the necromancer dw class

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The Necromancer Name Human: Rasputin, Johannes, Grigori, Dante Elf: Sanguine, Malerous, Mortia Draugr: Krog, UgGar, Dezra Look Corpulent body, thin body, decaying body Black eyes, staring eyes, empty sockets Black robes, bloodstained robes, Damage: d6. Armour:0 HP: 6+ Con Alignment Neutral Advance the supremacy of the dead over the living Evil Use dark magic to destroy something beautiful. Race Human Your infamy precedes you; Outstanding Warrants applies to all civilised settlements. Elven You can sense the nearest graveyard/ tomb/ burial chamber Draugr The blood in your veins dried up long ago. You are cold to the touch and do not bleed. Bonds I will show _____ the power of mastery over death _____ thinks my powers heresy _____ should not fear death I want to sacrifice ____ to the dark gods. Starting Moves Study Dark Magic When you spend uninterrupted time studying the black arts (reading the Liber Mortalis, speaking with demons etc), you: lose any memorised Hexes create three new Hexes and learn them. Hexes Each hex consists of three syllables. You must pick at least one ranged tag (highlighted in bold).. First Ka, Vos, Av, Dex, Gri, Cha touch, chilling, earsplitting Second Li, Na, Enz, Las, Kor reach, piercing 1, flaming, unholy (+1 damage to the living) Third Ma, Un, Thas, Zek, Ra, Dra far, messy, piercing 1, forceful, blinding Curse When you whisper, utter or shout a Hex, roll 2d6+Int. On a 10+ the Hex hits your target and works as intended. On a 79 it goes off, but choose one: You draw attention or put someone in a spot. The GM will tell you how. The Hex is wrenched from your mind.

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The Necromancer Dw Class

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Page 1: The Necromancer Dw Class

The Necromancer

Name Human: Rasputin, Johannes, Grigori, Dante Elf: Sanguine, Malerous, Mortia Draugr: Krog, Ug­Gar, Dezra

Look Corpulent body, thin body, decaying body Black eyes, staring eyes, empty sockets Black robes, blood­stained robes,

Damage: d6. Armour: 0 HP: 6+ Con

Alignment Neutral Advance the supremacy of the dead over the living Evil Use dark magic to destroy something beautiful. Race Human Your infamy precedes you; Outstanding Warrants applies to all civilised settlements. Elven You can sense the nearest graveyard/ tomb/ burial chamber Draugr The blood in your veins dried up long ago. You are cold to the touch and do not bleed. Bonds I will show _____ the power of mastery over death _____ thinks my powers heresy _____ should not fear death I want to sacrifice ____ to the dark gods.

Starting Moves Study Dark Magic When you spend uninterrupted time studying the black arts (reading the Liber Mortalis, speaking with demons etc), you:

lose any memorised Hexes create three new Hexes and learn them.

Hexes Each hex consists of three syllables. You must pick at least one ranged tag (highlighted in bold).. First

Ka, Vos, Av, Dex, Gri, Cha touch, chilling, earsplitting

Second Li, Na, Enz, Las, Kor reach, piercing 1, flaming, unholy (+1 damage

to the living) Third

Ma, Un, Thas, Zek, Ra, Dra far, messy, piercing 1, forceful, blinding

Curse When you whisper, utter or shout a Hex, roll 2d6+Int. On a 10+ the Hex hits your target and works as intended. On a 7­9 it goes off, but choose one:

You draw attention or put someone in a spot. The GM will tell you how.

The Hex is wrenched from your mind.

Page 2: The Necromancer Dw Class

The dark gods require a blood sacrifice. Lose 1d4 HP.

Raise Dead When you call the dead from their cold slumber, roll 2d6+Char. Add +1 in a graveyard, tomb or burial chamber. On a 10+ create 3 mindless hirelings (0 points). Describe them. On a 7­9, choose one:

Only a single corpse answers your call. Your servants are centuries old. They are

weak and brittle. The dead remember. Your minions are

part­aware and resent you. Trap Soul When you kill something you may bind its soul to an object in your possession. Describe how. You can communicate with the deceased and can use release soul as Leverage for Parley.

Advanced Moves: