TRIALS OF THE NECROVOYAGER
In the grim future, out of a dying planet, comes the starship Necrovoyager, going where no undead being has ever gone before. In the vast expanse of space, only the undead can survive the centuries it takes to get anywhere.
You play the role of a sinister undead creature aboard the Necrovoyager: from spooky ghosts, to scheming liches, suave vampires to monstrous dracoliches. In 10,000 years you will arrive at a new planet for you to corrupt and make your own. Until then, you must survive heroic bands teleporting in, the dangers of space, and the madness that comes from long periods of inactivity.
Think of it like an unholy mix between Dungeon Keeper, D&D and FTL.
I'm looking for 3-7 crew. The waitlist is still open. Gameplay is a mix of roleplaying, dungeon-building, resource management and turn based combat.
New Players Can Now Teleport In At Any TimeThe manual can be found here.Character Creation1. Pick a supernatural type (Ghost, Vampire, Skeleton, Lich, Dracolich, Evil Gnomes, Shade) there can only be one Dracolich and one horde of Gnomes per ship, so pay attention to what others have picked.
2. Fill out the relevant character sheet.
The ship will be randomly constructed based on what supernatural types players chose. There's a lot of background stuff, but I've tried to present it all on a need-to-know basis so you never have to read more than necessary.
Dracoliches are dragons that have died and then possessed their own rotting corpse through necromantic ritual. They retain many of the benefits of being a dragon.
Skeletal: You are immune to mental attacks and take half damage from physical attacks.
Huge: Dracoliches are large creatures and so cannot fit in small or medium rooms, but they have more health.
Dragon body: A Dracolich has a breath attack and can lash out with their tail, teeth and claws, but cannot wield weapons. They can no longer fly.
Phylactery: A dracolich has [power] number of phylacteries which are physical objects (that must be smaller than the lich) which house parts of the dracolich's soul. Every time a dracolich is destroyed, they return to one of their phylacteries in 10 [power] centuries time. If all of a dracolich's phylacteries are destroyed, they are permanently killed.
Slumber: Dracoliches may sleep for as long as they wish in a horde chamber.
Dracolich Traits: A Dracolich is either Learned, Monstrous, or Acquisitive.
Solitary: There can only ever be one Dracolich aboard a ship: if there is more than one, they each suffer a Dependence on destroying the other.
Power Source: Greed or Gluttony.
Character Sheet
Name:
Type: Dracolich
Power Level: 1
Trait: [pick one]
Claw/Bite Attack: 3 physical
Breath Attack: [power] fire. A dracolich's breath attack is the only form of attack that can target an adjacent room. It deals its damage indiscriminately on all subjects of a room other than the Dracolich itself.
Health: 3
Size: Large
Immune: Mental, Necrotic
Half Damage: Physical
Weakness: Holy
Phylactery: Urn.
Power Source: [Choose out of Greed or Gluttony]
Spells: [pick one if Learned, otherwise delete this line]
Traits
Choose one of the following:
Learned: Every power level (including the first) you learn one necromancy spell (you don't need to research this). You cannot learn spells through research for yourself but may aid in the research of liches. You gain neither the weakness nor the completion bonus from completing necromancy schools. (See Lich for list of spells).
Monstrous: Every power level (including the first) either add +2 damage to your physical attack, +1 to your breath attack, or add a new damage type (other than holy) to your breath attack.
Acquisitive: Acquisitive dracoliches gain double value in looted material and always roll on the next highest treasure table. Example: After defeating a power 1 human warrior they would the Acquisitive dracolich roll on the table of middling treasure and gain double any materials (crystal etc.). If the Acquisitive dracolich defeats a level 9 or 10 foe, they roll on the table of epic treasure twice.
Evil Gnomes are small hollow creatures made from animated clay. Being made of clay, they have the immortality and lack of breathing requirements for being on a Necrovoyager, but they're not in any way actually undead.
