First on the favor thing. They are allowed favors because the Gods hope they will turn good. Now for the notes:
-Mozzik
Necromancers (in no particular order): (Note these are not 100% finalized form of the notes mostly a straight transcription from my short hand)
Who to blame? Rigby, Cadaya, and Solomon
For Necros death is a way of life. It effects EVERYTHING about them and the way they live. They are compleatly obsessed with it. These are NOT your standard D&D etc necros.
No ghosts! No spirit manipulation. Necros will ONLY deal in fleshly undead, which are more like puppets, not intelligent.
Survival primary, lore/magic secondary, spell slots as a magic prime.
NEW SKILL - Scarification. This is a magic skill, necro only. If taught to an empath they will learn empathy (New name for trans), and empathy taught to a necro will teach scarification. This skill is used to transfer your scars to another (some living some dead) to exert control over them. Teaching this skill will NOT out an necro (at least to an empath) and presumably this means empathy will be teachable.
Key Skills: Skinning, First Aid, Scarification, Light Edge (as a starting skill - think surgeons), mech (some of what it will break into), anatomy.
Will be combat heavy despite being tert to gather corpses.
Circling (indeed surviving) as a necro is intended to be VERY hard even with some compromises from realism to make it playable.
Hard to join (NO in city guilds, well hidden)
Perhaps an arrange type ability but it would be very different then the ranger arrange.
Consent - If you have a title or undead in town or are being blatantly a necromancer EVERYONE will have consent on you. Understand this. This is a big reason there is emphasis on expansion to cut around any city.
Guards may well have issues with you in town for the above.
Necros will be FAR more frowned on then thieves, we're talking major taboo here. Beyond illegal.
Prydaens and Rakash will have NASTY penalties if they are a necro.
Even joining the guild will not be easy.
"Even more things they can do to undead in The Fallen" - Solomon
Survival skills needed to get to guilds.
Nasty (more then thieves) reprocussion for outting their secrets. "They know where your grandmother is buried" - Danalae
Events will lead up to their release.
Necromancers:
The above may well be some of the guildleaders
Introduction evens will likly involve some of those.
When alignment comes out you will NOT be able to be a good necro.
Allegiance to certain leaders, very fractured struction as opposed to a formal guild system. More a shaky alliance.
Possibly alternate vaults "Replacements" for necros, perhaps the same for a bank or a hidden bank.
The Risen: (these will be essential)
Undead that act as servants, used for exp, defense, and advancement. You can have more then one but there are reasons you may not.
Customization:
#1 - special attacks
#2 - Ultimately disposable
#3 - Powerful creation
Weaknessess:
#1 - Constant Repair (Empaths cannot heal them)
#2 - Lose a favor every time you create one (offense to the Gods)
#3 - Necro's proxy (Necro dies and the Risen stops doing anything)
Repair:
Skins - Does the body good
Unravel - Stops other necro's Risen temporarily
Rot Stop - Prevents decay so bodies may be worked with
Repair - Hair thread/cord, bone armor, bone tools.
WIll not be able to make Risen right off, need to study life and death first.
Risen templates. Upwards of 30+ (tripods, centipede etc. Hydras would be a high level one.)
"Study of the Flesh" - The necro's lil' book of Horrors. This is a book all their notes will be in, used to study bodies help make Risen etc.
Possibilities - Player parts in Risen instead of just assembled body parts of critters.
Can be sent away or summoned to you, but not like a familiar. NOT magical other then commands. Can bury them outside the city to hide them, and go back to dig them up later.
Limits on rapid advancement? This is something Solomon would like to see (though Scarification will stop for commoners. This may be for all guilds (Not jumping 7 circles at once for example... Mostly something Solomon just threw off in there.)
Reliant on their book early on particullarly, before Risen to help. Need it to study dead bodies, effects of certain body parts etc.
Magic (A spell tree was put up but we were running late so I didn't have time to copy it. Photos were taken but we'll see if they come out)
Evocation Sorcery:
Energy Manacles
Limb Disruption
Worm's Mist (Barrier spell)
Risen shell (Armor for your Risen)
Domination:
Fear (rewrite first)
Slumber (Narcoleptic effects)
Sleepwalker (Causes people to sleepwalk, duh)
Kaelstraum's Darkrift (Creates a critter)
Corruption Necromancy:
Corruption
Dancing Cadaver (Temporary creature - raise dead like thing)
Servant of Five Fingers (Removes you hand to be a thing like creature.)
Bonewrack
Shower of Leeches (Damage/preserve for parts)
(All necro damage spells are designed to damage in unique ways and preserve
the body for uses)
(Plus 5 more spells)
Perversion Necromancy:
Blood Drain (Regain some vit)
Miasmic Touch (Poison at melee - Poison WILL be expanded in DR2 outside of
theives a lot, same with disease)
Blood Puppet (Basically a bloody shadowling (note: Not really a shadowling
but same general idea of aiding the caster))
Undying Strength (Risen booster)
Venom (Big "Nyah!" to the thieves here)
(Plus 3 more)
Necromancers will NOT have Feral Magic (Example spell... frog. Self explanitory), Blackfire (Incinerate, warrior mage spells only, scroll only NOT perm learned, this one should be out HSN)
Mana will basically be an average of life and elemental (Lunar not included for gameplay ease) ending up Arcane.
Abilities:
Rot Stop - stops decay and transfers scar.
Death Sense - PP to sense nearby dead
Eyes of the Dead - Target dies and caster can see only the target's location
(must mark victem with eye scars)
Carrion Tongue - Talk through the mouth of a corpse
Graphs - PERMINANT wounds (removed hand etc) that can be replaced with
monster parts for bonuses (scorpion tails, troll arms for strength etc) These will
be optional.
Descent into Undeath - 100th level ability. The ultimate choice. Basically you become a lich (can be dome any time after 100th) Gain MASSIVE strength, advantages, practically unkillable. Disadvantages? Blessed weapons hurt you, protection from evil, no way to hide you are a necromancer (constant consent)... oh yah... you can NEVER gain a favor again. NEVER. No paladins granting them to you, nothing. Might I suggust maxing out your favors first? (99?)