Moves are below all this explanation mess
Moves are below all this explanation mess
After much deliberation, I decided this book wouldn’t be complete without my own take on the NECROMANCER. I may rename it like I did my Illusionist, since there are several existing playbooks out there. Suggestions? Would it still be ok to call it a necromancer given that its going to be in a combined classes book based on the old spell schools?
Here are the two main starting moves! I had envisioned that you pick one of these at character creation, but if you think it would work with both, by all means I am open to ideas.
◘ That Which is Dead
You’re dead. Well, mostly dead. Your heart has stopped, and you don’t need to breathe anymore. You have a pale sunken look, but otherwise seem alive. When you reach 0 hit points, as long as your body still is mostly intact, you do not die. Missing limbs and other body parts don’t injure you any worse than a bad bruising would hurt a living person, but could still have an effect on your physical capabilities.
▬ You no longer need to draw breath.
▬ You no longer need to eat. You never have to use rations.
▬ Healing magic does not work on you.
▬ Magic or effects that work against undead work against you.
▬ When you reach 0 hitpoints, each time you would take damage that would take you below 0 hit points, you instead take one debility of the GM’s choice. Once you have taken all six debilities, your body is destroyed and you make the Last Breath move as appropriate.
▬ You do not heal naturally.
◘ Body Snatcher
When you die, or leave your current body, your spirit can occupy a nearby humanoid body if it is not too rotten. If the body is currently living, you need to roll +WIS to push the other spirit aside. It stays in there with you though, and might cause you trouble. You can communicate telepathically with the spirit with which you share the body. If you occupy a rotted body, the GM may give that body some debilities as appropriate.