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All that lives, must eventually die. That which is dead, will then nourish and protect the...
Character Creation
Location
Around
All that lives, must eventually die. That which is dead, will then nourish and protect the living. This is the great cycle of life, a balance. It is a necromancer's solemn duty to protect this balance.

The words echoed through your mind as you lay in your room on the girl's side of the orphanage. You had read those words in an odd book you found in the public library of all places. No matter what you do, no one else seems to be able to notice the book.

Granted, they might try and take the book away if they could. After all, the magic inside does work. It tires you out, but it does work. You managed to use the spell that created a bone dagger, though your not sure how much you will need that.

You wish you knew who put it in the library, why they did it, and why you are the only person who can see the book. There are so many questions that you have about this book, and you have no answers.

You sigh, as you open the book up once more. Perhaps the answers lay within.

Your Name is...
[ ] Write-in

And you are now a necromancer.


Character Points:
[120]

You may spend Character points on Attributes, Merits, and Maluses

You may have no fewer than 0 points when completing character Creation

Each Character point remaining when completing character creation will be added as 3 skill points

All Attributes must be at a minimum of 5 to prevent story problems.
All Attributes begin at 1(e-), with Point cost going
2(e), 3(e+), 4(d-) - Costing one point each
5(d), 6(d+) - 2 points each
7(c-), 8(c) - 3 points each
9(c+), 10(b-/E--) - 4 points each
11(b/E-), 12 (b+/E) - 5 points each
13(a-/E+), 14(a/E++) - 6 Points each
15(a+/D--), 16(a++/D-) - 7 Points each
17(D), 18(D+) - 8 Points each
19(D++), 20(C--) - 9 Points each
21(C-), 22(C) - 10 Points each
23(C+), 24(C++) - 11 Points each
25(B--), 26(B-) - 12 Points each
27(B), 28(ex/B+) - 13 Points each
29(B++), 30 (A--) - 14 Points Each
31(A-), 32(A) - 15 Points Each
33(A+), 34(A++) - 16 Points Each

Might - A measurement of the amount of physical force you are capable of generating
Finesse - A measurement of the dexterousness and skill that you have
Stamina - A measurement of your brawn and physical durability

Intellect - A measurement of your mental fortitude, wittiness, and wisdom
Appearance - A measurement of how attractive you are
Charisma - A measurement of how personable and approachable you are

Willpower - A measurement of how stout your heart is, and your ability to stick to your beliefs.
Soul - A measurement of how magically powerful you are.
Inertia - A measurement of how well you are able to resist other magical effects

Health - Might + Stamina
Magical Core - Willpower + Soul
Initiative - Finesse + Intellect

Merits
[1 CP] Code of Honor - Since gaining your abilities, you have created a strict personal code that you follow - Write in a Minimum of 3 Rules that you stand by and refuse to break. +5 to resisting all mind control effects. You get an additonal +5 for each additonal 3 rules that you create, however, once one of those rules has been intentionally broken, it changes from a positive bonus to a negative malus.

[1 CP] Loyalty - You are deeply devoted to a person, cause, or ideal, and easily resist attempts to persuade you away from the source of your loyalty. +3 to resisting effects that would place you against the source of your loyalty

[1 CP] Cross Dominant - You have trained yourself to the point where neither hand is particularly stronger than the other. You suffer no Penalties for using your 'Off-hand' and only a minor increase in difficultly for doing different things with both hands at the same time

[1 CP] Born into the Light - Maybe its the way you walk, or perhaps its how you talk, whatever it is those that are considered 'good' will follow your lead. +3 to all social interactions with 'Good' Characters. The Media is less likely to see your actions in a negative light

[1 CP] Marked by Shadows - There's just... something about you, but the scared and shunned, the hated and the feared, they flock to you. +3 to all social interactions with 'Evil' Characters. The Media is more likely to see your actions in a negative light.

[1 CP] Would I lie to you? - You just have one of those faces who people can't believe would tell a lie. Which makes it all the easier to do so. +3 to all acts of lying and deceit.

[1 CP] Green Thumb - It's not that you are good with plants, it's more that they seem to burst into bloom with a single touch.

[1 - 5 CP] Enhanced Senses - One of your fives senses are extraordinarily sharp! For each level choose one of the five senses to enhance.

