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 Post subject: Re: NECROMANCER
PostPosted: Tue Apr 12, 2011 12:10 am 
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theDINGbat wrote:
Double!!!

OK, koko was thinking about coming back to the game and rolling an animist. Neither of us could really figure out how they worked...not to mention that it's nuts. So, we spent about five hour and came up with this!

(There are "patch notes" first, just in case you didn't want to go through the whole thing - also didn't bother to highlight all the specific changes we made.)

----------------------

One question: How big are abominations? How does one determine the HP of whatever you are summoning?
This is entirely dependent on the abomination, each abomination is bought and preapproved by a mod

Patch Notes wrote:
-- Remove imp – transfer to summoner spell list

-- Added the following to the casting section at the beginning: “You cannot cast a new summon until the post after the summon that you are currently casting has entered play.”
I honestly don't see a problem with being able to start the next summon on the same page as one that just finished channeling, if you look at the nasty thing casters like to do these days they channel a spell over two posts and then unleash it and then another in that second post which is within the rules as the spell was cast on a different post yoz for an example has done this.

{I can't think of a single instance where I double-casted in a single post. I have carried over my casting, yes, but that was because of the way I alloted LLP. Besides, chain summoning creatures is much different than chain-casting spells. I agree with this modification entirely.

-- added the following clause to the humanoid base section: “*NOTE: Although humanoid bases generally have hands, they can only wield weapons summoned by the necromancer.*”
Fine
All “attached muscles” moved to the same section and given a single heading about “only one per creature”
makes it neater
-- Decay: changed the “this is far more potent on races like the Rathol and Kiltharr.” to “this is far more potent against races like the Rathol and Kiltharr.
fine
-- Acid Spit:took out the “extreme effectiveness”. Unknown reason? Come on, you can do better than that...
how about decaying flesh dissolves really easily?
-- Scorpion Tail: changed “beast” (since there is nothing tagged as such) to “non-humanoid” Changed scorpion tail's unit cost to 3 (from 2)
beast is meant to be feral...
-- Crustacean Plate: changed “beast” to “non-humanoid”
-- Quill-spine: changed “enchilada” to “echidna” (if you don't believe me...google it...)
wow I'm hoping thats one i just copy and pasted, or that auto correct changed because i don't see myself getting a creature that only lives in my country wrong...
-- Greater Quill-spine: Removed – just that cumbersome.
i wanted to keep this as a stronger version, so that it has a little more omf if you spend a strong on it
-- Greater Bat-Wings: Removed – at 5 units, nothing can actually fly – changed to:
Wing Cover: Attaches black wings, proportionate in size to the base. It can be used as a one time shield to prevent an attack from causing the loss of hit points to the base (within limits) and it can flap hard enough to cause a small dust cloud. This augmentation cannot be used for flying due to the size of the creatures that they could be attached to. [5 Units, 2 Uses, Feral] (Strong)
fine
-- Rage Zombie: Removed – it's more like a spiritualist skill and prone to some serious abuse
fine
-- Dropped the word “weapon” - it's now just “bone shield”
In fact, dropped the word “weapon” from everything in the augmentation section (you can read, can't you?)
-- Moved Attach Muscle Slugger to the standard section so that it is also restricted by the “only one attach muscle” clause
-- Changed the name of Bone Spike Spears to Bone Wrist Blades
-- Extra Arms: Removed the “grappling clause” (character control people, honestly...)
I'm assuming grappling was more meant as unarmed fighting
-- Changed the unit requirement on Giant to “all units” to bring it in line with Enlarge from the feral section
this one was different for a reason, this was so that only the 2 strongest bases could use it and then a weapon could be attached
-- Bag of Heads “ammo” reduced to three from six
-- Removed the need to summon armour directly onto a creature after it is summoned; limited to using armour during initial summoning
this actually destroys the purpose i had for the armour spells, they were meant as post summoning enhancements for those humanoids that didn't get anything special during their raising. i can explain it in full in a pm if you want
-- Removed the speed increase from Shroud Cloak and made it a medium armour.


I'll go through the list in a bit

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 Post subject: Re: NECROMANCER
PostPosted: Sat Apr 16, 2011 4:21 pm 
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Quote:
-- Removed the need to summon armour directly onto a creature after it is summoned; limited to using armour during initial summoning
this actually destroys the purpose i had for the armour spells, they were meant as post summoning enhancements for those humanoids that didn't get anything special during their raising. i can explain it in full in a pm if you want


you an blame me for this one, the reason i didnt like it is because of the sheer amount of customization available to this class, its seemingly so easy to abuse.
i thought of it this way,

you summon a base with 4-5 slots on it, use up four of them, saving one for armour, because all armour only takes up one slot, you then put the armour on later with 4-5 augmentation slots for the armour as well, thats alot of customization, not to mention the fact that youve used 5-6 specials on one guy. also whos to stop you from recasting the armour onto the same skeleton over and over? aminations arent supposed to be quite that resilient, if its only on character creation then you can only armour it up once and not multiple times. it also limits creautre spam because you can be summoning little skeletons each post for 6 posts and while your opponent is dealing with all them you start buffing them up for the rest of the game until the battle ends. in my opinion this class could be split into two classes with all the customization available to it.

anyways to summarize,
summon a base, with augmentations, with weapons and armour, that are also augmented...
your creating potential behemoths with each animation.

