appears as a spell used by sorcerers and holy men. The hero must be within 10' of the subject in order to perform the Exorcism. The hero can use this Power to resist the initial attempt by another to control him, but if this attempt fails (as per the FEATs listed above), he cannot Exorcise himself later.

Dimensional Aperture: Unearthly (100)

This spell causes a temporary opening in the dimension’s fabric, allowing the caster to cross from one dimension to another. Look for the section on Dimensions in the Miscellany of Mysticism for more detail. The caster can automatically open a portal to a dimension with which he is familiar, but opening a portal to an unfamiliar dimension requires a successful spell rank FEAT roll. If a FEAT roll is required, failure indicates that the caster cannot enter the desired dimension that day. A beginning caster who does not really know one dimension from another can stumble into any one of them at random. A spell caster who is in a familiar foreign dimension can automatically return to his home dimension. However, if the caster is in an unfamiliar dimension or if his mind has been affected by traveling in a sanity bending or sanity-threatening dimension, the caster must make a successful spell rank FEAT roll to locate the dimensional position of his home dimension. This roll to return is only allowed once per week. However, the caster can enter another random dimension and try to go home from there. If the caster tries to take anyone else with him into a dimension, whether they are willing or unwilling, then a Psyche FEAT roll is required of each character passing through into the dimension, every time they enter a new dimension. Anyone who fails the FEAT roll cannot pass through that particular dimensional aperture at this time. Characters who are left behind can try again a day later, if the aperture is still in effect. This spell also grants the caster knowledge of a tiny “personal dimension” where he can go with perfect accuracy and safety. This pocket dimension is only accessible from the caster’s home dimension and contains no dangerous creatures. There the caster can go for peace, solitude, and can even make it a home away from home. The caster can enter or leave his own little dimension once per day.

Entreaty - Zhered-Na: Unearthly (100)

Zhered-Na is often called upon directly to seek higher forms of divination and knowledge that are often hidden from The Necromancer. Often, the power of Zhered-Na is used to pierce illusions or for The Necromancer to seek wisdom and advice from his first master.

Entreaty - Thulsa Doom: Incredible (40)

When faced with overwhelming darkness and unknown enemies , The Necromancer may make an entreaty to Thulsa Doom to gather information about the foes he faces or a fell artifact of ages long past. Typically, Thulsa Doom is very knowledgeable about Necromancy, Set, The Pre-Cataclysmic Era, the Hyborian Era and many stygian demons and devils of the nether realms. Unfortunately, convincing Thulsa Doom to part with information is normally a very taxing affair upon The Necromancer and Thulsa Doom's spirit always demands something in return.

Entreaty - Set: Excellent (20)

Once in the past, The Necromancer called upon the power of the dark god Set to return the life of a fallen comrade. Set is a Stygian god of long ago and his powers are great and many. The Necromancer in return for Set returning his friend to life, had to serve Set for 1000 years during the Hyborian Age. Set forced Maak-Hai to war upon the cities of the Eternals of that age and often to war with the champions of Crom and other goodly gods. During this time, the Necromancer was no better than a common villain spreading the influence of Set. It is an event he hopes to never repeat and to one day forgive himself of.

Other Powers

The Blessings of Zhered-Na:

Having received the Blessings of Zhered-Na The Necromancer may be nigh on immortal. The Blessings of Zhered-Na have been known to extend the life of a follower for 20,000+ years. The Necromancer no longer ages nor will he die of natural causes. He can still meet a violent end by another's' hand.

Equipment:

The Staff of Demons:

The fearsome Staff of Demons appears to possess a physical form nearly 8ft in length but in actuality it is a dimensional pocket prison for some unknown cosmic horror from beyond space and time. The Staff has a physical presence and is considered to be Class 1000 Material Strength and inflicts Excellent (20) Blunt Damage in the hands of The Necromancer. Thulsa Doom once bade The Necromancer to enter into Arallu, the Land of The Evil Dead and defeat the staffs' guardian in the hope that it could be used to free himself from his 10,000 year imprisonment before the Pillars of Arallu. However, the Staff was either incapable or unwilling to end Thulsa's imprisonment by the gods. The Staff of Demons provides to it's wielder the following abilities all of which should be considered Unearthly (100).

-Mind Absorption / Soul Siphon
-Spirit Storage
-Internal Limbo
-Time Travel
-Entreaty - The Entity of the Staff
-Unknown Powers

If the Staff of Demons were to ever be shattered the Demonic Entity within and all spirits The Necromancer has stored there across his 20, 000+ years would be unleashed upon reality. The Dark Nameless Entity within seems to be content for now to enjoy the spirits imprisoned within by the Necromancer; only rarely making an argument for its' freedom. The entity within the staff has been known to occasionally release a spirit back into reality to carry out a mission to further its' desires for freedom.

The Tome of Zhered-Na:

The Tome of Zhered-Na allegedly possesses all known mysticism known to man and demon kind at the time of its' creation. It is presumably less powerful than the legendary Darkhold or Book of the Vishanti. This one in particular is not the 616 continuity version but one The Necromancer liberated from an alternate reality and carries to protect the teachings of Zhered-Na. The Tome may contain any spell, ritual, prophecy or occult information pertaining to Atlantean Magic, The Pre-Cataclysmic Era, Zhered-Na or her cult.

The Kote of Xian Xahi:

This magical samurai armor covers The Necromancers' arms and was entrusted to him by a dying Chinese Warlord of the 11th century to help carry on the fight against a Tibetan sorcerer. Which The Necromancer resolved when he cornered the evil fellow with an army of the undead. The Kote of Xian Xahi has a material strength of Excellent (20) and provides Good (10) body armor and Good (10) resistance versus the effects of vampirism.

Talents:

Bibliophile, Blunt Weapons, Sharp Weapons, Demonologist, Occultist, Runesmith, Theoginst, Mystic Background, Multi-lingual (English, Atlantean, Demonscript).

Contacts:

Cult of Zhered-Na, Red Sonja, Dr. Strange and Quincy Harker.

Enemies

Set, Thulsa Doom, Dracula, Dweller in Darkness and all Demons.

Origin:

Born untold millennia ago, the man who would become the Necromancer began his mystic tutelage beneath the great mystic Zhered-Na in long ago Atlantis. During, the time leading up to the Great Cataclysm, Zhered-Na would place her blessings upon Maak-Hai and another known as Dakimh the Enchanter. Dakimh being the elder of the two and the most experienced with magic declared the newly arisen D'Spayre his mortal enemy and dedicated himself to fighting the demons machinations in the times beyond the Great Cataclysm.

The Necromancer however, still barely more than an apprentice in magic would take a different path through history. Surviving the Great Cataclysm was only possible due to the Blessings of Zhered-Na and a timely escape with the few remaining survivors finding their way to the islands of Antilla, which survived the sinking of the ancient world. During the dawn of the Hyborian Age, Maak-Hai would discover that he no longer aged and would later meet a new master who would help to finish his training in Atlantean Magic, the ancient wizard Thulsa Doom. Realizing that Thulsa Doom was thoroughly evil mattered little to Maak-Hai, as Thulsa Doom was suffering some sort of divine punishment at the time and was prophesied to remain chained for 10, 000 years so Maak-Hai planned to leave Thulsa Doom once his training was complete.

Thulsa Doom was a wise old wizard however, realizing the only way to acquire his freedom would be to trick someone to release him. Thulsa Doom thus struck a bargain with Maak-Hai to finish his training as Thulsa was the last surviving master of Atlantean magic known to the Earth at that time in exchange for Maak-Hai setting him free. In the shadow of Arallu, the Land of the Evil Dead, Thulsa Doom taught Maak-Hai vast and terrible secrets of Atlantean sorcery until one day there was no Maak-Hai anymore, only The Necromancer. Thulsa Doom approved of his handiwork and set Maak-Hai a challenge to prove himself worthy of the secrets he had learned.

Knowing that Maak-Hai would never go against the edict of the Hyborean Gods who had imprisoned him, Thulsa challenged Maak-Hai to enter into the great dead city itself to acquire an ancient artifact of great power to prove himself worthy of his new abilities. Secretly Thulsa Doom hoped the artifacts presence alone would be enough to break the grip of the chains holding him to the pillars. Inside the ever silent city of death, The Necromancer overcame a stygian horror guarding an eldritch staff of great power, realizing it to be the prize he sought he would carry it forevermore and learn its many secrets.

Upon returning to prove his success, Thulsa Doom realized the entity rumored to be bound to the staff would not free him and go against the edict of the gods that Thulsa remain chained. The staff realized the power of Thulsa Dooms' psyche and knew if it did free him that it would always be locked in a war with Thulsa Doom for domination.
Thulsa Doom cursed his luck, realizing The Necromancer was now to powerful to destroy through his minions while he himself was imprisoned and the staff would not respond to his psychic call for help. Thulsa slumped his head in defeat and The Necromancer would journey forth into history.

