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Clan: The Nekrós

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Clan: The Nekrós Empty Clan: The Nekrós

Post by D.N.A. Mon Aug 11, 2008 4:05 am

The Nekrós

Nekrós are well known for many things. They are easily distinguishable for their foul odor of death and chemicals. They are normally very pale. They hold trademark 7 foot long scythes wherever they go. And perhaps the most noticeable feature is that of the undead that follow them around. The Nekrós are the necromancers of the Cassius. This exclusive ability allows them to exchange one life for another. In order to reanimate a corpse, they must first take the life of a living body. With the touch of their hand, the Nekrós sucks an enemy’s soul out of its body, and with the touch of another, can transfer that soul onto a corpse or something unliving. This ability can create monstrosities that were never meant to be, like a butterfly with werewolf fangs or something along the lines thereof…these dudes are sick! Like…gross…inhuman…

These death raisers have above average intelligence, especially when it comes to anything death related. If you asked a Nekrós about how the ancient Egyptians preserved bodies, they would explain it in a 6 hour lecture, and if you didn’t stop them there, would continue on until God knows when. Sure, being part of the Cassius clan, The Nekrós have other psychic abilities. However, their secret clan exclusive art of raising the dead, or rather, replacing loose souls into hollow bodies outshines the rest of their abilities.

Exclusive Traits…
All Nekrós are donned with Psychic Powers. However, their heavy reliance on necromancy has caused the Nekrós to cease their practices in psychic powers. A Nekrós cannot choose a specialty with their psychic powers, and must always roll a success di when tapping into their psychic abilities.

All Nekrós are spawned with a Scythe upon creation. Scythes are highly customizable, and can vary in length, blade count, etc. The bonuses for a scythe count as getting an attack bonus equal to the character’s level +5 when used. Scythes do not cost creation points.

All Nekrós are donned with two innate attributes known as the touch of death and the touch of life. With the touch of their right hand, a Nekrós can literally rip the soul right out of its body, essentially killing it. With a touch of their left hand on a corpse, a Nekrós can release a soul into a new host, thus creating an undead being to do their bidding. Depending on the soul of what the Nekrós puts into a host, results can vary (feral butterflies, animalistic humans, etc.) All “hosts” as the Nekrii call them have a default threat of 1, with 1 body, and willpower 1 (more on willpower later). However, if a Nekrós is to capture and use the soul of, say, a named, and puts it into a good host, like, say, a dead tiger, then threat and body varies, and is determined by the GM. This is quite uncommon, though. The maximum amount of hosts a Nekrós can summon at a time is equal to their level. Because of their touch sensitive powers, all Nekrós wear gloves so as to not touch anything by accident and kill it, and then possibly carrying around a useless soul. On the subject of souls, a Nekrós uses their own body and shares it with their collection of souls before dispersing the souls throughout hosts. It is at this time that the Nekrós is in a sort of battle state with the other souls occupying its body, and it takes very high willpower to make souls obedient, a skill in which all Nekrós are ultimate in. Without the ability of taming souls, hosts are disobedient, and sometimes souls with higher willpoer overpower a Nekrós himself in his own body, and take over as the new dominant soul. Willpower is equal to a character’s level multiplied by 2. A soul may be put into several new hosts, and can be shifted through many new hosts until the Nekros chooses to dispatch of it and let it into the afterlife. This is a good way to keep souls for people with low willpower, instead of keeping them in your body.. There are several ways to estimate how many souls are inside of a Nekrós are their size. For each soul inside their body, a Nekrós grows roughly 1 inch. A second way to tell, if they will let you is checking the Nekrós’ bare back. For each soul inside of their body, the Nekrós grows a dark black strike across their backs for unexplainable reasons. These could be mistake by emo cuts Razz.

Attributes…

~Jason Bourne is my Body Guard
Cost: 4 Creation Points (Host and soul must be human)
This attribute’s name speaks for itself. You have an undead body guard following you around wherever you go. These are not like the normal hosts, however. This is your most prized possession, and wouldn’t even dare allow them to be killed off. The two of you know each other so well that you work in a synchronized unit of death in battle. The reason this is an attribute and not a skill is because the amount of energy it takes to keep a soul sealed inside its host forever is quite much; almost all of the Nekrós’ energy. It would have taken them days to recover. This can only be the result of being their first successful host. The agony the Nekrós had gone through to create this monster was enough so that they would never do it again. But their past mistake has paid off, and now they have an undead bodyguard Very Happy. Characters are given 7 creation points to spend on muscle, body, and weapons for their bodyguard, and can name and describe its appearance. Additional Gazebo points may be spent on muscle and body as a campaign progresses. When a bodyguard’s body reaches 0, it is Koed, and will reawaken within a few hours, unless its master is killed, or it suffers a “fatal blow” (GM’s Discretion).

