TheGeckoKing
2010-10-27, 06:52 AM
Necrons
http://headlesschicken.ca/cyborgblog/uploaded_images/necrons-740174.jpg
Fluff - WARNING, WALL OF TEXT
The Necrons' story is one of ancient betrayal. Eons ago, the Necrontyr race clung to their short lives in fear of oblivion at the hands of their massive and ravaging star. They pushed the limits of science and magic in an effort to lengthen their lives, but to no avail. In their desperation, they looked into space and discovered ethereal beings feeding on the energies of whole stars. They named these beings "the Star Gods," or C'tan. The C'tan offered the Necrontyr people immortality, but only at a terrible price. It is uncertain if the Necrontyr knew this price, but their race was completely purged and transferred into new metal bodies, stripped of thought and self.
The C'tan are enormous energy beings who were given physical embodiments by the Necrontyr. They encased the C'tan inside vast lumps of their living metal, the same material they used in their spacefaring ships. The metal mutated into the shape desired by the personality of the being inside. The Night Bringer was forged into a dark figure with a large cloak, adding to the fear it already inspires, and the Deceiver was formed into a wily shape. Originally there were a large number of C'tan, but due to the machinations of the Deceiver, this number reduced to four, The Night Bringer, The Deceiver, The Void Dragon, and The Outsider. An ancient Eldar Elven poem refers to a C'tan who sleeps on a Vaul-Moon (an Eldar Elven term for factory world) and is known as the Dragon. This is widely believed to refer to the Noctis Labyrinth on Mars. The locations of the other remaining C'tan are unknown.
Once the Necrontyr accepted the C'tan's offer and their life-essence was encased in living metal bodies, their minds and senses became dulled until they became slaves of the C'tan. The C'tan used these warrior-slaves to harvest the lifeforms of the galaxy land so the Star Gods could feast on souls and the newly christened Necrons served this purpose very well.
Now focusing on gathering souls, the C'tan assaulted the dominant species at the time, the Old Ones, and began an unstoppable march upon their domain. The Necrons burst into the Old Ones strongest fortresses, overcoming their magicks and technology and forced the Old Ones to seed planets with life to help fight the C'tan, including the Eldar Elves and Krork Orks. These races had the ability to use the Warp Psionics to defend themselves, as the C'tan seemed harmed only by psychic energy. Gradually, the Old Ones were forced back by the relentless push of the C'tan and billions hundreds of thousands of souls were harvested for the Star Gods, increasing their power to incredible proportions.
The C'tan had been working on a plan to cripple the Old Ones, and eventually it came to fruition. They burst into and destroyed the Webways (A system of pathways that were not unlike the Greater Teleport spell) discovered by the Old Ones. Without these portals, the Old Ones were unable to move troops throughout the galaxy. With the new races using so much Warp Psionic power for the purposes of killing, the benign creatures in the Warp The Far Realm (where psionic powers originated from) mutated into the evil creatures they are today. At the precipice of victory, the Enslavers Ithillids emerged from the now-tumultuous Warp and forced the C'tan and their slaves back, by preying on the younger races and starving them of the precious lifeforce they need to feed upon. The C'tan began to consume their own kind, eventually leaving only four remaining who then went into stasis to avoid the onslaught and allow the galaxy to repopulate without the psychic swarm so they could emerge and reconquer their empire. However, this kindled a single-minded determination in the C'tan to eliminate the only threat to their conquest, the Warp. Thus began the Great Work, the severing of the Materium and Immaterium so that the C'tan would go unchallenged once again.
------------------------------------------------------------------------
However, a glitch in the C'Tan's plan appeared most unexpectedly. Some on the C'Tan's servants were.....gaining sentience. The fact that their most trusted servants were gaining sentience finally made the C'Tan give up on taking the world by force, and now they linger from the shadows, waiting to bring death to all who spited them eons ago.......
Today the Necrons are wanderers, feared by all of life, and even by other sentient constructs like Warforged, as they carry the aura and stench of death with them, even after all these years. The numbers stay constant as a few centuries ago, a Necron Artificer named Krall hijacked a Warforged creation forge, and modified it to create Necrons. Sadly, he had to give his life to jump-start the forge, and because his amazing ideas are lost the Necrons are limited to one forge, and so their numbers are smaller than most races. This shall not stop the Necrons, however. They have been forsaken by all life, and even their gods. And they will not stand for this. If all of life wants them to live up to their steriotype of merciless killers, then who are they to say no?