Comments:

I thought I would start my own character thread, this is my main character I have played on and off for 22 years now. I'm not going to post his history. It took me 3 days to trim out enough fat just to shorten it to something I could post. I hope to get around to posting many others from our tabletop sessions and to explore other concepts in this thread. I have a lot of hard files I would like to eventually convert to a digital format and I thought it would be good to share with CMF so as to give back to the site that has given so much gaming goodness since I discovered it. Leave a comment if you like. Happy Gaming!!

One world of adventure is never enough.
Re: The World of The Necromancer
May 25, 2017 02:38PM
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Name: Wodao / Ai-Ju-Ting (The Lovable Daisy Flower Enduring)
Power Category: Unknown Alien Life Form
Source of Super Human Powers: Alien traits / Multiple Lives
Appearance: Wodao is an incredibly beautiful female with Chinese traits, despite the fact that she isn't really human at all. She possesses dark hair and amber eyes.

Height: 5ft 4in
Weight: 123 lbs.
Sex: Female
Age: Normal Human lifespan for each incarnation dating back 500 years from the present.

Fighting: Amazing (50)
Agility: Incredible (40)
Strength: Good (10)
Endurance: Remarkable (30)
Reason: Good (10)
Intuition: Amazing (50)
Psyche: Excellent (20)

Health: 130
Karma: 80
Resources: Typical (6)
Popularity: Good 10 (varies by century)

Powers:

Incarnation Awareness: Amazing (50)

This Power is based on the idea that a spirit enters countless reincarnations throughout eternity but that the memory of each past life is usually lost somewhere in the transition from one life to another. This Power allows the hero to remember the details of his more recent lives and to actually communicate with them. Such communications include the transmission of the complete range of senses and thoughts. There are two limits on communication with other lives. One, the communication can only be initiated by the hero's current incarnation. He cannot be called by past lives nor can he call future lives. However, that doesn't prevent the hero from receiving messages from his future selves.

This can be a quick way to start an adventure (more later). Two, the hero can only reach past selves at points when they are actually living. He cannot reach selves that are in an afterlife situation. In fact, the hero can't really recall ever being in any form of afterlife. The Power rank number is also the number of consecutive past lives the hero can contact. The earliest incarnation is the lifespan in -which the Power first appeared; it has been growing one point at a time ever since. This limit spares the player the responsibility for making up a mega-biography going back to the dawn of time. It spares the Judge by limiting the potential havoc the player can wreak using his now-dead contacts.

Assume a full but average lifespan for all past lives. From the 18th century on, this is 70 years. Prior to that, the average is 50. The time elapsed between incarnations is up to the player, but at least one incarnation per century is recommended. Soon after the player acquires this Power, he should work out a basic timeline for and list of his past incarnations. Players are urged to make their past lives relatively normal people. Still, if the player is determined to fill up his past with glory after glory, the Judge can insist on a simple rule. To wit: there is a 1% chance that any specific historical figure was a former incarnation of the present-day hero. The Power is used primarily to gain information. The hero can make extremely long-ranged plans that involve the assistance of past lives in solving current problems.

Iron Will: Remarkable (30)

The hero has complete conscious control over his mind and body. By using his Iron Will, the hero can temporarily halt the damage done by mental or physical attacks; he can even postpone his own death. Iron Will can be used in place of any lower-ranked Ability to determine Resistance to an attack. Any time the hero suffers damage from an attack, the Power can temporarily absorb it before it can affect any of the hero's Ability ranks. The maximum amount of damage Iron Will can absorb at one time is equal to its rank number. Absorbed damage does not affect the hero at that time. Damage exceeding that amount affects the hero in its normal manner. The hero can maintain his Iron Will indefinitely but will eventually have to relax his self-control in order to heal and renew his Power.

Letting down his control causes him to immediately suffer a loss of Health points equal to one half the amount of damage Iron Will had absorbed. Regardless of the original nature of the attack, it is always translated into lost Health points; this reflects the strain the Power places on the body. Once the translation occurs and the Iron Will has been purged of its burden, it is able to absorb new damage. The cycle of absorption/purging/ absorption can continue until the hero's Health drops to zero or below. Note: The Power. can still absorb damage, even if the conversion of that damage into Health points will result in the immediate death of the hero. In such a case, the hero had best make sure he is already in an excellent Trauma Center when he relaxes his Power.

Serial Immortality - Newborn: Unearthly (100)

A character with this Power can suffer damage, get sick, age, and even die. None of it is permanent to the character, though. When the hero's body dies from any cause, the unique nature of his life-force enables it to transfer to a new body. He can also transfer some but not all of his Powers to the new body. The hero loses all Karma with the death of the old body. There are five forms of Serial Immortality, each with a different means of rebirth and Power transferal. The player must choose one of these methods, either selecting for himself or letting the die decide.

Newborn —The body is that of an infant. The character can enter the body at any point from conception to birth. He is helpless until birth actually occurs. He can accelerate the body's physical development in order to induce birth and quickly regain physical maturity. The rate of accelerated development is a multiplier equal to the Power rank number. A Feeble rank ages twice as fast as normal, a Remarkable rank ages one month for each day that passes, and a Shift-Z can age over a year for each real day.

It is incredibly difficult to finally defeat an adversary with any form of Serial Immortality. The best the foe can normally hope for is to defeat the current body and then prepare for the next incarnation. It is possible to stop the infinite progression from body to body by preventing the hero from leaving his current body (suspended animation will do) or entering a new one (stranding the hero in intergalactic space is a good tactic). The life-force can be directly fought or even killed within the Limbo dimension. Sometimes a character with this Power can be forced out of his current body without that body getting killed in the process.

The Judge is free to decide what conditions apply in his campaign; suggested means revolve around coercion or such Powers as Magic, Power Controls, Force Field vs. Hostiles, Summoning, and Exorcism. Such Powers must exceed the hero's Power rank by 2CS in order to forcibly evict the life-force from the body. If successful, the life-force is driven into Limbo or a new body in a more peaceful location. As for the now vacated body, the results vary with the form and variety of Serial Immortality: Newborn —The body is now occupied by the innocent soul of a newborn infant, regardless of the body's physical age.

Total Memory: Remarkable (30)

The hero has the ability to remember anything that he has ever experienced. This could be a book he's read, the faces of everyone he saw on Tuesday, what birth was like, and so on. The accuracy of his recall is his Power rank number treated as a percentage. Feeble is 2%, Excellent is 20%, and so on to automatic accuracy at Unearthly rank or above. The color FEAT reflects the nature of the memory being sought. Green FEATs involve personal memories. Yellow FEATs involve learning experiences. Red FEATs involve unconsciously gained information, such as the faces of everyone the hero saw on Tuesday.

The Power is the perfect complement for Hyper-Intelligence by providing a built-in library. It can be used to simulate that Power, Hyper-Invention, or Weapons Tinkering, provided the hero once read texts that explained how to do things that come naturally to those with the other Powers. ("Well, I read Reed Richard's notes on constructing dimensional gateways, so if I just follow his plans we should be in the Negative Zone by next Monday night.") When playing a character with Total Memory, assume he is a voracious consumer of all media. It is to his advantage, after all. Such characters are also fond of quoting obscure texts or unconsciously reciting encyclopedia entries.

The Power doesn't really alter either Intuition or Reason, thus these can be used as a guide for what the hero has probably read in the past. When the hero claims to have read a special text, the player is required to make a Reason FEAT to prove he has read something along the desired liner. Flashback is a real danger. If the hero was ever a victim of a mental attack, there is a chance the memory will accidentally resurface at a later time and the effect returns anew. Such flashbacks occur when the hero is somehow reminded of the original incident. The hero must make a green Psyche FEAT to avoid reliving the full effects of that other Power.

Talents:

Acrobatics, Martial Arts A, B, E, Oriental Weapons, Philosophy and Thrown Objects
.
Contacts:

Shang-Chi, The Necromancer, and the mystic city of K'un-L'un
.
Enemies:

The Hand, Skrulls, The Yellow Claw.

Origin:

Ai-Ju-Ting is an extraterrestrial life form stranded on Earth for nearly 500 years. The majority of her past lives before the modern era were spent in the nations of China, Tibet and accompanying the enigmatic Necromancer as a body guard on occasional adventures. During these "early years", Wodao studied eastern philosophy and many forms of martial arts common to the Chinese peoples and the Tibetan monks of the Himalayan Mountains. On one adventure with the Necromancer, Wodao would discover the hidden city of K'un-L'un and there she would remain for a lifetime studying the fighting arts.

