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tisdag 1 september 2020

Fail again. Fail better. On Anastasis and those who provide it.

A PC dies, a player is too attached to let go: Between the Twin Canals, there is one option readily available: The Fountain of Second Youth. Here, a fortune can buy you a second chance -- but only one. What used to be a privilege of the imperial family and the higher echelons of the Ouroborée sect, changing circumstances have made available to the very lucky and the very rich.

The Autumn Palace & The Ouroborites
The Fountain is located in the center of The Autumn Palace of the Ever-Younger Emperors. Once rivalling the splendor of Phobos, the palace and its surrounding city is now a wilderness of broken architecture. The ruins are filled with white haired pilgrims, and those who would prey on them: robbers, two-bit oracles, peddlers of tonics and petitions, tavern owners, jackals, ghouls. And above: clouds of vultures, sometimes blotting out the sun.

The millennia have not been kind to the Ouroborite faith. There was a time when the High Mehen’s words would traverse the Red Planet in mere weeks, and worshipers would flock to the favoured cult of the Ever-Younger Emperors. Today, the Ouroborites are just barely tolerated by public opinion, and the ever-younger are openly reviled, especially by their proper heirs. In more than one Canal state those who age backwards are denied their former possessions and the civic rights of proper burghers.

The Ouroborite's godhead, The Laughing Hyena, imploring you to do the most of your second chance at life.

The Lottery
Nonetheless, the stigma is braved by many who fear death. Every morning, throngs of the soon-to-be-departed flock around a peristyle in the centre of the palace, forming lines to present their sealed-envelope offerings to the dried up Fountain, still standing before the Toppled Throne. When evening comes, the offerings disappear, and someone is chosen (At random? According to some hidden logic? A never-ending argument among the hopeful supplicants) to undergo the Rite in the subterranean halls of the ouroborites. (For a generous donation (2000+ gp) and a vow of discretion, the wealthy can bypass the Fountain's holy lottery and undergo the Rite.)

The money collected fund the ouroborée orphanages and charities for the elderly, from whose lips acolyte-caretakers collect the infantile blabber and senile ruminations for their always expanding corpus of religious texts.

The Rite
What is known is this: The rejuvenation procedure is generally initiated on the still-living. It will work on those who have not been dead for longer than a fortnight. After the rejuvenation, the revived body will grow ever-younger, until it reaches Second Childhood and, beyond that, the death from which there is no return: Unparturition.
The cost is 2000 gp OR a 1% chance per 150 gp in a petition envelope.

Short-term consequences: 
  • After the Rite, the rejuveniled character requires a week-long period of convalescence.
Long-term consequences:
  • Ages backward from time of death.
  • -2 on reaction rolls if exposed as an ever-younger.
  • Save against death or suffer an alteration (1d8):
  1. Suffers from frequent deja vus.
  2. Always new, creepily small milk teeth.
  3. Irrevocably bald
  4. Nails grow at an alarming speed, turns into faux ivory claws (1d4) if not filed down every day.
  5. Minor oracle; can predict one mundane occurrence in exchange for debilitating migraine for the rest of the day
  6. Half of face wrinkled; half smooth as a newborn’s
  7. Re-roll HP every morning; keep if lower.
  8. Accelerated youthfulness. 1d12 years younger every lvl up until unborn. Choose +1 str or dex every lvl up.

The Limits of Anastasis & What Really Goes On
No one, not even the Ever-Younger Emperors, has been allowed to undergo the Rite more than once. The particulars of the Rite is a sought after secret, and worth a lot to the right buyer. It is guarded thus, by seasoned acolytes half-way to Second childhood. Below the Autumn Palace, in the ancient catacombs that were there before the palace was built and remained after it was sacked, one of the few remaining vats of the Rejuvenile Heresy whirrs, its secrets lost to time. The supplicant, if still alive, is drugged to death. Then, the body is bathed for a night in the vat, filled with a mixture of acrid smelling herbs and the collected spittle of Little Ancients.

The Dirty Horde
The reason why the sect forbids a second reversal is that a second resurrection inevitably spells disaster; a breaking down of patterns, the fraying of an already-frayed vitality. It spawns abominations -- bearded children of impossible age, senile milk toothed beings that not even Death will go near. This is not known: The ouroborites keep the little ones, the Dirty Horde, in the catacombs below. Tending to them is penance, the collecting of the Holy Water saliva a small encouragement for a never-ending work. And, incidentally, gives them the key ingredient for the Rite.


