Warlock

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## The Cabal

### Description:

> "Death is no barrier, others flee from its yawning abyss, but you embrace the other side."
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 **Summoner (x1)**
 **Puppet Master (x1)**
 Starting item(s)
2 human parts
 Recruitment
* Graverobbers,  Gravediggers and  Cultists all have 25% less upkeep and purchase costs.
* Pious backgrounds (see: Crusader types) will not spawn in any town at all.
* All three necromancers will gain a unique base in battle, which unlike their recruits, will be gold plated to signify they are an avatar.
* Graverobbers,  Gravediggers,  Cultists and  Puppets will gain a unique base in battle, backgrounds that are unhappy and cost more will not.
* Puppets have the rotten flesh trait , which grants them a mixture of effects.

### Tactics

 Puppet recruits are random. There's a \*very\* small chance of getting them from anywhere but when a settlement is affected by an event that results in loss of life like (raided, marauded by unholds, etc.) has a much higher chance of generating more puppets.

**Mechanics: Puppet background**
* -3 action points
* Heals 90% slower
* Requires 3 provisions a day
* Immune to bleeding, poison and most types of injuries
* Not affected by fatigue
* Not affected by morale or allies fleeing and dying
* Requires no pay
* Not affected by mood
 * Puppets can only have;  brute,  clubfooted,  clumsy,  fragile,  huge,  hesitant,  strong,  sure footing,  survivor,  tiny,  tough,  gluttonous,  lucky,  shortsighted,  aggressive,  martial,  predictable and  lumbering traits.
* Puppets cannot spawn with any talents
* Puppets are immune to almost every temporary injury and permament injuries associated with resolve, stamina and health.
* Puppets have the bite  skill, which allows them to 15-35 damage at the cost of 4 AP with an additional +15% chance to hit the head. It does nearly nothing to armour and has no armour penetration.
	+ If a bite is the killing blow and the target was a mortal human, they will be raised next turn as an allied weiderganger.
		- Zombie bite also poisons on legendary difficulty

The Cabal often starts weak, but can build upon their strengths as they develop. Each member can adaqutely cover another's weaknesses. Summoning more zombies is a good way to prevent an advance or tip the balance in your favour. Zombies are weak on their own but when possessed or fighting in miasma they become much stronger.

The  Puppets are a good source of disposable infantry, they can be equipped with the heavist armour availible and thrown on mass at any target that offends them. The greatest tool the Cabal have is control.

 Cultists can fill the gap when it comes to a stronger core of infantry, as they can convert normal brothers and as a result, decrease their wages significantly.

Human parts  are a food item. Human carrion  is what gives you zombie summons. Carrion requires 2 medicine  a day to keep, per unit. You can get more carrion by fighting humans, however each summon zombie skill taken gives you 3 carrion for free. Summoned zombies that are not killed are returned as carrion to your stash. You can only get carrion if you have at least 1 summon zombie spell.

Zombies that you create a temporary, so use them as such. Only  Puppets are permanent.

This origin operates as an avatar trio, each member of the trio has a different skillset that the others do not. It is important to position and skill them wisely to avoid and lessen weaknesses of other members of the party.

* The  Preserver is a woman who is skilled at healing, maintaining corpses and has the best resolve of the three. She is an ideal support that can keep units in the fight for longer. She lacks combat experience however, and can be quickly overwhelmed.
	+ She is also fast and starts with the bags and belts  perk.
* The  Summoner is a sickly man who has an affinity with raising the dead. Although he never learnt enough to control them, he can easily dodge incoming attacks. He is frail however, and his low health and stamina will get him killed. Getting more summoning perks can increase his health however.
	+ He starts with the ailing trait  and nine lives  perk.
* The  Puppet Master is a southerner who can control undead, but not raise them. He is the best equipped of the trio and has access to offensive spells like chilling touch and rust. He has the best combat stats out of the three, but his resolve is quite low.
* He can also possess  summoned undead and puppets, giving them more AP and other effects.

* Puppets are heavily armoured units and have substantially more health than other backgrounds. They are ideal for holding lines and their bites can generate temporary undead to aid in the fight.

### Trivia

* Flavour text for each necromancer background will change whenever one or more of them dies.
* Puppets are classified as outlaws.
* Corpses are preserved with medicine, however you can gain more post battle once you have unlocked any tier of zombie summons. The base rate per mortal human slain is 10% chance to obtain a carrion.
* The chilling touch skill ignores armour and is based of melee attack (accuracy) and initiative (damage).
* The rust skill is based off ranged attack (accuracy), the damage and effect is static.