[1 - 4 CP] Creature Comfort - You seem to have a knack when it comes to animals. They are naturally drawn to you, and while you may not be able to commune with them in the same way you can people, they can still understand some of what you mean by tone, emotion and movement. 1 Point is a single type of animal, 2 points is a single group of creatures, 3 points is all natural animals, 4 points includes spectral animals.

[1 CP] Shining Soul- Your body is brimming with potential, unlike many others, something that brings out those who see you as prize unlike any other.

[2 CP] Moxie - You've got da Mox, kiddo. +5 to all Social Situations involving backbone

[2 CP] Eidetic Memory - You've got a brain like a steel trap! You can accurately recall anything with a successful Int + Will Roll. The more successesthanthe more accurate, and more things you can remember.

[2 CP] With Grace - You are extremely agile and delicate in your movements! +6 to all Dex rolls.

[2 CP] Foreboding Feelings - With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.

[2 CP] Bravery - You gain complete Immunity to Supernatural Fear effects.

[2 CP] Cat-like Balance - +6 to all rolls involving balance

[2 CP] Double Jointed - +6 to all rolls involving flexibility

[2 CP] Silken Voice - You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage.

[3 CP] Crack Driver - Despite having never even been in the front seat of a ship, you've got what it takes to pick up driving, boating, piloting, whatever for anything you end up in control of as if you were born doing it.

[3 CP] Daredevil - You have an inborn need to take insane risks, and your lucky that you are damn good at living through them. Decreased Difficulty on dangerous feats, and you can ignore a single 1 on those rolls.

[3 CP] Antivenin in the vein - You are naturally hardy and poisons and venoms seem to have less of an effect on you.

[4 CP] Spiritual Well - You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool

[4 CP] On Your Toes - You have an instinctual grasp of your surroundings, and it is much harder to catch you off guard than it is other people. Treat your Finesse as being [Fin/2] higher for the purpose of Initiative.

Maluses
[+1 CP] A world in Monochrome - You have been raised by an order of monks with a hatred for the dark side, is there really any way that you could have grown to see the dark side as anything but the Enemy? And worse, you have come to view the world is sharp contrast. Good, and Evil, Right and wrong, and nothing in between. Can not be taken with A world in Technicolor.

[+1 CP] A world in Technicolor - No one is the villain of their own story, and everyone has a reason for what they do. You will ALWAYS try to understand what your enemies are thinking and planning, even when they are trying to kill you, and if you can come to understand them, you will not be willing to kill them. Can not be taken with A world in Monochrome.

[+1 CP, +3 CP] Nightmare - You suffer from horrible nightmares, and have trouble sleeping. You suffer effects from loss of sleep faster than others, and after particularly bad nights, you gain a general -1 to all rolls the following day. Rank 3 - You are more likely to suffer from Nightmares, and there is a chance of Night Terrors, which give a -5 to all rolls that day.

[+1 CP] Over confident - You know you can do everything, and anything, and you are more than determined to prove those who say you can't wrong.

[+1 CP] Airhead - Maybe you have trouble paying attention, maybe your a little forgetful, whatever it is, there is something about you that people have trouble taking seriously. Various alterations to Social rolls

[+1 CP] Deep Sleeper - Good luck trying to get anywhere in the morning. You are near impossible to awaken, and getting to understand what is going on is even harder.

[+1 / 3 CP] Phobia - There exists something out there that you are completely terrified of to the point of madness. 1 point version, you must make a will roll, or be unable to even approach the thing you are afraid of. 3 point version, you must make a will roll, or suffer a minor psychotic break.

[+1 / 3 CP] Shy - You're no social butterfly, that's for sure. -3 to social interactions, and if you are the center of attention it is a -6. The 3 point version is a -5 to social interactions, and a -8 if you are the center of attention.

[+2 CP] Curiosity - You know what they say about Curiosity, but even so, your need to know can override your common sense if you fail a Will Roll.

[+2 CP] Sensation Junkie -You love the feeling of feeling. New things all the time. Make a Will save whenever you get a chance to do something new and interesting, if you fail the save, you have to do it. Watch out for Dares.

[+2 CP] Graceless - You can trip over your feet even when standing still... -6 difficulty to all social situations involving making a good impression.

[+3 CP] Absent-Minded - You have lousy short term memory and commonly get distracted from your goals.