LITTLE ANCIENTS
No. Appearing: 14
HD: 1 AC: Unarmoured.
Attacks: Bite (1d4, raise the damage a die each round after the first as they grow more teeth)
Movement: Like a small child Saves: Not at all Morale: 12
Special: When HP reach zero they fall asleep for 1d12 rounds, then awake with replenished HP
Wants: Sweets, eternal rest, pulling living things apart.
Treasure: Drools holy water, 1 vial/turn.
Always followed: By the Keeper of the Dirty Hoard. At the moment, that would be Molter Benjin, a lvl 5 cleric armed with a stick, infinite patience and a sizable bag of sugar.

torsdag 14 maj 2020

Yet Another Effort, You Toiling Dead, If You Would Become Free

The Dead danced once before, and they might yet dance again.

 
[Edit 2020-08-23: A 12 page mini zine including the class is now available on DriveThruRPG.]
 
Why, you ask, are so many of the corpses you find while vandalizing the sepulchers of the Twin Canals gagged and shackled? Today it is mostly an empty tradition fueled by bad conscience, but once it was a matter of life and death. Listen: 

In the Great Disorder following the reign of the Maggot Empress A*****, cursed be her name, more than one local potentate turned to Necromancy as a workaround to labour shortages and unruly Nature. Where sufficient quantities of slaves proved hard to feed and clothe, a timely hecatomb followed by deals with forces beyond human ken ensured that the fields were tilled, aristocrats catered for and estates protected. And all was good: The dead worked for the living, while the graves of the poor yawned empty. But in time, in that Uncanny Valley of eternal servitude, working stiffs grew dimly conscious of their unhappy fate.

”While Skeletons delved and Ghouls span, what use of the lord, the burgher, the gentleman?”, the argument went. All wealth seemed to flow from the labour of the dead; by rights, should it not belong to them? The infamous Midnight Feast of Liris became the spark that lit up a hundred mansions, and revenant jacqueries spread along the Canals. A civil war pitted the toiling dead against their living betters. And, long story short, the latter won. Necromancers became shunned. The weak emperors of the Ever-Younger Dynasty merely put a legal stamp on the fait accompli when they outlawed the practice in their often cited, rarely read Vermilion Code. 

The insurgents were buried and sealed away. Yet, as long as one dead person still stands, the Restless Republic lives on. The battle hymns can be heard through the cracks of dry soil, from the detention crypts far below.

Class: Born Again Agitator 

It’s not your revolution if you’re not allowed to dance macabre
Languages: Common sprinkled with age-old phrases 
Armor and weapons: Any 
Levels, Saves, Attacks, HD: As Halfling
 
And a good day to you, Fellow Corpses! May I rouse you for a moment from your dreamless slumber?

Abilities:
Level 1: 
Eating habit: Not needed on a daily basis, but you can only digest: 1. Blood, 2. Brains, 3-5. Flesh of the living, 6. Withered, ancient foodstuffs. 
HP: Only regain HP when levelling up or (once per day) when eating.
Sleep: When you want to dream, otherwise not really necessary.
Poisons: Ineffective against the dead. Sickness: No effect on you, but potential Typhoid Mary.
Speak with dead:  Not that they necessarily want to speak with you: Roll reaction!


Level 2: 
Incite undead. The agitator can hold a rousing speech for groups of undead lvl times per day. Particularly reactionary undead (royal mummies, remains of saints) might be granted a ST.
Roll 2d6 for the audience's reaction [I guess it could be modelled more closely on the Turn undead table if preferred?]:
2 Shut her up! All undead focus their attacks on the Agitator. they will never listen to reason. 
3-5 Don’t want to be seen chatting with the trouble maker. Can’t be incited this fight.
6 Seems unrealistic; best to stick with the shackles one knows
7 Confused. The audience is indecisive; 2d6 + Cha-modifier HD worth of undead won't attack this turn.
8 Not worth undying for. 2d6 + CHA-modifier HD worth of undead walk away from the fight, looking for purpose in death 
9-11 Come dungeons dark or gallows grim. 2d6 + CHA-modifier HD worth of undead join you for the remainder of the battle, then spread the gospel on their own
12 Better dead on your feet than alive on your knees: 2d6 HD worth of undead join you for remainder of battle, one sticks around as retainer (roll loyalty etc)

Level 4: 
Scary. Instead of attacking, you can play on your obscene semblance of life to force a morale check. Once per battle. 

Level 5: 
Build the movement. Downtime activity. Dig up a 1HD comrade (roll for loyalty). Cumulative 10% risk that you draw the attention of authorities, churches or would-be despots of the dead for every new comrade exhumed in the area. 

Level 7:
Animate Dead: As per the Magic-User spell, minus the obedience. Once per day.

Level 8: 
Stronghold: The Born Again Agitator may form a fledgling Free Tomb, attracting 5d6 x 10 1HD undead followers and the enmity of all neighboring settlements.