Personality
Their personalities are varied like most races, but a few features persist among the Necrons. All Necrons (bar afew wildcards) are calm, and cunning. They also have no ability to lie worth a damn. If this is something the C'Tan programmed into the Necrons eons ago to ensure loyalty, or if it's just a quirk, no-one knows.
Physical Description
Necrons are 8 feet tall, with a large, ribcage patterned torso complete with heavy shoulder plates. Their arms are thin and gaunt, but are tough and strong. They have iron, sturdy legs and 4 fingers and 4 toes. Their heads seem to fit in snuggly between their two shoulder plates, and are shaped like a humanoid skull.
Society
Necrons are distinct loners, only keeping company when it would be useful to them. They have a very loose society that exalts the tough and reliable, and shuns the weak-willed. A funny quirk, stemming from their inability to lie properly, is that one Necron will never lie to another unless there is a dire need for it.
Alignment and Religion
While Semi-pleasant Necron's occur, 99.9999...(You get the idea)% of
Necrons are non-good, for a ruthless soul is demanded if you are to survive the hate of countless races. Necrons are strictly Misothiest. This is to say that they HATE the gods, despising all divine beings after their own creators disowned them for the crime of thinking.
Adventurers
Most Necrons could be called adventurers in that they travel around trying
to scrape out a living to what they do best: Making things stop breathing.
Necron Racial Traits:
+2 CON, -2 CHA, -2 WIS. A Necron is durable, but not very charismatic and although they have sentience, the C'Tan's programming dissloved their minds slightly.
As machines of death, the Necrons have the Living Contruct subtype in the link below.
http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha=
Necrons are medium sized, and so gain no penalties or bonus due to their size.
Necrons take a -5 penalty to all Bluff rolls, stemming from their terrible ability to lie. However, they ARE scary, and so gain a +2 to Intimidate rolls. Necrons are always proficient with Gauss weapony.
Necrons cannot stand the divine, and so take -3 to all saving rolls made against an effect that comes from a Divine source.
A Necron carries death with him. Flowers and grass wilt and turn brown in his presence, animals avoid him, and everyone feels uneasy around him.
When conversing with or seeing a Necron, a person may not be any more that Indifferent towards the Necron, unless they are a well-known friend of the Necron. Also, all animals within 15ft of the Necron are frightened, but this aura of hate has a slight benefit. Necrons cast Necromancy spells at a +2 CL and gain a +2 to all saving throws against Necromancy spells, and if they take an Arcane Casting class, they may gain one bonus spell known at every other level (1, 3, 5, 7 ect.), as long as it is a Necromancy spell.
Necrons, being undying mini-mechas of doom, have Fast Healing 1 with slight differences. It is treated as a mundane effect in all respects, can be bypassed by any weapon blessed by a god (Divine power is acid to a Necron). At 7HD, this Fast Healing is replaced by Regeneration 1. Neither of these effects stack with other sources of Fast Healing/Regeneration.
If a limb is lost and cannot be retrieved, a replacement limb can be created with 2000gp worth of rare materials and an hour of crafting time (No checks are needed; The process is instinctual). Then, you can just press the limb against the stump as with any other limb, and it will attach to the body.
Languages: Necrons start out knowing just Common. Necrons with high INT may choose bonus languages from the following: Terran, Ignan, Undercommon and Draconic
LA: +0
Comments:
Well, I enjoyed making that! They gain Regen 1 and the Living Construct type, but they take a loss to ALL their mental abilities, get screwed over by Divine Abilities (No Codzilla for you!) and take a meh penalty to Bluff for a small bonus to Intimidate. I was aiming for keepin to the THEME of the Necrons, with an edit of the fluff to make it easier to add into a game, and I didn't even bother trying to give them the powers they have in 40K, because they would have about +7 LA if I tried. I copypasta'ed the fluff from Lexicanium, and crossed stuff out, so if you wanna make a 40K themed game, you can just pretend I didn't edit it :smallbiggrin:
EDIT1: Gave them a buff, and turned Regen into Fast Healing, until Level 5 whn they gain Regen 1 instead.
