A quick break from my sadly delayed SAWN-OFF releases (damned executive dysfunction) to post two classes inspired by Tamsyn Muir's undead Catholic lesbian space opera Gideon the Ninth and its sequel Harrow the Ninth! I read these a week ago and they've been living in my head rent-free ever since; and as a bonus I think they solve a neat problem in the Meatropolis, emphasizing the corpse aspect of the Turtle-Corpse that I've left mostly a background detail. In addition to the Butcher, Chemist, Fleshcrafter, and Traveller, the morbidly talented Necromancer and their dutiful Cavalier make a neat roster of 6 bespoke starting classes.
The Meatropolis still thrums with with the Turtle's last slow heartbeats, and so fleshcraft remains its central power and animating principle.
But on the fins, at the tail, on the shell - where life and marrow and flesh has given way to cold dead bone - necromancy rules supreme. An old school, from the old world, banned by the Cyclopean Empire on punishment of Utter Exile (read: being launched into deep space from the Turtle's back) for they could not afford to kill another living world. Joke's on them, their fleshcraft did it anyway. Now necromancy returns, empowered by the cold certainty that their power shall only grow, and they will be all that remains when the last vestiges of carrion are naught but dust, and the Corpse sheds its final pretenses of life.
Necromancers have dominion over souls, rot, decay, and dead bone. Their monasteries travel in the wake of the alien anoxic fungal ecosystems that take root on Ogoath's extremities.
Much to their own chagrin, necromancers (with few, powerful exceptions) are alive. They therefore control not their own forms but forms without, creating skeletal constructs, bestowing rot, empowering necrosis, engorging flaking skin into ablative carapace-shrouds. The greatest necromancers raise armies from a single corpse, wielding osseogenesis to create vast volumes of bone from single splinters or knuckles.
Hit Die: d4
Starting Equipment: Heavy robes inlaid with bone, set of ritual knives (flaying, deboning, scalpel, and sacrificial), book of anatomy.
Failed Career: 1. Battlefield Medic, 2. Doctor, 3. Fleshcrafter, 4. Noble Heir, 5. Sad Poet, 6. Serial Killer
Law of Conjunction. Flesh defies death. When you exert your will, life fights back. Roll with disadvantage if there's living tissue attached to the form.
Law of Continuity. As the fleshcraft law; you cannot turn one form to another through sheer necromantic power. Entropy takes its own time, and you cannot make it hurry. If you dare break this law, you must have both forms you want to transmute between.
1. Decomposition. Take sum necrotic damage.
1. Primary Doom. You partially die. Some of your skin flakes off - perhaps a limb, or your abdomen, or your head - revealing the necromantic forms underneath. While you can do necromancy on this, reduce your max Health by half.
2. Consequential Doom. You're hanging on to life by a thread as more of your body decays away. You count as undead, and can't heal without using necromancy to do so.
3. Terminal Doom. You die. This is less of an issue than you'd expect, because death is kind of your thing. If you've found a way to prepare yourself to evade it, this is a great way to see if your scheme for eternal unlife works.
5. Undead Dynamo. Your Death Dice return on 1-4 instead of 1-3.
The fall of the Empire and rise of the Meatropolis saw the post of cavalier return to prominence. A more dangerous world demanded more savvy talent, and as the fleshcrafters spent all their time growing trinkets and clones in their towers, the few cavaliers who recognized the new dangers trained once more to fight and die for their charges. Fight they did, die they didn't, and heroes they became. Now, emboldened by stories of their elders, a new generation of youth seek training as cavaliers to guard their allies, climb social ladders, and ride out against the encroaching darkness.
Hit Die: d8
Starting Equipment: Weapon of choice, off-hand weapon of choice or shield, gambeson, spurs, contract of cavaliership.
Failed Career: 1. Animal Breeder, 2. Hunter, 3. Gladiator, 4. Knight, 5. Noble, 6. Teacher
Cavalier 1: Pick either a mount or another character to be your Charge. You can take attacks for your Charge if you're within range of the attack (choose whether or not to take it before damage is dealt). Get a Bond with your Charge.
Cavalier 2: +1 Bond. You and your Charge may communicate nonverbally if you're anywhere within line of sight of each other, or in close proximity (touch range, though you need not be touching). +1 Hit Die.
Cavalier 3: +1 Bond. Your Charge may use abilities as if they were in your space if you can communicate with them. You get a free extra action on your Charge's combat turn.
Cavalier 4: +1 Bond. Your Charge cannot die while you still live and can communicate with them.
15. Stalwart. If your charge has a smaller hit die size than you, step up your hit dice.
9. Turtlociraptor. d6 Hit Die. Small, sneaky, won't let you ride it. Can call for other raptors' aid in a pinch.
10. Turtletoma. 2d6 Hit Dice. Big, 3 armor, very slow. Can carry the whole party, or one person and whole party's provisions/supplies. Ugly, but in that adorable twelve-eyed four-beaked way.