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  1. Player Name: Almilee Character Name: Rahman the Undying Power Level: 9 (150/153PP) Trade-Offs: None Unspent Power Points: 3 In Brief: Lich Mage Residence: His mausoleum. Base of Operations: His mausoleum. Catchphrase: Alternate Identity: Ibraheem El-Hashem (when necessary to pass unremarked, he hides behind an illusion of a polite, well-dressed Arabic gentleman with a striking resemblance to the Rahman of flesh...not that most would remember what that looked like.) Identity: Rahman Nehjem Birthplace: London Occupation: Wizard Affiliations: The Order of Hermes Family: None Description: Age: 656 (6 August, 1959) Apparent Age: Dead Gender: Male Ethnicity: Arabic Height: 6'2” Weight: 90lbs Eyes: Blue-White Hair: White A tall drink of water, Rahman towers easily over the average person, but is about as muscular as a twig. His skin has been reduced to paper-thin, crackling and opening as he moves, and sits extremely close to his bones, close enough to allow them to be visible. Overall, he looks like a mummy who's wrappings someone took off. Where his eyes should be, there is nothing but a ghostly blue light that crackles like fire. Long threads of white hair sit on his head, patches of it missing, along with the skin that should have been under it, revealing greyish-white bone only a slightly different color from his skin. Rahman, when being himself, wears a set of deep red and black robes, as well as a slightly oversized hat. However, sometimes, he finds it enjoyable to throw on a fuzzy red bathrobe and slippers, when he's about to settle down with a good book - being a lich, after all, is no reason not to appreciate fine clothing. Power Descriptions: Rahman, quite simply, uses magic. Though the spells take different forms, they often look the same – waving and a short burst of chanting. The only real exception is when he uses the spells in his staff – those spells are permanently stored, and can be activated merely with his will and a wave of the staff (though that's mostly because it looks suitably dramatic). History: In Eastern Europe, during the mid 13th century, operated a group of wizards who called themselves simply by the moniker of The Order of Hermes. When young Rahman discovered the mysteries of magic in the late 13th century, these were the mages who came to teach him. They took him into their sanctum, and taught him the secrets of the schools of magic. When it came time to choose his own path, however, he surprised them. The Arabian wizard had been studying in secret, poring through the Order's ancient tomes, and had found a school of magic that he had barely been taught about – necromancy. However, the Order members, firm believers in pure knowledge, did not prevent him from choosing this path – a choice they would later regret. In the depths of the sanctum, over the next few years, Rahman studied. His attention was utterly devoured by his studies, as he dived deeper and deeper into the darkest art. One day, after having almost forgotten of the necromancer's existence, the Order was called to his workshop in the middle of the night by loud rumbling and manic chanting. What they found there surprised none of them, though it horrified them nonetheless. They watched, powerless to stop him, as Rahman carried out a dangerous ritual and tore his soul from his body, binding it into his staff in exchange for eternal life. Once the ritual was concluded, the wizard used a simple spell of Conjuration to disappear from the Sanctum, taking his tomes and secrets with him. Rahman did not stay hidden for long however, resurfacing within a week, as he sent hordes of skeletons to conquer a small town on the outskirts of what is now France. The wizards of the Order spent days following as he carved a swathe of destruction for no apparent reason beyond his own mad desire to bring about the Ends of things. Their tracking culminated in a long battle, wherein both sides called upon powers not meant for the ken or mortal minds but, finally, the Order prevailed over Rahman through sheer force of numbers. They trapped him in a sarcophagus, binding it with spells from each school, so that he would not escape, and finally, as an ultimate punishment, binding a scrying spell into it, that he could watch the world around him change and survive without him. A pact was struck by the Order, that their descendants would continue to watch the sarcophagus and renew the spells, and prevent such darkness from being brought down upon the world. The sarcophagus remained in