[+3 CP] Loathing - there is something out there which you hate with all the rage of the sun, and when you come across it, everything else falls to the wayside until it is destroyed. +20 to all rolls dealing with whatever is the source of your Loathing, but so long as the target is within your reach, you get -30 to all other rolls.

[+4 CP] Shallow Soul - You do not have the magical energies that one would expect from a necromancer like yourself. Treat your Soul as being [INT/2] lower for Max Spirit Pool
 
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Character Sheet

Alicia Starwood
Stat Human
Sex Female
Height  
Age 9?
Health - Might + Stamina 10
Initiative - Finesse + Intellect 15
Magical Core - Willpower + Soul + (Intellect/2) 22
-=-
Stat Score Rank Description
Might 5 d  
Finesse 7 c-  
Stamina 5 d  
Intellect 8 c  
Appearance 8 c  
Charisma 9 c+  
Willpower 8 c  
Soul 10 b-/E--  
Inertia 8 c  
-=-
Skill Score Rank Description
Academia 7 Neophyte  
Acting 2 Neophyte  
Athletics 1 Neophyte  
Ballistics      
Disguise      
Drive      
Empathy 8 Neophyte  
Etiquette 1 Neophyte  
Expression 5 Neophyte  
Heavy Weapons      
Intimidation      
Investigation 2 Neophyte  
Leadership      
Martial Arts 1 Neophyte  
Medicine 2 Neophyte  
Meditation 2 Neophyte  
Melee      
Occult 7 Neophyte  
Psychology      
Slight of Hand 2 Neophyte  
Streetwise 1 Neophyte  
Subterfuge 2 Neophyte  
Survival      
Technology 4 Neophyte  
Flight      
Necromancy 12 Novice  
Danger Intuition 3 Neophyte  
-=-
Merits and Maluses
Moxie You've got da Mox, kiddo. +5 to all Social Situations involving backbone
Foreboding Feelings With a sense like a breath on your neck and fingers running down your back - you simply know. Something bad is about to happen.
Silken Voice You've a voice like velvet with a tongue like silk. +6 to all social actions involving using your voice to your advantage
Spiritual Well You are practically brimming with magical energies, a well of power at your fingertips. Treat your Soul as being [INT/2] higher for the purpose of Max Spirit Pool
Shining Soul Your body is brimming with potential, unlike many others, something that brings out those who see you as prize unlike any other.
Green Thumb It's not that you are good with plants, it's more that they seem to burst into bloom with a single touch.
Eidetic Memory You've got a brain like a steel trap! You can accurately recall anything with a successful Int + Will Roll. The more successes than the more accurate, and more things you can remember.
A World In Technicolor No one is the villain of their own story, and everyone has a reason for what they do. You will ALWAYS try to understand what your enemies are thinking and planning, even when they are trying to kill you, and if you can come to understand them, you will not be willing to kill them. Can not be taken with A world in Monochrome.
Airhead Maybe you have trouble paying attention, maybe your a little forgetful, whatever it is, there is something about you that people have trouble taking seriously. Various alterations to Social rolls
Curiosity You know what they say about Curiosity, but even so, your need to know can override your common sense if you fail a Will Roll.
Inventory

Bone Dagger



Damage: 1-2
A bone dagger that you made with necromantic magics.
Necromanic Grimore



The Grimore that you learn all of your necromantic and dark magics from, it's your greatest treasure. It even has a built in sheath in the spine to hold a dagger, it's where you keep your bone dagger.
 
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Grimoire
The Book

Bone Creation

- School: Necromany
- Cost: 3
- Spell Lvl: 1

Bone Creation is a spell that creates bones that can be used for a great many of the necromantic spells. All bones made with this spell is geneticaly the same as your own bones, and the default size is about the size of a adult humerus. This can be used to create things that aren't bones, but is made out of bones.

???




 
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Skills and Looks
You flipped through the pages of the book, intrigued and wondering by all of the advanced spells and rituals that are written in it. Though, some of them are kind of gross, like the spell that crystalizes peoples blood. That sounds incredibly nasty. Apparently, while the book is primarily about necromancy, it's also got a lot of blood magic spells in it. A number of the advanced necromancy spells use things from blood magic, so it also has the basics that you will need for those in it as well.

You haven't gotten around to learning any of the blood magic spells, you've spent the time you have with the book learning the bone creation spell.