Defects…

~Low Willpower
Bonus: 4 Creation Points
Maybe you were just born with it, or maybe something in the past has made it so, but the fact of the matter is that you have low willpower. You find it difficult to find souls with lower willpowers than you, and often have to settle for creating weak hosts. When using Touch of Death, your character’s willpower is calculated by just his level.

~Disobedience
Bonus: 2 Creation Points
Your character needs to be stricter. The souls you have collected are already pissed off as it is, and your character isn’t doing much do discipline them. Sure, he may have higher willpower, but discipline is key if you want loyal hosts. When summoning a host, the GM will roll a di. if it comes up 1, the host becomes feral and attacks your character instead of fighting for him.

Skills…


~Legion
Costs: 5 Creation Points or 25 Gazebo Points
You have mastered the art of necromancy. Your powers know no bounds, and you just love to show them off. The Earth quakes beneath your feet as you army of undead march towards their foes, slaughtering everything in their way. To make it short, you have absolutely no limit to how many hosts you have summoned at a time.

~Pet
Costs: 4 Creation Points or 20 Gazebo Points
So maybe you’ve created an animal host to kill some enemies, and now that it’s all done, you just can’t get over how cute it looks drenched in all that blood. Or, maybe it just won’t leave you alone. Whatever the case, you now have an undead animal following you around wherever you go. The souls of animals are more bonded to Earth, as there is no known afterlife for animals, and so do not leave the host as easily as human hosts do. This means it takes far less energy for a Nekrós to seal an animal soul. Pets can serve many purposes, such as surveying areas, but are not as effective in battle as bodyguards, but are fast runners and can take hits for their master. Players are given 7 creation points to spend on muscle to a maximum of 5, and body with no limit. When body drops to 0, it is only as if your pet is Koed, and will reawaken within a few hours, following your scent until it catches up, unless you want to carry it with you. The soul will only leave its host if the Nekrós is killed, or if the host suffers a “fatal” blow (GM’s discretion)

~Homunculus
Costs: 3 Creation Points or 15 Gazebo Points
Have too many souls? Got only one host? Wish you could put them all in one to get some mega awesome creature of doom? Well now you can! With the Homunculus ability, you may stuff as many souls you want into 1 host until you either run out or reach your level’s limit (unless you have Legion). The Homunculus’ stats are equal to all the accumulated threat and body of all the souls stuffed into it.
_____________________________
Added by The J

Auto ability:

Wise Fwohm Yoh Gwave!
; The Nekros have certain traits that allow their psychic abilities to tap into metaphysical realms. Seeing spirits, souls, ghosts and other intangible entities long since after the 'host' expires. Their research into the paranormal seems to indicate that lost souls and spirits can wander both 'the warp' and 'the world beyond the world' as the Kypris call it. With effort, a Nekros can hide their spirit in the warp to prevent the destruction of their spiritual and mental energies by even the most determined spirit medium (a real danger if their presence were to remain in the world beyond). When the danger has passed, they can exert mental energies to revive their corpse. Even when the corpse is completely destroyed, there are rumours of extremely powerful Nekros reforming from mere ashes sometimes hundreds of years after they are gone.

Rules- if a nekros is killed (Killed; not KOd) their spirit lingers in the world beyond the world. They may spend one action and 10GP to transport themselves to the warp to prevent psychic attacks from immediate threats.(however staying in the warp too long can get you attacked by other things so don't do this lightly.).
Your spirit has the same stats as your character, spawning with no stat ailments and has no equipment other than your scythe which exists only as an extension of your spiritual form. Your scythe in the real world ceases to function (not even another Nekros can use it.. you could pick it up but it's in game stats are essentially reduced to 'rusty 2 meter long metal bar') as its energies have been drained by your death.
You can revive your corpse using 1 action and 30 GP if your body is intact/ 3 actions and 60 GP if your body was destroyed. Feel free to act out your body reanimating dramatically.
I your spirit form is destroyed, your character is lost forever.


Last edited by D.N.A. on Fri Jun 12, 2009 2:39 pm; edited 1 time in total
D.N.A.
D.N.A.
Ginji Amano
Ginji Amano

Number of posts : 1928
Age : 114
Registration date : 2008-07-26

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