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Alternate Wraith; Death is only the beginning.
Topic Started: Aug 1 2015, 04:01 PM (2,010 Views)
weredrago2
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He Who Posts Too Much
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ALTERNATE WRAITH: THE SIN-EATER

If Wraiths walk the line between life and death on the death side, then Sin-Eaters walk the line between life and death on the life side. If a mortal dies at just the right place and time, they can attract the attention of a Geist, a mythical embodiment of death and its aspects. Craving the missing sensations of life, Geists form symbiotic bonds with those willing to become bound to them.

Unlike with most symbiotic Exalted, the host is unambiguously in charge. After merging with a Geist, the Sin-Eater is free to live their second life however they please. A Geist may poke or prod their host into certain actions, but they are only a backseat driver. It should be noted that the Sin-Eater will be changed by their Exaltation. Radically or slightly, Sin-Eaters become different from who they were before death.

The services of a Sin-Eater are to be called upon when a mediator between the realms of life and death is needed. All creatures have their times, but Sin-Eaters will be damned before they let their lives end unfulfilled.

Tell: When spending Plasm, a faint shadow of the Sin-Eater's Geist will become visible to those sensitive to the supernatural. To others, they only see strange afterimages and distorted air around the Sin-Eater's body, which can be rather chilling by itself.

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Sin-Eater Powers

Dematerialize - Replaced with Going Geist
Going Geist - Sin-Eaters can use their Geists to interact with the world unseen. When using your Geist, use Willpower in the place of Strength and Wisdom in the place of Dexterity. It can be manifested at a range of Wisdom*2 meters. The Geist can fight entities in the Umbra as if it was there with them, their melee attacks treated as magical. As they are bonded, the Sin-Eater will take any damage that is dealt to his Geist.

Second Death - Replaced with Second Life
Second Life - Whenever a Sin-Eater would die (and does not burn a Hero Point to survive), their Geist will take the life of another instead. This person is chosen randomly, but Exalted and other ‘valuable’ people are immune to this selection process. The Sin-Eater is forced to experience their victim's last moments, rolling on the Mental Trauma Table and losing 1 Devotion. The soul of the Sin-Eater becomes increasingly strained by this harrowing ritual, netting them a -1 penalty to all Alignment tests each time they are revived this way.

Deathsight - As the Wraith Power.

Ghost Dice - As the Wraith Power.

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Power Stat - Synergy

Resource Stat - Plasm
Sin-Eaters do not lose Plasm by being in the Materium. They passively gain one Plasm every two hours. Their rate of Plasm recovery is one Plasm per hour in an area that is associated with death, such as a graveyard or battlefield, or inside the Umbra. Sin-Eaters can also regain Plasm when they perform an action that resonates with their Geist’s personality (depending on their Threshold).

*Whispers - As the Wraith Power.

**Poltergeist - Replaced with Kampfgeist.
Kampfgeist - Add your Synergy to the number of dice rolled when performing melee attacks with your Geist. Spells may be cast using your Geist as the spell's source, but Synergy is not added to the Focus Power Test.

***Curse - Replaced with Manifestation.
Manifestation - As a Free Action, a Geist can manifest itself in realspace around their Sin Eater. This grants the Sin-Eater Fear X for the remainder of the scene, where X is the amount of Plasm spent before activating Manifestation.

****Shroud - As the Wraith Power. The Sin-Eater gains Armor during Manifestation, and Aura when not in Manifestation.

*****Ectoplasmic Form - Replaced with Fear the Reaper.
Fear the Reaper - When you make a melee attack against an enemy suffering from Fear, you may spend a Reaction to gain back 1d5 Plasm, plucked right out of the victim's soul. The target gains levels of fatigue equal to the amount of Plasm drained.

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Sin-Eater Threshold Assets

Torn: The Bleeding Ones were killed by acts of violence. Torn Geists are always raring for a fight, and will take any opportunity they can to be in one. The Geist is always armed with a Fabulous Max custom weapon, or takes the form of one wielded by its Sin-Eater. A Sin-Eater with the Torn Threshold may gain Plasm when they perform violence against those his Geist screams for the blood of.

Silent: The Starved Ones died of neglect, body or soul. Silent rarely speak, and if they do, then it's to say something important. They may add twice their Synergy as a static bonus to all attempts to conceal themselves or stifle their emotions, and double the maximum range of Going Geist. A Sin-Eater with the Silent Threshold may gain Plasm when they do something that will temporarily satisfy their Geist's hunger.

Prey: The Eaten and Drowned Ones are Sin-Eaters that died of natural causes. Whether you were eaten by wolves or drowned in the river, it was definitely nature that killed you. This Sin-Eater's Geist has Natural Weapons (2k2, R or I, Melee, Brawling) and one of the following Traits: Amphibious, Darksight, Flyer (normal speed), or Quadruped. A Sin-Eater with the Prey Threshold may gain Plasm when they give into their Geist's feral instincts.

Stricken: The Ravaged Ones were claimed by disease and plague. They survived where others have died, and they feel great about it. They may spend 1 Plasm to gain a raise on a test that an ally failed during that scene. A Sin-Eater with the Stricken Threshold may gain Plasm when they properly show off their power.

