Necromantic Minions
Undead Minions are a bit different to other kinds of summons and companions that characters can get. For a start, most of them function as a swarm.
Rather than making an individual undead stronger, each member of the swarm makes it more effective. They are treated as a single creature regardless of the number of members. The individual members cannot be healed, but the swarm as a whole can be 'restocked' with new members when the Necromancer finds suitable...material.
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As you add more minions to your horde, it makes it more dangerous. The opposite is true and when one is lost the swarm is reduced in efficiency by the same amount it gained. For ease, it is best to record each individual minion, and its hit points, separately even though the swarm functions as a whole.
A necromancer can only have one Swarm active at any one time. They can create more, but cannot control them...and the first business of any creature raised by necromancy is often to destroy the one who raised them.
Raising Minions
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Unlike most companions Necromantic Minions require a source. For something like zombies this may be simple, if not always easy to acquire - the bodies of the recently deceased.
Different creatures will list different items that are required to make them.
Zombies
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The reanimated forms of mortal beings, zombies are generally seen as reprehensible by most people, and for good reason. It is the physical body of their loved ones being treated as a weapon or forced labour. The more reprehensible necromancers will even force the original soul of the person back into its own, decaying form. More 'pleasant' necromancers will use another soul, or a wild spirit of some kind, to power the creature.
HP: 20
Action Points: 5
Attack: Maul - 4 AP - 1d10+5
Armour: 1
Action Points: 5
Attack: Maul - 4 AP - 1d10+5
Armour: 1
Weapon Skill
40 |
Ranged Skill
0 |
Physical Prowess
40 |
Agility
15 |
Intelligence
5 |
Willpower
As Master |
Fellowship
5 |
Each additional minion adds another 20 HP (when depleted, these bonuses are removed) +5% to Weapon Skill and +5% to Toughness and 1 damage. For every two additional minions, the Horde gets 1 AP.
Additionally, in return for 2 minion slots, a larger zombie - made from an ogre, troll or a small giant - can be included, adding 40hp, +15% and +10% toughness and adds +4 damage. It is, however, even less subtle than the normal horde, and is harder to hide. It is always the first member of the horde to be targeted and destroyed.
In place of one member of the horde, they can instead wear light armour, and for two they can wear medium armour.
Skeletons
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Oddly, skeletons are generally less...frowned upon than zombies. This may be because they do not wear the faces of loved ones recently passed in a mocking recreation of their life. It may also be that they smell better. Regardless, they take longer to create, as the flesh must be removed from the bones first, and are generally weaker than zombies. They can, however, use a weapon...
HP: 15
Action Points: 5
Attack: Armament - As 1 type of weapon.
Armour: Shield or 0
Action Points: 5
Attack: Armament - As 1 type of weapon.
Armour: Shield or 0
Weapon Skill
25 |
Ranged Skill
25 |
Physical Prowess
30 |
Agility
15 |
Intelligence
5 |
Willpower
As Master |
Fellowship
5 |
Each additional member of the Horde adds +5% to Weapon and Ranged skill as well as the additional 15 hp. For every two additional members the horde gain +1 AP.
In place of two minions, the horde can gain a bone giant, made from a larger creature. It can be armed with a giant version of the same weapon as the other members of the horde, adding +3 damage as well as +5% to Weapon and Ranged skill and +10 to Physical Prowess. As usual, this giant minion is the first one to be targeted.
In place of one member of the horde, they can instead wear light armour, and for two they can wear medium armour.
Necromantic Constructs
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Necromantic Constructs are creations that have been assembled from the pieces of other living things. The more macabre versions might well be made by people, in the attempt to create a perfect form. Others make them from bones, or even wood or plants - so long as it once lived it can be used to form a Necromantic Construct. They tend to be lighter, more responsive than their kin.
HP: 20
Action Points: 5
Attack: Crush - AP3 - 1d10+3 damage
Armour: 1
Action Points: 5
Attack: Crush - AP3 - 1d10+3 damage
Armour: 1
Weapon Skill
30 |
Ranged Skill
20 |
Physical Prowess
25 |
Agility
30 |
Intelligence
5 |
Willpower
As Master |
Fellowship
5 |
Each additional member adds 20hp, +1 damage, and every two members add +1 AP.
Instead of one member, the horde can be equipped with a ranged attack, that inflicts the same damage as their Crush attack.
In place of one member of the horde, they can instead wear light armour, and for two they can wear medium armour.