In the modern era, Ai-Ju-Ting is often spending her time battling the machinations of The Yellow Claw. The Yellow Claw having discovered Wodao's existence is constantly seeking to acquire her physical form in a gambit to unlock the secrets of her Immortality. Wodao has ran afoul of the agency known as S.W.O.R.D. in the modern era on several occasions. Wodao tries to keep a low profile but can always be found protecting the innocent.

One world of adventure is never enough.
Re: The World of The Necromancer
May 26, 2017 11:46AM
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Name: The Mudman
Power Category: Elemental
Source of Super Human Powers: Mineral Life
Appearance: The Mudman is large and composed of mud and earth.

Height: 12 ft. (varies)
Weight: 2000 lbs. (varies)
Sex: Male
Age: Timeless; The Mudman has existed since the creation of Earth.

Fighting: Excellent (20)
Agility: Poor (4)
Strength: Excellent (20)
Endurance: Excellent (20)
Reason: Typical (6)
Intuition: Excellent (20)
Psyche: Excellent (20)

Health: 128 (base doubled for mineral lifeform)
Karma: 46
Resources: Shift 0
Popularity: Typical 6

Powers:

Enlargement - Atomic Gain - Self: Unearthly (100)

The hero can increase the size of any target. The target can be of any nature and must be within both line-of-sight and one area of the hero's location. Any material can be enlarged with one exception; the Power cannot affect any target that has already been Enlarged by another Power of equal or greater rank. In such a case, the would-be target is assumed to already be Enlarged past any point the hero could have Enlarged it to anyway.

Atomic Gain —The Power causes the target to gain additional atoms. These are automatically incorporated into the target to duplicate and augment existing molecular structures. As the target gains new atoms, the size and mass of the target increase proportionally. As the target expands, it gains real strength sufficient to move its new mass. Real strength increases +1CS for each +2CS of Enlargement the target is exposed to. This Strength gain also increases health.

The target's other Primary and Secondary Abilities remain unaffected. The disadvantages of great size negate the advantages. However, Health seems to increase because physical attacks do less relative damage. For example, a single bullet could kill a normal sized person but would be little more than a high-velocity grain of sand to a giant. The damage done by Physical Attacks decreases -1CS for each +2CS of Enlargement. Note: the damage that didn't affect the giant might be fatal when he reverts to normal size. Wounds shrink bullets do not.

Mineral Lifeform - Mud and Earth: Unearthly (100)

The body is composed of solid materials that normally do not sustain life. In fact, the body might not even have anything remotely resembling internal organs. In such cases, an internal examination would only reveal homogenous matter. The body can be of any single element or compound or a mixture of anything the player can think of. Examples of Mineral Life include golems and Warlock (of the New Mutants).

Because Mineral Life is simpler, it is easier to feed and maintain. If food is needed, the Mineral Life can digest raw matter of its composition. Wounds can be bandaged by applications of the same matter as well. ("But Doctor, I'm not a bricklayer!") Mineral Life is immune to all Poisons and Diseases that harm Normal Humans. Conversely, exotic poisons and diseases that do harm to Mineral Life do only Feeble damage to Normal Humans. Mineral Life is vulnerable to attacks with special effects on the body materials. Initial Health is doubled. Movement rate is decreased -1CS. The Mudman must have physical contact with the Earth to Enlarge or Heal.

Self Revival: Amazing (50)

The hero's Power is so strong that it can repair fatal damage and actually return the hero to life. The power functions despite the absence of life in the body. It repairs the major damage and replaces lost tissues at the same rate as Regeneration above. When the body is returned to minimum life sustaining condition, the hero comes back to life. This occurs despite any intervening time in which the hero was dead; from the hero's point of view, no time has passed. If the hero was dismembered, the Revival Power is concentrated on the largest remaining segment. The rest of the body decays normally.

In rare cases, all body parts regrow. Depending on the size of the segment, each attains only partial redevelopment of growth, intelligence, and power. Even rarer are the cases where all the newly regrown bodies attain full development. Rarest of all is the case where all the new bodies share a single mind. The Judge can decide if he wants to allow such rare cases to intrude on his tidy campaign. This power contains aspects of Free Spirit and Matter Creation. The color FEAT reflects the amount of the body available for the Power to work with. A green FEAT means all the body is present aside from spilled blood. A yellow FEAT means all vital organs are present, although some of the less vital parts may still be missing. A red FEAT is required if at most one quarter of the original body is available. If less is available, Revival cannot occur.

Talents:

Thrown Objects and Wrestling.

Contacts:

The Necromancer

Enemies:

Anyone who happens to earn his ire at any given moment.

Origins:

The Mudman came into existence not long after the creation of the Earth itself. The Mudman has never had any natural purpose or life cycle to speak of, he exists and to him that is enough. The Necromancer has often theorized that the Mudman may be the product of some sort of mystical radiation that is concentrated in the creatures body and bestowing on it some sort of pseudo-life.

The Mudman has repeatedly been charmed and dominated by spell casters and wizards through the ages and used as an unstoppable juggernaut of destruction to enforce their evil will or to accomplish their misguided desires. Seeing that the Necromancer was different from the typical wizards the Mudman encountered and that he had the power to help protect the Mudman's will from outside domination, He decided to ally himself with The Necromancer and his allies. The Mudman has proven himself a loyal and capable ally many times since that day.

One world of adventure is never enough.
Re: The World of The Necromancer
May 26, 2017 05:35PM
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Name: Serafin
Power Category: Alien - S'raphh
Source of Super Human Powers: Natural abilities and equipment.
Appearance: Serafin is a member of the lost race known as the S'raphh. The S'raphh were indigenous to the moon of Earth millennia ago and were angelic in appearance and character.

Height: 5 ft. 10 in. - Wingspan 16 ft.
Weight: 160 lbs.
Sex: Female
Age: 24

Fighting: Incredible (40)
Agility: Remarkable (30)
Strength: Excellent (20)
Endurance: Remarkable (30)
Reason: Excellent (20)
Intuition: Remarkable (30)
Psyche: Remarkable (30)

Health: 120
Karma: 80
Resources: Typical (6) on Earth / Good (10) on the Moon
Popularity: Good (10)

Powers:

Extra Body Parts - Wings: Remarkable (30)

The angelic wings of the S'raphh allow one to fly at Excellent (20) Air Speeds.

Extra Attacks - Combat Training: Amazing (50)

This ability is always at least + 1 CS better than the Fighting ability, and if rolled lower than this, is raised to this level. The individual can make a Power FEAT to make additional attacks: with White = attack, Green = 2, Yellow = 3, and Red = 4 attacks against adjacent opponents.

Life Support: Incredible (40)

The hero can survive without air and water for protracted periods of time. This power is always at least one rank greater than the hero's Endurance, and if rolled lower is increased to this level. The Life Support power rank number is the number of turns the hero can survive in a hostile environment (such as a volcano) before needing to make Endurance FEATs to survive. The S'raphh possess a limited form of this ability, strong enough to use their natural form of flight to travel space.

Equipment:

Atlantean Broadsword:

The Atlantean Broadsword can deal 10 points of Edged damage and has a Material Strength of Excellent (20). Serafin is skilled enough to strike with the flat of the blade inflicting Remarkable (30) blunt damage if she chooses to do so.

S'raphh Spear:

The S'raphh spear can deal 10 points of Edged damage and has a Material Strength of Excellent (20). Serafin may hurl the spear up to 3 areas away for 10 points of Edged damage

Armor of the S'raphh:

Serafin's armor is composed of Excellent (20) materials and provides Good (10) protection versus Physical damage and Energy attacks.

Talents:

Aerial Combat, Sharp Weapons, Weapon Master-Broadsword, Weapon Specialist-Broadsword, Music-flute, S'raphh culture.

Contacts:

The Necromancer, S'raphh, humans of Atlantis.

Enemies:

Serafin has no arch-enemies yet, but the nature of the S'raphh is to stand against evil wherever it appears.

Origin:

The S'raphh were a pure and open hearted species who dwelled millennia ago upon Earth's moon. In time, the S'raphh took to space on their wings and began a journey to find the meaning of life. One member stayed behind, Serafin young and curious was more interested in the amusements to be discovered upon the planet Earth.

Serafin would discover that evil was a real force that existed with in humankind. Noticing not all of them were evil and some even spread hope of a better tomorrow. Serafin would remain behind on Earth with her new found friends led by The Necromancer to lend her strengths to battle against evil in it's many forms.

One world of adventure is never enough.
Re: The World of The Necromancer
May 26, 2017 08:44PM
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Name: Wychlight
Power Category: Energy Body
Source of Super Human Powers: Natal Energy Vampire
Appearance: Wychlight appears to be a floating globe of light about 16 inches in diameter.

