Date: Mon, 2 Feb 1998 20:07:41 +0000 Subject: Necromancer From: t_ambro@juno.com (Tony E Ambrosini) >HI, do you have the rules for your Necromancer Warrior for Warhammer Quest >available at all - he sounds excellent! > >Andrew Brockhouse >rassilon@picknowl.com.au This is an bit old, and could use some updating. (I intend to later). Playtesting found him to be a little unbalanced. Sorry, there were pics, but I have only text-based email. Necromancer In the realm of Warhammer, as in all realms, there are those who choose to spend their lives researching life, death, and immortality. Among this group of people are the Necromancers-sorcerers who have devoted themselves to the animation of bodies after death. The world’s first Necromancers released the curse of undeath on the living world. While Necromancers at this time are few and far between, they nonetheless exist. The study of undeath is generally shunned by the populus of the realms, and too in the realm of Warhammer Quest, although there have been times when Necromancers have actually been the saviors of adventuring parties. While it is generally accepted that Necromancers are evil, adventurers are often willing to look beyond that and accept them into their parties because of the skills they possess. Necromancers can protect the party from attacks by the undead; also, Necromancers have also been known to call forth great legions to fight alongside the warriors. Another reason warriors like having Necromancers in their parties is because Necromancers do not have a hunger for gold. They are quite selfish, but where warriors seek gold, Necromancers seek the souls of their prey. Necromancers will join a party on the condition that they get the souls and carcasses of the party’s victims-a small price to pay for most warriors. -1- Interaction with people Because of a Necromancer’s sinister appearance, most people will stay far away from him. For this reason he gets a settlement event only once for every third day he is there. Necromancers do not appear to ever eat, drink, or sleep. Necromancers never pay living expenses. If a Necromancer wishes to visit a shop, it is very unlikely that the shopkeeper would be willing to deal with him. To attempt to visit any settlement location, roll a D6. On a 1-5, the shopkeeper slams the door in your face. On a roll of six, he is so terrified he lets you have any item at half price. For the reason that he is seldom allowed in any establishment, a Necromancer will often ask a warrior to make the purchase for him. The fact that Necromancers very seldom deal with merchants gives them little reason to desire gold. When a Necromancer makes a kill, he ignores the gold left by the enemy (he would still take treasure, though). Mark on the Necromancer’s sheet the amount of gold the creature was worth (for leveling) but leave the actual gold there for another warrior to pick up (this often leads to interesting quarrels between warriors). It is assumed that any party member would willingly make a purchase or give any money to a Necromancer that he needs-whether to pay for a campaign event or make a purchase, because of the gold they get from his kills. -2- Equipment The Necromancers may use any items that can be used by wizards. They start with a sword, the Staff of the Soulstone, and the scroll of summoning. The Staff of the Soulstone: When a Necromancer gets ahold of creatures’ souls, they are held in a magical vessel called the Soulstone. This stone is often placed in a staff which already has magical properties, and is at the Necromancer’s side at all times. Special rules: Whenever the party kills a monster that is not undead, the Necromancer rolls a D6; on a 4+, he has successfully stolen the enemy’s soul and contained it within the Stone. For each soul he possesses, he gets one soul token. Soul tokens can then be used as follows: (1) to raise life-either to the Necromancer or a model toughing him-gain one life for each soul token discarded. (2) to inflict damage-for each token spent the target monster loses one wound. The scroll of summoning: When a Necromancer first discovers his calling to undeath, he speaks to Sithis, the god of death. After an intense period of training, Sithis sends the young man into the world to finally use his newly acquired talents. As he leaves, Sithis gives him a scroll with much arcane lettering on it. These are the words of Sithis: "The world is not an evil place. There will be in your time warriors of virtue who will stand in -3- your way. You will eventually come to a point where it will seem as if the good have overcome the darkness. If this happens, use this scroll. My minions will come to destroy that which stands in your path. But be wise about your decision to use this, for I will only help you once." This unholy scroll summons two each of wights and wraiths to fight alongside the warriors. Discard after use. Training If a Necromancer raises a value of gold that meets level-raising requirements, he gains that level immediately. It is assumed that a Necromancer studies the carcasses of those whom the party has killed. When he raises a level, he gains skills unique to his class. A chart of skills is below, followed by a chart of stats according to battle level. Note: Unless otherwise noted, skills can only be used one at a time. -4- Roll 2D6... 