A Liche can be created in one of two ways. The first
(and most common) is the Create Liche ritual spell, which the prospective
liche must cast on himself. Details of the ritual vary from cult to cult,
and between magic types (currently only sorcery and divine magic spells
of this type are known to exist), but in one cult the caster must sacrifice
seven virgins of a sentient species, then commit ritual suicide and succeed
in a successful ceremony roll. Success means that the character's soul
is dissolved (much like a vampire's) and they have become a Liche. Failure
means that the character dies, their soul being sent to whatever afterlife
it is meant for where it will be damned to whatever Hell that character's
God has waiting for those who dabble in Chaos, Undeath and the mysterious
Arts.
The second means is far more rare, but has been
known to happen from time to time. If a particularly diligent sage should
pass away while pouring over his tomes, sometimes his raw will to continue
is enough to animate his body in unlife, negating the need for the ritual
or spell at all.
While the spell can be cast by anyone with the will and knowledge, Liches are often found in Truth Rune cults, especially those additionally tied to the runes of Magic, Chaos, Undeath, or Loss. In divine cults, it is rare for anyone other than a Priest or Rune Lord to voluntarily become a Liche, as cult advancement becomes far more difficult once the soul has been burned away.
Liches appear as withered, emancipated figures, drained
of fluids and with their flesh wrapped like dry, brittle pages around their
bones. Normally there is no smell of decay, but if the liche spends sufficient
time in a moist enviroment, rot or mold can set in. Liches in this predicament
often use perfumes to cover the smell.
Liches who dwell close to their old human habitats
will sometimes emerge under the cover of heavy clothing and venture back
to purchase books, tomes and grimoires, but otherwise spend most of their
time secluded in their libraries. Liches are often solitary in nature,
though a few have been known to tutor others if approached correctly.
STR 3d6x2
Move Species+1
R Leg 0*/7
CON 3d6x2
HP 19
L Leg 0*/7
SIZ 2d6+6
FP NA
Abdomen 0*/7
INT 2d6+6
MP 3d6
Chest 0*/8
POW NA
R Arm 0*/5
DEX 3d6+6
L Arm 0*/5
APP 1d6
DEX SR 2
Head 0*/7
*= Liches often wear armour if expecting trouble, and usually have some forms of protective magic.
Weapon SR
att
dmg
Touch 7
Base 25 1d3+db+special
Magic: Never has Spirit Magic, but they are often either powerful sorcerors or priests.
Notes: The touch of a Liche is especially devastating. Upon striking it drains 3d6% of a skill chosen by the Liche. This skill can be any Knowledge skill, Speak skill, Magical Art or Sorcery spell. The loss is permanent. In return the Liche gains an "experience tick" in that skill, even if one cannot normally be gained in (lores etc…). The tick is instant, and if it suceeds then the Liche gains 1d6% in that skill to reflect the knowledge it has learnt from the drained victim. Liches often capture victims alive to use this upon. They usually have a myriad of Lores, some in the region of 150% to 200% if the Liche is of any reasonable age.
Sorcery Notes: Liches have access to the Vow of Lichehood. This adds their old POW as Presence. It is lost if they ever attempt to stop being a Liche.