Death in OSR inspired games happens. A
lot. To the point where it's one of the things that people most
associate with our little section of table-top gaming. That's fine of
course, death isn't a fail state, it's merely an indication that the
solution you just tried as a player was likely flawed; trusting your
fate to the dice is always a fool's errand when there's few safety
nets to catch you. Some systems allow for raising the dead, but many
OSR systems sidestep the issue entirely by simply not including those
spells and encouraging players to roll up a new character. I have my
own solution in the Liminal for those who can't let go of a beloved
character.
But what happens if everybody dies?
This isn't outside the realm of possibility, especially if the party
happens to be cocky or tries to throw good effort after bad. While
the initial urge would be to have everyone make new characters and
starting over with some convenient excuse, there's the possibility of
moving the game into the afterlife instead. This isn't entirely
without precedent, large sections of Planescape take
place in any number of afterlives. Ravenloft
has also been suggested as a destination for slain parties. In the
assumed afterlife of AD&D and 3.X, characters who die and are not
resurrected become what are known as Petitioners and generally forget the details of their former
lives. In a sort of modification of this, I propose the idea that the
character's former mental stats act as a major influence on how their
afterlife goes. So we're going to break down my ideas for what aspect
of their hereafter each stat affects.
Before we start
going into the mental stats, there's another question that we have to
answer - how do you make the afterlife risky? Again, death means
that the player was too prone to taking risks or that they simply
were unlucky. This concept loses a bit of bite when you assume that
souls are unable to be destroyed. So let's just assume that they
aren't. For our purposes, souls are more like extra lives. Each soul
has a number of reincarnations in the afterlife before it goes
Elsewhere. We'll call
these extra lives Essence.
A character has Essence 7
when they appear in whatever afterlife they're destined for.
Individual referees may wish to modify the amount of starting Essence
to fit the tone of their games.
Intelligence is a
general measure of a character's learning, memory and reasoning
ability. As such it governs how much (in general terms) a character
retains of their memories from their living days.
Intelligence Bonus
|
Effect
|
+1
|
Retain up to 1 skill point, or improve a save by
1.
|
+2
|
Retain up to 2 skill points, improve 2 saves by 1,
or a combination of both, retain knowledge of a single 1st level
spell.
|
+3
|
Retain up to 3 skill points, improve up to 3 saves
by 1, or some combination of these equal to 3, or retain knowledge
of two 1st level spells, or one 2nd level spell.
|
+4
|
Retain up to 4 skill points, improve up to 4 saves
by 1, or some combination of these equal to 4, or retain knowledge
of three 1st level spells or two 2nd level spells, or retain the
knowledge of a Feat.
|
Wisdom is the
strength of the character's connection with the divine, their
intuition and the overall awareness that the character has of the
world around them. In the afterlife, this translates into both
additional Essence as well as an increased chance to both
manifest or possess beings on their former prime material plane. Your
Wisdom bonus is also the number of times per day where you can
attempt a manifestation or possession. Possession takes the form of a
save on the target's part versus Magic, modified by the table below.
Wisdom Bonus
|
Effect
|
+1
|
+1 to Essence, 50% chance to Manifest,
Possession save is at a +2 bonus for target.
|
+2
|
+2 to Essence, 60%
chance to Manifest, Possession save is at a +1 bonus for target.
|
+3
|
+3 to Essence, 70%
chance to Manifest, Possession save is not modified for target.
|
+4
|
+4 to Essence, 80%
chance to Manifest, Possession save is at a -1 penalty for target.
|
Charisma is a
measure of a character's magnetism, personal confidence and force of
personality. A charismatic character isn't necessarily the nicest or
most fun to be around, but those with high Charisma scores are likely
people who can make a strong and lasting impression - for good or ill
- on others. While it still allows them to navigate their afterlife's
social scene, for our purposes Charisma is important because it
governs how often they receive offerings in the afterlife. These
offerings can take the form of food and drink, weapons and armor,
money, or even sacrificed animals. Offerings appear next to the
character upon them waking and only affect the intended target if
they are meant to be consumed. An Offering roll is made on behalf of
each character by the Referee once per week.
Charisma Bonus
|
Effect
|
+1
|
10% chance to roll on Offering table.
|
+2
|
15% chance to roll on Offering table.
|
+3
|
20% chance to roll on Offering table.
|
+4
|
25% chance to roll on Offering table.
|
d12
|
Offering
|
1-4
|
A fine, full course meal. Eating it will give the
character (and only that character) advantage
on their next 1d2+1 rolls.
|
5-6
|
A bottle of beautiful booze. Drinking the liquor
restores 1d8+2 HP.
|
6-7
|
Cash money. (3d10 x CL) GP in a neatly tied sack.
|
8-9
|
A weapon crafted specifically for the dead
character - it may have even once been theirs. The character may
select a weapon of their choice.
|
10-11
|
A set of armor crafted specifically for the dead
character - it may have even once been theirs. The character may
select a suit of armor of their choice.
|
12
|
An animal has been led into the afterlife to join
them. Roll 1d6, 1: Chicken, 2: Goat, 3: Cow, 4: Horse, 5: Pig, 6:
Exotic creature such as a Bear or Lion. The animal is
well-disposed towards the character.
|
This is a fantastic idea, good job! Its almost the median point between dickensian christmas carol spirits and dark souls, if you view it through a very smokey mirror of course. For my purposes, i would move Manifest chance to 3-in-6 to 6-in-6 and have the Posession save increment from +3 to 0 (just for simplicity sake haha) but past that, im going to have to steal this almost outright
ReplyDeleteI cannot ask for any higher praise than having the vision I was going for grokked.
DeleteAs to the post itself, I wanted Manifestation to feel like something that was fraught with failure. I'm not particularly wedded to the numbers underlying possession, but I did want to eventually give the attempted possessor an advantage if they have a particularly high stat bonus.