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Chapter 17 by Ganti

So, you've got a lair, a friend and a nice new staff. Now what?

Time to deal with your fame

You sit in the (Now larger and less comfortable) couch and pull up your character sheet again. You've got skills and attributes to improve, and this 'fame tab' to deal with.

Level 5 Human(?) Necromancer
Monster, Human(?), Microboss, Explicit

Experience to level up: 550

Attributes:
Strength 21, Dexterity 22, Endurance 20,
Charisma 25, Manipulation 20, Appearance 25
Perception 26, Intelligence 28 +0, Wits 26

Skills:
Weaponry 5
Weaponry (Staff) 16
Lore 22
Occult 22
Presence 11
Stealth 11
Dodge 11
Investigation 12
Crafting (Stoneworking) 11
Crafting (Woodworking) 11
Crafting (Artisan) 11

Feats:

Occult Focus: Necromancy: Adds +5 effective to Occult when casting Necromancy spells

Lore Focus: Necromancy: Adds +5 effective to Lore when studying Necromantic spells, effects, creatures, and the like.

Lesser Necromancer 2: The study of Necromancy is the study of life and ****. To learn how to use **** to aid the living, to use life to aid the dead, and to cross the boundaries. It is a dark, dangerous art, oft mistakenly thought of as evil and is most famous for raising the dead to serve the caster. At this level you have access to all common spells, should you survive to learn them, and the ability to animate the least of the undead to fight for you. Current command capacity: 5 least. Undead Creatable: Walking Corpse.

(Micro)boss: You are a leader of other monsters and owner of a lair. Unlocks the fame and lair mechanics. You retain your current level after respawning, but lose all progress towards the next one.

Spells:
Chill Ray: Single-Target Offensive Necromancy spell. Summons the cold of the grave into a mystic ray that deals Cold damage.
Shadow Wave: AoE Offensive Necromancy spell. A wave of darkness that deals Arcane damage.
Plague/Venom Dart: Single-Target Offensive Necromancy spell. Life is not always nice- a mystic dart of poison or disease. Inflicts the appropriate status effect.
Life Leech: Kill an **** foe to restore your health. Has a chance to be saved against.
Shadow Bolt: Single-Target Offensive necromancy spell. A twisting bolt of flickering shadow that deals Arcane damage.

Unused Attribute points: 4
Unused Skill points: 10

Huh. Microboss was very nice indeed. The attribute points are fairly simple to handle- you're almost exclusively Int based, so two points go into that, and one each into Endurance and Manipulation. No sense in making it easy to kill you, and... well, social attributes will hopefully help talking people OUT of killing you. Skills were less easy, and you eventually just dumped them all into a new crafting skill: Craft(Occult). That would hopefully help with creating magic items, when it came time to do that. Next up, fame.

Fame: 165
Recent Activity:
Defeated a Hero: 1
Allied with a Hero: 3
Defeated a Rival Faction: 20
Saved a Heros' life: 2
People are talking about you: 9
Quest Issued x3: 30
Conquered A Lair: 100

So... whatever this 'Fame' stuff is, you've got a fair amount of it. For now. Now, what can you use it on...

Fame: 165
Necromantic Overlord: 0/10 (10 fame to purchase)
Create Skeleton Drudge: 0/(3xNecromantic Overlord) (20 fame each)
Empower Self, temporary: (50 Fame)
Empower Minion, temporary: (50 Fame, requires acceptable minion)
Designate Champion: (75 fame, requires minion)

So... you're not really capable of spending fame on much, then. A bemused shrug and you select Necromantic Overlord.

Necromantic Overlord: 1/10 (30 fame to upgrade)
Your Innate Majesty has started to sway the local populace to your banner. Nearby beings with affinity towards your arts have a small chance per day to request to join your forces. You may also receive gifts from beings seeking to curry favor with you or stave off your wrath. A sufficiently benevolent reputation has a minuscule chance to make beings that would not otherwise join request to join.

So... Small chance of various undead switching alligence to you, or for 'appropriate' living beings to join. You're betting Dark Cultists and Blood Bats. You hope not the cultists yet, you can barely feed yourself, let alone others. Next up... Well, Drudges. You've got no minions, and a brief temporary power boost doesn't sound the most useful.

Create Skeleton Drudge: 20 fame each
A basic undead laborer. Barely capable of processing enough information to defend itself and carry out its' tasks.
Three kinds of Drudges can be created: Woodcutter Drudges, Miner Drudges, and Builder Drudges. As their names imply, they are each capable of one task other then basic hauling and combat.
Additional kinds of Drudges may be unlocked by claiming more territory and gaining more ranks in Necromantic Overlord.

Well, the three kinds you currently have will hopefully be sufficient for now. You really need wood, stone, and metals to repair your tower. You create two Miners and one Woodcutter, before sending them off. Ninety-five fame left. You purchase the second level of Necromantic Overlord and wince at the new cost. Apparently it more then doubles in price each time you buy it. Sixty-five left. One each of each kind of Drudge. The Miner and Woodcutter are sent to join their companions, while the Builder is set to cleaning up the ex-library.

You have a lair and minions, what more could a Necromancer want?

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