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 Post subject: Re: NECROMANCER
PostPosted: Mon Apr 18, 2011 1:52 am 
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hmm probable should have added that once a unit is used its gone... so its it has one unit left you summon a piece of armour that unit is gone even if the armor is destroyed. and 4 slots will only get you one or two augmentations anyways... I forgot to add this in probably because i thought it went without saying

and if you do summon 6 skeletons with only a hit or two each it will be 6 posts before you can start putting one peice of armour on one skeleton one post at a time so to get 6 skeletons with a single peice of armour each you need 12 posts (the whole one spell per post) and i'm sure your opponent isn't goign to just sit their and let you do that...

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 Post subject: Re: NECROMANCER
PostPosted: Tue Sep 20, 2011 1:27 am 
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***An Update, Though mostly cosmetic. More to say It's still being worked on and hasn't been forgotten***
~[Went through and cleaned it up a bit further, in case you have it saved anywhere else]


Animist

Base- 26 (8 weak, 9 medium, 7 strong, 2 powerful)
Augmentations- 39 (13 weak, 21 medium, 5 strong)
Weapons- 11 (3 weak, 5 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 87 Spells



Starts with 4 gold, robe, curved dagger
3 skills (2 weak, Abomination) 4 spells (2 weak, 2 medium) (To be combined and spent on Animation or Augmentation Spells)

Animists are practitioners of life in a way, but only in a very macabre way. When creatures die part of their souls stay within the bones of their corpse, as memories of their old life. Animists realised that they could lend the once living flesh and bone a little bit of their own life to re-spark the flames of life. Animists have the power to form the bones and tissues into whatever shape they wish, but the memories in the bones make it harder to form them into shapes too far from what they once were.

Animists can summon as many creatures as their life force allows. There is a limit to their power though, and many Animists over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each animist has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong 3, Powerful 5. Meaning no animist can have more than 2 strong or a single powerful creature at a time.)

There are two styles of Necromancy: that which focuses upon the few, and that which focuses upon the many. The side that focuses upon the few specialises in making a few powerful creatures by means of Augmentations (special alterations to the original corpse). Whereas the side that focuses on the many tries to raise a vast army of weaker creatures in an attempt to win by sheer numbers.

Due to the inherent risk of summoning the dead, animists often have to fight for their lives. As such animists tend to be better fighters than other spell casters, or at least evaders if nothing else.

Animating creatures works in two different ways. When animating a corpse the animist must chose if he wants to summon a basic (or base corpse) or if he wants to augment it with special traits of other corpses. A base corpse is raised almost instantly. However, if the animist augments the corpse more time is needed. Each corpse has a certain amount of Units that can be spent on Augmentation; however, for every three Units spent (Rounded up) an additional post is required to animate the creature.

You cannot cast a new summon until the post after the summon that you are currently casting has entered play.

Augmentations
Augmentations are the ability an animist has to alter his summons. They can range from enhanced bones, to flames, or other special abilities. Most augmentations have a restriction of Bone, Flesh, Humanoid, or Feral, or a combination of the 4. Augmentations are given to summons while they are being summoned and can not exceed the number of units each corpse is given. Augmentations also slow down the summoning process, as the bones and flesh must first be altered; for every 3 units spent on Augmentations an extra post must be spent summoning.

Abomination Skill
The pride and joy of any animist is the abomination. The abomination is a beast of merged and mangled corpses coming together as one being. When a animist creates an abomination they take pieces of animations they know to summon. There are two ways of summoning an abomination. The first way is to have summoned all the right pieces and taking the parts from these creatures (Still animated or not. Any animated creature used will automatically be destroyed.) In this way the abomination will be animated after one whole post. The second is to summon the creature directly from the earth, this however takes 1 use of all the spells needed to create the abomination, and will also take one post plus a post for every 2 summons needed. (The two ways can not be combined. As in if 2/3 of your summons are already on the field, you can not summon an abomination by simply offering a use of the third.)
*Abominations can only be made up of bases equal to or below the level of the skill spent to make them.

