New power I'm working on: Mega-Mutant Necromancy

If Super Heroes/Heroines & Super Villains are your game, discuss them here.

Moderators: Immortals, Supreme Beings, Old Ones

User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

It needs something..not sure what. the toughest bit is I'm worried how to manage it with PPE to act as fuel. That aside I'm concerned it may need something to keep from being abused. If i had I could raise a trio of super villains and wreak havoc.

Necromancy
Major Power

This power has several aspects to it. some good some evil. The rarity of it makes Mutant Necromancers and popularity of raising the fallen from the dead makes not so eager to be known. Many do not even hint they have such power for fear of being captured for experiments. this has many lead lonely lives in the shadows of the public heroes and worse makes some turn to villainy.

1) Raise dead:
This aspect raises a person to life fully. the effort of doing so is energy taxing. A mega-hero or villain can raise one person a week/3 levels. the use of this power more than the allotted times a week will weaken the mutant's SDC and hit points by 30% and reduce power effects by 25% after each additional use beyond the normal number of weekly uses.

2) Animate Intelligent undead (Heroes/Villains):
The animation of the dead allows the being is raised as in power 1, but is not completely raised. the necromancer can with draw the energy they use to animate them. This is a means of control unwilling minions but they are unable to influence direct action or read the thoughts of their undead minion and allies. This power can be used 1/week per 3 levels and the subject may choose to not accept the raise. the Mega villain may only animate 3 people + 1/3 levels.
the animated dead take on most the qualities of the Zombie flesh power:
PC undead do not feed on PPE or blood. They need to sleep or rest in a place with ambient PPE or in graveyards and allow themselves to absorb PPE for 4-8 hours every day or two to focus there minds. This keeps them from degenerating mentally into mindless dead. It is also recommended they get into hobbies, keep mentally active and write journals or similar activities to further reinforce there own humanity.

- Immune to the effects of most physical injuries as per standard operation of Zombie power.
- While immune to most physical damage they are still able to be damaged by other attack forms as normal Zombie flesh, except for poison, toxins, gases and diseases. which may only slow down this undead hero. they take quarter damage and effects only last 1/2 the duration.
- Bio-regeneration: 1d6 SDC/1d6 Hitpoints per round. limbs and lost body parts will regrow over night or can be attached.
- +30% vs Coma
- being dead they are immune to most Death effects, lethal poisons and drugs.
- there PS for purposes of lifting is consider Supernatural


3)Sense/read spirits:
the Necromancer is able to see and communicate with spirits of the deceased. The necromancer uses this to determine if the soul is worthy of being raised and learning their history.


Grave Walking:
Major Power
Allows the mega hero to teleport from one graveyard/place of the dead to another. this range is not limited as teleport. The hero/villain must know of and have been to the destination at least once. He may take all his animated dead (Including willing spirits the necromancer wishes to take) and up to 3 others +1 per 3 level.

(Updated the powers)
Last edited by Rimmerdal on Sun Jan 12, 2014 5:53 pm, edited 2 times in total.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
NMI
OLD ONE
Posts: 7187
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by NMI »

Interesting concept, though it should be a "Major" super ability... not a "Mega" power.
You dont see "Mega" Energy Expulsion Powers or "Mega" APS abilities.
You do see "Major" Super Energy Expulsions, etc...
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

NMI wrote:Interesting concept, though it should be a "Major" super ability... not a "Mega" power.
You dont see "Mega" Energy Expulsion Powers or "Mega" APS abilities.
You do see "Major" Super Energy Expulsions, etc...



If weren't raising and animating intelligent undead it would have been Major..but I see way too many chances for abuse as a major power in most games. In a game where high powered or one where powers are rare it would be a major. Simply put there is LOTS of potential to use this power and break a game.