Height: 16 inches
Weight: 0 lbs.
Sex: Unknown
Age: Unknown

Fighting: Typical (6)
Agility: Excellent (20)
Strength: Feeble (2)
Endurance: Monstrous (75)
Reason: Good (10)
Intuition: Excellent (20)
Psyche: Amazing (50)

Health: 103
Karma: 80
Resources: Shift 0 (Wychlight has no use for material items)
Popularity: Typical (6) / -20 among individuals who know Wychlight's true nature.

Powers:

Energy Body - Light: Monstrous (75)

The hero is a field of coherent energy. The Energy Body can move at will in any direction, even through spaces that lack a medium to transmit it. The Energy Body possesses an Intensity rank of its own; this is how the Health points apply to this being. Energy Bodies follow the same characteristics as normal energy of the same type. They possess a special vulnerability to Plasma Control a -1CS Resistance). Energy Bodies can be contained within special storage batteries; this is the only way to immobilize these beings. Energy Bodies composed of visible energy types can create a ghost-like image of a human. The only way to destroy an Energy Body is to completely Negate or solidify its energy. Physical contact with an Energy Being does Feeble damage.

Energy Emission - Light Control: Incredible (40)

The hero can manipulate existing light. This can be visible, infrared, or ultraviolet light. The hero can alter the intensity, frequency (color, in other words), and coherence of light on a Good Intensity FEAT. The hero can actually change the direction of light and -form crude holograms on a Remarkable Intensity FEAT. Such holograms are little more than clouds or single-color walls. The Power allows +1CS Resistance to Light-based Powers, since the hero can redirect or dispel them.

Energy Vampirism: Incredible (40)

The hero can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and other Powers he possesses. The hero can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on.
Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example). The Energy Vampire can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power.

The Energy Vampire can drain the Power rank number amount of energy each turn as long as he keeps making successful FEATs. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means his hunger is beyond his control. He has entered a feeding frenzy that will only cease when the target has been completely drain of energy. If the Energy Vampire fails to make any FEAT during the feeding process, he breaks off his attack and cannot reestablish it. The victim instantly develops an immunity to that particular Energy Vampire, and cannot be subjected to any of his future attacks. However, this does not protect the victim from other Energy Vampires. The drained energy is added in equal amounts to the Vampire's Strength, Endurance, Psyche, and any other Powers he possesses.

The exception is this Power; no Vampire of any type can increase his own Power. Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. The Energy Vampire must feed to bring those abilities and Powers up to their original levels. An Energy Vampire cannot actually starve to death; when all his affected rank numbers reach Shift 0, he enters a deathlike trance. His Vampirism continues to function and tries to drain anything that comes in contact with him.

When the Vampire's abilities return to Feeble, he returns to life. When creating the Energy Vampire, the player must choose a weakness. He can increase the Power rank by +1CS by choosing a second weakness, up to a maximum of +3CS (four weaknesses) for the Energy Vampire. Energy Vampirism is communicable. A living and/or sentient victim who was Completely drained of all energy by an Energy Vampire must make a mandatory Psyche FEAT roll. On a red result, he becomes an Energy Vampire with Feeble Power rank.

Light Emission - Light: Monstrous (75)

The hero can emit powerful bursts of light that do Power rank damage at rank range. The light may be of any nature:
• Normal light in any color or intensity; the hero can light the area, dispel Shadow Powers, and temporarily blind targets.

Weakness:

Wychlight is -2 CS versus any Darkforce or Shadow related FEAT rolls.

Talents:

Stealth.

Contacts:

The Necromancer, Serafin.

Enemies:

Varnae, Dracula.

Origin:

Wychlight was originally indigenous to the Sun in our solar system, during the time that Thor confronted Atum in an attempt to garner his help by forcing him to become the Demogorge the ensuing battle knocked Wychlight free from the yellow star and he fell to Earth where he has been trapped ever since. Finding that he could not speak with the lifeforms of Earth because he communicated via intensities of light which no one seemed to understand, he eventually met Serafin, ally to The Necromancer.

It wasn't long before Serafin adopted him as a pet believing something so radiant could not possibly be evil. Taking it all in stride, Wychlight decided to follow them on their adventures, he didn't really have anywhere to go anyway. Besides, he thought the winged woman seemed partial to him for some reason. Wychlight takes great pains to hide his vampiric nature for fear that his friends may not be understanding of it. Wychlight would complete The Necromancers group eventually becoming loyal to his friends and developing a respect for living creatures that would temper his vampiric hunger after an encounter with Varnae.

One world of adventure is never enough.
Re: The World of The Necromancer
May 27, 2017 07:38AM
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While the write-ups are wonderful and the characters creative as a small suggestion instead of simply copy/pasting the various powers/spells from their respective books you should try to personalize them to each character. As it is now it's harder to connect with them when the write-ups have all that copy/pasting. Make it feel more organic if that wording helps.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
May 27, 2017 09:08AM
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Quote
Nightmask
While the write-ups are wonderful and the characters creative as a small suggestion instead of simply copy/pasting the various powers/spells from their respective books you should try to personalize them to each character. As it is now it's harder to connect with them when the write-ups have all that copy/pasting. Make it feel more organic if that wording helps.

I did include a few power stunts in some of the descriptions. I was thinking that having the power description listed would let people have a more clear understanding of the character and their abilities instead of a person relying on memory or a new person happening along and seeing a power listing and a rank, but not familiar with the description itself. This group of characters were created with the standard creation methods / powers given in the ruleset. So their power sets are fairly standard for the game.

I do see your point as well, and I suppose I could just give a description with ranks / power stunts and cut out a lot of the rules jargon Also, when I opened up my word documents on these guys there was so much text I decided to cut out I felt just wasn't worth the space in a write up. This PC group has a lot of years behind it, and I didn't want to bore everyone to death with pages upon pages of history, that most people wouldn't read anyway.

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 01:45PM
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Name: "Big Clay" Walker
Power Category: Normal Human
Source of Super Human Powers: Equipment and Talents
Appearance: Clay Walker is a large man with an unkempt beard and a scar covering his right eye. Clay possesses brown hair despite his middle age and piercing blue eyes.

Height: 6 ft. 6in.
Weight: 275 lbs.
Sex: Male
Age: 40

Fighting: Excellent (20)
Agility: Good (10)
Strength: Excellent (20)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Excellent (20)
Psyche: Excellent (20)

Health: 70
Karma: 50
Resources: Remarkable (30) (As a U.S. Marshall, Clay can call on the U.S. Government if more resources are needed.)
Popularity: Excellent (20)

Equipment:

Twin .30-.30 caliber lever action Winchester Rifles:

These signature hunting rifles have a Material Strength of Good (10) and inflict 10 points of shooting damage with a range of 10 areas. Each rifle holds 7 shots and Clay can fire 1 shot per round. On a successful yellow Strength Feat, Clay can fire both rifles in the same round, one in each hand. He may fire 2 shots at a single target or 1 shot at 2 completely different targets with no penalty to Agility. He cannot perform this feat from horseback. When firing only 1 Winchester rifle using both hands, Clay can make a Agility FEAT, if successful Clay can fire up to 3 shots at a single target by taking advantage of the Winchester's lever action feature.

Bowie Knife:

Marshall Walker usually has Jim Bowie's finest knife hanging at his belt. This knife inflicts 10 points of Edged damage and has a Material Strength of Excellent (20). Clay makes excellent use of this weapon when stealth is necessary to his goals. Clay can throw the knife up to 3 areas.

Lasso:

Most heroes and villains of the 1880's carry a coiled rope. The Lasso has Poor (4) Material Strength and can be used to make an entangling attack using Agility for success. Clay Walker can lasso a target up to 3 areas away.

Dynamite:

Clay has been known to make use of Dynamite to "rustle outlaws from their cover". Clay can throw a stick of Dynamite up to 3 areas away where it will detonate inflicting Remarkable (30) damage to everyone in the target area. Clay usually has 10-20 sticks hidden away in his saddle bags. Just in case. By doubling the amount of sticks used Clay can increase the intensity of the explosion up to Amazing (50). 2 sticks would increase the explosion to Incredible (40) and 4 sticks would increase it to Amazing (50).

Scar:

The scar over Clay's right eye often causes him pain when supernatural activity is afoot. This functions as a Good (10) ability to detect the supernatural.

Talents:

Guns, Knives, Rope Use, Law Enforcement, Horse Riding, Tracking, Leadership.

Contacts:

U.S. Government, Scotland Yard, Clay's Regulators and residents of the town Last Chance, Arizona.

Enemies:

Dracula, Cult of the Darkhold, The Phantom Gunslinger and any one wanted by the law.