Clayform: Evil Gnomes are easily chipped and take double physical damage but are immune to fire damage. Unlike the other playable supernatural types, they aren't considered undead.
Small: Evil Gnomes are small so can fit in small rooms but have less health than most creatures.
Puny: Evil Gnomes deal half damage with physical weapons and have an unarmed attack of 0. They may only hold one weapon at a time. Like all small creatures, each individual gnome can wear only one trinket.
Workers: Evil Gnomes are excellent at constructing parts of the ship: they stat with two building techniques (of the player's choice) and gain one additional building technique at every new power level thereafter.
Multiplying!: Each Evil Gnome is really a small horde of the buggers. They have bodies equal to [power] x2. These bodies can move and attack independently of one another. They count as individuals for the purposes of building time, and each have separate equipment slots. The horde gains new gnomes up to their expected size when gaining a power level (i.e. if all but one gnome is destroyed at power level 3, at 4, seven new gnomes will appear).
Mischevious: Evil Gnomes can stave off boredom from journeys by playing tricks on the other inhabitants (see Travelling section below). Evil Gnomes can never help in research even if an item (like Crown Of Learning) would say otherwise. Gnomes may perform mischief as a group (i.e. all gnome bodies gain the benefit of the mischief).
Encompassing: There can only be one set of gnomes onboard: all other gnomes are subsumed into the horde. Only one player can play evil gnomes.
Power Source: An Evil Gnome is fueled by Cowardice or Malevolence.
Character Sheet
Name:
Type: Evil Gnomes
Power Level: 1
Unarmed Attack: 0
Health: 1
Size: Small
Bodies: 2
Immune: Fire
Weakness: Physical
Building Technique: [pick one]
Power Source: [Cowardice or Malevolence]
Building Techniques
Player characters that know building techniques are more effective in building rooms, creating devices and laying traps.
Shoddy Workmanship: You can choose to build a room in half the time but the location has half the normal durability.
Fortification: For double the cost, you can double the durability of room that you're constructing (for no additional production time).
Sacrificial Building: If you destroy one of the builders at the beginning of construction, you may reduce the cost by one material of your choice (to a minimum of one). Can only be used once per construction.
Wood Patching: You can replace one material unit per building or fixing project with a wood.
Trapology: You may make use of your other building techniques when building traps and devices.
Frugal Workmanship: You may double a production time to produce a building with one less of its required materials.
Make-Work: You may have [power] number of extra builders assist in a project without reducing the production time.
Wall Sconces: You may build one device per room which doesn't take up any of the device/trap slots for the room.
Stacking: Any room that you have assisted in building has twice the normal clutter limit (multiple instances of stacking do not stack).
Replicator-Fu: You gain +2 credits on the replicator for one weapon build once per travel phase.
Master Alchemy: Once per travel-phase you can perform an alchemical transmutation with one less material (minimum 1) (e.g. 1 metal into 1 stone).
Hyper-Ventilation: (Small beings only) Once per travel phase you can build a vent from one unused small door to any other unused small door on the ship as if it were a single segment (i.e. one metal over two centuries). This vent must obey normal room generation rules (i.e. it doesn't pass through buildings and must take an efficient path).
Engraving: You can take one century per room size engraving a room (e.g. 2 centuries for a medium room). It being engraved has no effect, and you can only engrave a room once. A room cannot become unengraved.
Project Management: So long as one builder can access the new room being built, [power] builders can be in another location (this allows beings to assist on building projects for rooms they cannot physically access).
Trap-Resetting: So long as no unbound enemies are in the room, you may reset a trap in your location as an action.
Ghosts are the spirits of sapient beings who refuse or are unable to move on from the material world. They're more manouverable than shades, being able to pass through walls and teleport between their anchors, but if they are destroyed they stay dissipated for much longer.
Immortality: Ghosts are already dead and have no body which can be destroyed, however if they are dealt up to [power] in magical, holy or mental damage, they will be dissipated for eleven [power] centuries.