Although toned down it could be a major...might do that and have the Undead be non-intelligent.. Good point, NMI.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
NMI
OLD ONE
Posts: 7187
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by NMI »

Rimmerdal wrote:
NMI wrote:Interesting concept, though it should be a "Major" super ability... not a "Mega" power.
You dont see "Mega" Energy Expulsion Powers or "Mega" APS abilities.
You do see "Major" Super Energy Expulsions, etc...



If weren't raising and animating intelligent undead it would have been Major..but I see way too many chances for abuse as a major power in most games. In a game where high powered or one where powers are rare it would be a major. Simply put there is LOTS of potential to use this power and break a game.

Although toned down it could be a major...might do that and have the Undead be non-intelligent.. Good point, NMI.

So then this is a "MEGA" power? as in the sub-table of mega-abilities that Mega Heroes/Villains get? Is it a Major Super Ability that only Mega PC's can select?
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

NMI wrote:
Rimmerdal wrote:
NMI wrote:Interesting concept, though it should be a "Major" super ability... not a "Mega" power.
You dont see "Mega" Energy Expulsion Powers or "Mega" APS abilities.
You do see "Major" Super Energy Expulsions, etc...



If weren't raising and animating intelligent undead it would have been Major..but I see way too many chances for abuse as a major power in most games. In a game where high powered or one where powers are rare it would be a major. Simply put there is LOTS of potential to use this power and break a game.

Although toned down it could be a major...might do that and have the Undead be non-intelligent.. Good point, NMI.

So then this is a "MEGA" power? as in the sub-table of mega-abilities that Mega Heroes/Villains get? Is it a Major Super Ability that only Mega PC's can select?


Ya its meant for the Mega's. Raising dead with out PPE or magic is a big deal I can see GM's going nuclear over. A lesser form of Necromancy for majors would make sense. the mega version (or Mega-Necromancy) works on mutant/powered and Non-powered people as well so it had to be a Mega.

the Major version (Will call it Major Necromancy) would not affect mutants or other powered only non-powered individuals. The Major power will raise Hardware specialist, special training and other skilled humans so it will have use. Will need to work on that once I get my back log of ideas finished.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
NMI
OLD ONE
Posts: 7187
Joined: Fri Nov 03, 2000 2:01 am
Location: McHenry Illinois

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by NMI »

I just dont see it fitting as a Mega Power. None of the mega powers in the main book really focus on the "external".. and more reflect the internal of mega being himself.

Just my 2 thoughts. As an ability itself, it works. Just not the placement.
"Freedom is the recognition that no single person, no single authority or government has a monopoly on the truth, but that every individual life is infinitely precious, that every one of us put on this world has been put there for a reason and has something to offer."
Megaversal Ambassador Coordinator
My GoFund Me - Help Me Walk Again
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

NMI wrote:I just dont see it fitting as a Mega Power. None of the mega powers in the main book really focus on the "external".. and more reflect the internal of mega being himself.

Just my 2 thoughts. As an ability itself, it works. Just not the placement.



Problem is I just don't feel safe making it an easy power to get..and a major power is not so tough to get. Maybe an external version of the Mega hero would fit it..
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

Rimmerdal wrote:
NMI wrote:I just dont see it fitting as a Mega Power. None of the mega powers in the main book really focus on the "external".. and more reflect the internal of mega being himself.

Just my 2 thoughts. As an ability itself, it works. Just not the placement.



Problem is I just don't feel safe making it an easy power to get..and a major power is not so tough to get. Maybe an external version of the Mega hero would fit it..


Okay a fellow player of mine made a few suggestions. and I like better. besides that Zombie flesh is also a major power so that three majors in total.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
eliakon
Palladin
Posts: 9093
Joined: Sat Jul 14, 2007 9:40 pm
Comment: Palladium Books Canon is set solely by Kevin Siembieda, either in person, or by his approval of published material.
Contact:

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by eliakon »

So what if you call it a Major power....but then say that it requires two or three major selections to take?
The rules are not a bludgeon with which to hammer a character into a game. They are a guide to how a group of friends can get together to weave a collective story that entertains everyone involved. We forget that at our peril.