Origin:

Clay was a cowboy living the life he enjoyed the most. Clay was given to a rough and tumble lifestyle and always tried to stand for justice. A trait which in 1875 would land him the job of being Sheriff in the town of Last Chance located in the Arizona territories. Clay had the badge pinned on him by townsfolk because of his size and the fact that no one else would take the job.

The law was a fleeting thing in the Arizona Territories and most lawmen ended up in Boot Hill. However, Clay persevered as sheriff through the next few years keeping the relatively lawless town safe from rustlers and bank robbers. In 1878, Clay had to shoot his opponent because the fellow just wouldn't surrender, one Jack Topper, a notorious gunslinger and bank robber who had no moral qualms about eliminating anyone who got in his way. Jack Topper swore he would get even as he died, and would return years later as The Phantom Gunslinger, In 1881, the U.S. Government called on Clay in recognition of his service and accomplishment in the Arizona Territories and bestowed on him the authority of a U.S. Marshall.

Clay would assemble a team of close friends he had made through his years as Sheriff and use them as his deputized posse. As a U.S. Marshall, Clay would discover he was responsible for a much larger area then just the town of Last Chance and that justice did not always prevail in the world at large. Also, there were times Clay would find, that the U.S. Government would pull him away from his duties and send him overseas to help investigations with Scotland Yard or the Vatican in Rome.

During the next 8 year period in England, Clay and his Regulators would help with investigations into the White Chapel slayings and have many run ins with supernatural beings that seemed to breed in the London fog. On one such journey Clay and his regulators would end up helping to defend the Vatican when it was attacked by Count Dracula and a sect of Darholders trying to acquire the fabled Darkhold. Clay managed to defeat Dracula with the use of Dynamite.

Returning home to America, The Regulators would have their first run-in with the Phantom Gunslinger, an old enemy returned to life and seeking revenge through the power of the Darkhold. Afterwards Clay was noted as growing tired of fighting the supernatural and his gruff manner seemed to be increasing as he rode his horse into the horizon. to which Kate replied, "Probably just old age beginning to catch up to him."

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 01:57PM
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Name: Jake Walker
Power Category: Normal Human
Source of Super Human Powers: Equipment and Talents
Appearance: Jake Walker has brown hair, blue eyes and a serious demeanor. He has no identifying features to speak of.

Height: 6 ft.
Weight: 240 lbs.
Sex: Male
Age: 28

Fighting: Excellent (20)
Agility: Good (10)
Strength: Good (10)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Excellent (20)
Psyche: Good (10)

Health: 60
Karma: 40
Resources: Good (10)
Popularity: Excellent (20) (as a member of Clay's Regulators otherwise Typical (6)

Equipment:

.45 Colt Revolver:

Jake Walker is known to carry a .45 Colt Revolver, this weapon has a Material Strength of Excellent (20) and deals 6 points of Shooting damage. Jake's pistol can hold 6 bullets, has a range of 3 areas and can fire 1 shot each round. On a successful Agility FEAT Jake can "fan" his Colt Revolver, a trick which involves holding the trigger down while using the opposite hand to repeatedly strike the hammer, causing the Revolver to rapid fire up to 4 shots in a single round.

Bowie Knife:

Like his older brother Clay, Jake carries a Bowie Knife for special situations. This weapon is made of Excellent (20) materials and inflicts 10 points of Edged damage in his hands. Jake may hurl the weapon up to 2 areas away using Agility to hit.

Lasso:

A cowboy wouldn't be caught dead without his lasso. This length of rope is constructed of Poor (4) materials and can be used to make an Entangling attack up to 2 areas away, using Agility to hit.

Talents

Guns, Boxing, Horse Riding, Rope Use, Tracking, Stealth.

Contacts:

Clay's Regulators, the town of Last Chance, Arizona.

Enemies:

Dracula, Darkhold Cult, The Phantom Gunslinger

Origin:

Jake Walker always followed in his brother Clay's footsteps. When Clay became Sheriff of Last Chance, Jake was his deputy. When Clay became a U.S. Marshall, Jake was the first member recruited into his Regulators. Jake is Clay's second in command at any time Clay is unavailable to lead or missing in action. The years have been a bit easier on Jake then they have been on Clay, Once Kate was recorded as saying "Jake was a smaller version of Clay only he was a little less gruff than his older brother and not given to headstrong actions."

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 02:04PM
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Name: "Raucous" Rip Andrews
Power Category: Normal Human
Source of Super Human Powers: Equipment and Talents
Appearance: Rip Andrews is a slave to appearances, he is always clean shaven and neat in appearance even on the trail. Rip Andrews has dark hair and grey eyes. A trait that helps him with the ladies and helps him at the card tables in the saloons.

Height: 5 ft. 10 in.
Weight: 180 lbs.
Sex: Male
Age: 24

Fighting: Good (10)
Agility: Excellent (20)
Strength: Typical (6)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Good (10)
Psyche: Good (10)

Health: 56
Karma: 30
Resources: Good (10)
Popularity: Excellent (20) Rip works hard to maintain his popularity

Equipment:

Twin .45 Caliber Revolvers

"Raucous" Rip is famous for his gun play with his trademark pistols. The two weapons inflict 6 points of shooting damage at a range up to 3 areas. The pistols are made of Excellent (20) materials and fire 1 shot per round. Each pistol holds 6 rounds of ammunition. On a successful Agility FEAT, Rip Andrews can fire one shot from each pistol in the same round, the shots can be aimed at a single target or each can have a different target. "Raucous" cannot perform this feat from horseback. When using only one pistol, "Raucous" Rip can fan shoot the weapon, a process that involves holding the trigger and using the opposite hand to strike the hammer repeatedly causing the gun to fire multiple rounds in quick succession. To Fan the Revolver, Rip must make a successful Agility FEAT and can fire up to 4 bullets in a single round.

Talents:

Guns, Weapons Specialist- Pistols, Gambling, Crime.

Contacts:

Clay's Regulators and the patrons of Saloons.

Enemies:

Dracula, Darkhold Cult, The Phantom Gunslinger.

Origin:

At a young age, Rip decided he was going to be a famous gunslinger, he decided to join a gang so he could live on "easy street" as he put it. Rip Andrews was given to grand standing and flashy pistol play which earned him his moniker from his new found friends. During their first attempt at bank robbery in the town of Last Chance, Rip ended up switching teams when captured by Sheriff Clay Walker and given the choice of turning over a new lifestyle or swinging from a rope.

"Raucous" Andrews ended up leading Clay and his brother John to his previous gang where they were arrested for the robbery. Clay decided to pardon the youth and give him a second chance since he turned out to be instrumental in capturing the outlaws and recovering the towns money. Rip ended up setting up in the saloons of Last Chance where he spent his days playing cards and impressing the local citizenry with his gunplay. Rip was the 3rd member to join Clay's Regulators behind Jake. Feeling like he "owed old Clay Walker that much."

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 02:11PM
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Name: Kate Bradshaw
Power Category: Normal Human
Source of Super Human Powers: Equipment and Talents
Appearance: Kate is an exceptional beauty for a lawman. She has black hair and green eyes. Kate's mannerisms seem soft and unsuited to the life of a deputy, she is well spoken and well educated from her previous occupation of being a theater performer.

Height: 5 ft. 5in.
Weight: 140 lbs.
Sex: Female
Age: 25

Fighting: Typical (6)
Agility: Excellent (20)
Strength: Typical (6)
Endurance: Excellent (20)
Reason: Good (10)
Intuition: Remarkable (30)
Psyche: Excellent (20)

Health: 52
Karma: 60
Resources: Good (10)
Popularity: Excellent (20)

Equipment:

.22L Caliber Modified Pistol:

Kate's custom designed .22L Target pistol is an exceptional weapon. The custom weapon inflicts 6 points of shooting damage at up to 5 areas. The weapon is composed of Excellent (20) materials and has been modified to hold 7 bullets. Kate only fires 1 shot each round but she usually makes use of the professional target shooters the gun possesses. Using the target shooters and wielding the weapon with both hands allows Kate to take a +1 CS to her Agility each time she fires the weapon, if wielding the weapon with only one hand Kate sacrifices the Agility bonus.

12-Gauge Double Barreled Shotgun:

Kate has often been known to use a 12 Gauge shotgun when she decides a show of force is needed. This weapon is composed of Good (10) materials and holds 2 shells. The shotgun can inflict 20 points of shooting damage to up to 3 targets in a single area at a range of 3 areas.

1 Stick of Dynamite:

Kate has hidden up on her person 1 stick of dynamite that Clay requests she carry and keep hidden just in case they should ever need it. A stick of dynamite inflicts Remarkable (30) damage to everything in 1 area. Kate can hurl the dynamite up to 1 area away.

Talents:

Guns, Acting, Theatre, Horse Riding Multi-Lingual (English and Latin)

Contacts:

Clay's Regulators and Thespians in general.