Insubstantiality: Ghosts can move through solid substance at will, occupy any size room, and can only be harmed by magic, mental or holy damage. Insubstantial creatures cannot normally wield weapons. Insubstantial creatures cannot build or anything else that requires physical presence.
Touch of the Grave: A ghost has a basic unarmed 1 physical attack that chills their victim.
Bounded: Ghosts can never move more than [power] rooms from one of their anchors. An anchor can be any object or person of significance to the ghost. A ghost may have [power] number of anchors. If all of a ghost's anchors are destroyed, the ghost is permanently dissipated. The first anchor may be a mundane item invented by the player or the body of one of the other players.
Haunting: A ghost may move between anchors once per round.
Spooky: Ghosts know one spooky trick per power level.
Tireless: The ghost never gets bored of what they're doing.
Power Source: Choose Grief or Rage.
Character Sheet
Name:
Type: Ghost
Power Level: 1
Touch Attack: 1 physical
Health: 2
Size: Medium
Immune: Physical, Fire, Necrotic
Weakness: Holy
Anchor: [pick either one of the crew, or a mundane item]
Spooky Trick: [pick one]
Power Source: [pick one of grief or rage]
Spooky Tricks
At each power level, a ghost or a shade learns a new spooky trick. Some tricks have prerequisites. Spooky Tricks stack with other effects.
Deathly Chill: Fire damage is halved in your location.
Cold Snap: Action: every target in the location takes [power] physical damage.
Monstrous Visions: Action: Deal [power] mental damage to target in your location.
Psychic Scream: (requires Monstrous Visions) Action: Deal [power] mental damage to every target other than yourself aboard the ship.
Shadow-Hop: (Shade only) Action: Move between any two dark or shaded locations on the ship.
Shadow Slipping: (Requires Shadow-Hop) If you are in a dark or shaded location, you can only be hit by attacks dealing 3 or more damage, as you shift between the shadows.
Possess Corpse: Action: You may take over a corpse: lose your insubstantiality while in the corpse form, and gain vulnerability to all damage types. If you die, the corpse is destroyed (leaving the usual amount of bone) and you return to your original form. While possessing a corpse, you may do anything a physical being can (wield weapons, wear trinkets, build rooms etc.), but you cannot perform any supernatural movement or invisibility. Non-ethereal trinkets are dropped when you possess. You gain the benefit of whatever trinkets are worn by the corpse, as well as any that you are able to keep. A corpse rots at half the rate when possessed.
Eerie Mist: Action: if your location contains a body of water (such as a marsh or puddle), you can fill the room with mist. Mist lasts [power] rounds and makes the undead invisible while it lasts (see Invisibility).
Invisibility: Action: turn invisible. Invisible creatures cannot be attacked until after they attack.
Concentrated Essence: You may carry one weapon or wear one trinket. These must be dropped if you move through a wall or want to gain the benefit of going invisible. You may build and activate rooms. A being with concentrated essence is no longer immune to physical damage, and instead takes a quarter physical damage (minimum 1).
Full Essence: (Requires Concentrated Essence) You may wield or wear up to two weapons or trinkets. These must be dropped if you move through a wall or want to gain the benefit of going invisible. A being with full essence is no longer immune to physical damage, and instead takes a half physical damage (minimum 1).
Make Ethereal: (Requires Concentrated Essence) Trinkets and weapons in your possession may pass with you between walls or when possessing. The effect ends when you drop the items.
Make Invisible: (Requires Concentrated Essence) Trinkets and weapons in your possession may turn invisible when you turn invisible.
Possess Anchor: (Ghost only) Action: you may hide inside one of your Anchors (dropping non-ethereal items). While doing so, it glows with ethereal light, showing itself to be an anchor. You cannot perform any actions while possessing an anchor, but the anchor gains your immunity to physical, fire and necrotic damage. You are dissipated if your anchor is destroyed while you're possessing it.
