| Katherine Vann; Necromancer for the Greater Good | |
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| Tweet Topic Started: Jul 6 2014, 05:40 AM (94 Views) | |
| Eyeofnight | Jul 6 2014, 05:40 AM Post #1 |
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Basic Details: Name: Katherine Vann Race: Human Age: 20 (Born September 27th, 970) Class: Wizard Level: 0 Languages: Common Religion: Respects the Beryls and Shajids, but does not worship any in particular. Fears Christianity. Martial Knowledge: 0/0 Magic Levels: 67/150 Development Points: 0/400 Experience Points: 0/--- (1 Encounters left until Level 1) Fate Points: 2/3 (1 burned to lift Disadvantage limit.) Status: Hunting Bandits Looks Gender: Female Eye color: Blue Hair color: Light Brown, worn long. Skin tone: Fair Height: 5'3" Weight: 110lbs Build: Skinny Tattoos: None Scars: Numerous scars on back, several on arms, one on neck. Piercings: None Clothing/appearance: Katherine is quite scrawny, but otherwise plain looking. She most often wears a dress, usually a dark green or blue with long sleeves. She is never without a scarf or cloak that matches whatever she is wearing and insists on wearing clothing that covers her arms, even in hot weather. Ink stains are not uncommon on her hands and sleeves. Optional Image: Attributes Life Points: 55 [5/2] Presence: 25 Initiative: 30 Armor Threshold:0/0/0/0/0/0/0 Movement Value: 4 (50 Ft/T) Weight Index: 4 (Natural: 30 lbs; Max: 90 lbs) Fatigue: 4 DR: 10 MR: 50 PhR: 20 VR: 10 PsR: 30 Strength: 4 -5 Dexterity: 4 -5 Agility: 4 -5 Constitution: 4 -5 Intelligence: 13 +25 Power: 13 +25 Willpower: 7 +5 Perception: 4 -5 Appearance: 5 Size: 8 Creation Points Creation Points: 0 Advantages: - The Gift (2) - Improved Intelligence (3) - Gestureless Casting (1) - Opposite Magic (1) - Versatile Metamagic(1) - Improved Power (4) - Magic Nature (2) - Natural Knowledge, Necromancy (1) - Improved Innate Magic (3) Disadvantages: - Unlucky Destiny (2) - Nearsighted (1) - Sickly (1) - Slow Healer (1) - Suspectible to Poisons (1) - Exhausted (2) - Will-2, Dex-2, and Per – 4 (4) - Deep Sleeper (1) - Feeble (1) - Rookie (1) Primary Abilities Combat Abilities- Attack Ability: 0 [-5] Block Ability: 0 [-5] Dodge Ability: 10 [5] Weapon Modules: Dagger Supernatural Abilities- Zeon: 140/200 Magic Accumulation (MA): 60 (Base 15) Innate Magic: 50 Magic Projection: 35 [30] (-20 Without glasses) Summon: 25 Control: 5 Bind: 25 Banish: 25 Mystical Modules: Secondary Abilities Athletics- Acrobatics: 0 [-35] Athleticism: 0 [-35] Climb: 0 [-35] Jump: 0 [-35] Ride: 0 [-35] Swim: 0 [-35] Creative- Art(Writing): 5 [70] Dance: 0 [-35] Forging: 0 [-35] Music(Singing): 5 [70] Sleight of Hand: 0 [-35] Perceptive- Notice: 0 [-35] Search: 0 [-35] Track: 0 [-35] Social- Intimidate: 0 [-5] Leadership: 0 [-5] Persuasion: 0 [-5] Style: 0 [-5] Subterfuge- Disguise: 0 [-35] Hide: 0 [-35] Lock Picking: 0 [-35] Poisons: 0 [-35] Theft: 0 [-35] Stealth: 0 [-35] Trap Lore: 0 [-35] Intellectual- Animals: 1 [26] Appraisal: 1 [26] Herbal Lore: 2 [27] History: 2 [27] Memorize: 5 [30] Magic Appraisal: 10 [35] Medicine: 2 [27] Navigation: 1 [26] Occult: 5 [30] Science: 1 [26] Vigor- Composure: 5 [10] Withstand Pain: 15 [25] Feats of Strength: 0 [-35] Ki Ki Points- Strength: 4 Dexterity: 4 Agility: 4 Constitution: 4 Power: 16 Will: 7 Ki Accumulation- Strength: 1 Dexterity: 1 Agility: 1 Constitution: 1 Power: 3 Will: 1 Inventory Equipped: Glasses Scarf Dress Belt Dagger Woman's Underwear Shoes Money: 1 Gold Crown, 2 Silver Crowns, 7 Copper Crowns. Edited by Eyeofnight, Jan 20 2015, 06:44 AM.
