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Alternate Wraith; Death is only the beginning.
Topic Started: Aug 1 2015, 04:01 PM (2,017 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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weredrago2
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He Who Posts Too Much
Updated it with more powers and pictures. I actually managed to find some good pictures without resorting to using JoJo.
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Doc
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I really like that first picture, so it's probably gonna be the one I use in the PDF when I get around to it.
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Fun fact: Manifestation means that Kobold Sin-Eaters are the scariest things in the entire game, able to employ an impressive Fear rating of 6 due to their ability to spend their hit points for an extra resource point to spend.

EDIT: And yeah, it is a rather appropriate picture to pick. The fact the "Geist" erupting from him is Thanatos is all the more fitting for the Exaltation.
Edited by Username, Aug 2 2015, 08:54 PM.
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weredrago2
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It's the best picture I could think of that really tied the ideas behind the Exalt together. Human Sin-Eater with the Summoner Class. I'd play it.

EDIT: Does that mean Kobolds can make Daemons roll on the Shock Table?
Edited by weredrago2, Aug 2 2015, 08:53 PM.
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Considering an Incarnate Daemon is only fear 3 (tn 25) Compared to the mighty Kobold's Fear 6 (tn 40) I would say so.
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weredrago2
Aug 1 2015, 04:01 PM
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 definitely killed you. The Eaten and Drowned are often the most inhuman Sin-Eaters, and will try and find patterns in the cycle of life. (Insert effect here.) A Sin-Eater with the Prey Threshold may gain Plasm when they give into their Geist's feral instincts.
Perhaps the effect could be that every round they do the exact same actions as the round before, they gain a free raise. up to a maximum of their Synergy? Thus the Patterns element is played, with them repeating the same pattern as before.

That may be too powerful, but it could be pretty easy to work around too by having an enemy make repeating the same action more difficult, by lighting you on fire, snaring, grappling or using a different kind of social attack or spell.
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weredrago2
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Giving them a free raise when they repeat the same action could work.

I should elaborate more on the patterns thing, though. Prey believe that the world runs in a massive cycle, and that everything is part of it. They try to understand the systems of death from the inside.
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Eisenritter
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weredrago2
Aug 1 2015, 04:01 PM
Silent: The Starved Ones died of neglect, body or soul. They died because nobody cared for them, and became Sin-Eaters the most comfortable around death. The Starved and their Geists rarely speak. 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 their emotions. A Sin-Eater with the Silent Threshold may gain Plasm when they __________.
I'm gonna side with the earlier idea that Silents should be utterly counterintuitive edgelords and recover Plasm by being insanely conspicuous in their inconspicuousness.

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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. The Eaten and Drowned are often the most inhuman Sin-Eaters, and will try and find patterns in the cycle of life. (Insert effect here.) A Sin-Eater with the Prey Threshold may gain Plasm when they give into their Geist's feral instincts.


Quick edit to make this one make sense (to me) grammatically. Bonuses to unarmed/natural attacks, maybe? Should I be thinking about Unit-01 eating Zeruel, here?

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Stricken: The Ravaged Ones were claimed by disease and plague. They survived where others have died, and they feel great about it. Ravaged Ones will often see any new problems in their lives as challenges to be conquered. (Insert effect here.) A Sin-Eater with the Stricken Threshold may gain Plasm when they __________.


Filch from the Daemonhost Pride asset, I think. If they see problems as adversity, then they should logically gain bonuses against adversity, to wit free raises on opposed tests or when being flanked, and would thus naturally recover Plasm when overcoming that adversity.
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weredrago2
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Silent Geists wanting to draw attention to themselves is wonderfully contradictory. I can dig it.

Not sure about your suggestion for Prey. I don't want it to overlap with Torn.

Having Striken be similar to Pride makes sense. I'll implement these changes later.
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Eisenritter
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weredrago2
Aug 12 2015, 12:15 AM
Not sure about your suggestion for Prey. I don't want it to overlap with Torn.
Cyclical. The roles reverse, don't they? Prey becomes predator, and calling out bonuses to unarmed strikes or other natural weapons suits the "feral" angle (see: Unit-01 tearing into Zeruel with fist and teeth), and may or may not include something like access to Infernal Monster. Could also play into the sensory aspect, gaining Dark Sight and/or certain flavors of Perception bonus (or Heightened Senses) to reflect your new outlook.

Alternately, the Plasm recovery part hints at atavism; maybe the Geist can manifest as certain natural weapons (folding in some of D&D's incarnum here), or gain bonuses relating to natural terrain... ignore difficult terrain caused by certain features, specialties to movement in natural terrain, maybe gain the Quadruped trait under certain conditions?
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