Consume Madness: Once per century you may take on another player's madness, removing it from them and inflicting it upon yourself.
Liches are necromancers that discovered a way to live forever. Too bad for them, this means lots of boring space travel.
Features
Unliving: Liches are alive as well as undead. They don't need to be able to breath or eat and they can't catch diseases but otherwise their body takes regular damage from all sources except necrotic, which they are immune to, and double damage from holy like all undead.
Necromancy: Liches with access to a library can research and learn necromantic spells. Each lich begins play with any one spell. They also gain a weakness associated with the spell (see the Necromancy section).
Phylactery: A lich has [power] number of phylacteries which are physical objects (that must be smaller than the lich) which house parts of the lich's soul. Every time a lich is destroyed, they return to one of their phylacteries in 10 [power] centuries time. If all of a lich's phylacteries are destroyed, they are permanently killed. A lich's first phylactery is an urn of ashes.
Power Source: Greed or Rage.
Character Sheet
Name:
Type: Lich
Power Level: 1
Unarmed Attack: 1 physical
Health: 2
Size: Medium
Immune: Necrotic
Weakness: Holy
Phylactery: Urn.
Spells: [pick one and note down new weakness]
Power Source: [pick one of Greed or Rage]
Necromancy
Spells are found in four schools. Each school has an associated weakness which the lich gains when learning any spell from that school. A lich won't gain multiple weaknesses from learning more than one spell in the same school, so most tend to specialise. A spell cannot be learned more than once and a spell can never be unlearned. A spell's effects do not stack with itself: casting a spell more than once on the same target has no additional effect. Where the spell requires a target, that target must be in the same room as the caster.
School of Bonesmithing
Weakness: You are no longer immune to necrotic damage.
Bone Shield: Any one target takes half damage (rounded down) from physical attacks for [power] rounds.
Knit Bone: Heal [power] damage from any skeletal target.
Bone Spikes: Target creature does additional physical damage on their attack equal to your [power], for [power] x2 rounds.
Raise Skeleton: If there is a corpse or at least two bone in the location, you may create a power 1 skeleton from it. You may greater a giant skeleton with a large corpse or 4 bone. This skeleton is bound to your will. Roll a random fighting technique for the skeleton.
Skeletal Form: You may become Skeletal for [power] rounds (see Skeleton).
School of Zombification
Weakness: Fire damage inflicts double damage.
Raise Zombie: Any one corpse turns into a mindless zombie. An uncontrolled zombie will attack a random target in its location or move to a random if there are no targets. They do physical 3 damage and have health according to their size.
Knit Flesh: Heal [power] damage from any target with flesh (i.e. non-mechanical/ethereal/skeletal targets).
Control Undead: Control the actions of any undead creature for [power] rounds (including the round you cast this).
Slough Flesh: Deal [power] x2 physical damage to one target with flesh (i.e. non-mechanical/ethereal/skeletal targets).
Malevelant Growth: Target is now the next size category higher for [power] rounds.
School of Vileness
Weakness: Holy damage inflicts double damage (so, quadruple damage for liches).
Burning Insight: Research time is halved when you work alone.
Vampiric Form: Gain the first rank in any one vampiric gift. You take the associated drawback.
Unholy Corruption: Any one target's attacks do only necrotic damage for [power] rounds.
Greater Will: Any one target with a mind takes half damage (rounded down) from mental attacks and is immune to control powers (like Control Undead or Hypnotism) for [power] rounds.
Vile Beam: Deal [power] magic damage to any one target.
School of Ectoplasm
Weakness: Mental damage inflicts double double damage.
Heal Essence: You may heal [power] damage of any one ethereal target.
Ethereal Cold: Any one target takes half damage from fire attacks for [power] rounds.
Ghost Form: You may become Ethereal for [power] rounds (see Ghost).