Example
Steamy- Steamy is the first abomination of 'Bob, Builder of the Dead.' Steamy is made of 2 different corpses: a Human Zombie and a Wolf Zombie. He is mostly human, only having the fangs, snot, and claws (On both hands and feet). However he is a bit quicker than the average zombie human. (2HP/ Medium/ Feral-Humanoid- Flesh/ 5 Units)


BASES

FERAL BASES

*Unless stated in the description a Feral base can be either skeletal or flesh, however this must be chosen at the time the base is 'bought' and cannot be changed*

Snake: Slithering reptile up to 2m in length, has a venomous bite which causes slight dizziness and loss of balance for 1 post. Extremely vulnerable to the cold, next to useless in frigid climates.[1HP/Weak/Feral/2 Units] 3x

Rat Base: Just that small furry, with a relatively harmless but still painful bite. They are incredibly weak, destroyed by even weak attacks, but they are good for suicidal distractions while you raise a stronger minion or a nasty surprise with the right augmentation. Can be raised 2 at a time using 2 uses but only one of the two can be augmented per post. [1HP/Weak/Feral/2 Units] 5x

Lesser Feline Base: This spell summons a house cat or feline of similar size in skeletal form onto the field. It is highly agility based and wields natural claws and teeth as weapons. [1HP/Weak/Feral/2 Units] 2x per battle

Lesser Canine Base: This spell summons a pit bull or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [2HP/Weak/Feral/4 Units] 1x per battle.

Feline Base: Cat up to a bobcat or similar size in skeletal form, these felines are fast, with razor claws, large fangs and they are also able to leap considerable distances. [2HP/Medium/Feral/3 units] 2x

Canine Base: This spell summons a wolf or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [3HP/Medium/Feral/4 Units] 2x per battle.

Greater Feline: Feline up to the size of a tiger or similar size in skeletal form, these felines are fast, with razor claws, large fangs, powerful jaws and they are also able to leap considerable distances. [3HP/Strong/Feral/4 units] 2x

Greater Canine: This spell summons a wolf or canine twice the size as normal of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [4HP/Strong/Feral/4 Units] 2x per battle.

Bear: Your typical bear, it can stand at almost 3m tall and 300kg, insanely strong but not the fastest creature around. Capable of dealing heavy hits or tanking solid blows, the bear is definitely a welcome addition to any animist's arsenal. As the bear's strength comes from its walls of muscle this base can only be flesh. [5HP/Strong/Feral/Flesh/5 Units] 1x

Gorilla: Summons a gorilla strong enough to rip a car door from its hinges this beast is a powerful front line fighter, its also the only other base other than the Impling that has hands and can suffer humanoid augmentations. As the gorilla's strength comes from its walls of muscle this base can only be flesh [4HP/Strong/Feral/Humanoid/Flesh/4 Units] 1x

Elephant: Gigantic, heavy, usable trunk, extremely strong. An elephant once raised is nigh impossible to stop. Unfortunately apart from its trunk the rest of it moves fairly slowly but it's still a force to be reckoned with. Number of posts to raise this base begins at 2 rather than 1. The skeletal version of this base loses 2HP and 1 Unit, but is capable of using the ability *Bone Trumpet* This ability lets loose a deafening shock wave of sound that hurts ears and is capable of knocking weaker projectiles from the air. 1 use. [7HP/Powerful/Feral/9 Units] 1x


HUMANOID BASES

*NOTE: Although humanoid bases generally have hands, they can only wield weapons summoned by the animist.*

SKELETAL:

Halfling Skeleton: The skeletal corpse of a Halfling. It is small, lacks combat power and defense. It does have an advantage of its above average speed however and is hard to hit. [1HP/Weak/Humanoid/Skeletal/3 Units] 2x per battle

High Elf Skeleton: The skeletal corpse of a High Elf. The skeletal High Elf has little in the ways of attacking but is slightly more agile than the Human Skeleton. [1HP/Weak/Humanoid/Skeletal/3 Units] 3x per battle

Human Skeleton: The standard for skeletal corpses. The skeletal Human has diminished strength and durability, but it is faster than the zombie and slightly more malleable. [1HP/Medium/Humanoid/Skeletal/5 Units] 4x per battle

Drow Skeleton: The skeletal corpse of a Drow. Agility is nearly the only thing that this base has going for it. They are weak, easily smashed, and suffer from incorporeal magic, they are slightly more malleable. [1Hp/Medium/Humanoid/Skeletal/4 Units] 4x per battle

Sylvaan Elf Skeleton: The skeletal corpse of a Sylvaan Elf. Faster, slightly stronger, and more adept at pulling back bow strings when compared to a Human Skeleton. [1HP/Medium/Humanoid/Skeletal/4 Units] 3x per battle

Kiltharr Skeleton: The skeletal corpse of a Kiltharr. By far the most agile and fastest of all humanoids. It has claws and fangs of bone for attacking, but lacks defensive powers. [2HP/Strong/Humanoid/Skeletal/5 Units] 2x per battle

