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Nine Necromancers
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<blockquote data-quote="Razjah" data-source="post: 6046959" data-attributes="member: 98806"><p>This sounds cool, and I could see something like this as the Zombie Apocalypse answer to Mass Effect.</p><p></p><p>How unified do you want the Necromancer abilities? Would there be a few abilities they all get and then some others that each one was developed?</p><p></p><p>East North America</p><p>West North America</p><p>South America</p><p>Europe</p><p>Moscow</p><p>China</p><p>Australia</p><p>Africa</p><p></p><p>Did I miss one, that is only 8 Necromancers. </p><p></p><p>Some abilities for all of them:</p><p>Hide from Zombie</p><p>Destroy Zombie</p><p>Rebuff Zombie</p><p></p><p>Abilities for some/individual Necromancers:</p><p>Cure Plague- Animals (people too, or seperate skills/magic/effect/etc)</p><p>Cure Plague- Land</p><p>Zombie Vision (basically can see through the eye of Zombies under the Necromancer's control)</p><p>Control Zombie</p><p>Spread Plague- animals</p><p>Control Plague Lands- ever see <em>Sky High</em>, the plant powers</p><p>Slay Zombie- an easier/faster/wide area destroy effect</p><p>Blood Rites- absorb more energy from living (unlagued) animals (or people)</p><p></p><p></p><p></p><p>As for the fluff behind mechanics- I think the Bene Gesserit Training from <em>Dune</em> would be an interesting take. The Necromancers are masters of their own bodies (down to the cellular or molecular level). They then use the Weirding Way to spread influence. A Necromancer's mind effects its reality so seeing through a zombie's eyes or other effects are just removing subconscious blocks that all humans have. This could extend to the Fremen Waters of Life. Perhaps to become a Great Necromancer the 'mancer must be bitten by a zombie (or infected some other way) suppress the virus, then cure itself. After this the more powerful abilities are available. This would give a fluff and mechanical separation for lesser necromancers.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6046959, member: 98806"] This sounds cool, and I could see something like this as the Zombie Apocalypse answer to Mass Effect. How unified do you want the Necromancer abilities? Would there be a few abilities they all get and then some others that each one was developed? East North America West North America South America Europe Moscow China Australia Africa Did I miss one, that is only 8 Necromancers. Some abilities for all of them: Hide from Zombie Destroy Zombie Rebuff Zombie Abilities for some/individual Necromancers: Cure Plague- Animals (people too, or seperate skills/magic/effect/etc) Cure Plague- Land Zombie Vision (basically can see through the eye of Zombies under the Necromancer's control) Control Zombie Spread Plague- animals Control Plague Lands- ever see [I]Sky High[/I], the plant powers Slay Zombie- an easier/faster/wide area destroy effect Blood Rites- absorb more energy from living (unlagued) animals (or people) As for the fluff behind mechanics- I think the Bene Gesserit Training from [I]Dune[/I] would be an interesting take. The Necromancers are masters of their own bodies (down to the cellular or molecular level). They then use the Weirding Way to spread influence. A Necromancer's mind effects its reality so seeing through a zombie's eyes or other effects are just removing subconscious blocks that all humans have. This could extend to the Fremen Waters of Life. Perhaps to become a Great Necromancer the 'mancer must be bitten by a zombie (or infected some other way) suppress the virus, then cure itself. After this the more powerful abilities are available. This would give a fluff and mechanical separation for lesser necromancers. [/QUOTE]
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