place, watched over by the Order, until World War 2 came down onto Europe. Fearing that the Thule Society would release Rahman, whether on purpose or not, they took his sarcophagus and took it to Freedom City. It was placed into a mausoleum in the Lantern Hill Graveyard, and they continued to watch over it. However, in recent time, the Order disappeared from the sight of man or lich, and the spells binding Rahman into his eternal punishment weakened. Sensing his chance, the lich called upon what power he could and blasted open his prison, making an escape. Right when he thought he was free, however, the most dastardly of the original Order's traps sprang into action. A powerful spell, taking the form of an almost-imperceptible enchanted chain, wrapped itself around the necromancer, binding large parts of his power, and forcing him to follow the morals of the Order. Though he strains against the magic, Rahman is bound to the side of the Light in the eternal war, at least until he manages to remove his chains... Personality & Motivation: Rahman is not what one would normally think of as a 'hero'. He takes on crime and disorder more out of obligation than he does out of choice, though he would be lying if he said he didn't quite enjoy it...sometimes. Most of the time, it's something that gets in the way of his studies – but if he refuses to participate, the chains tighten and cause discomfort, on top of restricting his magic further. However, more often than he freely admits, he takes pleasure from demonstrating his power by removing some lesser villain. How dare they commit crimes in Freedom City anyway? It should be kept crime free, until it's his turn. It's only fair, after all. He's waited over six hundred years for it. Rahman has a simple motivation: freedom. He longs for the day when he cuts away the magical chains that bind him and is freed to use his magic however he wishes once more. Powers & Tactics: Due to his skill with magic – even bound as it is – Rahman is a versatile combatant. Depending on what is necessary, he can summon allies to fight his opponents, seek to trick them, or simply crush them like the insects he believes they are. In a situation where no special effort is necessary to defeat his enemies, he simply raises the bodies of the dead and hits his opponents with blasts of pure entropic energy, ripping the life from their very bodies as he strikes. One of his most common tactics for combat is simply to sheathe himself in entropic energy, summon a horde of the undead, and read a book while they beat whoever has aroused his ire, into unconsciousness. Despite how little he thinks of his enemies, Rahman is incapable of outright killing them - or even harming them beyond what is necessary. Trying to do so locks the chains and his magic with them, leaving him quite defenseless. Complications: Prejudice: As a powerful necromancer, Rahman faces much prejudice – his arts rip the dead from their graves to serve him, and even he is an undead abomination. How could anyone trust him? Infamy: Students of ancient obscure history may recognize the name Rahman as that of a necromancer who wreaked havoc in Europe in the late 13th and early 14th centuries before being captured and imprisoned by fellow mages. Chains of Magic: The ghostly chains that occasionally appear around Karahazar indicate a simple fact: Rahman is bound to work his magic only in the pursuit of order and upholding the law. Though the spells woven pull largely from his personal perception, they still heavily restrict his actions. If he tries to work against their restriction, his magic is locked away temporarily and he experiences terrible pain. Phylactery: Being a lich, Rahman has bound his soul into a gem on the top of his staff; should it be destroyed, it would deprive him of his eternal life and weaken him significantly. In addition, any who possess it literally have his soul, allowing them a great degree of power over him. Abilities: 2 + 0 + (-10) + 20 + 16 + (-4) = 24PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: -- (--) Intelligence: 30 (+10) Wisdom: 26 (+8) Charisma: 6 (-2) Combat: 10 + 12 = 22PP Initiative: +0 Attack: +5 Melee, +5 Ranged (+9 Blast, +9 Strike) Grapple: +6 Defense: +9 (+6 Base, +3 Dodge Focus), +3 Flat-Footed Knockback: -9 Saving Throws: 0 + 3 + 0 = 3PP Toughness: +9 (+0 Con, +9 [Entropic Shield]) Fortitude: -- (+0 Con, +0, Immunity) Reflex: +3 (+0 Dex, +3) Will: +8 (+8 Wis, +0) Skills: 24R = 6PP Craft (Artistic) 2 (+12) Craft (Structural) 2 (+12) Investigate 2 (+12) Knowledge (Arcane Lore) 5 (+15) Knowledge (Tactics) 5 (+15) Knowledge (Theology and Philosophy) 5 (+15) Medicine 1 (+9) Sense Motive 2 (+10) Feats: 6PP Artificer Dodge Focus 3 Fearless Ritualist Powers: 3 + 30 + 37 + 24 = 94PP Regeneration 4 (Lich; Resurrection 4; Extras: True Resurrection; Drawback: Power Loss (If Phylactery is Destroyed)) [3PP] Immunity 30 (Fortitude Saves) [30PP] Magic 16.5 (Spellcasting; 33PP Array; Feats: Alternate Power 5; Drawbacks: Power Loss (Requires Chanting and Waving) [-1PP]) [37PP] (Magic) Base Power: Summon 10 (Karahazar's Rising Dead; Feats: Progression 3; Extras: Horde) {33/33} (Necromancy) Alternate Power: Teleport 7 (Endymion's Mystic Tunnel; Extras: Portal) {28/1} (Conjuration) Alternate Power: Healing 14 (Zeniri's Undying Blessing; Feats: Persistent, Stabilize, Regrowth) {31/1} (Necromancy) Alternate Power: Illusion 7 (Fenk's Unreal Constructs (All Senses); Feats: Progression 5) {33/1} (Illusion) Alternate Power: Move Object 15 (Bigby's Invisible Hands; Feats: Precise) {31/1} (Conjuration) Alternate Power: Drain Ability Scores 9 (Karahazar's Wasting Touch; Feats: Incurable, Affects Insubstantial, Selective) {30/1} (Necromancy) Device Rank 8 (Phylactery Staff; 40PP Container; Flaws: Easy-To-Lose) [24PP] (Magical, Necromantic) Protection 9 (Entropic Armor; Extras: Impervious) [18PP] Magic 10.5 (Stored Attack Spells; 21PP Array; Feats: Alternate Power) [22PP] Base Power: Blast 9 (Bolt of Decay; Affects Insubstantial, Accurate 2) {21/21} Alternate Power: Strike 9 (Lifesapping Blow; Feats: Affects Insubstantial, Accurate 2) {12/1} Drawbacks: (-3) + (-2) = -5PP Vulnerable (Fire; Frequency: Common; Intensity: Moderate) [-3PP] Weakness (Holy Symbols; Frequency: Uncommon; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage 1(Physical) Bolt of Decay Ranged DC 24 Toughness Damage 9(Energy) Lifesapping Blow Touch DC 24 Toughness Damage 10(Physical) Wasting Touch Touch 5ft DC 19 Fortitude Lose (19 - Save Result) PP from every Ability Score [Max 9] Unreal Constructs Perception DC 17 Will Believe the Illusion. Totals: Abilities (24) + Combat (18) + Saving Throws (3) + Skills (6) + Feats (6) + Powers (94) - Drawbacks (-5) = 150/153 PP
  2. Player Name: Almilee Character Name: Rahman the Undying Power Level: 10 (150PP) Trade-Offs: None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Lich Mage Residence: His mausoleum. Base of Operations: His mausoleum. Catchphrase: Alternate Identity: Ibraheem El-Hashem (when necessary to pass unremarked, he hides behind an illusion of a polite, well-dressed Arabic gentleman with a striking resemblance to the Rahman of flesh...not that most would remember what that looked like.) Identity: Rahman Nehjem Birthplace: London Occupation: Wizard Affiliations: The Order of Hermes Family: None Description: Age: 656 (6 August, 1959) Apparent Age: Dead Gender: Male Ethnicity: Arabic Height: 6'2” Weight: 90lbs Eyes: Blue-White Hair: White A tall drink of water, Rahman towers easily over the average person, but is about as muscular as a twig. His skin has been reduced to paper-thin, crackling and opening as he moves, and sits extremely close to his bones, close enough to allow them to be visible. Overall, he looks like a mummy who's wrappings someone took off. Where his eyes should be, there is nothing but a ghostly blue light that crackles like fire. Long threads of white hair sit on his head, patches of it missing, along with the skin that should have been under it, revealing greyish-white bone only a slightly different color from his skin. Rahman, when being himself, wears a set of deep red and black robes, as well as a slightly oversized hat. However, sometimes, he finds it enjoyable to throw on a fuzzy red bathrobe and slippers, when he's about to settle down with a good book - being a lich, after all, is no reason not to appreciate fine clothing. Power Descriptions: Rahman, quite simply, uses magic. Though the spells take different forms, they often look the same – waving and a short burst of chanting. The only real exception is when he uses the spells in his staff – those spells are permanently stored, and can be activated merely with his will and a wave of the staff (though that's mostly because it looks suitably dramatic). History: In Eastern Europe, during the mid 13th century, operated a group of wizards who called themselves simply by the moniker of The Order of Hermes. When young Rahman discovered the mysteries of magic in the late 13th century, these were the mages who came to teach him. They took him into their sanctum, and taught him the secrets of the schools of magic. When