You closed the book and flipped it to its spine, where you looked at the handle to the blade you made. The book's spine was a sheath for a dagger, one that you perfectly matched for your bone dagger. You have to wonder how many blades have rested in that slot, even with the number of names on the signature page, you have no idea when the spine was made into a sheath.

You opened the book to said page, and ran your fingers over the long list of names on the signature page, seeing every name of everyone who has owned this book. A long list of handwritings and names, many of the different handwriting you've seen further on as the book goes on. The book is big, but around the middle of the book, it never seems to reach farther than that no matter how far you go. Eventually, you found that the writing stops and it the pages go blank. Your best guess is that is for whenever you start to make your own discoveries and spells, for whoever learns from the book after you.

The list of names is long, but it ends with your own.

Alicia Starwood.

You're not sure who gave you the name, no one had actually known your parents. There had been some kind of explosion and when people investigated they found an old house, inside where three dead bodies and you as a baby. When investigations happened, they found a whole lot of questions, but no answers. All they would tell you was that there are no papers about who you are, no birth certificate, no nothing. The other people that had been found with you was the same, there was no evidence that these people ever existed.

So someone gave you a name, and they just guessed how old you are. While people say that you're nine years old, no one actually knows if that's true or not.

You've been at this orphanage for as long as you can remember, living day by day without a lot to do. There aren't even that many kids around your age at the orphanage, most of them are a few years younger or older.

Everything you learned you learned while in while living in these very halls.

Speaking of learned, what are your skills?
[ ][SKILL] Plan Name
You have 60 Skill points to start with, and no skill can start at a score of above 10. Each level in a skill costs 1 point.
Academia
Acting
Athletics
Ballistics
Disguise
Drive
Energy Weapons
Empathy
Etiquette
Expression
Heavy Weapons
Intimidation
Investigation
Leadership
Martial Arts
Medicine
Meditation
Melee
Occult
Psychology
Slight of Hand
Streetwise
Subterfuge
Survival
Technology
Flight
Necromancy
Danger Intuition

Also, what do you look like?
[ ]
[ ]
[ ]
[ ]
[ ]
[ ]
[ ]
[ ]
 
Skill mechanics
Same question as before: What does the numbers mean? Is a 10 a barely competent amateur? A reasonable hobbyist? A decently competent professional? Talented expert? The very borders of natural human capability?
There are five levels to the skills, with the cap being 50. Someone can only train someone of a lower rank then them, though people of the same rank can work together to raise there skills together, though that is slower then being trained.

0 would be having no knowledge on something, at this point raising the level would only cost 1 skill point
10 is a novice, at this point raising the level cost 2 skill point
20 apprentice, At this point 3 skill points
30 is adept, At this point 4 skill points
40 is expert, At this point 5 skill points
50 is a master of something, you can not get higher then this

Regardless of what people pick, i'd like to point out we already have a 2 in Necromancy, so we only need 8 points to get it to 10.

Meaning we have a total of 62 points, with 2 pre-assigned to Necromancy.

Edit: Or maybe that's a +2 bonus and putting 10 in Necromancy means we end up with 12?

The book itself gives you a slight bonus, so if putting 10 in Necromancy you would end up with 12.
 
May 5 1989
You close the book and stop your wandering thoughts. Reminiscing about what little past you have can wait until you have more to reminisce about. For now, you need to start to figure out what you want to do.

You've spent quite a bit of your time studying the magical theory of your particular sect of magic, but theory isn't enough on its own. You need to learn, to practice, to experiment...

But this place is not the best place for that. Sure, they give you some privacy and you even have a room all to yourself. The problem is that the thing has no lock, anyone could walk in at any time, and people would ask questions if they found you with a bunch of bones. Questions that you don't want to answer, all things considered.

You look at the calendar on the wall, thinking over what to do, and how to do it.



The Date is May 5, 1989​
You start with only so many Actions, which will determine what you do over the next 4 months. Some actions can give you more actions down the line, such as creating servants, though not all some servants are restricted in their actions. You can't very well expect a normal muggle to sell to a skeleton.

