So I have a player who died, but instead of finding death on the other side, he found his father who is a God (of…

So I have a player who died, but instead of finding death on the other side, he found his father who is a God (of…

So I have a player who died, but instead of finding death on the other side, he found his father who is a God (of earth and stone). He now has to make a deal to return to life. I’m thinking about making the deal that he has to become a cleric (he isn’t really enjoying the shaman he’s playing at the moment), but I also want to give him some boon when his deific blood is awakened. Any suggestions?

7 thoughts on “So I have a player who died, but instead of finding death on the other side, he found his father who is a God (of…”

  1. I don’t know; being restored to life by your father who you’ve learned is a god sounds like a boon to me. Other than that, I’d look at the dwarven racial moves for inspiration.

  2. Perhaps he can commune with the Earth? Perhaps he gains natural armor, his skin is stone after all? Perhaps he gains a Custom move such as Herblore? He is akin to nature so may roll+WIS to recover/ gather useful herbs to create potent healing abilities or buffs? His strikes are like Avalanches, his Hack and Slashes are now Forceful? Take +1 forward when spouting lore about masonry, mountains stone work blah blah blah. 🙂

  3. Maybe give him a really cool boon if he’s willing to carry an encumbering stone. Like heavy and unwieldy enough to make them think twice about taking it for the boon. Maybe give him a limited amount of sacred soil to enhance his spells.

  4. You could use the Heritage Moves from Dark Heart of the Dreamer (http://rpg.drivethrustuff.com/product/110283/Dark-Heart-of-the-Dreamer)

    When you create a new adventurer, decide on your species, ethnicity, and cultural heritage, choosing anything or any combination of things that sounds interesting to you and the other players.

    For example, I might play a marsh-dwarf witch who has some spiderlord ancestry.

    Then, pick 2-3 heritage moves to start with, selecting from the “monster moves” that best match your heritage. No matter where or whom you come from, in someone’s eyes, you and your family are monsters.

    I pick the Dwarven Warrior move “Drive them back,” the Spiderlord move “Enmesh in webbing,” and invent a move based on the character’s training in wilderness survival, “Scavenge for food and medicinal plants.”

    At the beginning of a session or when you invoke your rights of blood and tradition (however you do that), roll+Wis. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you still hold 1. Spend this hold 1-for-1 during play to make a heritage move, just like that.

    When you gain new appreciation for your heritage, add a new heritage move or change an existing one.

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