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Quirks when you die and get raised
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<blockquote data-quote="clark411" data-source="post: 1100865" data-attributes="member: 4768"><p>Almost.. heck my cleric is on death #5- the price of being effective and being a healer in combat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> With 11 con, I'm about half way there, and I'm level 9.</p><p></p><p>as for the original question, quirks are fun until they are not fun.</p><p></p><p>Options</p><p>1. Mutations due to imperfections in the mortal ability to grasp the divine will of resurrection. This means growing things you didn't have or being warped bodily. Raise Dead doesn't deal with this as it isn't so much the reforming of the body. True Resurrection doesn't have this, as this is done by those who truly do grasp the divine will.</p><p></p><p>2. Marking. When you are Raised, Ressed, True Ressed, you are marked by the god whose clerics did it. This can be a permanent Mark of Justice, or dependant on your level / your proximity to the faith's alignment. Works like a Mark of Justice in the form of the deity's symbol... can demand behavior or even be a Geas/Quest. This presents interesting plothooks as the PCs are fighting people they see marked by the God Hextor, who probably don't actually want to be fighting them but have no choice.</p><p></p><p>3. Piggybacked Souls. Sometimes when you come back, you don't come back alone. If you have some a spiritual aspect to your world, have the souls of the slain haunt the PC that slew them in death before ascending to whatever heaven (or hell) in store for them. Having Bill Fighter come back with the spirit of KGra'glahnvin the Goblin attached will make them think twice of making so many enemies die upon their blades.</p><p></p><p>4. Harbinger of the Faith. Instead of the rather oppressive manner of the Marking, raised/ressed creatures can see the truth of the deity that aids them... a life altering change, or perhaps just a temporary one. Returned creatures speak only the faith of their god, or almost have a connection to the god in their purpose etc. They may speak the echo of the will of the god as they resound through the multiverse, or they may be the only way a god can communicate with the faithful beyond the cleric's choice to Commune.</p><p></p><p>could go on and on but will pause here for coffee</p></blockquote><p></p>
[QUOTE="clark411, post: 1100865, member: 4768"] Almost.. heck my cleric is on death #5- the price of being effective and being a healer in combat :) With 11 con, I'm about half way there, and I'm level 9. as for the original question, quirks are fun until they are not fun. Options 1. Mutations due to imperfections in the mortal ability to grasp the divine will of resurrection. This means growing things you didn't have or being warped bodily. Raise Dead doesn't deal with this as it isn't so much the reforming of the body. True Resurrection doesn't have this, as this is done by those who truly do grasp the divine will. 2. Marking. When you are Raised, Ressed, True Ressed, you are marked by the god whose clerics did it. This can be a permanent Mark of Justice, or dependant on your level / your proximity to the faith's alignment. Works like a Mark of Justice in the form of the deity's symbol... can demand behavior or even be a Geas/Quest. This presents interesting plothooks as the PCs are fighting people they see marked by the God Hextor, who probably don't actually want to be fighting them but have no choice. 3. Piggybacked Souls. Sometimes when you come back, you don't come back alone. If you have some a spiritual aspect to your world, have the souls of the slain haunt the PC that slew them in death before ascending to whatever heaven (or hell) in store for them. Having Bill Fighter come back with the spirit of KGra'glahnvin the Goblin attached will make them think twice of making so many enemies die upon their blades. 4. Harbinger of the Faith. Instead of the rather oppressive manner of the Marking, raised/ressed creatures can see the truth of the deity that aids them... a life altering change, or perhaps just a temporary one. Returned creatures speak only the faith of their god, or almost have a connection to the god in their purpose etc. They may speak the echo of the will of the god as they resound through the multiverse, or they may be the only way a god can communicate with the faithful beyond the cleric's choice to Commune. could go on and on but will pause here for coffee [/QUOTE]
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