Home > roleplaying > so a while ago Shoe Skogen mentioned that she needed a skellyman character class and it set me thinking 2 things:

so a while ago Shoe Skogen mentioned that she needed a skellyman character class and it set me thinking 2 things:

so a while ago Shoe Skogen mentioned that she needed a skellyman character class and it set me thinking 2 things:

1. there is now such a big back catalogue of OSR bloggery out there, it’s actually quite an onerous task to go through even a subset of it to find out if someone has already written up the exact idea I’ve just had. This makes it just like my day job.

2. it would be nice if skellymen had some unusual reasons to want to go adventuring. Because they can’t really use their winnings to support their base appetites. How do the undead level up? What does that mean for them in the general undead hierarchy?

So without doing that critical research, here’s a thought:

The magic that binds reanimated skeletons together needs continuous replenishing. Better magic means more binding (more HP), higher status (cha among undead) and ultimately more powers (like at name level you might be able to bootstrap your way to becoming a lich or at least an Eye of Fear and Flame or something).

To charge your skellyman up with potential either:
a. bathe in the blood of creatures that were at least 3 levels higher than you (grotty metal necrofetish undead – you can make this more gruesome with wearing their skins etc if your group is into that)
or:
b. fix magic stuff to your skellyman to charge up the thaumaglue (glittery tomb guardian undead, probably Egyptian or some other charismatic ancient civ). That is, use up magic items permanently to convert them into xp.
This requires some sort of grading of magic power but surprise: not all magic is equally compatible with your own special juju. So say beating a +1 sword into spine armour or soaking in a potion gives you 1d10 x 100xp. A flying carpet (stripped and rerolled as mummy wrappings) 1d10 x 1000xp.
One use items (scrolls and potions) are always on the low end of potential, magic jars and wands of fireballs and swords are generally on the high end.

And just like that you have to spend your treasure, trade in all your gold for more magic, and labour continuously in dungeons to keep body and animating principle together.

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