http://headlesschicken.ca/cyborgblog/uploaded_images/necrons-740174.jpg
Fluff - WARNING, WALL OF TEXT
The Necrons' story is one of ancient betrayal. Eons ago, the Necrontyr race clung to their short lives in fear of oblivion at the hands of their massive and ravaging star. They pushed the limits of science and magic in an effort to lengthen their lives, but to no avail. In their desperation, they looked into space and discovered ethereal beings feeding on the energies of whole stars. They named these beings "the Star Gods," or C'tan. The C'tan offered the Necrontyr people immortality, but only at a terrible price. It is uncertain if the Necrontyr knew this price, but their race was completely purged and transferred into new metal bodies, stripped of thought and self.
The C'tan are enormous energy beings who were given physical embodiments by the Necrontyr. They encased the C'tan inside vast lumps of their living metal, the same material they used in their spacefaring ships. The metal mutated into the shape desired by the personality of the being inside. The Night Bringer was forged into a dark figure with a large cloak, adding to the fear it already inspires, and the Deceiver was formed into a wily shape. Originally there were a large number of C'tan, but due to the machinations of the Deceiver, this number reduced to four, The Night Bringer, The Deceiver, The Void Dragon, and The Outsider. An ancient Eldar Elven poem refers to a C'tan who sleeps on a Vaul-Moon (an Eldar Elven term for factory world) and is known as the Dragon. This is widely believed to refer to the Noctis Labyrinth on Mars. The locations of the other remaining C'tan are unknown.
Once the Necrontyr accepted the C'tan's offer and their life-essence was encased in living metal bodies, their minds and senses became dulled until they became slaves of the C'tan. The C'tan used these warrior-slaves to harvest the lifeforms of the galaxy land so the Star Gods could feast on souls and the newly christened Necrons served this purpose very well.
Now focusing on gathering souls, the C'tan assaulted the dominant species at the time, the Old Ones, and began an unstoppable march upon their domain. The Necrons burst into the Old Ones strongest fortresses, overcoming their magicks and technology and forced the Old Ones to seed planets with life to help fight the C'tan, including the Eldar Elves and Krork Orks. These races had the ability to use the Warp Psionics to defend themselves, as the C'tan seemed harmed only by psychic energy. Gradually, the Old Ones were forced back by the relentless push of the C'tan and billions hundreds of thousands of souls were harvested for the Star Gods, increasing their power to incredible proportions.
The C'tan had been working on a plan to cripple the Old Ones, and eventually it came to fruition. They burst into and destroyed the Webways (A system of pathways that were not unlike the Greater Teleport spell) discovered by the Old Ones. Without these portals, the Old Ones were unable to move troops throughout the galaxy. With the new races using so much Warp Psionic power for the purposes of killing, the benign creatures in the Warp The Far Realm (where psionic powers originated from) mutated into the evil creatures they are today. At the precipice of victory, the Enslavers Ithillids emerged from the now-tumultuous Warp and forced the C'tan and their slaves back, by preying on the younger races and starving them of the precious lifeforce they need to feed upon. The C'tan began to consume their own kind, eventually leaving only four remaining who then went into stasis to avoid the onslaught and allow the galaxy to repopulate without the psychic swarm so they could emerge and reconquer their empire. However, this kindled a single-minded determination in the C'tan to eliminate the only threat to their conquest, the Warp. Thus began the Great Work, the severing of the Materium and Immaterium so that the C'tan would go unchallenged once again.
------------------------------------------------------------------------
However, a glitch in the C'Tan's plan appeared most unexpectedly. Some on the C'Tan's servants were.....gaining sentience. The fact that their most trusted servants were gaining sentience finally made the C'Tan give up on taking the world by force, and now they linger from the shadows, waiting to bring death to all who spited them eons ago.......
Today the Necrons are wanderers, feared by all of life, and even by other sentient constructs like Warforged, as they carry the aura and stench of death with them, even after all these years. The numbers stay constant as a few centuries ago, a Necron Artificer named Krall hijacked a Warforged creation forge, and modified it to create Necrons. Sadly, he had to give his life to jump-start the forge, and because his amazing ideas are lost the Necrons are limited to one forge, and so their numbers are smaller than most races. This shall not stop the Necrons, however. They have been forsaken by all life, and even their gods. And they will not stand for this. If all of life wants them to live up to their steriotype of merciless killers, then who are they to say no?
