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Join Date: May 2014
Location: Indiana, United States
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I'm a GM in a very very small group of players, and so I'm working on a character for my own enjoyment too (though I'm being careful not to upstage the other PCs). Anyway I'm looking for help finding fun ways to represent certain character facets.
The primary one I need help with representing a character facet of passionate interest in what I think of as "fine details" or "nuts and bolts" of necromancy. An interest in necromancy both applied and academic in the sense of having a deep interest in "how it all works." Other character aspects I want to play up (but am a little unsure of how to represent) are having a "quiet charisma" being not outgoing or a "people person" all the time, but rather being introspective and thoughtful to the point when he does speak, his insight into people and things draw respect from his listeners which makes him seem like the quiet but wise leader type. Lastly I imagine the character as soft at times and ruthless at others. He would really care about the heartfelt plea of someone for help, be kind to children, really empathize with people (not necessarily the advantage), and even return a animated body to rest if asked by its family to stop what he is doing. At the other end of the extreme to those who threaten him, try to kill him (enemies), or whom he sees as an enemy all bets are off, and on the field of battle be horrific to behold ripping out enemies internal organs (Evisceration spell) or inflicting horrible agony (Agonize spell). He also has a slight sadistic streak, enjoying seeing the expression of pain in others, but deep down doesn't want to do innocent people harm. He also often considers the dead as simply property it is his right to seize, but is flexible about it if others claim them (e.g. Living relatives, etc). This is also partly why he prefers using skeletons, as its far less likely for people to identify with an undead slave that has no human face. I'll list what I've picked out so far and I'd like to hear ideas and input from others, especially on what I might be overlooking. Advantages: Spirit Empathy - For dealing with ghosts and the Neverborn spirits. Charisma 1 - representing the quiet sort of Charisma. Rule of 17 (Panic) - from magical styles, makes it harder to resist, part of being terrifying on the battlefield. Rule of 17 (Agonize) - As above, but Agonize also fits for slight sadistic streak too. Permit (Necromancy) - The characters are in a culture where Necromancy is allowed but regulated. Disadvantages Code of Honor (Professional) Skills Thaumatology Alchemy Hidden Lore (Necromancy) - represents digging into deeper hidden knowledge about Necromancy Expert (Thanatology) Writing Research - academic elements of his work Diagnosis First Aid Physiology (Human) Surgery - the above in order to both be helpful to the party with medical knowledge, but also representing work with undead preparation and repair (as per Undead Servants section in Dungeon Fantasy: Summoners). Diplomacy - trying to capture that sense of quiet Charisma being a reasonable and diplomatic person (playing against the portrayal of the grim and socially awkward necromancer), also for bargaining with spirits too. Intimidation - again the "terrifying" aspect and using intimidation on ghosts and such. Public Speaking - for that quiet eloquence. Literature - as above, reading a lot brings knowledge about how to express things to others. Plus again, playing against necromancer stereotype by having a literature loving necromancer. Detect Lies- Mostly for telling if spirits are lying to him about information. |
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| Tags |
| character development, necromancer |
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