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Alternate Wraith; Death is only the beginning.
Topic Started: Aug 1 2015, 04:01 PM (2,014 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
Hey, works for me.

Stick a fork in this Exalt, because it looks done to me. Just be warned, it might come back up again!

EDIT: To wit, I changed the Synergy 2 and 5 powers, and the Torn, Silent, and Prey assets. How does it look?
Edited by weredrago2, Sep 8 2015, 08:31 PM.
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Eisenritter
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Seems fine to me, though the last line of Torn seems to imply that it wants to grant Hatred.
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weredrago2
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Torn Geists aren't really about hate. Violence is much more important. An example from the book points out that a Geist of car crashes doesn't cause crashes because he hates the drivers; he causes car crashes because he's a Geist of car crashes. It's his thing.
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Eisenritter
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Yeah, that's probably me, then. Might have been conflating it with some Adorjani charms from Exalted... :(
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weredrago2
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To explain some of the changes:

Kampfgeist has less range than Poltergeist because its more combat focused. The casting spells dealio is mostly for flavor (PURSE-OWNER!), but someone clever should be able to make use out of it.

Torn's old effect got shunted to Kampfgeist so I could give Torn a weapon. Got the custom weapon idea from the Katastrofi Axiom. Allowing your Geist to be a weapon also works for emulating Stands like Emperor or Anubis. In most cases, you'll probably get something like Silver Chariot.

Silent have a constant need. Always. Whether the need is to eat and drink compulsively, or the need to wear eyeliner and sing to Lincoln Park in public. The range extension on Kampfgeist is from Hierophant Green being a long range Stand.

Prey getting Geists with Natural Weapons was a given, and Monster Traits were just a bonus. A combo of claws and wings would probably end up looking like The Fool.
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weredrago2
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Had to change something on Going Geist. It gives them a new weakness by forcing them to take on any damage dealt to their Geists. Until now, they had much more draws than drawbacks.
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weredrago2
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Added something to Shroud to fix a hole that popped up when the Wraith became a Sin-Eater.
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weredrago2
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Trimmed up the fluff. That and other updates are in red.
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weredrago2
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Shortened up Kampfgeist some more. I was going to trim the Thresholds as well, but I don't think that will be necessary.
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weredrago2
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Changed a few things. For one, there's a lot less WORDS WORDS WORDS. I saw some of the other Alternate Exaltations and realized this one needed an overhaul to make things more simplified.

Going Geist no longer gives you the power to go into the Umbra like Wraiths. Instead, it gives you Poltergeist early and lets you beat people up with it. This is as much a strength as a weakness, as now ghosts and daemons can take pot shots at your Geist when its manifested instead of trying to get at you the hard way.

Second Death forces you to roll on the Mental Trauma table instead of Shock, and has a note that you need to run out of Hero Points before this happens.

Kampfgeist has been simplified by virtue of half its functions moving to Going Geist.

Everything else is about the same, but said in much less words. I also got rid of that broken link and replaced it with a new image.
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