it came time to choose his own path, however, he surprised them. The Arabian wizard had been studying in secret, poring through the Order's ancient tomes, and had found a school of magic that he had barely been taught about – necromancy. However, the Order members, firm believers in pure knowledge, did not prevent him from choosing this path – a choice they would later regret. In the depths of the sanctum, over the next few years, Rahman studied. His attention was utterly devoured by his studies, as he dived deeper and deeper into the darkest art. One day, after having almost forgotten of the necromancer's existence, the Order was called to his workshop in the middle of the night by loud rumbling and manic chanting. What they found there surprised none of them, though it horrified them nonetheless. They watched, powerless to stop him, as Rahman carried out a dangerous ritual and tore his soul from his body, binding it into his staff in exchange for eternal life. Once the ritual was concluded, the wizard used a simple spell of Conjuration to disappear from the Sanctum, taking his tomes and secrets with him. Rahman did not stay hidden for long however, resurfacing within a week, as he sent hordes of skeletons to conquer a small town on the outskirts of what is now France. The wizards of the Order spent days following as he carved a swathe of destruction for no apparent reason beyond his own mad desire to bring about the Ends of things. Their tracking culminated in a long battle, wherein both sides called upon powers not meant for the ken or mortal minds but, finally, the Order prevailed over Rahman through sheer force of numbers. They trapped him in a sarcophagus, binding it with spells from each school, so that he would not escape, and finally, as an ultimate punishment, binding a scrying spell into it, that he could watch the world around him change and survive without him. A pact was struck by the Order, that their descendants would continue to watch the sarcophagus and renew the spells, and prevent such darkness from being brought down upon the world. The sarcophagus remained in place, watched over by the Order, until World War 2 came down onto Europe. Fearing that the Thule Society would release Rahman, whether on purpose or not, they took his sarcophagus and took it to Freedom City. It was placed into a mausoleum in the Lantern Hill Graveyard, and they continued to watch over it. However, in recent time, the Order disappeared from the sight of man or lich, and the spells binding Rahman into his eternal punishment weakened. Sensing his chance, the lich called upon what power he could and blasted open his prison, making an escape. Right when he thought he was free, however, the most dastardly of the original Order's traps sprang into action. A powerful spell, taking the form of an almost-imperceptible enchanted chain, wrapped itself around the necromancer, binding large parts of his power, and forcing him to follow the morals of the Order. Though he strains against the magic, Rahman is bound to the side of the Light in the eternal war, at least until he manages to remove his chains... Personality & Motivation: Rahman is not what one would normally think of as a 'hero'. He takes on crime and disorder more out of obligation than he does out of choice, though he would be lying if he said he didn't quite enjoy it...sometimes. Most of the time, it's something that gets in the way of his studies – but if he refuses to participate, the chains tighten and cause discomfort, on top of restricting his magic further. However, more often than he freely admits, he takes pleasure from demonstrating his power by removing some lesser villain. How dare they commit crimes in Freedom City anyway? It should be kept crime free, until it's his turn. It's only fair, after all. He's waited over six hundred years for it. Rahman has a simple motivation: freedom. He longs for the day when he cuts away the magical chains that bind him and is freed to use his magic however he wishes once more. Powers & Tactics: Due to his skill with magic – even bound as it is – Rahman is a versatile combatant. Depending on what is necessary, he can summon allies to fight his opponents, seek to trick them, or simply crush them like the insects he believes they are. In a situation where no special effort is necessary to defeat his enemies, he simply raises the bodies of the dead and hits his opponents with blasts of pure entropic energy, ripping the life from their very bodies as he strikes. One of his most common tactics for combat is simply