Holy Guide

John Fleet's page

188 posts. Alias of DM Mooshybooshy, "the Foolish".


Race

Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Strength 9
Dexterity 9
Constitution 13
Intelligence 16
Wisdom 12
Charisma 15

About John Fleet

Look:

Black eyes, Hooded, Black Robes, Filthy Body. Reference pic

Damage: D4

Health: 4+CON (17/17 HP)

Armor:

Hexed Body Part:

A part of your body is hexed and can be freely detached and reattached at will. Choose one:

X All Seeing Eye

When your hexed eye is detached, you can still see through it. (Left Eye)

⃞ Lendable Ear

When your hexed ear is detached, you can still hear through it.

⃞ Idle Finger

When you detach your hexed finger, name something you can see. As long as the finger remains detached, it will point to what you named.

⃞ Creepy Toe

For reasons you don't wholly understand, when you eat your hexed toe, it heals you for 5 Damage and then regrows after a couple days. Don't forget to describe the taste. Note: You're not sure what happens when someone else eats it, nobody's been willing to try...

Replacement Parts:
Your knowledge of stitching together corpses allows you to reattach body parts, such as severed limbs, eyeballs, or teeth. It takes you a few hours and you’ll need the original body part or one that is similar to the original. Besides stitch lines and a slight odor, the body part is as good as new.

Bonds:
Amy can clearly hold her own against the undead. I'd like to test my magics against her divine powers sometime.

Roman has a silver tongue. I don't trust silver tongues on principle.

Hank is clearly brilliant, but his technology is what originally landed him and Roman on this island with us. I should steer clear of the effects of his machines.

Silvio is brazen and outspoken, but he defended me when I needed it most. He's more than a mere braggadocio.

Starting Moves

Corpse Collector:

When you spend a few minutes collecting a corpse to use later, you can store it in one of your 3 Hexed Canopic Jars. Even though a jar is only about the size of your fist and almost weightless, each can magically hold one corpse of any size. Opening a jar drops the corpse in front of you.

Raise the Dead:

When you seek to use the blackest of magics to reanimate the dead, choose a nearby corpse or one from your collection and roll +INT. Only one corpse can be controlled at a time and it must be around humanoid size or smaller.
✴On a 10+, the Animated Corpse rises under your control and you have 3 Power.
✴On a 7-9, also choose one:

•  The flesh resists you, start with 1 less Power.

•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

•  Magic barely holds the corpse together and afterwards, the corpse will disintegrate.

When you run out of Power, the Animated Corpse collapses. If there's anything left, you can attempt to raise it again.

Attack Command:

When you order the Animated Corpse to perform a harmful action, such as attacking or using a special move, roll +INT.

✴On a 10+, the action is successful and it deals 1d6 damage.

✴On a 7-9, the same, but you lose 1 Power.

Flesh Wound:
The Animated Corpse ignores most lower damage attacks, but when the Animated Corpse takes a significant hit, the GM will tell you an important appendage (such as a claw, limb, or jaw) that may come loose. Spend 1 Power to keep the corpse together or the appendage will be destroyed.

Piece of Mind:
When you or an Animated Corpse eats part of a sentient creature’s brain, the GM will tell you an interesting piece of knowledge the creature possessed.

Curse:
When you use dark magic to curse someone or something, tell the GM what you're trying to achieve. Curses are always possible, but the GM will give you one to four conditions, such as:

•  It requires the blood of ______

•  It will require a lot of money

•  You'll need a rare component

•  The best you can do is a lesser or limited version

•  It will take days/weeks/months before the curse takes effect

•  ______ will know or hear about it

•  You'll need to travel to _____

Gear 4/7:

Your Load is 7+STR. You carry:
dungeon rations (4 uses, 1 weight)
a shovel (1 weight)
and a needle and thread (0 weight)
Also, 26 coins (looted from the inn).

Blightborne Sickle:

Formerly possessed by a servant of Ghlaunder, god of disease, this artifact retains a small portion of necromantic power. If there is a nearby mass of vegetation, the sickle's wielder can mold the plantlife into the rough form of a humanoid. This plant creature is not alive but can be animated as per the Necromancer's Raise the Dead Move and will follow simple instructions. Looted from the Sea-Captain

Choose one:

⃞ Leather armor (1 armor, 1 weight)

X 3 healing potions and adventuring gear (5 uses, 1 weight)

Choose your armament:

X Bone dagger (hand, 1 weight)

⃞ Skull staff (close, two-handed, 1 weight)[/spoiler]

You start with 3 Hexed Canopic Jars (0 weight):

Hexed Canopic Jars

* Harriman the One-Armed Zombie Dwarf
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