Nekros: Difference between revisions
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Revision as of 18:22, 1 March 2024
DESCRIPTION
Nekros
History
Acquisition
Living as a Nekron
Mageburn Symptoms
- Lesser: Slippage, Chills, Runny Nose, Sore Throat, Headaches, Obsessive Behavior
- Moderate: Caged Rabbit, Anemia, Flu, Intense Shivering, Uncontrollable Obsession
- Greater: Becoming Draugr, Intense Paranoia, Aggression, Short Temper
- Slippage: As the Necromancer's power wanes, so too do their Tethers. Undead beneath their purview begin to slip out of control, shambling after the living around them to feast on their flesh or else going dormant if they feel no hunger.
- Caged Rabbit: The living dead no longer consider the Necromancer a Pale Man, unless they truly are a form of Undead such as a Draugr. This usually happens as the last of the Necromancer's Tethers slips away, plunging them into a dangerous situation where the dead crave their flesh. Many choose to become Draugr simply to avoid this fate.
Pale Man
A Nekron has pale skin and their eyes lose color unless Tethering themselves. Shambling undead without Tethers show them no hostility, while Ghosts will strongly consider if they should hang around the Pale Man, for better or for ill. Draugr feel no different.
Raise
Nekros may control differing types of Undead, arising them as-is from a dead body or part that meets the requirements. Each has a certain cost to Tether it.
- It is by the aid of Maltricians and the Devorari that the living dead may be sculpted in a manner beyond simply raising them. Other skills and Practices such as Artificing aid in outfitting the undead with the instruments of war. To many Nekron, a retinue of the undead is a sprawling tapestry of artwork that they and their apprentices spend countless hours assembling.
- Thrall: 1 Tether
- Fetch: 1 Tether
- Skeleton: 5 Tethers
- Ghoul: 5 Tethers
- Graft: 25 Tethers
- Hulk: 25 Tethers
- Draugr: 100 Tethers
- Goliath: 100 Tethers
- Death Knight: 1000 Tethers
Tether
One learns that Undead must be sustained, or they will begin to decompose. A Necromancer tethers Undead to themselves, halting their degradation. This can be done to Thralls, Draugr, Ghosts, or even themselves if they are also among the ranks of the living dead. Normally mending of the flesh is performed by a Maltrician, but this allows the undead to appear more lifelike than mere arcane surgery. The Tether functions at an unlimited distance from the mage, but may be followed by nearly any form of divination unless dismissed remotely.
- While wielding a Tether, the Nekron experiences a diminishing of their restoration of Arcane reserves - the numbers below indicate how many Tethers they may wield before they cease regenerating Spell Reserves altogether. Most only wield up to half of this amount, so that they might operate their other abilities freely.
- Novice: 2 Tethers
- Apprentice: 10 Tethers
- Journeyman: 100 Tethers
- Expert: 1000 Tethers
- Master: 10000 Tethers
- Ascendant: Unlimited Tethers
Command
Tiers of Mastery
Novice
Just starting out, a
- A novice is already a Pale Man, but they may not yet Tether themselves to hide its aesthete.
- Raise: A novice may arise a Thrall or a Fetch.
- Tether: As a novice, the Nekron may sustain 2 Tethers.
- Command: A novice is limited to simple one-word commands without any refinement, such as 'attack' or 'stop'.
Apprentice
Still
- An apprentice may
- Raise: An Apprentice may now arise a Skeleton or Ghoul.
- Tether: An Apprentice may sustain 10 Tethers.
- Command: An Apprentice might define more complex tasks, such as 'stop over there' or 'stab that person with your spear'.
Journeyman
A journeyman has
- A journeyman may
- Raise: A Journeyman may now arise a Hulk or create a Graft. They raise the dead at half the cost in spell reserves.
- Tether: A Journeyman may sustain 100 Tethers.
- Command: A journeyman may begin to define more complex tasks with conditions such as 'detain a man with red hair, and attack him with your sword if he resists', but repetition nor autonomy is unavailable at this point.
Expert
Experts
- An expert may
- Raise: An Expert may now arise a Goliath or bring a Draugr into the world. They raise the dead at one fourth the cost in Spell Reserves.
- Tether: An Expert may sustain 1000 Tethers.
- Command: An expert may define a task with repetition and Apprentice-level skills such as 'mine for copper with your pick until the tunnel is about to collapse, then reinforce it with wood from the forest, and begin again' , but adaptable autonomy at this stage is not possible.
Master
The master
- A master
- Raise: A Master may now arise a Death Knight, greatest of all bound Undead. They raise the dead at one tenth the cost in Spell Reserves.
- Tether: A Master may sustain 10000 Tethers.
- Command: A master may now define a routine with adaptable autonomy for their Tethered.
Ascension
Lich this
- Lich that
- Raise: The Lich may now arise the living dead at no cost of Spell Reserves; simply Tethering to them will birth a creation.
- Tether: A Lich is only limited by the amount of dead body parts available to their craft, and time.
- Command: A Lich may freely puppeteer each of their Death Knights as if they were themselves, grafting their own personalities into them.