2-Summon wraith-A wraith is the ethereal embodiment of a Necromancer whose soul could not rest. In the course of his studies your Necromancer has opened the lines of communication with these spectres. This skill may be used once per adventure. Nominate at the beginning of your turn that you wish to summon a wraith. You must then do nothing for the rest of the turn. If the Necromancer is hit by a missile or in hand-to-hand combat, then the attempt is a failure. If you are successful, then a wraith comes into play at the beginning of the next turn with stats as defined by the Warhammer Quest book. He reamains in play until killed or for a number of turns equal to the Necromancer’s battle level 3-Animate dead-It is a Necromancer’s goal to be able to bring to life the creatures which he has destroyed. After a turn in which the Necromancer has not attempted to use any skills, the Necromancer may attempt to raise any monster killed that turn. Roll a D6. On a six, the monster is raised to life, although he suffers -1 toughness and has only half his starting wounds. Undead characters can not be healed. The Necromancer counts as using this skill as long as the monster is under his control, which he loses when it dies, or can voluntarily give up. -5- 4-Summon Skeleton-Skeletons are the bodies of long dead warriors which have been brought to life by a powerful Necromancer. Nominate at the start of your turn that you will attempt to summon a skeleton. Roll a D6. On a 5 or 6, you have successfully opened the lines of communication, but must do nothing for the rest of the turn (including take damage). If communication is accomplished, and you do nothing for the entire turn, then a skeleton comes into play for a number of turns equal to half your battle level. 5-Decay-Before Necromancers are able to bring the dead back to life, they must first kill the living. Most Necromancers are well versed in destructive magics. Nominate any enemy within 4 squares of the Necromancer. This monster takes D3 wounds (unmodified for toughness/armor) each turn until it dies. The Necromancer may use other skills in subsequent turns while damage is still being dealt. 6-Muddle-Some Necromancers have used their knowledge of minds control of the undead and twisted it for use against live things. You may target a number of creatures equal to half your battle level, rounded up. Each target takes an initiative test; if it fails, that creature succumbs to your control for this turn. Cannot be used against undead. -6- 7-Seance-Another bane of Necromancers is the ability to communicate with those who have passed on to the afterlife. Before each adventure the Necromancer holds a seance to speak with these spirits, which have an uncanny ability to be able to see the future. Twice each adventure, you may force any one event to be rerolled. 8-Evil Pact-The Necromancer can raise a warrior’s stats for the price of a few wounds. Choose a warrior and roll a D6. He loses this many wounds with no modifications for armor or toughness. He gains half of this roll (rounded up) added to any one of the following stats: weapon skill, strength, attacks, or toughness. This bonus lasts until the end of the turn. 9-Control Undead-When a party faces a group of undead, they are usually under the control of an unseen, powerful Necromancer. Because of the distance separating this legion from its master, other Necromancers are sometimes able to sever the control of their master and take command themselves. You may target a number of undead warriors equal to your battle level (you may not "double up" - i.e., you’re level three and decide to target one ghoul three times). Roll a D6, on a 4+ they are under your control for the turn. Their -7- master is also vying for control of his minions. So, if you wish to keep control of the monsters the next turn, you must retest. 10-Unholy ritual-The Necromancer makes a prayer to Sithis, asking for help in the form of strength. The Necromancer gains D6 wounds per turn for a number of turns equal to half his battle level (as usual, round up). He may use skills in subsequent turns. 11-Banish-Undead are kept ‘alive’ by the powers of the Necromancer which controls them. If this bond is broken, the undead creature will cease to exist. Roll a D6 for each undead monster you wish to target, up to your battle level (no doubling up). On a 4+, this monster is destroyed. 12-Pestilence-Powerful Necromancers wish to have large armies of undead. To gain these, they had to come up with a way to kill off people for their forces. An ideal way to kill off a large population was to send a plague on the people of an area. A few powerful Necromancers have perfected this ability. For each turn he does not use any other skills, every model in play (including the Necromancer and heroes) takes damage. At battle levels 1-3, take D3; 4-6 take D6; 7-10, take D10. Make one roll that will affect all models. -8- Starting Profile: Wounds: D10 + 4 Movement: 4 Weapon Skill: 3 Ballistic Skill: 6+ Strength: 3 Toughness: 2 Initiative: 4 Attacks: 1 Escape Pinning: 4+ Skills: 0; Spells:1 (offensive) Equipment: Scroll of summoning, Staff of the Soulstone. Weapon: Sword. Battle Level 2: Wounds: D10 + 6 WS/BS: 3 / 6+ Luck: 1 Str./Dice: 3 / 1 Toughness: 3 Will: 4 Initiative: 4 Attacks: 1 Pin: 4+ Skills: 1 Battle Level 3: Wounds: 2D6 + 8 WS/BS: 3 / 5+ Luck: 2 Str./Dice: 3 / 1 Toughness: 3 Will: 4 Initiative: 4 Attacks: 1 Pin: 4+ Skills: 2 Battle Level 4: Wounds: 3D6 + 10 WS/BS: 3 / 5+ Luck: 3 Str./Dice: 4 / 1 Toughness: 3 Will: 5 Initiative: 4 Attacks: 1 Pin: 4+ Skills: 3 Battle Level 5: Wounds: 2D10 + 8 WS/BS: 4 / 5+ Luck: 3 Str./Dice: 4 / 1 Toughness: 3 Will: 5 Initiative: 4 Attacks: 1 Pin: 4+ Skills: 4 Battle Level 6: Wounds: 3D10 + 8 WS/BS: 4 / 5+ Luck: 4 Str./Dice: 4 / 2 Toughness: 4 Will: 5 Initiative: 4 Attacks: 1 Pin: 4+ Skills: 5 Battle Level 7: Wounds: 3D10 + 12 WS/BS: 4 / 5+ Luck: 5 Str./Dice: 4 / 2 Toughness: 4 Will: 5 Initiative: 4 Attacks: 2 Pin: 3+ Skills: 6 Battle Level 8: Wounds: 4D10 + 5 WS/BS: 4 / 4+ Luck: 5 Str./Dice: 4 / 2 Toughness: 4 Will: 5 Initiative: 4 Attacks: 2 Pin: 3+ Skills: 7 Battle Level 9: (8 Skills) Wounds: 4D10 + 10 WS/BS: 4 / 4+ Luck: 5 Str./Dice: 4 / 3 Toughness: 4 Will: 5 Initiative: 5 Attacks: 2 Pin: 3+ Battle Level 10: (9 Skills) Wounds: 5D10 + 6 WS/BS: 4 / 3+ Luck: 5 Str./Dice: 5 / 3 Toughness: 4 Will: 5 Initiative: 5 Attacks: 2 Pin: 3+ ******Note:revision Souls count as half a power for spellcasting purposes. Also, consider starting him off at like 5+ soul steal and increasing probability as level goes up. Also: maybe for skills roll d6... 1-3 skill, 4+ spell as wizard of his level...? Enjoy!