Summon Shade: You bring into life one power 1 shade bound to your will (see Shade). The Shade has the Spooky Trick, Shadow-Hop.
Soul Scream: Deal [power] mental damage to all targets in the location other than yourself (including allies).
Shades are sinister shadow creatures wrought from necrotic magic itself. Unlike ghosts, they never were mortal and only know the pale imitation of life that is eternal undeath.
Immortality: Shades never were alive and being pure shadow-stuff have no physical body which can be destroyed, however if they are dealt up to [power] in magical, holy or fire damage, they will be dissipated until the end of the encounter. They recover in the shadows: if there is no more darkness aboard the ship, they will be permanently destroyed. They have full health upon undissipating.
Shadow-Insubstantiality: Shades can move around solid substance at will (i.e. not through solid walls, but through any kind of gap). They can occupy any sized room, and can only be harmed by magic, fire or holy damage. Insubstantial creatures cannot normally wield weapons. Insubstantial creatures cannot build.
Nightmare Touch: Once per round, a shade can deal 1 mental damage to a living being.
Tireless: Shades never get bored of what they're doing.
Spooky: A shade knows one spooky trick per power level.
Shadow-stuff: As well as being able to take fire damage, Shades suffer from Aversion: Open Flame, Aversion: Sunlight, and Bane of Sunlight.
Power Source: Shades are either powered by Duty or Cowardice.
Character Sheet
Name:
Type: Shade
Power Level: 1
Unarmed Attack: 1 mental
Health: 2
Size: Medium
Immune: Necrotic, Physical, Mental
Weakness: Holy
Oath: [choose an oath]
Power Source: [pick one of Duty or Cowardice]
Spooky Trick: [pick one]
Spooky Tricks: See Ghost section.
Skeletons are the bones of a sentient nonmagical creature either enchanted by a necromancer and forced to do their bidding, or magically cursed into undeath for their wrongdoings in life.
Features
Skeletal: You are immune to mental attacks and take half damage from physical attacks.
Skullbound: If a skeleton's skull is destroyed, they are destroyed entirely. If their skull is placed on another body, they may command that body. Practically: a player can elect to place their skull on another corpse of whatever size. On being totally destroyed, so long as the body is intact, the skull may be placed on a new body.
Oathbound: Every skeleton must act according to the bounds of an oath. The oath is typically something like, Must obey the commands of the lich king or Must make amends for past betrayal if offered a chance. Player characters are encouraged not to begin the game enthralled to other players.
Tireless: The skeleton never gets bored of what they're doing.
Warriors & Workers: A skeleton begins play with a weapon worth up to four production cost. At each power level they may take a new Fighting Technique or Building Technique.
Power Source: When building a skeleton, decide whether they are powered by Duty or Grief.
Character Sheet
Name:
Type: Skeleton
Power Level: 1
Unarmed Attack: 1 physical
Weapon: [build a weapon worth up to 4 credit. See below.]
Health: 2
Size: Medium
Oath: [choose one]
Immune: Necrotic, mental
Half-damage: Physical
Weakness: Holy
Oath: [choose an oath]
Power Source: [pick one of Duty or Grief]
Build/Fighting Techniques: [pick one]
Building Techniques: See Evil Gnomes
Fighting Techniques
Skeletons can gain a fighting or a building technique for each of their power levels. Non-player heroes often know fighting techniques. Fighting technique effects stack with everything.
1- Dual Wielding: You can attack with two weapons as one action.
2- Sweeping Blow: You can attack two targets with a physical weapon attack once per round.
3- Incisive Strike: Your physical attacks deal additional [power] damage.
4- Swiftness: You may move one additional room per round for free (e.g. you can move into a room, attack and then move out again.)
5- Dodging: You only take damage from weapon and unarmed attacks if they exceed your [power].
6- Flame Conditioning: You take half damage from fire attacks.
7- Mental Preperation: You take half damage from mental attacks (not recommended for Skeletons who are already immune).
