PC "Rebirth" from the Deadlands in Gothenya | World Anvil
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PC "Rebirth" from the Deadlands

REBIRTH AMIDST THE KNITTING CIRCLE

The party will be granted several boons, as well as several (potential) drawbacks, in response to their planar resurrection…   1. None will be able to remember their faces in the long term. Once they leave a location, they’ll quickly be forgotten. It is possible to remind others of their prior presence. It takes a PER check of 18 to accomplish.   2. None from the PCs pasts will remember them, and in fact will act as if they never were born.   3. Phasing in and out of the “Ethereal Light.” Due to the nature of how their souls were reconstituted to their bodies (involving the Ethereal Plane), bodies which were stolen from another prime timeline/reality, the PCs now may or may not “phase out” of existence for an unknown period of time. In fact, when they are first “reconstituted,” any PC player not present will find their character not returning from the Ethereal Light. At least not until the appropriate player returns to the game.   3a. Returning PCs will have no memory of their ethereal travel, save for one particular (randomly determined) memory or possible physical oddity or new possession. They may even return with technology from a more advanced society (but without an explanation or knowledge on how to utilize the tech).   4. One PC, rotating randomly between the available PCs at irregular intervals, will know the Lumerian tongue. Typically it belongs to the last PC to emerge from the Ethereal Light (see #3). This PC will have strange deja vu when confronted with any signs, relics or ruins of the Lumerian Age. They may glean potentially useful information in this moment.   5. The PC must choose a patron from amongst the members of the Knitting Circle.   6. The PCs interact “differently” with the Eret Si’nu after their rebirth. They may “Spellburn” or sacrifice HP (in increments of 4) to phase out of existence for a round at a time (or per point burned, or 4 HP burned). When phased out, they can see into the prime, but cannot be seen by those on the prime, save for creatures with the ability to see/step into the ethereal plane.   6a. Each time this power is utilized, there is a 5% chance that the points burned will not be recovered. When enacted, a PC must make a d20 roll (add character level + PER bonus). A 12 or better means success. A natural 1 means failure plus the permanent loss of anything burned. A natural 20 means the phasing lasts 2x its projected length. Any phasing may be terminated early, as the PC desires.   7. Upon rebirth, the PC’s birth augur may be re-rolled. Or possibly MUST be re-rolled.   8. Upon rebirth, the PC’s former occupation may be re-rolled (not chosen). This is not required, but is an option. Regardless, they will retain the same CLASS they currently hold. Obviously, if a new race is rolled, re-roll until the result no longer indicates a different race.   9. The PC’s benisons or dooms may be re-rolled as well (upon rebirth). Only if their occupation is re-rolled. Likewise, the PC may buy a different benison (one) of equal or lesser value to the one being replaced. Luck scores will not be affected.   10. Planar travel is impacted by their rebirth. Each time a reborn PC travels across the multiverse/other planes of existence, roll a d20 and add both their level and PER bonus. A result under 12 means the PC is instead transported to the ethereal plane (or, at random, one of its “domains”). A result of a natural 1 means the PC is sent to a random plane of existence. A roll of natural 20 (or any total roll over 25) means they arrive at their intended destination, but temporarily in ethereal form (giving them the benefit of surprise).   11. The PCs may now be banished or summoned, as they are tainted by the multiverse. They may only be “acquired” by one knowing their true name. As such, they may wish to adopt a new moniker.   12. Weapons/attacks that effect planar beings differently than prime mortals now effect the PCs in a similar manner. However, in turn, the PCs are NOT resistant or immune to non-magical attacks or any other sort of thing many planar beings possess.   13. Each PC may gain a particular new allergy, specific to them. This allergy need not make logical sense. It could be an allergy to hearing a particular word or phrase. Or an allergy to a particular person or creature. In the presence of their allergen, they must make any ability check or attack roll at one die lower on the die-chain.   13a. Potential allergens: Talking books, sentient magic items, any white powder, the phrase “we shall see.”            
 

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