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| Eyeofnight | Jul 7 2014, 12:28 AM Post #2 |
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Arcana Shepirah Innate Magic Learning Level: 3rd Level Mastery of Arcane Warfare No Spheres Mastery of Arcane Power Defined Magic Projection (1): When casting a spell, allows the caster to consume an additional 10 zeon to cast with a Final Ability of 120. Mastery of Arcane Esoterica No Spheres Mastery of Arcane Knowledge No Spheres Known Spells Air Path Level: 30 Raise Wind Level: 2 Action: Active Cost: 30 Effect: Raises wind up to a maximum of 10 miles per hour. The caster needs to be in an open area or an area likely to experience wind drafts. Maximum draft width is 80 feet. Added Effect: +5 miles per hour and + 15 feet width. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (3) Type of Spell: Effect Move Level: 6 Action: Active Cost: 30 Effect: Moves inanimate objects without physical contact over a distance with maximum speed equivalent to Flight Value 10. The maximum weight affected is 60 pounds. Added Effect: +20 pounds Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (3) Daily Type of Spell: Effect Weight Reduction Level: 10 Action: Active Cost: 40 Effect: Reduces a material body's weight by 60 pounds. Added Effect: Reduces by an additional 20 pounds. Maximum Zeon: Intelligence * 30 Maintenance: 1 every 10 (4) Daily Type of Spell: Effect Stop Breathing Level: 12 Action: Passive Cost: 40 Effect: The target no longer needs to breathe and is no longer affected by lack of air. May be applied to as many individuals as the caster wishes, as long as the um of their Presences is less than 80. Added Effect: +10 to maximum Presence affected. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (4) Daily Type of Spell: Effect Free Motion Level: 16 Action: Active Cost: 50 Effect: The target of this spell is able to move freely along any type of solid surface, completely untouched by gravity. Individuals under this spell are able to walk on water or run on walls and ceilings. May be applied to as many individuals as desired provided their combined presence does not exceed 80. Added Effect: +10 to maximum Presence affected. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (5) Type of Spell: Effect Air Blow Level: 20 Action: Active Cost: 40 Effect: Unleashes a potent air blow that can either hit a single long range target or hold a group of people together over a distance (Needs clarification.) The blast of air will cover a maximum area of 15 feet and exert pressure equivalent to strength 6. When directed at a single target, a bonus of +4 is added to the strength. Can cause damage equivalent to twice the strength bonus provided by the blast occurring on the impact AT. As this is air, only those who pass a notice check of 120 and those who can see magic will perceive the attack. Once strength raises above 12, 2 added effects are needed to raise the strength by 1 point. Added Effect: +1 Strength and +15 feet to area. Maximum Zeon: Intelligence * 10 Maintenance: N/A Type of Spell: Attack Air Screen Level: 22 Action: Passive Cost: 50 Effect: Forms an air barrier that offers protection against all kinds of attacks except those based on Electricity or Energy. In addition, the strong winds raised will hinder any physical projectile's Final Attack. The shield can take up to 300 points of damage before breaking. Added Effect: +100 Resistance Points Maximum Zeon: Intelligence * 20 Maintenance: 1 every 10 (5) Type of Spell: Defense Automatic Transportation Level: 26 Action: Active Cost: 50 Effect: The target of this spell can be transported up to 150 feet. This spell allows individuals to pass through physical objects, provided these are not energy-based. The caster may apply this spell to as many individuals as desired as long as the sum of their presence does not exceed 60. Added Effect: +10 to maximum Presence affected and +150 feet. Maximum Zeon: Intelligence * 10 Maintenance: N/A Type of Spell: Effect Flight Level: 30 Action: Active Cost: 60 Effect: Grants targets the ability to move with Flight Value 4. Once a caster empowers this spell to move beyond Flight Value 10, he/she will need to use 2 added effects to increase the Flight Value by 1 point. Added Effect: +1 to Flight Value. