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| Alternate Wraith; Death is only the beginning. | |
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| Tweet Topic Started: Aug 1 2015, 04:01 PM (2,011 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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| SirSoundwave | Mar 22 2016, 10:46 PM Post #61 |
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I dig that. My problem with it was that I basically had to shut the party's activities everytime I needed Plasm. As for the character, Foxfolk, Sin-Eater Assassin fist fighter with Shot Gauntlets. I joined the game a little late, so the party found me burried in a Dark-Steel coffin. |
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| weredrago2 | Mar 22 2016, 10:57 PM Post #62 |
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He Who Posts Too Much
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At least you don't have to worry about stopping the action to get Plasm anymore. Go out there and be free, my child! While I was at it, I made some small formatting changes and minimal edits to the crunch. Manifestation is a free action, and Fear the Reaper costs a Reaction. Should I give Torn a free Sword School, or leave it as is? Edited by weredrago2, Mar 22 2016, 10:58 PM.
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| Username | Mar 22 2016, 11:03 PM Post #63 |
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I would say Torn is fine as is. Many things give Sword Schools, not everything needs it. The only other thing that gives a weapon like that though is the one Spark Asset, which is still different. Remember A free Fabulous Max item is functionally giving 5 points in the Inheritance background; even Vampires only get 4 extra background dots from Old Money. I hope you kept the Dark-Steel Coffin Foxfolk. Could sleep in it to regain Plasm overnight, and it's an Artifact Coffin, that's gotta be worth something. Edited by Username, Mar 22 2016, 11:04 PM.
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| weredrago2 | Mar 22 2016, 11:12 PM Post #64 |
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He Who Posts Too Much
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Right. I'll leave it be. While I was at it, I removed Auto-Stabilized from Prey. I wouldn't call Auto-Stabilization natural. |
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| Username | Mar 22 2016, 11:33 PM Post #65 |
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Rocks are pretty stable. Maybe a rock fell on you, and auto-stabilized on top of you. That would probably qualify for Forgotten instead though. I do like the ideas of Exaltations gaining access to Sword Schools, since as I brought up last night that first level of a Sword School often feels like just 200xp down the drain, getting it for free helps assuage that and encourages characters to invest in the school and special attacks. But yes, a Fabulous Max weapon is sometimes better than a Special Attack. If you make it Syrneth for the free mod, you could make it Power-Field, Volatile, Incendiary, Snare and Two-Handed. And then would could take some sword schools and add even more abilities to your attacks. |
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| weredrago2 | Mar 22 2016, 11:37 PM Post #66 |
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He Who Posts Too Much
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Thresholds often depend on how the victim viewed their own death. Are they Torn because they were in a car crash, Forgotten because they crashed into a clown car, or Prey because the cars crashed in the middle of the woods? That's a pretty extreme example, but you get the idea. |
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| stellatedHexahedron | Mar 23 2016, 12:04 AM Post #67 |
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Noneuclidean Polyhedron
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Huh? Syrneth doesn't grant you a free mod, it grants you an extra mod. As in, the ordinary max number of mods is two, but with Syrneth you can take 3. |
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| Username | Mar 23 2016, 12:10 AM Post #68 |
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Really? How silly of me. I guess I should read the rules more closely. That is indeed much more balanced. Hard to be sure what to give up in that case. Even just Volatile, Incendiary and Snare is a good combo depending on whether you rule that putting yourself out when on fire requires movement. Power Field is another good one to replace Volatile. Normally that would make the weapon a bit weak, but since the Sin-Eater gets their power stat in rolled dice quite quickly with melee attacks, they can just use those as free dice to convert via Power Attack. With a high Willpower, it will creep up to 11k2, not stellar, but the effects should make it worth it and then you can start adding Sword School dice too. It would be best quality as well since according to my calculations it should still have the points left to get to Fabulous max with only those three Mods. Hilariously since you can attack from a distance you can kite enemies with the Snare even if it is ruled that they can put themselves out while prone, not to mention you can just light them up again. Edited by Username, Mar 23 2016, 12:28 AM.
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| Eisenritter | May 17 2016, 03:53 PM Post #69 |
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Old Iron Knight
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Okay, something that might need to be added back into Going Geist: How, exactly, does movement work with regard to the Geist? Especially relevant since Prey can add traits to their Geists (but not to themselves!) that affect movement. |
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| weredrago2 | May 19 2016, 07:50 PM Post #70 |
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He Who Posts Too Much
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I, er, have no idea. It absolutely slipped my mind when I was coming up with the power, and I folded over like wet paper in the wind when it came up during a playtest. I need to go over the Sin-Eater again and get back to you on that. |
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