Enemies:

Dracula, Darkhold cult and The Phantom Gunslinger.

Origin:

Kate Bradshaw was the daughter of a well to do family that had made their fortune in theatre traveling from town to town in the old west. In her youth Kate had been sent to a university of higher learning in London to study acting. The Bradshaws eventually came to the town of Last Chance in the Arizona Territories and decided to set up shop there as no other form of higher entertainment could be found in the town. Everything seemed to be going well with the new theatre house until the day Jack Topper came to town.

Jack Topper was a vicious outlaw known for bank robbery and murder throughout the west. While taking in a show, Jack and his gang decided to use Kate as a hostage in his plan to rob the bank across the street. But first Jack would force Kate to watch as he gunned her family down in cold blood and then just for laughs he had his gang set fire to the theatre house for a distraction as they exited to the street and crossed over to the bank. Jack Topper didn't have any issues with getting the money from the bank. He even shot the two tellers on duty at the time.

Outside in the street Jack was dismayed to find that his gang had been neutralized by Sheriff Clay Walker and his deputy. Fearing for Kate's life, Sheriff Walker offered Jack Topper the chance to leave town with the money, all he had to do was beat Clay in a shoot out and release the hostage. Then he could ride out of town free as a bird. Jack decided to try it Clay's way and let Kate go.

As the figures squared off in the street, Jake Walker pulled Kate to safety. Then both men fired and Clay stumbled, a shot had grazed across his right eye leaving a scar that would never fully heal. Jack Topper clutched at his chest and stumbled back screaming "I'll get you for this Walker, even if I have to come back from hell to do it."

After Jack Topper had been laid low, Clay Walker would become a U.S. Marshall. When he formed the Regulators, Kate signed up proving she could outshoot each of them in turn and stating she didn't have anything else holding her to Last Chance, since they let the Theatre house burn.

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 02:20PM
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Name: Gray Eagle
Power Category: Normal Human
Source of Super Human Powers: Equipment, Talents and Spirit Magic.
Appearance: Gray Eagle is typical of the Apache culture during the 1880's Old West. He has white hair and grey eyes. Gray Eagle's demeanor is one reflective of his shamanistic duties to The Great Spirits. Gray Eagle seems to possess the endurance of a man much younger than his actual age.

Height: 6 ft.
Weight: 200 lbs.
Sex: Male
Age: 61

Fighting: Excellent (20)
Agility: Good (10)
Strength: Typical (6)
Endurance: Excellent (20)
Reason: Typical (6)
Intuition: Excellent (20)
Psyche: Incredible (40)

Health: 56
Karma: 66
Resources: Good (10)
Popularity: Good (10)

Powers:

School of Spirit Magic - Adept: Excellent (20)

Entreaty - Spirits (Gaea): Excellent (20)

By calling to the spirits of nature and his culture Gray Eagle can gather information from the spirit world, grant himself or another a vision quest and sometimes control the weather with a rain dance. Gray Eagle has also shown himself to be able to counter enemy magic usually requiring some sort of ritual or to create a friendship with any natural animal.

Equipment:

Tomahawk:

Gray Eagle can fight with a tomahawk as many Apache Braves before him. This Tomahawk is composed of Good (10) materials and deals 10 points of Edged damage. Gray Eagle can throw the weapon up to 1 area away.

Bow:

This bow is composed of Poor (4) materials and has a range of 5 areas. Gray Eagle can inflict 6 points of Shooting damage with the weapon.

Spear:

This weapon is made of Good (10) material strength and inflicts 10 points of Edged damage. Gray Eagle can hurl the weapon up to 1 area away.

Medicine Bag:

About his neck hanging from a leather thong, is Gray Eagle's holy symbol. This satchel contains the items that are sacred to Gray Eagle and the bag itself acts as a focus item for Gray Eagle's magic. Without the bag, Gray Eagle cannot perform his spirit magic. In addition the satchel acts as a holy symbol for purposes of affecting the supernatural such as vampires. The satchel should be treated as having Typical (6) material strength.

Talents:

Cultural Weapons, Occult, Stealth, Medicine, Tracking, Horse Riding, Apache Culture.

Contacts:

Clay's Regulators, Apache Nations, the town of Last Chance.

Enemies:

Dracula, Darkhold Cult, The Phantom Gunslinger.

Origin:

Gray Eagle was always a mysterious figure to the people of Last Chance, always at the edge of the surrounding territory. Often he could be seen among the cliffs to the north of town performing some sort of mystic dance, usually during a rainstorm. Some people would say how they would encounter wild beasts outside of town and the old Indian guru would appear and the animals would forgo attacking anyone and just meander off. These strange occurrences helped ensure Gray Eagle's privacy from the peoples of Last Chance.

One day that privacy was shattered by the arrival of Jake Walker who had come to fetch the old Indian shaman's help. His brother, Clay had been bitten by a rattlesnake on the trail, and Jake came to the medicine man for his help. Using his medicinal knowledge to save Clay Walker's life forged a lasting friendship between the 3 men. Year's later when Clay formed the Regulators he figured the old shaman's medical skill would be handy to have around. Gray Eagle would be the last member to join Clay's Regulators.

One world of adventure is never enough.
Re: The World of The Necromancer
May 28, 2017 02:28PM
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Name: The Phantom Gunslinger / Jack Topper
Power Category: Undead
Source of Super Human Powers: Rebirth
Appearance: Jack Topper appears to be some sort of revenant since his rebirth by the Darkhold. He is an extremely emaciated and skeletal figure. Jack's eyes burn with the fire's of Hell or possibly his own inner hatred.

Height: 6 ft.
Weight: 190 lbs.
Sex: Male
Age: 34 at the time of his death.

Fighting: Good (10)
Agility: Excellent (20)
Strength: Excellent (20)
Endurance: Remarkable (30)
Reason: Typical (6)
Intuition: Excellent (20)
Psyche: Excellent (20)

Health: 80
Karma: 46
Resources: Feeble (2) Jack never had money in life, in death he still robs banks.
Popularity: -20

Powers:

Undead Nature: Amazing (50)

The Phantom Gunslinger is dead, there is no doubting that fact. His skeletal body is immune to small caliber arms and most physical damage. Any wounds he receives leave a visible mark but do no real damage. He no longer needs to eat, breath or sleep to survive. Jack Topper's mannerisms have followed him into undeath and he behaves much like he did in life.

The badge of a devout lawman who serves justice acts like a holy symbol against The Phantom Gunslinger inflicting Excellent (20) damage on contact. In undeath The Phantom Gunslinger despises purveyors of the law and will go out of his way to eliminate one of them. Jack Topper must continue to spread chaos and death across the old west or he will waste away and return to Hell. For every 10 days that he does not commit a crime Jack is -1 CS to his Endurance, if it reaches Shift 0 Jack crumbles to dust and is returned to Hell.

Riders of the Dead: Class 1000

Anyone who willingly agrees to join The Phantom Gunslinger's gang will find that after riding with the villain for 3 days they will have become undead themselves. Most of the time, individuals do not even notice this process until it has already happened as Jack Topper has a penchant for riding days on end cloaked beneath a cloud of dust.

These individuals have the same stats they had in life and can be shot up and hacked up to be sent to their final reward with no loss of karma. Newly arisen Undead no longer need food, sleep or to breath. These newly created undead do not have The Phantom Gunslinger's resistance to damage. They share the same vulnerability to holy icons and icons of the law. This power even affects the horses on which they ride.

Equipment:

Twin .44 Caliber Revolvers:

These pistols inflict 6 points of shooting damage at a range of 3 areas. The pistols are composed of Excellent (20) materials. These pistols hold 6 rounds apiece. Any shot fired from these weapons ignores body armor. Being a gunslinger, Jack Topper can simultaneously empty both weapons at a single target in the blink of an eye on a successful Agility FEAT. This attack inflicts 72 points of shooting damage. Any bullet fired by The Phantom Gunslinger can effect other supernatural entities.

Lasso:

This item has Poor (4) Material Strength. It can be used to make a entangling attack. The Phantom Gunslinger can hurl his lasso to a range of 3 areas.

Talents:

Guns, Gambling, Crime, Horse Riding, Rope Use.

Contacts:

His Gang.

Enemies:

Clay Walker, Clay's Regulators, the town of Last Chance and anyone with a badge.

Origin:

Jack Topper was a poor kid who grew up in the Mexico Territories. Jack never had any family to speak of and was always on his own. As soon as he was old enough he signed on with a cattle drive, planning to become a cowboy and make his fortune so he didn't have to be poor anymore.