FLESH-BASED:

Halfling Zombie: The fleshy corpse of a Halfling. It is small and extremely slow, lacking attack power but surprisingly durable. [2HP/Weak/Humanoid/Flesh/3Units] 2x per battle

High Elf Zombie: The fleshy corpse of a High Elf. Due to their frail weak structure in life, the High Elf Zombie is not as durable as other flesh creatures. [1HP/Weak/Humanoid/Flesh/3 Units] 3x per battle

Human Zombie: The standard for flesh corpses. The zombie Human has its strength and durability but is slow, due to the frequency of Human corpses however it has more uses. [2HP/Medium/Humanoid/Flesh/6 Units] 3x per battle

Drow Zombie: The animated corpse of a fleshy Drow. They are more agile than even Human Skeletons, however the strength and durability is lacking. They also suffer the same weakness to incorporeal magic. [2HP/Medium/Humanoid/Flesh/5 Units] 3x per battle

Sylvaan Elf Zombie: The zombie corpse of a Sylvaan Elf. The Sylvaan Elf is slightly stronger than Human Zombies and can blend into the forest. They are adapt at pulling back bowstrings. [2HP/Medium/Humanoid/Flesh/5 Units] 2x per battle

Dwarf Zombie: The fleshy corpse of a proud Dwarf. The Dwarves have always been thick skinned and strong. They are the slowest of zombies but they are among the most durable. [4HP/Medium/Humanoid/Flesh/5 Units] 2x per battle

Ssar Zombie: The fleshy corpse of a Ssar. The Ssar has thick scales offering protection; they have fangs, claws, and a tail. However, their bulk slows their movement speed by a moderate amount. Any feral tail based Augmentations can be given to the Ssar. [3HP/Strong/Humanoid/Flesh/7 Units] 2x per battle

Orc Zombie: The fleshy corpse of a mighty Orc. Not as durable as the Dwarf, but with more strength. It excels with two handed weapons, and compared to the other bases, shows more control and attack speed when using them. [3HP/Strong/Humanoid/Flesh/7 Units] 2x per battle

Rathol Zombie: The fleshy corpse of a mighty alpha-male Rathol. It is the largest humanoid, very fast, very strong, claws, fangs, and the only creature to be both humanoid and feral. [4HP/Powerful/Humanoid-Feral/Flesh/8 Units] 1x per battle



AUGMENTATIONS

Augmentations are the life blood of an Animist, without them the dead they raise are just as weak or perhaps more so than their living counter parts.


Standard Augmentations

Standard Augmentations are the most generic of Animist abilities, these augmentations mainly boost the bodily functions of a base, and as such aren't restricted by Humanoid-Feral restrictions, but rather by whether the base is Skeletal or Flesh.

Spark Teeth: While being raised from the earth two of the base's teeth are replaced with flint and stone. As such the creature can make a small flash spark any time it wants, capable of setting more flammable things on fire. [1 Unit, 1 Use, No Restriction] (Weak)

Third Eye: Attaches a magical eye upon a base's forehead. This eye does nothing for the creature itself for its use is for the animist. The eye grants vision to the animist as if he were seeing the vision himself. However this is not without weakness, as the eye also transmits pain to the animist, replicating whatever blow or damage it may suffer into the mind of the master. Not only is the third eye a weakness of the creatures, but the vision can only be comprehended when the animist's eyes are closed. [2 units, 2 Uses, No Restriction] (Weak)

Skeletal:

Enhanced Calcium: By adding more calcium to a skeletal corpse, it can be given an extra hit point. [2 Units, 3 Uses, Bone] (Weak)

Frozen Bone: The summoned skeletal creature is coated with a layer of frost. This frost gives off an aura of cold that chills the area around it. More effective in cool climates, this augmentation also makes the creature highly resistant to water and ice abilities, but have a high resistance lowering effect when dealing with fire or heat based abilities. [3 Units, 3 Uses, Bone] (Medium)

Spikes of Bone: Creates bony spikes across the body of any skeletal creature. The size of the spikes depends on the area it is attached to, the larger the area the larger the spikes. On the fists, a small area, the spikes are roughly an inch long, while on the chest the spikes are nearly three times that. [3 Units, 2 Uses, Bone] (Medium)

Burning Bone: The summoned skeletal creature is surrounded by flames all over their body. The flames cause minor burns and can be used to light things on fire, but can be put out by a water or ice ability stronger than a weak. [3 Units, 3 Uses, Bone] (Medium)

Bone Dust: This augmentation covers a skeletal base with bone dust. The first time this base is struck hard enough to lose a hit point, this bone dust shakes free and becomes a cloud. It causes itchy skin, irritated eyes, and if breathed in, a burning nose and throat. Not exactly damaging but it might put the opponent into a vulnerable position to be attacked. [3 Units, 2 Uses, Bone] (Medium)

