If necromancers do not get any H2H as per Occ what about thier Rcc ? They have to be a race of some kind before they can choose a Occ .. some Rcc's automatically get handed thier starting H2H so my question then becomes which Skills are "approved" Racially Speaking of course for the necromancer ?( Rifts D-Bee's of Northa America does indeed give certain Racial Classes skill sets outside thier Occ skill sets) .
-Lenwen .
Necromancer 2.0: Re-animated
Moderators: Immortals, Supreme Beings, Old Ones
A lot of good idea's in there TDS, congrats.
A few comments/questions for me
I'd personally drop the level 3 zombie for a few reasons, most necromancers probably won't attain anything higher than 7th level without becoming assaulted by all sorts of do-gooders. Personally I just thought that since leveling from 1-5 isn't all that difficult for most OCC's that giving the necromancer 3 free zombies would be a pretty huge boost to their offensive capabilities at those levels, mainly thinking about PF more that Rifts. Still, giving free zombie minions was a great idea, gives the starter necromancer sort of an initiation accomplishment, sorta like saying, "Hey this death stuff isn't all that hard guys! Take a look at my first zombie!"
"Welcome to the club"
Improved Animated Dead?
Permanent PE is pretty intense, so its a good cost to offset obvious benefits this power offers (reminds me of Inu-Yasha).
Hmmmmm, don't really know what to say on this one, I'm kinda 50/50 on it. Good idea though.
The ability to command vampires naturally at all is far to strong to have as an initial ability. This would probably be best if it was left as a spell or obtained at a higher level to give the player something to look forward too (like level 10). Kinda of like making the spell Summon the Dead, a natural ability with a free and constant effect (pg. 96 of Mystic Russia) and then having it include vampires/ghouls/spirits/ghosts and not just corpses. Necromancers are, after all, constantly giving orders for their minions to do...whatever it is they want, it would only make sense that they are natural leaders...or at least experienced leaders capable of commanding hundreds if not thousands of shock troops effectively (as demonstrated in the Tolkeen vs. Coalition war).
Liked the new skill set, always felt that they didn't get enough medical skills considering their chosen profession.
Love the Kill Plants modification. Strength of the Dead is a little more gruesome, which is nice since it didn't have that kind of effect before; it was more of just, "ta daa, I now have X amount of damage capacity.
Summon Specter is sweet as well as Rot and Putrefy. Plague was a nice alternative to having 50 disease spells...
Overall I like a lot of your own personal changes to the OCC, very well done!
A few comments/questions for me
1. Dead Man Walking The Necromancer knows secret rituals that provide him with a Zombie (as per spell) assistant. The Necromancer can create a Zombie at level 1,3,5,9, and 12. All zombies are under the direct mental control of the Necromancer. The creation of this zombie takes no PPE.
I'd personally drop the level 3 zombie for a few reasons, most necromancers probably won't attain anything higher than 7th level without becoming assaulted by all sorts of do-gooders. Personally I just thought that since leveling from 1-5 isn't all that difficult for most OCC's that giving the necromancer 3 free zombies would be a pretty huge boost to their offensive capabilities at those levels, mainly thinking about PF more that Rifts. Still, giving free zombie minions was a great idea, gives the starter necromancer sort of an initiation accomplishment, sorta like saying, "Hey this death stuff isn't all that hard guys! Take a look at my first zombie!"
"Welcome to the club"
2. The Horde The necromancer can raise a large amount of animated bodies in a short amount of time to form a horde of undead. Each body the necromancer wishes to animate takes 5 PPE. The animated undead will last for 24 hours before collapsing. See Animate Dead in R:UE for stats on animated dead.
Improved Animated Dead?
3. Augment through Death See Rifts Africa Necromancer for Augmentation rules. Extend duration by 24 hours for current PPE cost. Dead body parts may be made permanent by sacrificing one PE point and paying 50 PPE. The augmented body part becomes an inactive part of the Necromancer until he spends 10 PPE to activate it, much like a magical tattoo. The augmented body part remains unseen until activated when it will often burst forth horrifically.
Permanent PE is pretty intense, so its a good cost to offset obvious benefits this power offers (reminds me of Inu-Yasha).
4. Disease and Contagion At every level/year of life, the Necromancer may choose a specific communicable disease to harbor in his body. The necromancer is immune the the specific disease his is harboring. The necromancer can choose to infect anyone he touches (skin to skin contact) with any of the diseases he harbors in his body. The victim is allowed a save to avoid the effect. Ebola and typhoid are current favorites among Necromancers.
Hmmmmm, don't really know what to say on this one, I'm kinda 50/50 on it. Good idea though.
5. Affinity with Vampiric Forces The necromancer is immune to vampiric powers such as the slow kill, and super hypnotism. All wild vampires will obey a necromancer. Secondary vampires gain a save vs psionics if they wish to ignore a command from a Necromancer. Master Vampires may ignore a Necromancer at will, but often work with them.
The ability to command vampires naturally at all is far to strong to have as an initial ability. This would probably be best if it was left as a spell or obtained at a higher level to give the player something to look forward too (like level 10). Kinda of like making the spell Summon the Dead, a natural ability with a free and constant effect (pg. 96 of Mystic Russia) and then having it include vampires/ghouls/spirits/ghosts and not just corpses. Necromancers are, after all, constantly giving orders for their minions to do...whatever it is they want, it would only make sense that they are natural leaders...or at least experienced leaders capable of commanding hundreds if not thousands of shock troops effectively (as demonstrated in the Tolkeen vs. Coalition war).
Liked the new skill set, always felt that they didn't get enough medical skills considering their chosen profession.
Love the Kill Plants modification. Strength of the Dead is a little more gruesome, which is nice since it didn't have that kind of effect before; it was more of just, "ta daa, I now have X amount of damage capacity.
Summon Specter is sweet as well as Rot and Putrefy. Plague was a nice alternative to having 50 disease spells...
Overall I like a lot of your own personal changes to the OCC, very well done!