Jack worked a few years as a cow hand, eventually coming to the realization he was only barely getting by and would never be one of those rich enough to travel the world or powerful enough to order people about. So Jack came up with a plan that any self respecting person would, he would rob the local stage coach. His first crime was a success and Jack shot everyone so no one would be left to identify him. Jack marveled out how easy it was, those people who worked their lives away were clueless.

Jack quickly recruited several notorious outlaws and formed his own gang, he would begin a legacy of terror as he rode headlong into the Arizona Territories on his way to California with thoughts of profiting off the California Gold Rush. Along the way, Jack robbed every bank, stage coach and train that he could, anyone who got in his way ended up dead. At one point Jack even shot a man's dog for the fun of it.

Jack's ambitions came to an end in the town of Last Chance. After setting fire to the town's theater and shooting everyone in sight, Jack took the Lady Bradshaw hostage and stormed across the street to rob the bank. Inside, Jack found two tellers at work. He shot the first one as soon as he came through the door. The remaining terrified teller handed the money over without question. Then Jack shot him on the way out the door, with a wicked grin at Kate Bradshaw.

Back out in the street, Jack was dismayed to find his men had been arrested while he was taking care of business in the bank. Jack made a error in judgement when he decided to take the lawman Clay up on his offer of a fair shoot out for amnesty to leave town if he turned over the hostage Kate Bradshaw.

Jack never saw the bullet that ended his reign of terror, but as he fell into the dust he promised Clay that he would be back for revenge. Several years later Jack was given new life by a disciple of the Darkholders who wished revenge upon Clay and his posse. The first thing The Phantom Gunslinger did was shoot the Darkhold cultist and then he began heading to Last Chance, rebuilding his gang and beginning a new ride of terror along the way. In Last Chance, The Phantom Gunslinger would seek his revenge.

One world of adventure is never enough.
Re: The World of The Necromancer
May 30, 2017 06:10PM
avatar
So this is the layout I think I'm going to go with for my Gamer's Handbooks. I changed the formatting from the original Gamer's Handbook designs to help cut back on white space. This current version of Godzilla is one that I have been considering for a while. I wanted a version that was more in keeping with his traditional Marvel series, but he also has enough Toho in him that I can add Toho monsters to his Handbook line up, although I will have to scale them back some in power level. I noticed it was impossible to find a Big "G" write-up anywhere that didn't have him walking around with Class 1000-3000 silliness. This write up is meant to be more representative of the Marvel version, so please no one flame me for "power creeping" in the opposite direction.

In addition to the Toho creature line up, I can also add the Marvel creature line up and supporting cast, I feel this Godzilla isn't to far removed from the Marvel version despite some of his Toho abilities added in, I think the power level "feels" close to where it should be. I trimmed out a lot of the powers and stunts the Japanese version has done in modern times, keeping with the canon history none of those events have occurred in the MU.

As always , I look forward to suggestions or comments

One world of adventure is never enough.
Re: The World of The Necromancer
May 31, 2017 07:27PM
avatar
A lot of nice, detailed characters, hard to comment on each one individually particularly the team of wild-west heroes. Godzilla though is a bit off, I'm not seeing him healing so fast he can go from zero health to full in just a few minutes, plus he has CS damage reduction to his massive side that's missing from his write-up from what I can see.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
May 31, 2017 08:06PM
avatar
Quote
Nightmask
A lot of nice, detailed characters, hard to comment on each one individually particularly the team of wild-west heroes. Godzilla though is a bit off, I'm not seeing him healing so fast he can go from zero health to full in just a few minutes, plus he has CS damage reduction to his massive side that's missing from his write-up from what I can see.

I've not finished adjusting Godzilla's write up yet, I posted it as a preview of the Gamer's Handbook project I was working on. I thought more suggestions would be forthcoming, I guess it is summer time or something because not many people seem to be posting. I may remove the regeneration ability completely, it is not set in stone yet. The missing CS damage reduction was an oversight on my part, that will be corrected.

I thought forum members may enjoy the 1880's heroes. I rarely see anyone post any heroes that are from a different Marvel Era besides the Modern Age, so it seemed interesting to do something different.

One world of adventure is never enough.
Re: The World of The Necromancer
May 31, 2017 08:54PM
avatar
Quote
Necromancer
Quote
Nightmask
A lot of nice, detailed characters, hard to comment on each one individually particularly the team of wild-west heroes. Godzilla though is a bit off, I'm not seeing him healing so fast he can go from zero health to full in just a few minutes, plus he has CS damage reduction to his massive side that's missing from his write-up from what I can see.

I've not finished adjusting Godzilla's write up yet, I posted it as a preview of the Gamer's Handbook project I was working on. I thought more suggestions would be forthcoming, I guess it is summer time or something because not many people seem to be posting. I may remove the regeneration ability completely, it is not set in stone yet. The missing CS damage reduction was an oversight on my part, that will be corrected.

I thought forum members may enjoy the 1880's heroes. I rarely see anyone post any heroes that are from a different Marvel Era besides the Modern Age, so it seemed interesting to do something different.

Things have been kind of dead around the site for too long it seems like, even though if the site's indicator is accurate there are plenty of people logging in anonymously they just aren't posting which is sad.

True, almost everything is set in the modern era, you rarely see games or postings covering other time periods. The most common stuff you see after Modern Era characters is stuff related to a franchise of some sort, often but not always a highly popular one like Transformers or Power Rangers. That just seems to be the favorite of people.

The Godzilla write-up itself looks good overall, I didn't feel anything jumping out at me as 'oh my god!' wrong, and given I'm just hard-wired to notice such things (I can glance at a page and find the misspelled word or grammar mistake almost immediately almost 100% of the time) you've done quite well so far.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
May 31, 2017 09:29PM
avatar
Quote
Nightmask
Quote
Necromancer
Quote
Nightmask
A lot of nice, detailed characters, hard to comment on each one individually particularly the team of wild-west heroes. Godzilla though is a bit off, I'm not seeing him healing so fast he can go from zero health to full in just a few minutes, plus he has CS damage reduction to his massive side that's missing from his write-up from what I can see.

I've not finished adjusting Godzilla's write up yet, I posted it as a preview of the Gamer's Handbook project I was working on. I thought more suggestions would be forthcoming, I guess it is summer time or something because not many people seem to be posting. I may remove the regeneration ability completely, it is not set in stone yet. The missing CS damage reduction was an oversight on my part, that will be corrected.

I thought forum members may enjoy the 1880's heroes. I rarely see anyone post any heroes that are from a different Marvel Era besides the Modern Age, so it seemed interesting to do something different.

Things have been kind of dead around the site for too long it seems like, even though if the site's indicator is accurate there are plenty of people logging in anonymously they just aren't posting which is sad.

True, almost everything is set in the modern era, you rarely see games or postings covering other time periods. The most common stuff you see after Modern Era characters is stuff related to a franchise of some sort, often but not always a highly popular one like Transformers or Power Rangers. That just seems to be the favorite of people.

The Godzilla write-up itself looks good overall, I didn't feel anything jumping out at me as 'oh my god!' wrong, and given I'm just hard-wired to notice such things (I can glance at a page and find the misspelled word or grammar mistake almost immediately almost 100% of the time) you've done quite well so far.

Retracing my steps through the write up, I now realize why I forgot the -CS damage reduction on the Growth power. The Growth power in the Ultimate Powers book does not actually cover it and the Gamer's Handbook entry on Yetrigar (which I used as a guide for my first entry) leaves out the -CS reduction in damage.

After adding in the damage reduction to the Growth power from the Enlargement power equivalent, I'm left wondering if I need to re-evaluate my Body Armor estimates? - 3 CS to -5 CS damage reduction and then applying Body Armor protection seems to not work well with each other. It makes me wonder if that was the reason TSR left it out of the Yetrigar entry....

Should I do away with Body Armor on Giant Monsters and just give them -CS damage reduction from the Growth Power and some Resistances? That does not seem quite right either. What would you suggest Nightmask, I would rather nail it down now instead of later when the Godzilla handbook is at 50 entries or more. Right now, I would only have 3 write ups to alter. I suppose I can check out Fin Fang Foom in the Handbooks, but I have a feeling before I do that I'm going to see the same situation again.

One world of adventure is never enough.
Re: The World of The Necromancer
May 31, 2017 09:37PM
avatar
So I checked Fin Fang Foom, Galactus, and Goliath and they all had the -CS reduction from size removed from their entries.

One world of adventure is never enough.
Re: The World of The Necromancer
May 31, 2017 09:40PM
avatar
Quote
Necromancer
Quote
Nightmask
Quote
Necromancer
Quote
Nightmask
A lot of nice, detailed characters, hard to comment on each one individually particularly the team of wild-west heroes. Godzilla though is a bit off, I'm not seeing him healing so fast he can go from zero health to full in just a few minutes, plus he has CS damage reduction to his massive side that's missing from his write-up from what I can see.