8- Way of the Flame: Weapons you wield with fire damage do an additional [power] damage.
9- Shake It Off: As a free action, you can heal [power] damage once per encounter.
10- Brutal Initiation: The first time you attack in an encounter, you can make two attacks.
Building at the Replicator
Material Breakdown
You can convert any material into replicator credits. A weapon can be broken down for one credit.
Weapon Creation
All weapons are designed and created by the crew using the ship's replicator. A weapon has a damage type, damage amount, material, and production cost. A weapon's credit cost is equal to its damage multiplied by the cost of the damage types added up (as shown in the table below). A weapon can be made of any material (carbonfibre, glass, wood, silver, etc.) but this is only mechanically relevant for creatures with weaknesses related to specific materials. A weapon can have more than one damage type.
Example 1: Wooden Stake: Dam 1, Physical, Material Wood: Cost 1.
Example 2: Firetoad: Dam 5, Fire, Material Flesh: Cost 10
Example 3: Enchanted Sword of Righteous Flame: Dam 2, Physical, Magical, Holy, Material Steel: cost 20
Damage Types Credit Cost Notes
Physical 1 Does normal damage
Fire 2 Half damage without oxygen. Fire weapons are considered to always be producing open flame.
Mental 3 Only works on things with minds
Magic 4 Few things are immune to magic.
Holy 5 Deals double-damage to undead and no damage to the devout. Undead cannot wield holy weaponry.
Necrotic 5 Deals double-damage to devout creatures and no damage to the undead. Devout creatures cannot wield necrotic weaponry.
When you attack, weapons inflict the damage type which would cause the greatest amount of damage. i.e. if you attack a zombification school lich (who takes double fire damage) with a Flaming Rod (Dam 2, Fire, Physical), they'll take 4 damage. But if you had the vampiric gifts Greater Strength (power level 3) and Obscene Strength you would do 10 physical damage instead (2 weapon + 3 from Greater Strength, doubled with Obscene Strength).
Vampires are humans who have been cursed with supernatural weaknesses and an immortal body. The stronger they get, the more they shrink from the living world.
Features
Functional Immortality: A vampire will live forever, they take half damage from physical causes, and if they are killed they turn to ashes.
Resurrection: Spilling a drop of fresh blood onto a vampire's ashes causes the vampire to be fully ressurected (this can be as little as a pin-prick of blood and a flake of ash). Someone who can bleed being attacked physically in the same location of a vampire's ashes has a 50% chance of inadvertently bleeding on them.
Vampiric Gifts: Vampires can do vampiric tricks like turning into wolves, compelling mortals, acts of superhuman strength and so on. Pick one gift per power level.
Turn: Vampires can bite a mortal living creature (1 physical damage) and, if this would kill them then the recipient falls unconscious and raises at the end of the encounter as with one power level of vampire as well as whatever they were before: so a power 4 wizard would turn into a power 5 vampire-wizard.
Deadly Weakness: For each of the vampire's gifts, they gain one new weakness.
Slumber: Vampires can sleep for as long as they want in a mausoleum.
Power Source: When building a vampire, decide whether they are powered by Gluttony or Malevolence.
Character Sheet
Name:
Type: Vampire
Power Level: 1
Fist Attack: 1 physical
Bite Attack: 1 physical, can turn mortals if it's the killing blow
Health: 2
Size: Medium
Immune: Necrotic
Half Damage: Physical
Weakness: Holy
Gifts: [pick one and note down new weakness]
Weaknesses:
Power Source: [pick one of Gluttony or Malevolence]
Vampiric Gifts
Vampiric gifts each come with a drawback. Each gift has three ranks: to take higher ranks, you must have all earlier ranks. All ranks effects stack.
