wordman
Two Thousand Club
A random idea I'm playing with. Not nearly finished, but I'd like feedback on the general idea, suggestions on implementation, etc. The idea is to come up with a way of doing "dark dragon-blooded" that doesn't suck as much as the Avengers. Why do this? One reason is to build a class of Underworld-based opposition that fills a gap between various types of undead monstrosities and the abyssal exalted. This allows abyssals, IMO, to become less like fodder and more like uber-bosses and, therefore, more rare and cooler.
Basic idea: Souls of dead dragon-blooded are prized by the Deathlords because, in life, they knew how to manipulate both essence and elemental forces. Recently, they have uncovered a way to use dragon-blooded souls to animate constructs of necromantic energy and the elemental forces of the underworld. The process to bind the soul into the construct is difficult but, if successful, results in a formidable being known as a wraith. Unlike most forces of the Underworld, wraiths are neither dead nor undead, but neither are they entirely alive. (Mechanically, they work more like constructs, but still use Virtues.) Wraiths come in two different varieties: vimwraiths and bloodwraiths. The two types are similar in power, but not in style.
Vimwraiths are formed by binding the captive soul of the ghost of a terrestrial exalt into the construct. While they can (and usually do) become solid, they favor the insubstantial. They tend to be more focussed on essence flow, overt elemental manipulation, insubstantial undead, interactions with ghosts and spirits, and using their ability to flicker between worlds to their advantage.
Bloodwraiths are formed by sacrificing a living terrestrial exalt, and binding both its blood and soul into the construct. They are more physically powerful and more at home in creation. They can, with difficulty, become insubstantial, but generally remain materialized. They tend to be more focussed on physical power, subtle elemental manipulation, corporeal undead (zombies and the like), interaction with mortals, and warfare.
In building the body of a wraith, the designer is limited to a single underworld element. The soul used to inhabit it must be one of a terrestrial aspect correlated with that underworld element:
[*]A vulnerability to one of the elements of creation (tbd).
[*]Treated as automaton, except for effects that involve Virtues (this turns out not to matter much, but does effect a couple of charms). Also, they are specifically not considered undead (so charms like Invocation of the Storm-Following Silence have no effect on them).
[*]Can be generated as PCs similarly to dragon-blooded (tbd).
[*]Cannot use the Breeding background. Can use Liege and Whispers.
[*]Possibly able to learn Arcanoi (?tbd).
Vimwraiths have the following abilities:
Basic idea: Souls of dead dragon-blooded are prized by the Deathlords because, in life, they knew how to manipulate both essence and elemental forces. Recently, they have uncovered a way to use dragon-blooded souls to animate constructs of necromantic energy and the elemental forces of the underworld. The process to bind the soul into the construct is difficult but, if successful, results in a formidable being known as a wraith. Unlike most forces of the Underworld, wraiths are neither dead nor undead, but neither are they entirely alive. (Mechanically, they work more like constructs, but still use Virtues.) Wraiths come in two different varieties: vimwraiths and bloodwraiths. The two types are similar in power, but not in style.
Vimwraiths are formed by binding the captive soul of the ghost of a terrestrial exalt into the construct. While they can (and usually do) become solid, they favor the insubstantial. They tend to be more focussed on essence flow, overt elemental manipulation, insubstantial undead, interactions with ghosts and spirits, and using their ability to flicker between worlds to their advantage.
Bloodwraiths are formed by sacrificing a living terrestrial exalt, and binding both its blood and soul into the construct. They are more physically powerful and more at home in creation. They can, with difficulty, become insubstantial, but generally remain materialized. They tend to be more focussed on physical power, subtle elemental manipulation, corporeal undead (zombies and the like), interaction with mortals, and warfare.
In building the body of a wraith, the designer is limited to a single underworld element. The soul used to inhabit it must be one of a terrestrial aspect correlated with that underworld element:
- Blood ~ Water (most blood aspected wraiths are bloodwraiths)
- Bone ~ Wood
- Ghost Flame ~ Fire
- Jade ~ Earth
- Prayer ~ Air (most prayer aspected wraiths are vimwraiths)
- Can learn Shadowlands Circle Necromancy, but no sorcery
- Use dragon-blooded charms, with the following variations:Charms based on elemental effects are adapted to their new underworld element.
- Charms that improve mortals are altered to either improve ghosts and zombies, or to corrupt mortals instead.
- Charms that heal either don't work or hurt instead (tbd).
- Synergistic charms only work with wraiths of the same element. (This is intended to a) imply a more "selfish" nature, b) deny them full access to a characteristically terrestrial trick.)
[*]A vulnerability to one of the elements of creation (tbd).
[*]Treated as automaton, except for effects that involve Virtues (this turns out not to matter much, but does effect a couple of charms). Also, they are specifically not considered undead (so charms like Invocation of the Storm-Following Silence have no effect on them).
[*]Can be generated as PCs similarly to dragon-blooded (tbd).
[*]Cannot use the Breeding background. Can use Liege and Whispers.
[*]Possibly able to learn Arcanoi (?tbd).
Vimwraiths have the following abilities:
- Aspect anima ability focussed on the "spiritual" side of their element (tbd).
- Easy access to materialize and dematerialize (tbd).
- Some kind of (fairly weak) spirit based "soul-sucking" ability (tbd).
- Essence regen and bonuses/penalties favoring shadowlands and the underworld over Creation (tbd).
- Some form of innate ghost command (tbd).
- Some kind of benefit from having a spiritually based elemental body (tbd).
- Aspect anima ability focussed on the "physical" side of their element (tbd).
- Costly access to dematerialize (tbd).
- Some kind of (fairly strong) phsyically-based "soul-sucking" ability (tbd).
- Essence regen and bonuses/penalties favoring Creation over shadowlands and the underworld over (tbd).
- Some form of innate zombie command (tbd).
- Some kind of benefit from having a physically based elemental body (tbd).