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| Alternate Wraith; Death is only the beginning. | |
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| Tweet Topic Started: Aug 1 2015, 04:01 PM (2,016 Views) | |
| weredrago2 | Aug 1 2015, 04:01 PM Post #1 |
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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. ![]() 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. ![]() 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. ![]() 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 | Aug 12 2015, 12:30 AM Post #21 |
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Perhaps instead of just copying pride by making it so you get a raise on opposed rolls, make it so that you get a free raise on any test that someone else has failed during the scene, going for the "Survived where others have died" angle. So if someone else tries to persuade someone and fails, you would be able to come along and get a +5 to your roll for it. Useful for Fear tests and the like too. Surprising that the Silence ones don't get an ability to cast Silence somehow from the asset. Edited by Username, Aug 12 2015, 12:39 AM.
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| weredrago2 | Aug 12 2015, 12:47 AM Post #22 |
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He Who Posts Too Much
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That's not a bad idea. I'm mainly taking from their roots in Geist, so some of the assets might not make sense without some context. |
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| Eisenritter | Aug 12 2015, 12:53 AM Post #23 |
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Old Iron Knight
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...Yeah, didn't think of that. I did say I'd be nigh on useless for this one, didn't I? Hm. Keeping similar powers together, maybe replace Augury with Blur? Leaving the Geist as an afterimage of sorts would seem to be appropriate fluff. Not sure what to do with Ectoplasmic Form, but if you're going to replace Whispers that's five non-cosmetic changes, plus a mechanical change to the resource stat, which is more than enough to go forward on.
Edited by Eisenritter, Aug 12 2015, 01:01 AM.
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| Username | Aug 12 2015, 01:16 AM Post #24 |
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Hey, I've not played or really read up on Geist so I'm mostly shooting in the dark here too and seeing what sticks. The raises on tests others fail angle only came to me when you mentioned the similar opposed roll suggestion. As for Whispers, I think Blur is kind of crummy as it is in the base game. I've houseruled it so rather than a flat +3, it gives 3+ 3*raises, up to your level. More useful. What someone else suggested of it being able to do Message is good too. Alternatively could have it be Mirror Image instead of Blur, fitting the same theme you were suggesting. |
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| Eisenritter | Aug 12 2015, 01:21 AM Post #25 |
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Old Iron Knight
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Yeah, but Blur's the same level as Whispers... ![]() And yep, I'm pretty much spitballing, too. Looking more at Danny Phantom, or at least what little I remember of it. |
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| Eisenritter | Aug 13 2015, 04:13 PM Post #26 |
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Old Iron Knight
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Wait, I think I've got it! Prey Threshold gets a defensive ability, to wit they cannot be controlled. The Geist's instincts are simply so overwhelming that they wash away unnatural mental influence, or exerting influence on the host provides an opening for the Geist to take over, but the end result is that if the Prey wants to do something, there is no way you're going to be able to make him not do it. |
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| weredrago2 | Aug 13 2015, 07:48 PM Post #27 |
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He Who Posts Too Much
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I'm a little late to ask this, but how would you go about putting this in mechanical terms? |
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| Eisenritter | Aug 13 2015, 07:59 PM Post #28 |
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Old Iron Knight
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Depends on your opinion on absolutes in this game. An absolute in this case would be "You are immune to Mind-Affecting abilities." The alternatives include:
The last would seem most appropriate (locking attempts at changing behaviors behind social combat), but may look a bit similar to the Minotaur feat Bullheaded (currently three free raises on saving throws against Mind-Affecting abilities) and should probably account for its presence. |
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| Username | Aug 13 2015, 08:01 PM Post #29 |
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Immunity to Mind-effecting magic such as Enchantment seems the most obvious way to convey that. I don't really care for that too much though and can probably be done a bit better. Perhaps the Raises when repeating actions could be their bonus and they could get plasm back when they resist someone trying to control them? EDIT: As it stands now though, All Warforged are automatically immune to mind affecting abilities due to having the Machine trait. Edited by Username, Aug 13 2015, 08:04 PM.
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| weredrago2 | Aug 13 2015, 08:13 PM Post #30 |
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He Who Posts Too Much
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Something along those lines should do the trick. |
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