Vampiric Strength
1 Greater Strength Your physical attacks (including unarmed) do [power] additional damage. Drawback: Aversion to Open Flame
2 Hideous Strength You can choose to do half damage and deal mental rather than physical damage with a physical attack. Drawback: Bane of Fire
3 Obscene Strength - Physical attacks do double damage. Drawback: Blood Dependency
Mysticism
1 Teleportation - You can teleport to any point in the ship. Taking the first rank in Mysticism also allows vampires to research on behalf of liches. Drawback: Aversion to Holy Symbols
2 Enchantment You may make any weapon magical for [power] rounds. Drawback: Bane of Wood
3 Hypnotism - You may have absolute control over one creature with a mind in your location for [power] rounds. Drawback: Reading Dependency
Wolf Form
1 - Call of the Beast - You may change into a wolf or back once per round. Gain a physical 3 attack. You may choose to be a small creature during your wolf form. You cannot use weapons, cast spells or use trinkets during wolf form. Drawback: Aversion to Garlic
2 - Greater Beast - When you turn into a wolf, your physical attack is 6 and you may choose to be a Large creature. Drawback: Bane of Iron
3 - Fearsome Mien You cause an automatic mental [power] damage/round to each enemy in the same location. Drawback: Raw flesh Dependency
Vampiric Resilience
1 Toughness - You take one less damage per attack from any source. Drawback: Aversion to Direct Sunlight
2 Greater Toughness - You take one less damage per attack from any source. Drawback: Bane of Sunlight
3 Absolute Toughness - You take two less damage per attack from any source. Drawback: Darkness Dependency
Secret Forms (See Skeleton section for techniques)
1 First Form You learn one fighting technique. Drawback: Aversion to Silver
2 Second Form - You learn one fighting technique. Drawback: Bane of Water
3 Third Form You learn one fighting technique. Drawback: Violence Dependency
Weaknesses
Aversion: Your character has a strong aversion to a thing (garlic, holy symbols, sunlight etc.): if they are able to take an action to move away from the source of aversion, they must do so. You may take one unavoidable, unsoakable mental damage and ignore an aversion once per round.
Bane: Your character is hurt by contact with a thing (sunlight, lava, cold iron) which is their bane. They take one damage every round they are in contact with the bane. This bypasses any armour, resilience etc.
Dependent: Your character has an addiction to some substance or action (blood, sacrificing to the elder gods, being in darkness etc.). At the start of each encounter, your character must prioritise obtaining the thing they are addicted to before all other priorities (other tasks can be taken on, but only if they serve this aim. Actions which don't serve the dependency's aim automatically fail). If the character has more than one dependency, they may choose which to prioritise first. After the dependency is satisfied, they may act normally.
Player ListName: Rex Lutum Sanguine
Type: Evil Gnomes
Power Level: 6
Unarmed Attack: 0
Health: 6
Size: Small
Bodies: 1
Gnome 1: Mors sanctorum - Necrotic + Holy + Magic [2]
Trinket: Sanity Marble
Cursed Gnomes 2-12 [health 11]
Immune: Fire
Weakness: Physical
Building Technique: (Engraving)(Frugality)(Trap-Resetting)('Rep-Fu')('Make work')('Wood Patching')
Power Source: Cowardice
Name: Suffering
Type: Shade
Power Level: 5
Unarmed Attack: 1 mental
Health: 10
Size: Medium
Immune: Necrotic, Physical, Mental
Weakness: Holy
Oath: Exist
Power Source: Cowardice.
Spooky Tricks:
-Shadow-hop.
-Monstruous visions.
-Invisibility.
-Cold Snap.
-Psychic Scream
Name: D.
Type: Vampire.
Power Level: 5
Fist Attack: 1 physical + ([5] from incisive strike)) + ([5] from Greater Strength)
Bite Attack: 1 physical + ([5] from incisive strike)) + ([5] from Greater Strength) can turn mortals if it's the killing blow
Weapon Attack: The Bone of Reckoning - [5 physical/magical], Vengeance [13 dam]
Health: 10
Size: Medium
Immune: Necrotic
Half Damage: Physical
Weakness: Holy
Gifts:
Mysticism:
-Teleportation.
