Covenant of Rest

Covenant of Rest is a perk that protects a character from being "brought back" as a zombie, skeleton, or other undead.Classic: Undead, p.102Power-Ups 2: Perks, p.19Thaumatology: Magical Styles, p.23 This is a supernatural effect, usually divine in nature, and doesn't keep a character from being "truly" resurrected, or from being called as a short-visiting ghost, for information.
This perk is most commonly seen on "holy" characters like clerics, holy warriors, and devout followers of undead-banishing deities.Power-Ups 5: Impulse Buys, p.20 Pairs well with True Faith and Clerical Investment. This might also show up with characters with unusual supernatural connections with the afterlife--for instance, the God-Blooded of Nordlond can't be raised as undead.Nordlondr Folk, p.15
Finally, the effects of Covenant of Rest can be effectively "bestowed" on characters through spells and abilities, such as the Final Rest spell or Last Rites advantage.
==Quote==
===Kromm===
http://forums.sjgames.com/showpost.php?p=250882&postcount=18
Originally Posted by zorg
To be immune to necromantic reanimation, vampirization and so forth was considered a 1-CP-advantage in Gurps Undead. "Covenant of Rest", iirc.
Yep. I'd say that this amounts to: Affliction 1 (Will vs. HT; Advantage, Covenant of Rest, +10%; Accessibility, Only on dead people killed by me, -80%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, -30%) [25]
On a touch, roll Will vs. the HT of someone you've killed. If you win, he's unraisable. If you lose, try again . . . he isn't going anywhere. I'd probably call it Eternal Rest [25] or Corpse Defilement [25] to simplify the character sheet. In a campaign where Extra Life exists, and/or people spend hundreds of energy on Resurrection spells, and/or people spend small fortunes on potions to do the same, this ability's 25-point cost seems fair.
http://forums.sjgames.com/showpost.php?p=251083&postcount=20
Originally Posted by Sense of Duty (Kittens)
Would the De-Animator know when the power worked?
:Of course . . . you always know if your ability worked, unless it's an information-gathering ability or a feint.
http://forums.sjgames.com/showpost.php?p=251556&postcount=25
Re: Immunity (Eternal Rest)
Quote: Originally Posted by Not another shrubbery
There's no rules reason not to allow it...
It seems fair to me. It would be a 5-point Immunity -- and easily worth the full 5 points, because it's a guarantee that if raising the dead is possible in the campaign, this PC will come back in one form or another. I'd game Resistant to Eternal Rest +3/+8 as giving +3/+8 to such spells as Resurrection and Zombie, to HT rolls to survive being raised by weird science, and to random odds of coming back as a ghost or a Being of Pure Thought. I'd also give -3/-8 to the Final Rest spell! I'd treat full Immunity to Eternal Rest as guaranteed failure on Final Rest and near-guaranteed success on reanimation or resurrection (say, except on a natural 17-18).
I'd still stick to 1 point for Covenant of Rest -- even though it's effectively Immunity to Resurrection/Reanimation and nominally worth 5 points, too -- because it takes the character out of play. It truly only matters when the player is in a situation where he'll never play his PC again. In effect, that's an extreme "Accessibility, Once in a lifetime" limitation, worth -80% and making the cost 1 point. It amounts to the player paying a point to get the GM to promise not to bring his PC back as a nasty monster.
== See Also ==
* Final Rest spell
* Last Rites advantage
* Dramatic Death perk
* Rest in Pieces
* Zombie spell
== References ==
Category:Perks