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 5 (12) Daily Type of Spell: Effect Fire Path Level: 16 Create Fire Level: 2 Action: Active Cost: 30 Effect: Creates a fire of intensity 1. The flame is magical and does not require any fuel. If placed upon flammable material, the material will continue to burn normally even after the spell has ended. Added Effect: +1 fire intensity. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (3) Daily Type of Spell: Effect Put Out Fire Level: 6 Action: Active Cost: 30 Effect: Reduces heat or fire by 1 intensity. Some sources of fire, such as volcanoes, replenish themselves automatically if not completely extinguished. When cast upon a fire based being, the creature suffers 5 points of damage for every diminished intensity - provided he/she fails a MR check of 100. Accumulation creatures receive 25 points of damage per intensity. Added Effect: Removes 1 additional Intensity and adds +5 to the MR Difficulty. Maximum Zeon: Intelligence * 10 Maintenance: N/A Type of Spell: Effect, Spiritual Fire Immunity Level: 10 Action: Active Cost: 50 Effect: Grants the target immunity to 5 intensities of heat. When attacked on the Heat AT, the Base Damage is reduced by 5 for each immune intensity. In addition, the target recieves a +5 bonus to resistances against fire for each intensity. Added Effect: +1 Intensity immunity Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (3) Daily Type of Spell: Effect Detect Heat Level: 12 Action: Active Cost: 60 Effect: Enables the caster to locate any source of heat in an 80 foot radius. The caster can feel the intensity and size of the heat source, and can perceive heat coming from warm blooded creatures. Living creatures can resist this spell by passing a MR check of 120. Added Effect: +30 feet to radius and +10 to MR Difficulty. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (6) Type of Spell: Detection Fire Ball Level: 16 Action: Active Cost: 50 Effect: Projects a fire attack with a Base Damage of 50 which explodes in a 15 foot radius. The caster can not select targets within the explosion area. Damage occurs on the Heat AT. Added Effect: +15 feet to radius and +5 Base Damage. Maximum Zeon: Intelligence * 20 Maintenance: N/A Type of Spell: Attack Necromancy Path Level: 56 Levels 2-20 Feel Death Level: 2 Action: Active Cost: 30 Effect: Automatically detects any deaths occurring within 300 ft. This spell also reveals undead creatures if they fail a MR check with a difficulty of 120. Added Effect: +80 ft to radius and +5 to MR difficulty. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 10 (3) Type of Spell: Detection See the Great Beyond Level: 6 Action: Active Cost: 30 Effect: Allows the caster to see specters and other spiritual creatures invisible to the human eye. The caster may bestow this gift upon as many individuals as desired provided the total of their presence does not exceed 80. Added Effect: +10 to maximum presence affected Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (3) Type of Spell: Effect Control Scavengers Level: 8 Action: Active Cost: 40 Effect: Grants caster control over creatures that feed mostly on the dead. The affected creatures must be within a 30 ft radius and have a combined presence less than 20. Some examples include vultures, crows, and maggots. Added Effect: +30 ft to radius. Maximum Zeon: Intelligence * 30 Maintenance: 1 every 20 (2) Type of Spell: Effect Spectral Shield Level: 10 Action: Passive Cost: 40 Effect: Creates a shield of necromantic energy capable of stopping Spiritual assaults that affect the character's supernatural resistances. The spell does not stop physical attacks. Offers protection against mystical effects so long as they do not require a resistance check greater than 140. Added Effect: +5 to the value of resistances that can be stopped. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (2) Type of Spell: Shield Drain Life Level: 12 Action: Active Cost: 50 Effect: Absorbs the life force of a living creature, healing the caster while wounding the target. The caster must physically touch the target. The target must pass a MR check of 80 or lose a number of life points equal to his/her failure level. The caster then adds this total to his/her own life points, though cannot exceed their natural maximum. Damage Resistance types lose 5 times their failure amount, but only 1/5 goes to the heal the caster. Added Effect: +5 to MR difficulty. Maximum Zeon: Intelligence * 20 Maintenance: N/A Type of Spell: Spiritual Necromantic Detection Level: 16 Action: Active Cost: 50 Effect: Detects any living or undead creature within 60 feet. Characters who pass a MR check of 120 remain undetected. Added Effect: +30 feet to radius and +10 to MR difficulty. