Sabledrake Magazine

October, 2000

 

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     Four Adventures for Call of Cthulhu

     A Necromancer for GURPS

     Dinner

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     Changeling Seed, Chapter 10

     A King for Hothar, Part X

          

 

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Necromancer and Minions

An NPC for GURPS

by Brandon Cope

 

Xarias the Mad, mighty necromancer

  • ST: 12 [20] 
  • IQ: 16 [80] 
  • DX: 13 [30] 
  • HT: 13 [30] 
  • Speed: 6.5
  • Move: 6
  • Basic Damage Swing: 1d+2 Thrust: 1d-1
  • Dodge: 6 Block: n/a 
  • Parry (Broadsword/Knife): 6
  • enchanted light leather (PD 3/DR 3); no encumbrance
  • Point Total: 399

 

Advantages

Magery 3 [35], Strong Will +3 [12], Ally Group (20 men on 12-) [40], Ally (Captain Hanar, 200 point character, on 12-) [30]

Disadvantages

Fanatacism (self) [-15], Megalomania [-10], Odious Personal Habit: Cannibalism (-3 reaction) [-15]

Quirks

Talks to stuffed pets as if they were alive, Converses with his dinner while it's being prepared, Keeps his word with honorable allies/foes

Skills

Alchemy-17 [6], Broadsword-15 [8], Knife-14 [2], Leadership-16 [2], Philosophy-18 [8], Physician-16 [4], Professional Skill: Taxidermy-16 [2], Strategy-17 [6], Surgery-17 [6], Thaumatology-19 [4], Theology-18 [8]

Grimore (* - M/VH spells)

Skill Level 17: 

Alter Body [1], Apportation [1], Alter Visage [1], Continual Light [1], Darkness [1], Itch [1], Light [1], Might [1], Minor Healing [1], Sense Emotion [1], Sense Foes [1], Shape Darkness [1], Spasm [1], Steal Health [1], Stun [1]

Skill Level 18: 

Animation* [4], Control Zombie [2], Death Vision [2], Fear [2], Lend Health [2], Lend Strength [2], Pain [2], Sense Spirit [2], Steal Strength [2], Turn Spirit [2], Weaken Blood [2]

Skill Level 19: 

Paralyze Limb [4], Summon Shade [4], Summon Spirit [4], Total Paralysis [4], Wither Limb [4]

Skill Level 20: 

Animate Shadow [6], Death Touch [6], Decapitation [6], Evisceration [6], Shape Shifting* [16], Skull-Spirit [6], Zombie [6]

Weapons

enchanted thrusting broadsword (+2 to-hit, +2 damage, flaming weapon, 1d+4 cut / 1d+1 imp, plus burn damage)

Appearance

6'3", 185 lbs, lightly tanned skin, black eyes, thick black beard and topknot (otherwise shaved bald), about thirty years old

Xarias is the archetypical evil, insane necromancer. He is out for world domination and will gladly kill (then put to use) anyone who gets in his way. The fact that he prefers to take important enemies alive and have them for dinner makes him even more nasty.

Little is known of Xarias' personal background. By most accounts he simply appeared with a large army some six years ago. Among the various rumors about him are:

  • He is the manifestation of some forgotten death god and his appearance signals the end of the world is near ...
  • He is a powerful demon that some necromancer tried to summon and failed; the demon ended up possessing the caster and is out to wreak destruction on the world ...
  • He is from another plane of existance.

The truth is a bit disappointing. Up until about nine years ago, Xarias was an unexceptional member of a secret society of necromancers who were carrying out various experiments hidden from society. Xarias felt their energies would be better put to ruling society (then they could experiment as they pleased) and bitterly argued his point at several meetings. He was severely disciplined for his outbursts, but, unfortunately for the others, he was allowed to live.

Xarias was determined to get revenge and found a perfect instrument: the Caulderon of Challir. An obscure and forgotten relic, it possessed one gruesome ability: anyone who boiled a human brain in it and then ate the brain gained some of the abilities of the dead person. Xarias used the Caulderon over a period of several years both to exterminate the other necromancers and to increase his personal power. Before he could use the artifact on all the necromancers, one of his henchman stole it for his own use. The thief payed for his transgression dearly, but the Caulderon was never recovered.

By then, Xarias was powerful enough to eliminate the remaining members of the secret society on his own. He had also, though years of using the powers of the Caulderon, developed a taste for human flesh and, warped the power gained from others, became quite insane. One of his more macbre habits is the acquisition of pets: whenever he finds an animal he likes, he kills, stuffs and mounts it.

The Hell Riders

Xarias' military forces contain a large number of undead which do not count towards his ally group (they are simply expendable shock troops). Xarias will have 4d6 skeletons and 2d6 zombies available as personal bodyguards at any time. Any prisoners or soldiers executed will increase these numbers, unless they became dinner guests ...

Likewise, most of his other troops are considered expendable and replaceable. The exceptions include the dragon (Qarak, an unreliable ally; no point cost) and Captain Hanar (Xarias' field general).

Quality # of Troops Troop Strength Other
Goblin Light Infantry Seasoned 150 450 Irregular
Goblin Light Infantry Average 600 1200 Irregular
Zombie Light Infantry Average ~200 ~1000 Irregular, No Morale checks
Adolescent Dragon Average 1 90 No rider
Heavy Cavalry Veteran 120 1440 Human
Archers/Light Infantry Seasoned 240 300 Human
Miners/Sappers Average 90 180 (or 720 in a siege) Irregular, includes camp followers
Totals
1801 5060

See p.CII112-129 for details on mass combat.

Other Notes:

Xarias provides three points of Exceptional Strength. He normally has around 200 zombies avaliable, but there may be more or less depending on circumstances (some may be replaced by skeletons).

Xarias has a personal bodyguard of twenty warriors and mages of various races and backgrounds. In general, they range from 75 to 175 points (due to possible treachery, he employs no powerful mages; the most powerful is a 125-point Earth Elementalist). He rarely needs them (only a fool would try to directly assault such a powerful necromancer), though occassionally he uses them as messengers, but more often sends them to perform errands he

does not have the time or inclination to perform himself (defeating or delaying one of his bodyguards is a sure way to gain the unwelcome attention of Xarias). GMs should use GURPS Warriors and GURPS Wizards to create the various henchmen (though a few are simple thieves).

Captain Hanar and his men (representing most of Xarias' human troops) had deserted from the army of a nearby kingdom almost a decade ago ago. At first they turned to simple banditry, then later became a capable mercenary force. They were hired by Xarias nearly five years ago and have proved very useful to him since.

The goblins are taken from several scattered tribes near his mountain stronghold. They are not terribly formidable, but there are plenty of them and easily replaced.

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