Heroes are often measured by the bad guys they have to face. If that is the case then Johan Werper and his line are true heroes indeed because their long time foe is a semi-immortal necromancer of the darkest dye. And you have seen him before.
Magnus Ulslime had several origin points for me that all seemed to collide at once. First there was Len Lakofka's Death Master class I saw in Best of Dragon Vol. III, a reprint of his class from Dragon #76. There was Ulslime the Chaosar (terrible name) from Module CM2 Death's Ride. And finally what I *thought* Module X6 Quagmire was about. All of these mixed in the same vat I was building classes in; my Healer, Sun-Priest, Witch, and Necromancer. I saw my Necromancer as the moral opposite of the Healer and the Sun Priest. Eventually, I would go to get my Profane Necromancer and Death Pact Warlocks out into the world along with my Witch.
Much like Larina is my test character for anything witchy, Magnus is my test for any sort of necromancer. Though I do not have as many versions of him as I do her. I have featured him, though, as Necromancer for Spellcraft & Swordplay and as a Death Pact Warlock. I have also done his adopted children Runu and Urnu for both Spellcraft and Swordplay and Wasted Lands in the past.
Magnus Ulslime
Class: Necromancer
Level: 13
Species: Human
Alignment: Dark Evil
Background: Cult
Abilities
Strength: 10 (+0)
Agility: 13 (+1)
Toughness: 14 (+1)
Intelligence: 19 (+3) N
Wits: 16 (+2) N
Persona: 19 (+3) Z
Fate Points: 1d10
Defense Value: 5
Vitality: 87
Degeneracy: 33
Corruption: 7
Check Bonus (A/N/D): +7/+4/+3
Melee Bonus: +2 (base)
Ranged Bonus: +2 (base)
Magical Attack: +2
Saves: +8 to Persona saves, -2 vs Corruption
Cult Powers
Commune with Deeper Dark (1/week), Familiar (small demon), Forbidden Knowledge 38%, Mystical Senses
Necromancer Abilities
Channel the Dead, See Dead people, Turn Undead, Protection from Dead x5, Summon the Dead, Vampiric Augmentation, Suggestion x2, Command, Vampiric Touch, Beguile Spirit
Arcane Powers
Detect Thoughts, Polymath (Sage Abilities: Level 1), Incubus (touchstone), Shadow Walk (touchstone)
Spells
First level: Black Flames, Night Vision, Glamour
Second level: Invoke Fear, Paralyze Poison
Heroic/Divine Touchstones
1st Level: Arcane Power: Incubus (1d6)
2nd Level: Arcane Power: Shadow Walk
3rd Level: Class Level, Sorcerer 1
4th Level: Class Level, Sorcerer 2
5th Level: Class Level, Sorcerer 3
6th Level: Class Level, Sorcerer 4
7th Level: Character ceases to age
Heroic (Divine) Archetype: Death
Gear
Death staff
Magnus in the Wasted Lands
These are great stats and I am amazed with how flexible and customizable this game actually is. There is just so much going on here. It is also the first time in a character write-up I was able to really capture his childhood in a Death Cult. The only thing I did not do here is capture his early adulthood as a druid. Maybe a couple of levels of Theosophist would cover that.
Magnus in NIGHT SHIFT
If the Dark Druid can make it to the modern age, then Magnus could as well. I can see a cult trying to bring him back. I see it as sort of like a cheesy 80s movie where a bunch of teens play some record backward and summons Magnus, though I think to be true to his roots AND the 80s, he would have to be called "The Death Master." Hmm. Maybe this is the missing piece of this 80s adventure I have been wanting to do.
Magnus in Thirteen Parsecs
I honestly have no idea if he will live this long. But maybe I will come up with something. The universe is a big and really weird place. Though I will admit the name "Magnus" came to me while watching the Doctor Who serial "Talons of Weng-Chiang." The bad guy in this one, Magnus Greel, was from the 51st Century. He even had a familiar of sorts, Mr. Sin. I might have to name his quasit familiar Mr. Sin.
You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games. Thirteen Parsecs is coming soon.