Stored bones: 0 Units
Stored blood: 0 Units
Stored meat: 0 Units
Base amount of actions: 3

Right now being gone for long hours would raise questions, so perhaps it would be better to find a place to stash your stuff. Though if someone runs across it may be looted or have cops called if it's filled with bones.
[ ] Spend 1 action - You will look for some hidden place to hold your supplies. A chance to find any size cache, though the security will be unreliable.
[ ] Spend 2 actions - You will devote a portion of your time over the four months to find a location. You're likely to find an unsecured cache, though there is a chance of a location some level of security.
[ ] Spend 3 actions - You will devote all of your time to finding a good cache, and you will find at least one with unreliable security, a chance to find a medium security location, and a chance to find one with high security.

The book has a lot of spells related to wards and protections, and while you don't have much you can defend, perhaps you can put some of them to use.
[ ] Spend 1 action - You've found a basic spirit ward, it's supposed to summon some kind of entity to protect whatever is warded.
Location?
-[ ] Your room in the orphanage

Perhaps you could make a servant, someone that could go and do things for you. If you did that then you could get more done at once.
[ ] Spend 1 action - A basic skeleton is within your ability to create, it will not be easy to disguise, but it is a servant.
-You do not have a stockpile to draw from for creation, this takes 1 extra action.
- You do not know the Bone Animation Spell, this takes an extra action to learn the spell. If learning the spell is in the plan it does not take an extra action.

There is a number of spells and enchantments in the book, enough for you to learn an enchantment inside and create something.
create a magical trinket
[ ] You found an interesting enchantment in the book called Marrow Battery, it will allow you to contain extra magic into a vessel that you can draw out later. For some reason these vessels are best as a skull.
- You do not know the Marrow Battery Enchantment, this takes an extra action to learn the enchantment. If learning the enchantment is in the plan it does not take an extra action.
- [ ] 1 Action - You can create a skull then spend your time weaving the enchantment into it, creating a magical item that while it isn't easily hidden and not very portable, is the largest battery you could make.
-- [ ] Make it a Human skull
-- [ ] Make it a Wolf skull
-- [ ] Make it a write-in skull
- [ ] 1 Action - It would be easy to create a small skull, perhaps the size of a bird or rat, to create a magical item that could easily be hidden. Unfortanintly, the smaller size would make it easier to lose then a larger item and it doesn't have the same capacity.
-- [ ] 1 Extra Action - Though if you created a sort of fiber the connect to the skull, it would allow you to make the battery into a bracelet. It will be easier to keep track of that way, you could keep it on you, and making it right it would have slightly larger storage. Though it still won't be as powerful as a normal skull

The book has so much for you to learn from, perhaps you should devote more time to studying from it.
[ ] 1 Action per spell- The book has so much for you to learn from, time for something new.
- [ ] Bone Animation - The first and most basic of the animation spells, the spell that will allow you to animate skeletons to do your bidding. Though any servants you decide to create that last longer then a day won't be all that strong untell you have a better understanding of the spell.
- [ ] Muscle Creation - An interesting spell that isn't all that different from Bone Creation. Much like Bone Creation, this is a fundimental of necromancy and one that will help you in a great many creations. It's required if you want to be able to make zombies or learning the Flesh Creation spell.

[ ] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [ ] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.

[ ] 1 Action per spell advancement- Many people stop at studying a spell after they first learn it, but for those that desire mastery, stopping at the basics of a spell isn't enough. Will advance you progression of an advancement. May do the same advancement multiple times in the same turn.
- [ ] Continue your studying of Bone Creation, you've seen writings of so many ways the spell could be used.
-- [ ] Creating bones at range may not have much use for day to day use, but just think of the possibility of summoning sharp bones underneath whoever your fighting.
-- [ ] Another combat use for bone creation, launching a piece of sharp bone can be even more terrifying if it's being thrown with some actual speed.
- [ ] You've seen references to something called a bone colossus later in your book, and everything seems to say that you will need to be able to create much larger bones then you can currently. Perhaps you can prepare for that.

There is still so much magic to learn, the only way to get better is to start to study.
[ ] 1-3 Actions - Necromancy is the backbone of your magic, everything within your book is based off this. Now that you are a Novice Necromancer it will take longer than as a Neophyte to level your skills up. The more actions you put in the more experience you will get, but without actual practice, your learning will eventually stall
[ ] 1-3 Action - Hemomancy - Blood magic, while there is a great amount of this in your book, you have yet to read this. As a Neophyte Hemomancer, it won't take long to learn the basics. Once you have a few ranks in Hemomancy, you can start learning spells in that school of magic.
 
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