Coming back from the Dead

On my personal blog, I wrote a long, long, long post about why there’s no game mechanics reason for the 5,000 gp diamond cost of raise dead in Pathfinder. In the Five Moons RPG, there is no such cost. I thought you’d want to know that. 🙂

Mummy Five Moons illustration


4 thoughts on “Coming back from the Dead

  1. First, would you prefer we respond here, or in that blog itself?

    I’m going to make the similar suggestion I did in the last Blog, is to make conditions within the game that make it harder to die. Such suggestion in my case, was the idea that [Death] Effects, or losing all your HP in a battle simply takes you out of the encounter. “TKO’d” until someone can heal you (medically via skill, herbs, or magic), possibly come back at min HP, or have you. HOWEVER, still has the possibility of death, as you’re still vulnerable in that state, can be coup De-Graced, hit with death beams, thrown in lava, etc. Just unlikely any foe is going to mess with you till the other targets currently facing you are defeated/gone, meaning it’d be a TPK anyway. Except Animals I suppose, who might just drag you off, opposed to trying to eat you right there, but that can create dynamic of “save the PC”, so doesn’t have to die necessarily.

    That Said, I do understand that higher level characters, certain obstacles become less meaningful over time. IN Five Moons Case, Raise Dead would be an 18th level effect, meaning revival is the hands of some of the most powerful beings in the setting (or any Fantasy world running this system). Thusly, not only alright in terms of power level (alone justifies it), but also calls to the meaningful place of these “Elite” characters in the gameworld (making the effect that more impressive).

    Although, I wouldn’t be surprised for there to be some limited death-defying effects available to classes. Be it HP boosts, literal coming back from the death, “breath of life” spell like effect of short timer on come back, and even “TKO” status or similar I’ve mentioned above.


  2. I do prefer social fixes to the problem of ressurection spells. For example ressurecting someone in _Runequest_ (Glorantha) usually means they suffer from some form of the ressurection disease (which tends to manifest as depression and personal feeling of a lack of connection with the world). Or where the ressurected individual is now undead as far as further magic is concerned.

    And I do like approaches were ressurection is common place and the society adjusts to this, such as with Studio Foglio’s _Girl Genius_ stories. The primary disadvantage with dying here is that your heirs get to inherit because you are dead. Even if you have been subsequently revived, your heirs own your possessions and any titles you may have are lost. So don’t die (or if you do, make sure no one knows you have done so).

    Although as a traditionalist my favourite method of dealing with ressurection is to allow anyone to perform it. Although to do so requires you to physically travel to the Underworld and bargain with the Lord of the Dead (or whatever equivalent exists) for the dead person and bring them back with you – usually with a caveat about making the transition back from the mythic reality to the real world (such as don’t look back being the traditional favourite). You could probably also steal the shade of the person but the resulting person you bring back to reality is likely to still be (un)dead when you do so. And possibly really undead (needing blood or raw flesh or the like to continue to survive.


    • I like that bit about inheritance; in a world where Raise Dead is a reality, there would be laws about how inheritance works.

      And the bargaining with the Lord of the Dead is a cool, campaign-specific way to mitigate frequent dead-raising. 🙂


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