Flesh:

*NOTE: A corpse can only have one Attached Muscle augmentation.*

Attach Muscle Strength: Adds additional muscle to a corpse increasing its strength about the same as a weak skill would on any other character. [2 Unit, 2 Uses, Flesh] (Weak)

Attach Muscle Speed: Adds an additional muscle to a corpse, increasing its running speed the same as a weak skill would, not an increase to agility. Augmentation. [2 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Flexibility: Adds additional muscle to the corpse increasing its flexibility and agility, making it better suited to dodge attacks. [2 Units, 2 Uses, Flesh] (Weak)

Harden skin: Using their magic as a source of heat the animist turns the skin of a flesh base into a kind of hardened leather, making it more resistant to slashing attacks. Although this does not give additional hit points, it assures that only well placed and powerful blows will damage the creature properly. [3 Units, 2 Uses, Flesh] (Weak)

Decay: Death stinks... I mean really stinks. Some corpses smell so bad that it actually makes it hard to concentrate while they're close to you. If a corpse with this augmentation is near you the smell messes with your concentration, slightly increasing the casting time of abilities. This is far more potent against races like the Rathol and Kiltharr. [4 Units, 2 Uses, Flesh] (Medium)

Tumour: Creates a soft fleshy tumour somewhere on the base. This tumour, while not actually giving any defense, may catch bladed weapons which strike it within its mass, making it difficult to free them. [2 Units, 2 Uses, Flesh] (Medium)

Exploding Zombie: A thin magical barrier is placed within the base's stomach in order to separate two individually harmless liquids. However, this barrier can be removed at the animist's command or by a powerful blow to the creature's gut. After which the liquids mix and have an extremely violent reaction, in which the base bulges before exploding. The explosion itself is mostly harmless, only shrapnel damage where a majority of the shrapnel is flesh, there is however some bone. The flying guts and debris cause strong nausea to those caught in the blast radius. [4 Units, 1 Use, Flesh] (Strong)



FERAL AUGMENTATIONS

These Augmentations are for the bases of beast and claw, augmenting their natural ferocity. While most aren't restricted to Flesh or Bone some are.

Claw and Fang: This augments the skeletal creature go grow its fangs and claws to double in size. In the case of humanoid creatures their fingers are pointed and sharpened into long claws, as their teeth grow larger and sharper. [2 Units, 4 Uses, Feral,] (Weak)

Scorpion Pincer: Adds one scorpion arm to the torso or shoulder joint of a beast. These act exactly like a normal scorpion's except that their size is proportionate to the beast they are placed on. If severed from the beast by an attack while holding something within them, the claw maintains a death grip on the object. [2 Units, 2 Uses, Feral] (weak)

Carapace: Adds an insect like carapace onto the Feral base, modifying its appearance and increasing its resistance to slashing attacks. Blunt and piercing attacks are unaffected.[2 units, 2 uses, Feral] (weak)

Bunny Leap: By modifying the hind legs of a feral base with rabbit like quality the base's ability to leap in any direction is increases by about 2 metres. [2 units, 2 uses, Feral] (weak)

Snake Bite: Gives any feral base's bite the ability to cause dizziness and loss of balance for a single post. [2 units, 1 use, Feral] (Weak)

Cheetah Swiftness: Increases the movement speed of the feral base greatly, and of course being undead they don't feel the exhaustion like the cheetah. However, successful attacks on these enhanced bases while moving at high speed cause an additional hit point of damage. [3 units, 1 use, Feral] (Medium)

Camouflage: Changes the colour scheme of the Feral base's fur, skin, scales etc., to make that of their surroundings, making it easily for them to blend in and create ambushes. [2 units, 2 uses, Feral, Flesh] (Medium)

Bristling Fur: Replaces the feral base's fur with a bone like equivalent, that, while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Medium)

Bellowing Roar: Gives the ability that, by resonating sound within its bones, unleashes a roar so powerful that it moves the air itself, creating a small pressure wave which travels for several metres and hits with moderate force, can only be used once. [3 units, 2 uses, Feral, Bone] (Medium)

Acid Spit: Gives the feral base a pouch within it's body allowing it to spit a corrosive liquid over a distance of 10 feet, this liquid feels like boiling water. This liquid can be fired twice. [3 Units, 2 Uses, Feral, Flesh] (medium)

Scorpion Tail: Tail that can be added to any non-humanoid type base. While not prehensile it does have a stinger that can poison the target. This poison can only be used once, similar to a special, and if the attack lands, the victim is weakened physically for their next 2 posts. [3 Units, 3 Uses, Feral, Bone] (Medium)

