Difference between revisions of "The Nomicnecron"
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===Aid for New Players=== | ===Aid for New Players=== | ||
When a Necromancer becomes active for the first time in this dynasty, before adding them to the Gamestate, they receive a Mana value equal to the average of the Gamestate’s currently active Necromancer’s Mana that applies after they are added to the game. They also receive a number of Zombies equal to the average number of zombies of those same Necromancers. If a Necromancer becomes active after becoming idle in this same dynasty, they receive their same values from before becoming idle. | When a Necromancer becomes active for the first time in this dynasty, before adding them to the Gamestate, they receive a Mana value equal to the average of the Gamestate’s currently active Necromancer’s Mana that applies after they are added to the game. They also receive a number of Zombies equal to the average number of zombies of those same Necromancers. If a Necromancer becomes active after becoming idle in this same dynasty, they receive their same values from before becoming idle. | ||
+ | |||
+ | ==Shamblers== | ||
+ | {{Flair top|Stone tablet}} | ||
+ | Death Date: January 11, 2024 | ||
+ | {{Flair bottom}} | ||
+ | |||
+ | Central to the art of Necromancy is the skill to reanimate corpses. | ||
+ | |||
+ | A Cohort is made up of Shamblers, which may be Skeletons, Zombies or Ghouls. Each Necromancer has a Cohort, which is publicly tracked and which may be expressed in the form ‘xS, yZ, zG’, where x, y and z are numbers, referring to the number of Skeletons, Zombies and Ghouls in that Necromancer’s Cohort, respectively. The Attack Power of a Cohort is the sum of y and z. The Defense of a Cohort is the sum of x and z. If a Necromancer’s Cohort’s Attack Power is greater than the Defense of an other Necromancer’s Cohort, the former Necromancer is considered to be Stronger than the latter Necromancer and the latter Necromancer is considered to be Weaker than the former Necromancer. | ||
+ | |||
+ | Each Necromancer is either Stunned or not Stunned, defaulting to not Stunned. | ||
+ | |||
+ | As a daily action, a Necromancer may spend 5 Mana to Reanimante a Corpse. Reanimating a Corpse is an atomic action with the following steps: | ||
+ | * If your current location has no Corpses, this action ends with no further effect; | ||
+ | * Reduce the number of Corpses in this location by 1; | ||
+ | * Generate the age of the Corpse by rolling DICE100. If the Corpse’s age is 40 or over, then the Corpse is Reanimated as a Skeleton. Otherwise, generate its malevolence by rolling DICE8; if the result is lower than 6 then the Corpse is Reanimated as a Zombie, and if it is not then it is Reanimated as a Ghoul; | ||
+ | * Add the resulting Shambler to your Cohort. |
Revision as of 23:51, 12 January 2024
The Dark Arts
Death Date: January 10, 2024
The following are publicly-tracked for each Necromancer:
- Mana: A number that defaults to 0.
- Location: One of the values described in the Locations subrule, defaulting to Tower.
Locations
Death Date: January 10, 2024
At any time, a Necromancer may privately communicate to the Grim Reaper a Location and their desire to do one of the following:
- Travel to the chosen Location (the chosen Location must be Tower or its Area must be the same as the Necromancer’s current Location’s)
- Possess a Corpse in the chosen Location (the chosen Location must have a number of Corpses greater than zero)
The possible values for Location are described in the table below. Each Location has Effects, optionally an Area in which they are located, and may also have a number of Corpses.
The Effects of a Location only apply to a Necromancer if they have that Location.
Location | Effects | Corpses | Area |
---|---|---|---|
Tower | Hourglass Action: The Necromancer gains 10 Mana. | 0 | - |
Graveyard | When rolling a dice in a Reanimate Corpses action, may treat a single dice roll as if the result were one greater or lower. As a communal weekly action, any Necromancer may increase the Corpses of this Location by 10. | 4 | Old Church |
Library | At any time, you may spend 10 mana to gain 1 Knowledge | 0 | Haunted Mansion |
Dungeon | As a communal weekly action, any Necromancer may increase the Corpses of this Location by 5 | 5 | Ruined Castle |
Cellar | As a communal weekly action, any Necromancer may increase the Corpses of this Location by 3 | 0 | Haunted Mansion |
Beast’s Den | As a communal weekly action, any Necromancer may increase the Corpses of this Location by 3. Hourglass Action: if the Necromancer has any Shamblers then they lose one at random from their Cohort; if they do not, the Necromancer is instead moved to the Tower. Either way, the number of Corpses of this Location is increased by 1. | 3 | Dark Woods |
Battlefield | After December 31 2023 and before January 3 2024, after performing the Reanimate Corpses action, the risen Shambler becomes a Ghoul if the Necromancer spends an additional 2 mana. If the Necromancer cannot or does not spend the additional cost, then the Shambler remains whatever it originally was. After January 3 2024 and before January 6 2024, after performing the Reanimate Corpses action, the risen Shambler becomes a Skeleton; the mana cost is not modified. The number of Corpses at this Location cannot be increased. After January 6 2024 the battle has returned to this field, any Necromancer still at this location has their location set automatically to Tower, and the Battlefield is no longer a valid Location, therefore no Necromancer may have it as their Location. | 50 | Ruined Castle |
Ancient Portal | You may use the Planar Portal Ultimate Truth | 0 | Ruined Castle |
Another Dimension | - | 0 | The Planes |
Aid for New Players
When a Necromancer becomes active for the first time in this dynasty, before adding them to the Gamestate, they receive a Mana value equal to the average of the Gamestate’s currently active Necromancer’s Mana that applies after they are added to the game. They also receive a number of Zombies equal to the average number of zombies of those same Necromancers. If a Necromancer becomes active after becoming idle in this same dynasty, they receive their same values from before becoming idle.
Shamblers
Death Date: January 11, 2024
Central to the art of Necromancy is the skill to reanimate corpses.
A Cohort is made up of Shamblers, which may be Skeletons, Zombies or Ghouls. Each Necromancer has a Cohort, which is publicly tracked and which may be expressed in the form ‘xS, yZ, zG’, where x, y and z are numbers, referring to the number of Skeletons, Zombies and Ghouls in that Necromancer’s Cohort, respectively. The Attack Power of a Cohort is the sum of y and z. The Defense of a Cohort is the sum of x and z. If a Necromancer’s Cohort’s Attack Power is greater than the Defense of an other Necromancer’s Cohort, the former Necromancer is considered to be Stronger than the latter Necromancer and the latter Necromancer is considered to be Weaker than the former Necromancer.
Each Necromancer is either Stunned or not Stunned, defaulting to not Stunned.
As a daily action, a Necromancer may spend 5 Mana to Reanimante a Corpse. Reanimating a Corpse is an atomic action with the following steps:
- If your current location has no Corpses, this action ends with no further effect;
- Reduce the number of Corpses in this location by 1;
- Generate the age of the Corpse by rolling DICE100. If the Corpse’s age is 40 or over, then the Corpse is Reanimated as a Skeleton. Otherwise, generate its malevolence by rolling DICE8; if the result is lower than 6 then the Corpse is Reanimated as a Zombie, and if it is not then it is Reanimated as a Ghoul;
- Add the resulting Shambler to your Cohort.