Edmund Burke wrote:The only thing necessary for the triumph of evil is for good men to do nothing."
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

eliakon wrote:So what if you call it a Major power....but then say that it requires two or three major selections to take?

one major for animate, one major to raise. not all can do both, most can only do one or the other. plus it is Raising the dead..so it should have a price tag.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
Stone Gargoyle
Virtuoso of Variants
Posts: 10077
Joined: Tue Jan 30, 2007 2:18 pm
Comment: "Your inferiority complex might be justified."
Location: Lurking on rooftops like a proper gargoyle should, in and around Tacoma, WA.
Contact:

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Stone Gargoyle »

I think you should drop the teleporting between graveyards thing. It takes the power way beyond what it should be and there is no need for it.
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
User avatar
Tor
Palladin
Posts: 6975
Joined: Thu Aug 09, 2012 2:37 pm
Comment: If you have something to say, back it up with thoughts and reasons. Simply posting to agree or disagree tends to be a waste.
Location: Pyramid

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Tor »

The graveyard teleport thing could really be done by using existing powers (like Gateway or that Mystic Portal copy thing) and just having the person have a mental block on how they use it, much like mages often have.

Definitely agree it shouldn't be Mega. Requiring corpses is a pretty big limitation, when we compare it to other powers that allow people to generate minions out of nothing like Animate Shadows or Energy Doppleganger or Mirror Powers.
"1st edition? 2nd edition? It doesnt matter! Let's just talk" -Forums of the Megaverse
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

Tor wrote:The graveyard teleport thing could really be done by using existing powers (like Gateway or that Mystic Portal copy thing) and just having the person have a mental block on how they use it, much like mages often have.

Definitely agree it shouldn't be Mega. Requiring corpses is a pretty big limitation, when we compare it to other powers that allow people to generate minions out of nothing like Animate Shadows or Energy Doppleganger or Mirror Powers.


Fair enough and another GM I know said the same. But reminded the GM still has say on if the power is available or not so its a major (costing two, one to raise and on to animate.) I'll probably drop the graveyard walking and give my NPC an item that teleports him. so that will solve that.

thanks for the tips and if you have the urge to use it..feel free to.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
GlitterKnight
Dungeon Crawler
Posts: 207
Joined: Wed Nov 05, 2008 3:01 am

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by GlitterKnight »

I like the idea! The question of mega or major seems to be a thorny one, because I think it comes down to resources. How powerful a power armor character is depends on how much cash have they got for their armor. The power of Necromancy, especially when applying to super powered zombies, comes down to a similar question: just how many dead super heroes have you gotten a hold of?

If supers are a new thing to the campaign world, and are very rare, finding any to make your power useful is going to be hard. If they have a nearly century old tradition and you can break into the Shady Capes Super Hero Cemetary and come out with three generations of Captain Awesome as your zombie servants...then suddenly it's a much more potent ability. You need the "raw materials" to work with.

The power seems very rough sketch right now, I would definitely elaborate it a bit more. Maybe a sample stat block of a zombie super, to show just what they do. I take it this is meant to be a "heroic" power; necromancy without the negative connotations which that unfortunate school of magic tends to carry. The zombies have to be willing to return to living world. That might be problematic to run; your character gives orders to a team of undead supers while the rest of the party controls their own. I assume it's written so that the GM controls the zombies and you give them orders? I guess you would work out a pact with them to get them to agree to serve you as zombies, holding out the carrot of true resurrection with the stick of taking back the animating power, and returning them to being moldering corpses if they don't obey. Could be pretty nasty and make for interesting roleplaying. I would personally change the restriction on true resurrection to a costly price in permanent HP, SDC and/or attribute point loss. Permanent effects should have permanent costs, and bringing the dead back to life doesn't seem like something you can do a few times a week before it tires you. Each use should be a terrible and permanent strain. For precedence I would see the psychic power which lets you erase memories; you can permanently wipe someone's mind blank with a permanent loss of like six MA.

