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Looking for some resurrection rules
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<blockquote data-quote="5ekyu" data-source="post: 7319461" data-attributes="member: 6919838"><p>i have done many things in the past...</p><p></p><p>Currently i use "soulcatchers" as "pre-components".</p><p></p><p>To be brought back by anything more than easy revivify (which is just magic CPR in my view) the dead guy needs to have had a "soulcatcher" on them and attuned when they shuffled off their mortal coil.</p><p></p><p>A "soulcatcher" is a device that is expensive and mystically crafted that captures the soul and keeps it from moving on so that it can be used when raise dead etc return the body to life. Soulcatchers are basically very tough and durable but can be most any form. </p><p></p><p>When a raise dead is done with a body the soulcatcher is consumed (and that more than covers the listed material cost) and the soul bound back in. more powerful magics that can restore body have "casting time costs" associated with making the body.</p><p></p><p>this sets up a world in which the wealthy and the powerful can arrange for themselves to be covered for resurrection but the vast majority of the populace have to deal with dead and gone day-to-day.</p><p></p><p>opens up lots of storylines around gaining access to, crafting, selling soulcatchers by temples, organization, arcane orders of necromancy, legal issues here, allowed only for royals there etc etc etc. Providing access to soulcatchers can be a "perk" or "signing bonus" for accepting dangerous missions. </p><p></p><p>What all number of bad things can happen if your "occupied soulcatcher" falls into someone else's hands before allies can get you brought back?</p><p></p><p>How many missions might there be hired by relatives to go find loved one's missing soulcatcher?</p><p></p><p>How many missions spawn from finding a loaded soulcatcher?</p><p></p><p>etc...</p><p></p><p>Also, if you want to make it even more of a "burden" make a soulcatcher an "attunable" thing - so that having it eats up one of your attunable slots?</p><p></p><p>now, if no soulcatcher is available/attuned at time of death - then we talk basically gone - barring some major friggin quest thing that requires a *willing* life for a life in trade plus all sort of other stuff.</p><p></p><p>In previous games, i had "post-death scenes - visions and such for the dead guy - that took place between sessions mostly - which always led to a choice at the end and a new revelation.</p><p></p><p>i also had cults that believed the bringing back the dead was "blessing by the goddess of death" or "insult to the goddess of death" and depending on which cult's zealots you ran into - things would get interesting. Same game had a series of "talents/feats/features you could gain access to only after dead-and-back - showing you were not quite the same.</p><p></p><p>SIDE-BAR: While many focus on "new ways to rezz" i think the first party of the discussion for any table and setting is "ways to die." The ways a PC can die affect its frequency and importance and should lead directly into the rezz setting rules. You really cannot IMO have one decided in isolation to the other and get a reliably good outcome. In my games, you get "dead by stupid" and "dead by choice/neglect" and never "dead by dice" so i can afford a lot more leeway with rezz difficulties and costs than i would if "dead by dice" was a thing. </p><p></p><p></p><p>FYI - IMO Soulcatcher also translates well info Scifi settings - Altered Carbon anyone?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7319461, member: 6919838"] i have done many things in the past... Currently i use "soulcatchers" as "pre-components". To be brought back by anything more than easy revivify (which is just magic CPR in my view) the dead guy needs to have had a "soulcatcher" on them and attuned when they shuffled off their mortal coil. A "soulcatcher" is a device that is expensive and mystically crafted that captures the soul and keeps it from moving on so that it can be used when raise dead etc return the body to life. Soulcatchers are basically very tough and durable but can be most any form. When a raise dead is done with a body the soulcatcher is consumed (and that more than covers the listed material cost) and the soul bound back in. more powerful magics that can restore body have "casting time costs" associated with making the body. this sets up a world in which the wealthy and the powerful can arrange for themselves to be covered for resurrection but the vast majority of the populace have to deal with dead and gone day-to-day. opens up lots of storylines around gaining access to, crafting, selling soulcatchers by temples, organization, arcane orders of necromancy, legal issues here, allowed only for royals there etc etc etc. Providing access to soulcatchers can be a "perk" or "signing bonus" for accepting dangerous missions. What all number of bad things can happen if your "occupied soulcatcher" falls into someone else's hands before allies can get you brought back? How many missions might there be hired by relatives to go find loved one's missing soulcatcher? How many missions spawn from finding a loaded soulcatcher? etc... Also, if you want to make it even more of a "burden" make a soulcatcher an "attunable" thing - so that having it eats up one of your attunable slots? now, if no soulcatcher is available/attuned at time of death - then we talk basically gone - barring some major friggin quest thing that requires a *willing* life for a life in trade plus all sort of other stuff. In previous games, i had "post-death scenes - visions and such for the dead guy - that took place between sessions mostly - which always led to a choice at the end and a new revelation. i also had cults that believed the bringing back the dead was "blessing by the goddess of death" or "insult to the goddess of death" and depending on which cult's zealots you ran into - things would get interesting. Same game had a series of "talents/feats/features you could gain access to only after dead-and-back - showing you were not quite the same. SIDE-BAR: While many focus on "new ways to rezz" i think the first party of the discussion for any table and setting is "ways to die." The ways a PC can die affect its frequency and importance and should lead directly into the rezz setting rules. You really cannot IMO have one decided in isolation to the other and get a reliably good outcome. In my games, you get "dead by stupid" and "dead by choice/neglect" and never "dead by dice" so i can afford a lot more leeway with rezz difficulties and costs than i would if "dead by dice" was a thing. FYI - IMO Soulcatcher also translates well info Scifi settings - Altered Carbon anyone? [/QUOTE]
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