Iron Kingdoms RPG – Necromancer

Just a quick, rough, usable (ish) sketch for a character class and magic.

Career: Necromancer
Race: -
Archetype: Gifted†
Starting Career: Yes.

Starting Abilities/Connections/Skills & Spells:
Ability: Anatomical Precision.
Spells: Dark Mist, Dead Flesh, Necrotic Strike.
Military Skills: Choose One: Hand Weapon, Thrown Weapon, Crossbow.
Occupational Skills: Necrotech 1, Intimidation 1
Starting Assets: 75gc.

Necromancer Abilities: Backstab, Blood Spiller, Camouflage, Dodger, Immunity Corrsion
Necromancer Connections: -
Necromancer Military Skills: Archery 3, Crossbow 3, Hand Weapon 3, Thrown Weapon 2, Unarmed Combat 2
Necromancer Occupational Skills: General Skills 4, Sneak 3, Necrotech 3
Necromancer Spells: From Necromancy list.

Necromancy Spells
Cost 1
Dark Mist: As Blizzard
Darkness: Cost 1, Range Self, AOE Ctrl, gain cover of darkness, you are not affected by it.
Dead Flesh: Cost 1, Range 6, target gains +1 ARM
Necrotic Strike: Cost 1, Range 8, Power 8.
Plague: Cost 1, Range 6, Target suffers -3 to resist poison, disease or infection.
Protection from Corrosion: See book.
Raise: Raise a basic Thrall from a corpse for a day.

Cost 2
Bleed: Cost 2, Range 8, Power 10 – Killing a target heals d3 damage.
Caustic Mist: Cost 2, Range CTRL, AOE 3, Models moving into or ending movement in area take 1 damage.
Iron Blight: Cost 2, Range 8, Warjacks/Machines take d6 damage.
Malediction: Cost 2, Range 6, Enemies within melee range of target suffer -2 Arm and Def.
Necrophage: Cost 2, Range 8, Power 8. If it kills the target it explodes in AOE 3 with Power 8.
Scything Touch: Cost 2, Range 6, Target gains +2 STR
Venom: Cost 2, Range Spray, Power 10. Corrosion to those hit.
Resurrect: Raise a warrior thrall from a corpse for a day.

Cost 3
Blood Rain: Cost 3, Range 8, AOE 3, Power 12. Corrosion.
Breath of Corruption: Cost 3, Range 8, AOE 3, Power 12 – All moving in or ending in area takes 1 damage.
Consumption: Cost 3, Range 10 – Warjack/machine takes d6 damage, roll additional die for each 1-2 rolled.
Crippling Grasp: Cost 3, Range 8, Target suffers -2 move, Strength, Def, Arm.
Ghost Walk: Cost 3, Range 6, Target can move through walls/terrain/obstacles ignoring penalties/attacks.
Hellfire: Cost 3, Range 10, Power 14, causes fear.
Parasite: Cost 3, Range 8. Target reduces ARM by -3, caster increases ARM by +1 and heals 1 damage each turn.
Shadow Wings: Cost 3, Range Self, Move up to 10” ignoring all penalties and attacks.
Return: Raise a basic thrall permanently. You may only maintain double your ARC in thralls.

Cost 4
Cloak of Shadows: Cost 4, Range Caster – Cannot be charged, slammed or targeted/attacked one turn.
Dark Seduction: Cost 4, Range 6, take control of target.
Death Knell: Cost 4, Range 8, SOE 4, Pow 10, +1 Pow for each target (past the first) in the AOE.
Imprison: Cost 4, Range Caster, AOE 5. Nobody may enter or leave this area. It is treate a having ARM 20 and is dissipated if it takes damage.
Scourge: Cost 4, Range 8, AOE 3, Power 13 – All targets hit are knocked down.
Lazarus: Raise a warrior thrall permanently. You may only maintain double your ARC in thralls.

Necrotech Skill (Int)
Can be used as Medicine to repair undead/necrotech creatures and devices.
Constructing Necrotech creatures requires ingredients, time and rolls. Organic parts are destroyed in the making other parts can be recovered.

Necrotech Lab: 500 gc +2 to Necrotech rolls to repair/manufacture necrotech.
Necrotech Field Kit: 50 gc Necessary to work Necrotech in the field.
Human Corpse: 30 gc (black market)
Necrotic Capacitor: 10 gc, enough to animate a creature for a month.
Necrotic Turbine: 500gc, enough to animate a creature indefinitely.
Necrotic Accumulator: 50 gc, enough to animate a creature for a year.
Reanimation Plate: 150 gc.

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