Post by Randal Dahak on Jul 20, 2010 13:08:23 GMT -5
Necro Master
Necro Master – These are Necromancers! The Necromancer is one who specializes in using the power of death and decay. The basis behind all of their power is transformed from energy of ash, bones, decay, or anything else which symbolizes death. The common teaching is that when someone dies, their energy has escaped them. In terms of Role-play death in of itself is a type of energy. It fuels the Necromancer and drives them to do works beyond the normal terms of life and death. Dahak, the dark god of the Dahak family grants special boons to the Necromancer that cannot be used in any other domain. The home of this special class of Necromancer is in the Necropolis. The Necropolis is a special city made up of death energy. More of that will be explained in a moment. Inside the city there are a few key places to learn. These locations are where the Dahaks will spend most of their time and they include the following: The Valley of Ash, Necro River, and The Temple of Dahak.
Necropolis – A City built upon various Necromantic energies which flow in and around the city itself. The city is weaved out of the void but holds a physical manifestation in which the Dahak's and allowed guests may enter upon. Those who do not specialize in Necromancy will find themselves severely weakened if stayed for too long. It’s within the city that the Dahak will learn to develop their arts of death energy. The city is a mighty Fortress and is one that would be virtually impossible to destroy or sever, being it’s forged in the void, and death is a continual part of society. Various Mansions can be seen within the Necropolis, and there is a couple of clubs and so forth located within for entertainment for the Dahak’s enjoyment.
The Valley of Ash – The Most Concentrated form of death energy in the Necropolis. Wherein exist more than 10,000 years worth of ash and bones. The Valley of Ash is concentrated to build up a Necromancer’s energy level, and the location is used as a learning tool to help the Necromancer advance to the next level. The location of the Valley of Ash is South-West just outside the city. The area covers about a Square Mile total.
Necro River – A river of Necromantic energy that flows around the city, with the highest concentration circling around the Temple of Dahak. The energy fuels the city and negative energy that is always present. If someone other than a Necromancer were to end up inside this river, it would mean almost instant death. This is also the natural dwelling place of the Necromaids. They are birthed (or created) within this realm. Its color is a violet color and the deeper the shadows run, the darker it appears. They swim in the death energy as if it were pure water. Though Necromaids are not Necromancers in the trust sense of the term, they are made up of death energy and whereby can caste all levels of boons.
Temple of Dahak – The center point of the entire Necropolis is the Temple of Dahak. It towers some 100 levels worth into the sky and narrows off like a cone at the top. There is always a dark cloud hovering over the top of it, which sends lightning bolts of a red color that circle around the building, seemingly charging it at all times. The Necro River runs in a complete circle around the Temple and meets back up in the North side to continue to flowing energy around the rest of the city. Inside the Temple there are two key locations to mention. The first is the Altar of Dahak, in which bones, spirits, ash, and blood can be burnt up as an offering. The Second location is the Wailing room, which is meant for those who specialize in Soul Mastery.
Stage One – Novice
L / 1 – Death Watch – This power allows one to detect how close to death someone is. They must be within eye contact for the power to work properly.
L / 1 – Gaze of Dahak – This power magnifies terror into the one they are gazing upon. The power sends an overwhelming since of fright throughout their body. This causes them to freeze in their location. Eye contact must be made in order for the power to work.
L / 2 – Freeze Undead – This power halts any undead forces (Vampires, etc.) in their spot. The power is most successful when used against a lesser being; however a Necro Master can use this power on higher powered Undead beings.
L / 3 – Bone Dagger – Creates a dagger of Necromantic energy. Direct hits, not only deals physical damage, but also drains away their life force. Consider three direct hits enough to kill most beings.
Stage Two – Intermediate
L / 4 – Energy Drain – This power eats away the energy of the targeted being. This in full effect can take away as much as 25% of their energy per round. The energy then is transferable to either an artifact or weapon of choice.
L / 5 – Wind of Death – A dark Necropolis wind circles about your victim causing life force damage. Ultimately one would end up death within a couple of rounds if not countered somehow. The dark energy weakens the victim during this process as well so the longer they are caught in it; the less likely there would be room for escape.
L / 6 – Raise Undead – Two Vampires rise from the ground and aid the Dahak in battle. Each Vampire must be dealt with separately from the Dahak, using up more actions from your victim and less they have to work upon you.
Stage Three: Master
L / 7 – Greater Energy Drain – This power works similar to energy drain, except your victim will lose up to 50% of their energy per round. The energy is likewise able to be transferred to a weapon or Artifact of choice.
L / 8 – Implosion – The power is simple, yet very destructive. The power causes a set victim to implode upon themselves, leaving them effectively dead. Think of it as reverse gravity that draws the users to suck into their vessel. A complete reversal.
L / 9 – Necro Flux – By making contact with the ground, a Necromantic flux in the form of a gel will spread upon the surface of the ground, covering 50 yards in radius around them. Anyone caught in this will suffer an instant 50% drop in life-force, and will be dead by the next round if not countered. The energy loss will be great, so it would be very difficult to counter once in it.
L / 9 – Ashes – This power turns the target into a being of hard-ash. Then, the power causes the one to explode as ashes cover across the ground. The Ashes can be transferred at will into the Valley of Ash if they so chose.
L / 9 – Solar Death – Because the Dahaks were created out of the void, the Dahak can create a mixture power of both Necromantic energy and solar rays that blend together in a single toxic release. A ray of energy is targeted into the body of their victim at any set location. It moves at light speed, and travels from the void and through the vessel of the Dahak. The result in direct contact is nothing less than death.
L / 10 – Rise of the Necropolis – The ultimate in the Necropolis powers. Not so much in what is actually dealt out in an energy base, but because of the end result. The power literally teleports the chosen victim into the Necropolis and into the Necro – River, in which is instant death to anything save a Necromancer at a Masters Level. They can be teleported against their will.