I would also take a look at Apocalypse Unlimited if you have it; there's a demon summoning power in there which gives you a progression of how many demons you can control at a time. A progression from one at 1st level to like nine at 15th might work. Starting off with 3 is a tad too strong, I think.
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

GlitterKnight wrote:I like the idea! The question of mega or major seems to be a thorny one, because I think it comes down to resources. How powerful a power armor character is depends on how much cash have they got for their armor. The power of Necromancy, especially when applying to super powered zombies, comes down to a similar question: just how many dead super heroes have you gotten a hold of?

If supers are a new thing to the campaign world, and are very rare, finding any to make your power useful is going to be hard. If they have a nearly century old tradition and you can break into the Shady Capes Super Hero Cemetary and come out with three generations of Captain Awesome as your zombie servants...then suddenly it's a much more potent ability. You need the "raw materials" to work with.

The power seems very rough sketch right now, I would definitely elaborate it a bit more. Maybe a sample stat block of a zombie super, to show just what they do. I take it this is meant to be a "heroic" power; necromancy without the negative connotations which that unfortunate school of magic tends to carry. The zombies have to be willing to return to living world. That might be problematic to run; your character gives orders to a team of undead supers while the rest of the party controls their own. I assume it's written so that the GM controls the zombies and you give them orders? I guess you would work out a pact with them to get them to agree to serve you as zombies, holding out the carrot of true resurrection with the stick of taking back the animating power, and returning them to being moldering corpses if they don't obey. Could be pretty nasty and make for interesting roleplaying. I would personally change the restriction on true resurrection to a costly price in permanent HP, SDC and/or attribute point loss. Permanent effects should have permanent costs, and bringing the dead back to life doesn't seem like something you can do a few times a week before it tires you. Each use should be a terrible and permanent strain. For precedence I would see the psychic power which lets you erase memories; you can permanently wipe someone's mind blank with a permanent loss of like six MA.

I would also take a look at Apocalypse Unlimited if you have it; there's a demon summoning power in there which gives you a progression of how many demons you can control at a time. A progression from one at 1st level to like nine at 15th might work. Starting off with 3 is a tad too strong, I think.


the power is at present NPC only and meant for heroes and villains. I do like the notion of the zombie being needing to be willing. And ya this power gets nasty if you find a hero like Apex or a few other members the centurions. there pretty formidable already make them undead with a mix Undead/immortal Mega-power (I went with a modified version of that for the initial test of the powers) you have a very nasty team.

I will add an HP and SDC loss. probably HP or SDC since the hero or villain can level up to get more back. The other option could be the power on raises those willing and the raised hero loses something too. The SDC and HP losses will last a week. I'll need to set a number but that should be sufficient.

I'll look at the number of undead again. and that willing will work for villains too via threats and intimidation.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
User avatar
MrDisturbed
D-Bee
Posts: 29
Joined: Thu Nov 01, 2012 12:04 am

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by MrDisturbed »

Id say its a major power, theres another power with a resurrection affect so I dont see where the issue is. Also is the sdc and power drain permanent or only temporary?
User avatar
Rimmerdal
Knight
Posts: 3962
Joined: Mon Feb 28, 2005 7:24 pm
Comment: Official Member of the 'Transformers don't need Humans Club'

Re: New power I'm working on: Mega-Mutant Necromancy

Unread post by Rimmerdal »

MrDisturbed wrote:Id say its a major power, theres another power with a resurrection affect so I dont see where the issue is. Also is the sdc and power drain permanent or only temporary?


Thnking temp unless said healer reaches zero HP at which point he'll need a res himself. the HP and SDC will restore over time and only over time. So no quick heal to get back up to strength.
taalismn wrote:
Rimmerdal wrote:mmm Rifts street meat..


Flooper. Fried, broiled, or chipped.
It's like eating Chinese.
FLOOP! And you're hungry again.
Post Reply

Return to “Heroes Unlimited™”