Crustacean Plate: This augmentation adds crab like armor plating to the back of a flesh non-humanoid base, that flares out from the side. The effect is similar to covering the beast's back with a metal shield. However, this attachment has the side effect of softening the underbelly of the beast, making it more vulnerable to attack. The added weight will likely slow the creature down as well. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Quill-spine: Bristles the feral base's back with innumerable spines similar in construction to an echidna or hedgehog. While they will somewhat protect the creature from attacks, the true purpose is somewhat more sinister. When an object brushes them, they drive themselves with force into the object before detaching, leaving themselves in the opponent. They constantly cause pain until they are removed, which in itself is even more painful. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Enlarge: Potentially one of the strongest feral augmentations. Enlarge enlarges the base being raised from the ground, increasing its size by about 50% and giving it 25% more hit points (rounded up). However, it uses all of the base's units and cannot be used on powerful bases. [All Units, 1 Use, Feral,] (Strong)

Wing Cover: Attaches black wings proportionate in size to the base. It can be used as a one time shield to prevent an attack from causing the loss of hit points to the base (within limits) and it can flap hard enough to cause a small dust cloud. This augmentation cannot be used for flying due to the size of the creatures that they could be attached to. [5 Units, 2 Uses, Feral, Bone] (Strong)

HUMANOID AUGMENTATIONS

Bone Claws: Extension of the fingernails of the base by four inches, as well as sharpening them into blades with sharp points, certainly a more effective augmentation on faster bases. [1 unit, 3 uses, humanoid] (weak)

Bone Shield: Hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a bone shield. This shield is circular in shape and is as wide as the forearm is long. The bone shield is capable of weathering weaker attacks without loss of hit points, but does come with certain disadvantages. Stronger attacks will shatter the shield and the arm along with it. The added weight of the extra bone slightly slows the arm on which it is formed. No other attachments or enhancements can be placed on that arm. [2 Units, 2 Uses, Bone, Humanoid] (medium)

Splintering Blade: This augmentation can only be used on blades made out of bone (eg. sword arm augmentation). The augmented blade now leaves tiny bone splinters whenever it cuts an opponent and causes a little more pain while also making the wound less likely to stop bleeding. [2 unit, 2 Uses, Bone, Humanoid] (Medium)

Attach Muscle Slugger: Adds muscle to a single arm of a corpse increasing its speed or strength (User's choice) by the same as a medium. [2 Unit, 2 Uses, Flesh, Humanoid] (Medium)
*Only one attack muscle is allowed per base*

Sword Arm: Hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a double edged blade. While it is as sharp as a normal steel weapon the bone isn't quite as strong, so parrying and blocking strong blows isn't recommended as it can break the sword. For obvious reasons this can only be formed on humanoid corpses. [2 Units, 2 Uses, Bone, Humanoid] (Medium)

Mace: Hardens, shapes and adds to the fist of a corpse, fusing it permanently into a heavy ball shaped mass. This increases the bludgeon strength of the arm, but the weight slows the arm on which it's formed. [3 Units, 1 Use, Bone, Humanoid] (medium)

Bone Wrist Blades: Bone wrist blades are spikes the size of short swords. When augmented to a bone humanoid, the creature forms one of these curved blades on each of their forearms. The spikes are made of enhanced calcium and are fairly durable. They are good for blocking and stabbing. [3 Units, 2 Uses, Bone/Humanoid] (Medium)

Meat Shield: Gives an extra layer of flesh to the base, giving it an extra hit point, extra defense, and making it somewhat bigger. With enough momentum it can deliver quite a strong charge. However the extra flesh had to come from somewhere, and this augmentation leaves the corpse without its two arms. The creature must be humanoid. [3 Units, 2 Uses, Flesh] (Medium)

Bulging stomach: The stomach of this base bulges with a potent mix of flammable liquids and gases held under pressure, which, one time only it can spew forth from its mouth for several meters. This mix absolutely reeks, and can cause minor nausea to anything that smelsl it, even the animist himself. Amount of 'vomit' depends on size of base. [3 Units, 1 Use, Flesh] (Medium)

Attached Limbs: Attaches two extra arms to any humanoid corpse. Of course skeletal units get skeletal arms and flesh creatures get flesh arms. The limbs are firmly attached below the original two, and they are functional enough to hold weapons. [5 Units, 2 Uses, Humanoid] (Strong)

Giant: This augmentation increases the size of any humanoid corpse to giant proportion. This makes the corpse grown in size by half and gives it more strength accordingly. [6 units, 2 Uses, Humanoid] (Strong)

Animist Weapon Bases:

Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right, and can be summoned separately from an animist's normal bases. However, a weapon base consumes one unit while held by a base, meaning that if a base has no free units then it cannot pick up a weapon base. In fact, should he wish, even the animist himself can use these weapons. Of course there are downsides to these seemingly convenient summons, as opposed to the spells built onto a base itself. Equipment bases generally have fewer uses than their augmentation equivalents. They also have hit points, meaning that the lower tier weapons can be broken by a solid attack. They aren't without their uses though. Some equipment can actually be augmented in its own right. There are no powerful weapon bases and custom weapon bases can only be up to a strong in strength.