I've not finished adjusting Godzilla's write up yet, I posted it as a preview of the Gamer's Handbook project I was working on. I thought more suggestions would be forthcoming, I guess it is summer time or something because not many people seem to be posting. I may remove the regeneration ability completely, it is not set in stone yet. The missing CS damage reduction was an oversight on my part, that will be corrected.

I thought forum members may enjoy the 1880's heroes. I rarely see anyone post any heroes that are from a different Marvel Era besides the Modern Age, so it seemed interesting to do something different.

Things have been kind of dead around the site for too long it seems like, even though if the site's indicator is accurate there are plenty of people logging in anonymously they just aren't posting which is sad.

True, almost everything is set in the modern era, you rarely see games or postings covering other time periods. The most common stuff you see after Modern Era characters is stuff related to a franchise of some sort, often but not always a highly popular one like Transformers or Power Rangers. That just seems to be the favorite of people.

The Godzilla write-up itself looks good overall, I didn't feel anything jumping out at me as 'oh my god!' wrong, and given I'm just hard-wired to notice such things (I can glance at a page and find the misspelled word or grammar mistake almost immediately almost 100% of the time) you've done quite well so far.

Retracing my steps through the write up, I now realize why I forgot the -CS damage reduction on the Growth power. The Growth power in the Ultimate Powers book does not actually cover it and the Gamer's Handbook entry on Yetrigar (which I used as a guide for my first entry) leaves out the -CS reduction in damage.

After adding in the damage reduction to the Growth power from the Enlargement power equivalent, I'm left wondering if I need to re-evaluate my Body Armor estimates? - 3 CS to -5 CS damage reduction and then applying Body Armor protection seems to not work well with each other. It makes me wonder if that was the reason TSR left it out of the Yetrigar entry....

Should I do away with Body Armor on Giant Monsters and just give them -CS damage reduction from the Growth Power and some Resistances? That does not seem quite right either. What would you suggest Nightmask, I would rather nail it down now instead of later when the Godzilla handbook is at 50 entries or more. Right now, I would only have 3 write ups to alter. I suppose I can check out Fin Fang Foom in the Handbooks, but I have a feeling before I do that I'm going to see the same situation again.

Well one has to keep in mind that that CS damage reduction is based on relatively small (i.e. human-sized) attacks being launched at the creature, attacks that are on their own scale wouldn't get that reduction, instead you'd get the straight protection from whatever level of Body Armor that they had. That's why monster on monster fights they actually harm each other whereas all that military might ends up fairly ineffective. An average explosion for example is scale-wise similar to a firecracker, it goes off and Godzilla's Body Armor easily counters it, King Kong meanwhile whaling on him is inflicting powerful blows on his own scale. Kind of like Thor vs the Hulk, an ant isn't going to harm either of them but they're on the same scale as one another and deal full damage (sans Body Armor) to each other.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
May 31, 2017 09:42PM
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Quote
Necromancer
So I checked Fin Fang Foom, Galactus, and Goliath and they all had the -CS reduction from size removed from their entries.

They really shouldn't though, I mean seriously look at Galactus, he's hundreds to thousands of feet tall depending on how well fed he is an attack by someone like the Human Torch for example shouldn't even rate like a match in comparison. Maybe a warm match but that's about it.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
May 31, 2017 10:36PM
avatar
Quote
Nightmask
Quote
Necromancer
So I checked Fin Fang Foom, Galactus, and Goliath and they all had the -CS reduction from size removed from their entries.

They really shouldn't though, I mean seriously look at Galactus, he's hundreds to thousands of feet tall depending on how well fed he is an attack by someone like the Human Torch for example shouldn't even rate like a match in comparison. Maybe a warm match but that's about it.

That was how I understood the power to work, its the reason I usually refer to the Enlargement power over the Growth power. Then I also thought not portraying it the way TSR did in the Handbooks would seem inconsistent, It has been included in the write ups. If you seen anything else in the Godzilla write up I need to address I'm all ears. After all, I will be using him as the basis by which all other creatures in the book will be judged.

One world of adventure is never enough.
Re: The World of The Necromancer
June 01, 2017 10:40AM
avatar
Quote
Necromancer
Quote
Nightmask
Quote
Necromancer
So I checked Fin Fang Foom, Galactus, and Goliath and they all had the -CS reduction from size removed from their entries.

They really shouldn't though, I mean seriously look at Galactus, he's hundreds to thousands of feet tall depending on how well fed he is an attack by someone like the Human Torch for example shouldn't even rate like a match in comparison. Maybe a warm match but that's about it.

That was how I understood the power to work, its the reason I usually refer to the Enlargement power over the Growth power. Then I also thought not portraying it the way TSR did in the Handbooks would seem inconsistent, It has been included in the write ups. If you seen anything else in the Godzilla write up I need to address I'm all ears. After all, I will be using him as the basis by which all other creatures in the book will be judged.

Well one bit of advice while it's on my mind, when you're posting characters changing the 'subject' bar to the name of the character (like I do) would make it way easier to find individual characters to look at or comment on them. As it is if I want to look at a specific character I have to check every post to find it, that can be offputting especially as the number of characters posted increases.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The World of The Necromancer
June 01, 2017 01:35PM
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Quote
Nightmask
Well one bit of advice while it's on my mind, when you're posting characters changing the 'subject' bar to the name of the character (like I do) would make it way easier to find individual characters to look at or comment on them. As it is if I want to look at a specific character I have to check every post to find it, that can be offputting especially as the number of characters posted increases.
That's a fantastic idea, and one I will implement with my own characters thread going forward. Thanks for the advice. thumbs up cool smiley

A high post count is indicative of little more than one having the time to post frequently.
It does not mean a person is more knowledgeable on any given topic than anyone else.
Re: The World of The Necromancer
June 01, 2017 01:53PM
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Quote
Thrudjelmer
Quote
Nightmask
Well one bit of advice while it's on my mind, when you're posting characters changing the 'subject' bar to the name of the character (like I do) would make it way easier to find individual characters to look at or comment on them. As it is if I want to look at a specific character I have to check every post to find it, that can be offputting especially as the number of characters posted increases.

That's a fantastic idea, and one I will implement with my own characters thread going forward. Thanks for the advice. thumbs up cool smiley

You're welcome, although you can at least go back and edit your subject line to back-change them right?

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Gezora
June 01, 2017 07:54PM
avatar
Hey guys, I finished a few more entries in my project. I thought I would share a finished excerpt to show what an entire entry would look like and get another character in my thread at the same time. It is looking like the complete thing will have an estimated 45 entries or so.
This guy was a blast to write up. I enjoyed it very much.

One world of adventure is never enough.
Re: Gezora
June 02, 2017 08:20AM
avatar
Whoops, this guy should have his talents changed to Conspiracy, Crime, Space Amoeba Culture and Underwater Combat: grinning smiley

One world of adventure is never enough.
Re: The World of The Necromancer
June 02, 2017 12:27PM
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Is Gezora one of your characters or from a movie or something? I thought Circular Vision didn't have a power rank, my memory banks tell me.

Re: The World of The Necromancer
June 02, 2017 01:46PM
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Quote
tystates
Is Gezora one of your characters or from a movie or something? I thought Circular Vision didn't have a power rank, my memory banks tell me.
Gezora comes from a 1970 movie: The Space Amoeba. He joined the Godzilla-verse in Monster Island Episode 34. Many TOHO, RKO and American International Pictures movie monsters have been adapted to the Godzilla-verse. The list is quite impressive. You are right Circular Vision should not have a rank, I added one however since I thought it could serve as an effective measure of the creatures range of vision while submerged. I can remove it if you believe it an unnecessary addition.

One world of adventure is never enough.
Re: The World of The Necromancer
June 02, 2017 02:03PM
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Quote
Necromancer
Quote
tystates
Is Gezora one of your characters or from a movie or something? I thought Circular Vision didn't have a power rank, my memory banks tell me.

Gezora comes from a 1970 movie: The Space Amoeba. He joined the Godzilla-verse in Monster Island Episode 34. Many TOHO, RKO and American International Pictures movie monsters have been adapted to the Godzilla-verse. The list is quite impressive. You are right Circular Vision should not have a rank, I added one however since I thought it could serve as an effective measure of the creatures range of vision while submerged. I can remove it if you believe it an unnecessary addition.

It depends, Circular Vision has a rank IF it's some kind of power providing it, one that can be negated (like the light-funneling I think the power suggests). If it's provided by say Multiple Eyes then it doesn't generally have a rank since it can't be interfered with since it's a physical aspect of them and not really a power at that point.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
 
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Persons Hiding Behind Secret Identities: 21
Record Number of Persons Hiding Behind Secret Identities: 1815 on March 02, 2024


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