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (5) Type of Spell: Detection Talk to the Dead Level: 18 Action: Active Cost: 60 Effect: Allows the caster to communicate with dead souls and spirits in the vicinity. The spell automatically affects all spirits within 80 feet of the caster that have Presence less than 40. The caster doesn't need to be aware of the spirit's exact location. Added Effect: +10 to the maximum Presence affected. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 20 (3) Type of Spell: Automatic Necromantic Paralysis Level: 20 Action: Active Cost: 60 Effect: Freezes the essence of undead creatures, rendering them unable to move. Any undead being in a 60 foot radius from the caster is subject to Total Paralysis is unable to pass a MR check of 120. Added Effect: +10 meters (feet? Needs verification.) to radius and +5 to MR difficulty. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (6) Type of Spell: Spiritual Levels 22-40 Necromitude Level: 22 Action: Active Cost: 80 Effect: Allows an undead creature to recover 50 life points. It has no effect upon living beings. Added Effect: +5 Life points Maximum Zeon: Intelligence * 10 Maintenance: N/A Type of Spell: Effect Death Beam Level: 26 Action: Active Cost: 60 Effect: Projects a strong necromantic discharge. The attack hits on the Energy AT and has a Base Damage of 80. Added Effect: +5 to Base Damage. Maximum Zeon: Intelligence * 10 Maintenance: N/A Type of Spell: Attack Raise Corpses Level: 28 Action: Active Cost: 80 Effect: Allows caster to animate corpses and turn them into zombies or skeletons under his/her control. The dead do not keep special abilities or knowledge they had while alive, but they maintain basic abilities - such as those associated with natural weapons and some of their physical characteristics. The creatures power and resistances vary according to it's body. The caster can raise a number of corpses equal to 100 presence, as long as none of these exceed 20 individually. Added Effect: +20 to total amount of Presence affected. +5 to maximum individual Presence. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (4) Daily Type of Spell: Effect Dead Body Level: 30 Action: Active Cost: 80 Effect: Temporarily stops an individual's bodily functions without causing death. The affected target can still move and act normally and becomes resistant to damage effects and consequences for as long as the spell is active. Any physical penalty incurred is halved and the affected remains concious when in the state between life and death. In addition, anyone inspecting the body will be unable to determine its true condition. The maximum number of affected presence cannot exceed 40. Added Effect: +5 to the maximum Presence affected. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (8) Daily Type of Spell: Effect Drain Magic Level: 32 Action: Active Cost: 60 Effect: Drains the magical energy out of an individual or object and transfers it to the caster. Any individual affected by this spell must pass a MR check of 100 or lose Zeon equal to twice the number by which they failed the check. The caster immediately absorbs the Zeon. Added Effect: +5 MR Difficulty. Maximum Zeon: Intelligence * 20 Maintenance: N/A Type of Spell: Spiritual Destroy the Undead Level: 36 Action: Active Cost: 80 Effect: Completely destroys the essence of the undead. Any necromantic entity targeted by this spell must pass a MR check of 120 or suffer damage equal to twice the number by which they failed the check. Creatures with damage resistance increase this amount by their multiple. Added Effect: +5 MR Difficulty. Maximum Zeon: Intelligence * 20 Maintenance: N/A Type of Spell: Spiritual Drain Characteristics Level: 38 Action: Active Cost: 80 Effect: By touching a living creature, the caster can absorbe one of the individual's characteristics, increasing his/her own in the process. The caster must decide the characteristic to be drained prior to executing the spell. The target loses one point from the selected characteristic per 10 points by which they fail a MR check of 120. If the natural value of the target's characteristic is higher than the caster's, the caster adds that point to his/her own characteristic. If the target's is lower, it requires 3 points to be drained to add 1 to the caster's. The increased attributes remain as long as the spell is maintained. Lost characteristics are recovered at a rate of 1 per hour once the caster cancels the spell. Added Effect: +5 MR Difficulty. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (4) Type of Spell: Spiritual Control the Dead Level: 40 Action: Active Cost: 100 Effect: The caster obtains absolute control of any undead creature in a 60 foot radius. Dominion over the undead remains for as long as the spell is maintained, but does not affect other necromantic creatures that enter the area after the spell is cast. The undead can attempt to avoid being controlled by passing a MR check of 120. They will only be allowed to reroll upon receiving an order completely contradictory to their nature; therefore creatures without a will, such as animated corpses, can never be freed. Added Effect: +30 feet to radius and +5 MR Difficulty. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (10) Daily Type of Spell: Spiritual Levels 42-60 Wither Life Level: 42 Action: Active Cost: 80 Effect: Creates a necromantic energy field that immediately kills any inferior life form -such as animals and plants- around the caster. Any living being with a Presence less than 20 that is within 30 feet of the caster automatically rots away. Added Effect: +15 feet to radius. Maximum Zeon: Intelligence * 10 Maintenance: 1 every 10 (10) Daily Type of Spell: Automatic Necromantic Shield Level: 46 Action: Passive Cost: 80 Effect: Creates an energy shield from the essence of dead souls that protects against all kinds of attacks. The shield can absorb up to 1000 points of damage before breaking. Added Effect: +100 Resistance Points. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (4) Type of Spell: Defense Dominate Life Level: 48 Action: Passive Cost: 140 Effect: Allows the caster to enslave a living being's soul. The targeted victim can resist the spell if he/she passes an MR check of 100. The controlled individual receives a new check each day and also receives the chance to make another MR check every time he/she receives an order completely against his/she behavior. Added Effect: +5 to MR Difficulty Maximum Zeon: Intelligence * 20 Maintenance: 1 every 5 (28) Daily Type of Spell: Spiritual Vampire Stigma Level: 50 Action: Active Cost: 140 Effect: The target of this spell automatically absorbs 10% of the damage dealt they to any opponent. This applies to both physical attacks, direct damage spells, and similar supernatural powers. Attacks against creatures with Damage Resistance only give the recipient 2% of the damage inflicted. Added Effect: +5% absorption. (+1% against Damage Resistance.) Maximum Zeon: Intelligence * 20 Maintenance: 1 every 20 (7) Type of Spell: Effect Spectral Form Level: 52 Action: Active Cost: 100 Effect: The caster's physical body becomes a burning, spectral mass that damages the essence of all living beings that come into contact with it. Anyone touching its body feel the chill of death and is forced to make a PhR or MR check of twice the caster's presence. If failed, the affected character suffers an All Action Penalty and loses a number of life points equal to half the number by which he/she failed the check. The caster can only be struck by Energy based attacks while the spell is active. The maximum presence affected by this spell is 100. Added Effect: +5 to maximum Presence affected. Maximum Zeon: Intelligence * 20 Maintenance: 1 every 10 (10) Type of Spell: Effect Necromantic Modification Level: 56 Action: Active Cost: 100 Effect: Targets either a living or undead entity, temporarily granting it new Powers and abilities. If the target is an undead creature, it receives 100 additional DP to obtain any of the special powers listed in Chapter 26 as a creature of 25 Gnosis would. When directed at a living being, the DP granted by this spell are halved. These effects do not stack with additional casting. Added Effect: +10 DP Maximum Zeon: Intelligence * 20 Maintenance: 1 every 10 (10) Type of Spell: Effect Knowledge Path Level: 56 Time Path Level: 30 Peace Path Level: 16 Free Access Spells 2-10: -Cleanliness -Stop Fall 2-20: -Infinite Bag 2-30: -Understand Languages Edited by Eyeofnight, Jul 7 2014, 07:37 AM.
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6:37 AM Jul 13