Forgotten: The Lightning Struck died in accidents, or had suffered deaths few could predict normally. Sin-Eaters with ironic or humorous deaths tend to get shunted into the Forgotten category. They may spend a Plasm to turn a bad Ghost Die into a good one. The number on the die remains the same. A Sin-Eater with the Forgotten Threshold may gain Plasm whenever they allow their Geist's mischievous nature to lead them into trouble.
Edited by weredrago2, Mar 22 2016, 11:11 PM.
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Username

Whoa, Torn is powerful, adding up to +0k5 in melee. And the melee range of a Wraith/Sin-Eater is enormous as well due to their Poltergeist power.

Perhaps have it be rolled dice instead of kept?
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Doc
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Rolled dice would probably make more sense. That in mind, melee rolls can already get a laughably large bonus to their +Xk0, but still.

Long-range melee via Poltergeist isn't an option until level 4 (and the appropriate expenditure of XP to get Synergy that far, of course), at which point anybody who cares about that could've just dipped Shadow Hand three levels for Ring the Temple Bell.
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Doc
Aug 1 2015, 05:27 PM
Long-range melee via Poltergeist isn't an option until level 4 (and the appropriate expenditure of XP to get Synergy that far, of course), at which point anybody who cares about that could've just dipped Shadow Hand three levels for Ring the Temple Bell.
Or just Blood Wind from level 1 transmutation.

Ranged melee isn't a problem, but with +4 or +5 kept dice on hit, it can get a bit silly. A level 5 one with 5 weaponry would be rolling a minimum 10k10+25 on attack rolls.
Edited by Username, Aug 1 2015, 11:33 PM.
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weredrago2
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Alright, let me clear up a few things.

I meant rolled dice, not kept dice, for the Torn asset. My bad. The idea of the Torn is that their Geists are feisty combat Stands like Star Platinum or The World.

I want to change Dematerialize so that it compensates for having a physical body. Perhaps Sin-Eaters can perform astral projection, like in Orpheus? Or they just Go Ghost like Danny Phantom? Either way, getting hurt as a ghost damages your physical body in the Materium.

Whispers should be replaced with something like Speak to Dead, but they may ask a number of questions equal to their Power Stat/Level.

I want to change Prey so that they can bind their astral projections to Umbral objects, having them take damage instead of their bodies. Like Iggy and the Fool. Will decide the specifics of it after I figure out Dematerialize.

If anybody has any suggestions, I'll take them into consideration.
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RaynManD

I like the concept, though second life seems a little iffy. What does their alignment have to do with their geist? What happens if they're killed at Devotion 1?

As for whispers, perhaps it could use the Divination spell Whisper, representing the Geist communicating to another person.

Curse => Manifestation: As a half action, the Geist can manifest itself around the Sin Eater, granting him Fear X, where X is the amount of Plasm spent

Ectoplasmic Form => Soul Devour: As a full round action, devour the soul of someone suffering from fear. Roll [something] against their mental defense to make them lose 1d5 HP. You gain that much Plasm.

Also, I feel like gaining Plasm from resonating with your Geist is good, but too reliant on the SM as is. Perhaps removing it from the resource stat block, and tying it to the threshold assets. For example, the Torn could regain a point of Plasm whenever the kill someone.
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weredrago2
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The Alignment and Devotion thing comes from the Geist book. Basically, your Synergy (the morality, not the power stat) becomes damaged every time you revive. I kept it so that death isn't cheap. The fluff reason (that I will add in soon) is that the act of stealing another life to power your own is a bad enough action to bump you down by at least 1 Devotion. Depending on your Alignment, it might be worse. Honestly, it isn't nice to punish some players like that, so I'm taking alternatives.

Not sure about Whisper. I wanted to replace it with Speak to Dead, maybe adding in that Summoner feat that lets you talk to Warp Entities. My computer is slow, so bear with me when it comes to looking through the books.

I like Manifestation. Might need a cap, though. Don't want to make it OP.

There's also a Soul Devour spell we can tie into that *****.
EDIT: It's called Consume Soul.

I'll switch it around so that you can get Plasm from resonating with your Geist, but it depends on the Threshold.
Edited by weredrago2, Aug 2 2015, 01:31 AM.
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RaynManD

The Devotion drop makes perfect sense with the fluff, though I'm still curious what the situation for no devotion is.

The cap to Manifestation is the inherent limit to spending resources per turn, essentially capped at your Synergy.

Casting Consume Soul with [something] to gain Plasm seems great for a 5th level power.
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weredrago2
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No Devotion can mean a couple of things. You lost your mind. Your god smited you. Your sins outweighed what your body could handle and you turned to Tang. Degeneration can be nasty.

Thanks for reminding me on that spending rule. Forgot about it.

Exalts with inherent Spells often use their Power Stat + Relevant Attribute (often Charisma or Wisdom) to cast them.
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Kwak
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That guy from Shadow of Mordor might serve as a good example of a fantasy Geist.

I feel like Starved Ones would get some kind of protection/concealment thing, like maybe twice your Synergy as a cover bonus/static penalty to all detection (Perception, Scrutiny, etc.). But what gets you Plasm is drawing unnecessary attention to yourself. So it'd be like getting possessed by a Vincent Valentine edgy loner attention whore
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