to sheathe himself in entropic energy, summon a horde of the undead, and read a book while they beat whoever has aroused his ire, into unconsciousness. Despite how little he thinks of his enemies, Rahman is incapable of outright killing them - or even harming them beyond what is necessary. Trying to do so locks the chains and his magic with them, leaving him quite defenseless. Complications: Prejudice: As a powerful necromancer, Rahman faces much prejudice – his arts rip the dead from their graves to serve him, and even he is an undead abomination. How could anyone trust him? Infamy: Students of ancient obscure history may recognize the name Rahman as that of a necromancer who wreaked havoc in Europe in the late 13th and early 14th centuries before being captured and imprisoned by fellow mages. Chains of Magic: The ghostly chains that occasionally appear around Karahazar indicate a simple fact: Rahman is bound to work his magic only in the pursuit of order and upholding the law. Though the spells woven pull largely from his personal perception, they still heavily restrict his actions. If he tries to work against their restriction, his magic is locked away temporarily and he experiences terrible pain. Phylactery: Being a lich, Rahman has bound his soul into a gem on the top of his staff; should it be destroyed, it would deprive him of his eternal life and weaken him significantly. In addition, any who possess it literally have his soul, allowing them a great degree of power over him. Abilities: 2 + 0 + (-10) + 20 + 16 + (-4) = 24PP Strength: 12 (+1) Dexterity: 10 (+0) Constitution: -- (--) Intelligence: 30 (+10) Wisdom: 26 (+8) Charisma: 6 (-2) Combat: 10 + 6 = 16PP Initiative: +0 Attack: +5 Melee, +5 Ranged Grapple: +6 Defense: +5 (+3 Base, +2 Dodge Focus), +2 Flat-Footed Knockback: -4 Saving Throws: 0 + 3 + 0 = 3PP Toughness: +8 (+0 Con, +8 [Entropic Shield]) Fortitude: -- (+0 Con, +0, Immunity) Reflex: +3 (+0 Dex, +3) Will: +8 (+8 Wis, +0) Skills: 36R = 9PP Craft (Artistic) 2 (+12) Craft (Structural) 2 (+12) Intimidate 10 (+8) Investigate 4 (+14) Knowledge (Arcane Lore) 5 (+15) Knowledge (Tactics) 5 (+15) Knowledge (Theology and Philosophy) 5 (+15) Medicine 1 (+9) Sense Motive 2 (+10) Feats: 7PP Ambidextrity Artificer Dodge Focus 2 Fearless Fearsome Presence Ritualist Powers: 3 + 30 + 39 + 24 = 96PP Regeneration 4 (Lich; Resurrection 4; Extras: True Resurrection; Drawback: Power Loss (If Phylactery is Destroyed)) [3PP] Immunity 30 (Fortitude Saves) [30PP] Magic 16.5 (Spellcasting; 33PP Array; Feats: Alternate Power 8; Drawbacks: Power Loss (Requires Chanting and Waving) [-2PP]) [39PP] (Magic) Base Power: Summon 10 (Karahazar's Rising Dead; Feats: Progression 3; Extras: Horde) {33/33} Alternate Power: Teleport 7 (Endymion's Mystic Tunnel; Extras: Portal) {28/1} Alternate Power: Mind Control 16 (Karahazar's Create Thralll; Feats: Mental Link) {32/1} Alternate Power: Healing 14 (Zeniri's Undying Blessing; Feats: Persistent, Stabilize, Regrowth) {31/1} Alternate Power: Illusion 7 (Fenk's Unreal Constructs (All Senses); Feats: Damaging, Progression 4) {33/1} Alternate Power: Move Object 15 (Bigby's Invisible Hands; Feats: Precise) {31/1} Alternate Power: Speed 16 (Freya's Temporal Acceleration; Extras: Affects Others) {32/1} Alternate Power: Quickness 16 (Freya's Temporal Acceleration New and Improved!; Extras: Affects Others) {32/1} Alternate Power: Time Stop 4 (Freya's Stop The Clocks; Extras: Selective) {32/1} Device Rank 8 (Phylactery Staff; 25PP Container; Flaws: Easy-To-Lose) [24PP] (Magical, Necromantic) Protection 8 (Entropic Armor; Extras: Impervious) [16PP] Magic 12 (Stored Attack Spells; 22PP Array; Feats: Alternate Power 2) [24PP] Base Power: Blast 10 (Bolt of Decay; Affects Insubstantial, Accurate) {22/22} Alternate Power: Strike 10 (Lifesapping Blow; Feats: Affects Insubstantial, Accurate 2) {13/1} Alternate Power: Damage 7 (Aura of Death; Extras: Duration 2, Aura; Feats: Affects Insubstantial) {22/1} Drawbacks: (-3) + (-2) = -5PP Vulnerable (Fire; Frequency: Common; Intensity: Moderate) [-3PP] Weakness (Holy Symbols; Frequency: Uncommon; Intensity: Moderate) [-2PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 16 Toughness Damage 1(Physical) Bolt of Decay Ranged DC 25 Toughness Damage 10(Energy) Lifesapping Blow Touch DC 25 Toughness Damage 10(Physical) Aura of Death Touch (Aura) DC 22 Toughness Damage 7(Energy) Totals: Abilities (24) + Combat (18) + Saving Throws (3) + Skills (9) + Feats (7) + Powers (96) - Drawbacks (-5) = 150 PP
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