IMPORTANT RULES ABOUT WEAPON BASES:

1: If a Base dies before its weapon is destroyed then the weapon drops to the ground.
2: 'Dropped' Weapon summons, can be picked up by another Humanoid Base. However, it must have 1 Unit free of its own (not from armour or weapon bases) as holding a Weapon takes up 1 Unit.
3: If a weapon is dropped or destroyed before the base wielding it is destroyed then the base gains that 1 Unit per weapon back.
4: If a Weapon is dropped and the animist does not immediately retrieve the weapon, their opponent can pick it up and use it.
5: As an opponent or the Animist itself can wield these weapons they must have Units; For the purposes of animist equipment, Player characters have 4 Units but can only hold up to 2 animist weapons at a time.

Bone Dagger: A simple bone dagger, it can deliver nasty cuts, but if used right can be deadly. [2 uses][1 unit][1 hit][Weak]

Bag of Heads: A sack made from skin containing heads, they can be thrown for decent blunt damage although the real effect comes from the shock and horror of having rotting heads hit you. The bag contains three rotting heads. Most creatures with hands can use this as it requires little skill. The stronger the creature the stronger the throw. [1 use] [2 units][1 hit] [Weak]

Skull Mace: A mace made out of bone. The only difference is that that instead of a hard metal on top of the stick there is a large thick skull used to hit with. It is easy to use and can be equipped by most undead. [1 use] [2 units][1 hit] [Weak]

Bone Maul: A large blunt weapon made from bone, it requires considerable strength to use effectively but can deliver a good blunt hit. [1 use] [2 units][2 hit] [Medium]

Bone Short Sword: A short sword made of bone, it possesses much of the same characteristics as a normal short sword. It is not the easiest weapon to use but can be very effective in the right hands. [1 use] [2 units][2 hit] [Medium]

Bone Bow: A short bow cleverly crafted out of bone, it comes with 5 arrows but requires some co-ordination and skill to use so they are not usable by zombies. [2 uses] [2 units][1 hit] [Medium]

Bone Axe: An axe made out of bone, it is fairly heavy but can be wielded in one hand. It is fairly easy to use and can deliver a nasty hit. [1 use] [2 units][1 hit] [Medium]

Spinal Whip: The complete spinal cord of a human, it has been made flexible and acts much the same as a normal whip. Howeve,r it has been improved by sharpening the bones giving it a very painful and deadly lash. [1 uses] [2 units][1 hit] [Medium]

Giant's Terror: A truly massive weapon which size alters depending on who it was summoned for, the favoured weapon of giants and golems. It appears to be a massive double headed axe apart from the fact that one of the axes blades is actually blunt like a hammer. It requires very little skill to use but a lot of strength. [1 uses] [4 units][3 hit] [Strong]

Bone Battle Sword: A long and deadly blade, it is between a long sword and a rapier. It can be used to block but also can do some real damage. It requires some skill to use. [1 use] [3 units][2 hit] [Strong]

Bone Great Sword: A massive two-handed blade that changes size depending on the user. It requires little skill to use but can deal some serious damage with the right strength behind it. [1 uses] [4 units][3 hit] [Strong]


ANIMIST ARMOUR BASES
Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right and can be summoned separately from an animist's normal bases. However, unlike weapon bases, an Animist must be touching the target onto which he wishes to summon the armour for the entire duration of the summon. In fact, should he wish, even the animist himself can use this armour. Each piece of Armour consumes 1 Unit from the base. This means that if a Base has no Units, Armour cannot be summoned onto it. Unlike Weapon Bases though, if the armour is destroyed this 1 Unit does not come back and is instead destroyed with the base to prevent re-armouring.

Of course there are downsides to this seemingly convenient summons, as opposed to the spells built onto a base itself. Equipment bases generally have fewer uses than their augmentation equivalents. They also have hit points meaning that for the lower tier armour can be broken by a solid attack. Each piece of armour takes up one unit of the base it is summoned onto, meaning that if the base has no free units it cannot be equipped with armour. Also only one piece of each type per skeleton unless stated otherwise. (only one set of boots, one sets of gloves etc). Once again like the weapon bases, armour pieces can in some ways be augmented themselves, using the listed units in each spell, and in the case of paired items (gloves, boots) any augmentation on one is mirrored on the other. There are no powerful armour bases and custom armour bases can only be up to a strong in strength.

