Necromancy

From The Black Vault
Jump to navigationJump to search

Necromancy by Iczer

"I do the mash....I do the Moooonster mash..."

This character has the disquieting power to manipulate the electrical energy in dead flesh to enable a semblance of life.

1) Animate dead. by expending 4 actions, the character can cause a corpse to rise again, walking on twitching, dead limbs. This type of reanimation is crude and still based on a semblance of logic. with a destroyed or absent head, all a body can do is flail around randomly. In any case, a reasonably intact body has the following statistics: SDC: 40 HP: None. PS: exactly what it had in life +2. if the character posessed normal streantgh in life, it is now extraordanary.

PE: Not applicable.
IQ, ME, MA: Nada. It's a meat puppet.
PP 8: or that of the original, whichever is lower.
Spd: reduced by 4.

Animated bodies follow the mental direction of the character, who can manipulate one whole body per level, with just the loss of 1 attack per melee to account for concentration.

2) Talk to the dead: The recently decesed still have a little to tell. Given a fresh brain, the character can, by touching the head or brain itself, read it's mind by tracing the bio-electircal pattrens left in the cadaver's grey matter. Brains are delicate though, losing 6% of their total worth in memory every 24 hours (half this rate if the brain can be chilled or frozen). For a lark, this effect can be combined with animate the dead (above) to force the head, throat and tounge to actually speak the information requested out loud, but it is unnessecary (but may be a great party trick to pull at your uncle's funeral)

3)Second wind: The character can animate nearly dead flesh with a lesser precision. by targetting an ally, the character can offsett death by 5 minutes per level, or 20 HP below zero per level, whichever comes first. the traget is pained, and badly wounded, but his heart refuses to give out, and his neurons refuse to keep firing until either the HP limit or the duration limit expire. Characters in this condition have a mere 2 attaks per melee and 1/4 spd and strength and no combat bonuses to speak of, and probably should be getting to a medic asap, as he is going to need one when the duration runs out. This power can also be used to remove a stunned or unconscious condition from a character.