Secret Forms:
-Secret Form 1(Incisive Strike).
-Secret Form 2(Swiftness).
-Secret Form 3(Sweeping Blow).
Vampiric Strength:
-Greater Strength.
Weaknesses:
Aversion to Holy Symbols.
Aversion to Silver.
Aversion to Open Flame.
Bane of Water.
Darkness Dependency.
Power Source: Malevolence.
Name:Nik'nak
Type: Shade
Power Level: 4
Unarmed Attack: 1 mental
Health: 8
Size: Medium
Immune: Necrotic, Physical, Mental
Weakness: Holy
Oath: Must prevent unauthorized access to Necrovoyager's Inner Sanctum ((Or some room that may or may not be important.))
Power Source: Duty
Spooky Tricks: Possess Corpse, Deathly Chill, Shadow-hop, Monstrous Visions
Name: Remilia Scarlet
Type: Vampire
Power Level: 4
Sword Attack: Enchanted Iron Short Sword (1 physical/magical)
Spear Attack: Tonbogiri [12 physical] [+4 physical Greater Strength]
Trinket: Deflecting Prism
Bite Attack: 1
Health: 8
Armour (from toughness): 2
Size: Medium
Immune: Necrotic
Half Damage: Physical
Weakness: Holy
Gifts: Greater Strength, Hideous Strength, Toughness, Greater Toughness
Weaknesses:Aversion to Open Flame, Sunlight, Bane of Sunlight Fire
Power Source: Gluttony
Type: Lich
Power Level: 1
Unarmed Attack: 1 physical
Health: 2
Size: Medium
Immune: Necrotic
Weakness: Holy, Mental
Phylactery: Urn.
Spells: Soul Scream, Summon greater Shade, Ghost Form
Power Source: Greed
Name: Cadmilsius
Type: Ghost
Power Level: 2
Touch Attack: 1 physical
Health: 4
Size: Medium
Immune: Physical, Fire, Necrotic
Weakness: Holy
Anchor: Remilia, Gnome
Spooky Trick: Possess Corpse, Possess Anchor, Eerie mist
Power Source: Anger at dying before being able to properly court his love, Remilia
Dead, Over-Idle, or Lost in SpaceName: Francis
Type: Shade
Power Level: 2
Unarmed Attack: 1 mental
Health: 4
Size: Medium
Immune: Necrotic, Physical, Mental
Weakness: Holy
Oath: I will reach the destination.
Power Source: Duty
Spooky Trick: Monstrous Visions, Shadow Hop
Name: Jones McBones
Type: Skeleton
Power Level: 2
Unarmed Attack: 1 physical
Weapon: Dracolich's Claw Dam: 1 physical, magic.
Health: 2
Size: Medium
Oath: Must obey the orders of the Dracolich.
Immune: Necrotic, mental
Half-damage: Physical
Weakness: Holy
Oath: See above.
Power Source: Duty
Build/Fighting Techniques: Shake It Off: As a free action, you can heal [2] damage once per encounter.
Name: Father
Type: Lich
Power Level: 1
Unarmed Attack: 1 physical
Health: 2
Size: Medium
Immune: Necrotic
Weakness: Holy, Holy
Phylactery: Urn
Spells: Create Shade (with shadow-hop)
Power Source: Greed
Name: Saahuhur Nsri'asri'a
Type: Dracolich
Power Level: 2
Trait: Monstrous
Claw/Bite Attack: 3 physical
Breath Attack: 2 necrotic, fire, magical. A dracolich's breath attack is the only form of attack that can target an adjacent room. It deals its damage indiscriminately on all subjects of a room other than the Dracolich itself.
Health: 6
Size: Large
Immune: Mental, Necrotic
Half Damage: Physical
Weakness: Holy
Phylactery: Urn, statuette
Power Source: Gluttony
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