In addition to the cast time added by units, any Armour with more than 3 hit points automatically takes a 2nd post to summon.
IMPORTANT RULES ABOUT ARMOUR BASES:

1: If a Base dies before its Armour is destroyed then the Armour is destroyed with it.
3: If a piece of armour is dropped or destroyed before the base wielding it is destroyed then the base does not regain the 1 Unit it took to hold the armour.
4: If summoned onto a non base target e.g. the Animist himself, and the armour is destroyed the Animist does regain his 1 Unit.
5: As an opponent or the Animist itself can wield these weapons they must have Units; For the purposes of animist equipment, Player characters have 4 Units but can only hold up to 2 animist weapons at a time.

Flesh Gloves: A thick fleshy pair of gloves, they can defend against one blunt hit without affecting the hits of a creature unless subject to a high amount of blunt damage, which will still damage the hands. Stabbing or slashing attacks may go straight through. The gloves share the hit so are destroyed together. Any undead with hands can wear gloves unless stated otherwise. [2 uses] [1 unit] [1 hit] [weak]

Bone Boots: Thick bone boots complete with shin guards protect from the foot to the knee. They can take one good hit before smashing. The number of boots summoned depends on the number of legs of the summon. All the boots share the same hit.[2 uses] [2 unit] [1hit] [weak]

Bone Shield: A small bone shield, it can be equipped by most undead with hands although it requires some skill to use correctly. It provides two extra hits before breaking, but a good blunt hit would destroy it in one.[2 uses] [2 units] [2 hits] [weak]

Bone Arm-guards: A set of bone arm-guards covering all of the arm, complete with a set of bone gloves. They protect decently from a single hit before breaking. [2 uses][2 units] [1 hit] [weak]

Flesh Body: The creature's entire chest is covered in a thick flesh similar to the flesh gloves. It stops at the neck and doesn’t cover the arms or below the waist. A good piercing or slashing attack would still injure what ever it protected. [2 uses] [4 units] [2 hit] [medium]

Rib Bone Chestplate: The chest plate of bone looks like a rib cage covering the whole chest in a protective cage. It is heavy and quite movement restrictive, but gives good protection. It's somewhat weaker against blunt type attacks as opposed to slashing, unless the attack goes through the gaps in the ribs. [2 uses][4 units] [3 hit] [medium]

Flesh Shield: A fleshy mess of a shield, there is a chance that sharp weapons will get stuck in this when they strike it. It is fairly good at taking blunt damage but weak against slicing/piercing damage. [2 uses] [2units] [2 hits] [medium]

Shroud Cloak: A mysterious black cloak that makes the area around them a permanent shadow. [1 uses] [3 units] [1 hits] [medium]

Full Flesh Armour: A full set of flesh armour, it is quite strong akin to leather. It covers the whole body, legs, arms, and head, a hit anywhere will damage one of the hits and when it has all gone the whole armour is destroyed. A good piercing attack would still injure what ever it protected, but blunt is easily defended against. [1 use] [5 units] [4 hits] [strong]

Bone Tower Shield: A large shield made from bone, it can take a considerable beating before being destroyed. However, the shield is quite heavy, movement restrictive and tricky to use effectively. [1 use] [3 units] [3 hits] [Strong]

Full Boneplate: A full set of thick bone plate armour, it protects well against most attacks and can take a massive beating before being destroyed. However, it is very heavy and movement restrictive. Piercing attacks do increased damage. [1 use] [6 units] [5 hit] [strong]

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 Post subject: Re: NECROMANCER
PostPosted: Tue Feb 07, 2012 6:33 am 
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Joined: Wed Nov 09, 2005 8:43 pm
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Teeny little necro post... (lol)

However, was there any interest in this, I mean its essentially finished if was wanted to be implemented... It's certainly more balanced than what already existed.

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 Post subject: Re: NECROMANCER
PostPosted: Sun Sep 23, 2012 1:28 pm 
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Well no guarantees but this seems really intersting I might try to Create an animist.


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 Post subject: Re: NECROMANCER
PostPosted: Sun Sep 23, 2012 7:16 pm 
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No secrets for me in MW
No secrets for me in MW
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Posts: 504
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I don't know if this particular incarnation of the animist is getting implemented, Hot Wings.

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 Post subject: Re: NECROMANCER
PostPosted: Sun Sep 23, 2012 10:18 pm 
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Oh wow Khans last post was in Febuary :oops:


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 Post subject: Re: NECROMANCER
PostPosted: Sun Sep 23, 2012 10:20 pm 
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Can't wait for MWO
Can't wait for MWO
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For this topic, yes, it has been some time since the Necromancer thread was talked about. Khan, however, is active in the KoD.

You could still try to make a character with one of the other classes, or bug one of the Ancient Moderators about the state of this Necromancer.

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 Post subject: Re: NECROMANCER
PostPosted: Mon Sep 24, 2012 7:55 pm 
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It's still in the works, albeit with some differences to what is seen here. Work on it is just a bit slow with how busy my actual work is as we get closer to christmas.

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