Personality
Their personalities are varied like most races, but a few features persist among the Necrons. All Necrons (bar afew wildcards) are calm, and cunning. They also have no ability to lie worth a damn. If this is something the C'Tan programmed into the Necrons eons ago to ensure loyalty, or if it's just a quirk, no-one knows.
Physical Description
Necrons are 8 feet tall, with a large, ribcage patterned torso complete with heavy shoulder plates. Their arms are thin and gaunt, but are tough and strong. They have iron, sturdy legs and 4 fingers and 4 toes. Their heads seem to fit in snuggly between their two shoulder plates, and are shaped like a humanoid skull.
Society
Necrons are distinct loners, only keeping company when it would be useful to them. They have a very loose society that exalts the tough and reliable, and shuns the weak-willed. A funny quirk, stemming from their inability to lie properly, is that one Necron will never lie to another unless there is a dire need for it.
Alignment and Religion
While Semi-pleasant Necron's occur, 99.9999...(You get the idea)% of
Necrons are non-good, for a ruthless soul is demanded if you are to survive the hate of countless races. Necrons are strictly Misothiest. This is to say that they HATE the gods, despising all divine beings after their own creators disowned them for the crime of thinking.
Adventurers
Most Necrons could be called adventurers in that they travel around trying
to scrape out a living to what they do best: Making things stop breathing.
Necron Racial Traits:
+2 CON, -2 CHA, -2 WIS. A Necron is durable, but not very charismatic and although they have sentience, the C'Tan's programming dissloved their minds slightly.
As machines of death, the Necrons have the Living Contruct subtype in the link below.
http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_livingconstructsubtype&alpha=
Necrons are medium sized, and so gain no penalties or bonus due to their size.
Necrons take a -5 penalty to all Bluff rolls, stemming from their terrible ability to lie. However, they ARE scary, and so gain a +2 to Intimidate rolls. Necrons are always proficient with Gauss weapony.
Necrons cannot stand the divine, and so take -3 to all saving rolls made against an effect that comes from a Divine source.
A Necron carries death with him. Flowers and grass wilt and turn brown in his presence, animals avoid him, and everyone feels uneasy around him.
When conversing with or seeing a Necron, a person may not be any more that Indifferent towards the Necron, unless they are a well-known friend of the Necron. Also, all animals within 15ft of the Necron are frightened, but this aura of hate has a slight benefit. Necrons cast Necromancy spells at a +2 CL and gain a +2 to all saving throws against Necromancy spells, and if they take an Arcane Casting class, they may gain one bonus spell known at every other level (1, 3, 5, 7 ect.), as long as it is a Necromancy spell.
Necrons, being undying mini-mechas of doom, have Fast Healing 1 with slight differences. It is treated as a mundane effect in all respects, can be bypassed by any weapon blessed by a god (Divine power is acid to a Necron). At 7HD, this Fast Healing is replaced by Regeneration 1. Neither of these effects stack with other sources of Fast Healing/Regeneration.
If a limb is lost and cannot be retrieved, a replacement limb can be created with 2000gp worth of rare materials and an hour of crafting time (No checks are needed; The process is instinctual). Then, you can just press the limb against the stump as with any other limb, and it will attach to the body.
Languages: Necrons start out knowing just Common. Necrons with high INT may choose bonus languages from the following: Terran, Ignan, Undercommon and Draconic
LA: +0
Comments:
Well, I enjoyed making that! They gain Regen 1 and the Living Construct type, but they take a loss to ALL their mental abilities, get screwed over by Divine Abilities (No Codzilla for you!) and take a meh penalty to Bluff for a small bonus to Intimidate. I was aiming for keepin to the THEME of the Necrons, with an edit of the fluff to make it easier to add into a game, and I didn't even bother trying to give them the powers they have in 40K, because they would have about +7 LA if I tried. I copypasta'ed the fluff from Lexicanium, and crossed stuff out, so if you wanna make a 40K themed game, you can just pretend I didn't edit it :smallbiggrin:
EDIT1: Gave them a buff, and turned Regen into Fast Healing, until Level 5 whn they gain Regen 1 instead.