The Harrowed
Oct 26, 2018 5:26:15 GMT -6
Post by ScrapyardDragon on Oct 26, 2018 5:26:15 GMT -6
THE HARROWED
People stay down when you kill them. That's what they do, right? Well gee, wouldn't that be nice if it were true? As it turns out, that isn't always the case. Magic is a hell of a drug, and a desperate necromancer is wont to bring back the dead when he really shouldn't. Of course, sometimes you find a blood who is too tough to stay down the first time he's put in a coffin, waking up from his dirt nap to settle some unfinished business. Either way, these Harrowed folk dragged themselves out of the earth and walk the Wheel once more, their rotting corpses powered by little more than the will to keep on keepin' on.
Tell: When a Harrowed spends Resolve, things get ugly. Various eerie effects can occur. Their corpses can start to smell of the dead (if they didn't already), or their fatal wounds and their lifeless eyes will begin to glow with the otherworldly touch of death itself.
HARROWED STATIC POWERS
Deathless: Harrowed have the Undead trait. They are immune to Fatigue, Poison, Drugs, and Disease, and cannot be killed by critical damage unless it would destroy their head. If critical damage to the body or gizzards would 'kill' them, the Harrowed dies temporarily and comes back in 1d10-Constitution days (to a minimum of 1), which can be reduced by spending one Resolve per day taken off.
Spare Parts: Harrowed do not heal over time, and cannot spend Resolve to heal hit points. If you lose a body part, it can be replaced with a spare (typically taken from someone else) by spending a point of Resolve and rolling Medicae + Intelligence against TN 20 as a Full Action. Limbs applied this way are treated as poor quality bionics until the end the scene they are acquired in. You can spend another point of Resolve to count them as normal quality right away.
Disassemble: As a half action, a Harrowed can disattach a body part (gaining an appropriate condition) and control it at a range of (Harrowing*10) meters. Disembodied limbs with means of locomotion can travel at a rate of 1/4th their owner's Speed (rounding up), and you can still see out of a gouged out eye. Enemies have a -2k0 penalty to hit missing limbs (as if they were making a Called Shot), but they do not roll Hit Locations - they just hit the limb.
Damaged Goods: There's about a dozen right ways to come back from the dead, and you didn't do any of them. Start the game with the Jaded feat and 10 Insanity. On account of being, you know, dead, you take a -2k1 social penalty with the living unless they're Exalted themselves.
POWER STAT: HARROWING
The Harrowed's Power Stat is their Harrowing, representing how far they have come in mastering the condition of death. It's not an easy process, as it takes both an acceptance of their own death and the deaths of those around them.
Resource Stat: Resolve
When death is no longer certain, your Resolve is all you can rely on. As such, Harrowed use their Resolve pool in the place of a normal Resource Stat. Each morning, the Harrowed may roll her Composure against TN 10. If the roll succeeds, she regains one point of Resolve, plus one for every raise on the roll. A Harrowed can gain a point of Resolve if they perform a stunt that furthers their Alignment (at the SM's discretion). A Harrowed's maximum Resolve is equal to their Harrowing + Willpower + Composure.
* Flesh-Eater: Once per hour, a Harrowed can consume a pound of meat to regain one hit point. You gain a bite attack with the following profile; 1k1, R, Brawling.
** Implacable: Reduce damage taken to the Body or Head by your Harrowing.
*** Fifth of Dismember: Limbs gained with Spare Parts are no longer treated as poor quality during the scene you attach them. You can spend Resolve to treat a normal limb as a good quality bionic limb until the end of the scene.
**** Counting Coop: You can cast the spell Consume Soul, using your Harrowing + Willpower instead of the normal focus power test. Consumed souls grant a number of Resolve equal to their Level.
***** Chimera: You may take racial feats from any race who's body parts are incorporated into your body. The part and feat must be related to each other. Losing the body part causes the feat to be refunded.
Harrowed Class Assets
Stacy- Being made of dead flesh only makes you tougher.
Thanatos- You shine the brightest in the heat of battle.
Gothic- Biting chunks out of people restores your health.
Requiem- Bullets are your friends, and your friends are really good at killing people.
Baroque- You can mutate into a horrible monster on the fly.
Romanesque- Dance! Dance like Pinocchio on PCP!
Psychedelic- Going crazy is your modus operandi.
Stacy- You can really take a beating. Increase your Resilience by 1, and your hit points by your Harrowing.
Thanatos
You gain a free rank in one Sword School. You may purchase ranks in this school as if it appeared on your class track. If you were injured in the previous round, your melee weapons gain Tearing and Penetration equal to your Harrowing in the current one.
Gothic
You can regain hit points by successfully biting enemies, gaining a number of hit points equal to the number of wounds caused (to a limit of your Harrowing).
Requiem
You gain a free rank in one Gun Kata. You may purchase ranks in this kata as if it appeared on your class track. You also gain the Eagle Eyes feat and a free ranged weapon proficiency.
Baroque
You can spend a point of Resolve and a Full Action to to modify yourself as if you had the Wild Shape or Improved Wild Shape feats. This lasts until the end of the scene, and is reduced to a Half Action to activate at Harrowing 3.
Romanesque
You really put the danse in danse macabre. Gain the Evasion feat, and increase your Static Defense by your Harrowing.
Psychedelic
You can spend a point of Resolve to reroll on the Psychic Phenomena table, taking the new result unless you spend another Resolve for another reroll. If you have 0 Resolve, you can opt to gain 1d5 Insanity in the place of using Resolve.
People stay down when you kill them. That's what they do, right? Well gee, wouldn't that be nice if it were true? As it turns out, that isn't always the case. Magic is a hell of a drug, and a desperate necromancer is wont to bring back the dead when he really shouldn't. Of course, sometimes you find a blood who is too tough to stay down the first time he's put in a coffin, waking up from his dirt nap to settle some unfinished business. Either way, these Harrowed folk dragged themselves out of the earth and walk the Wheel once more, their rotting corpses powered by little more than the will to keep on keepin' on.
Tell: When a Harrowed spends Resolve, things get ugly. Various eerie effects can occur. Their corpses can start to smell of the dead (if they didn't already), or their fatal wounds and their lifeless eyes will begin to glow with the otherworldly touch of death itself.
HARROWED STATIC POWERS
Deathless: Harrowed have the Undead trait. They are immune to Fatigue, Poison, Drugs, and Disease, and cannot be killed by critical damage unless it would destroy their head. If critical damage to the body or gizzards would 'kill' them, the Harrowed dies temporarily and comes back in 1d10-Constitution days (to a minimum of 1), which can be reduced by spending one Resolve per day taken off.
Spare Parts: Harrowed do not heal over time, and cannot spend Resolve to heal hit points. If you lose a body part, it can be replaced with a spare (typically taken from someone else) by spending a point of Resolve and rolling Medicae + Intelligence against TN 20 as a Full Action. Limbs applied this way are treated as poor quality bionics until the end the scene they are acquired in. You can spend another point of Resolve to count them as normal quality right away.
Disassemble: As a half action, a Harrowed can disattach a body part (gaining an appropriate condition) and control it at a range of (Harrowing*10) meters. Disembodied limbs with means of locomotion can travel at a rate of 1/4th their owner's Speed (rounding up), and you can still see out of a gouged out eye. Enemies have a -2k0 penalty to hit missing limbs (as if they were making a Called Shot), but they do not roll Hit Locations - they just hit the limb.
Damaged Goods: There's about a dozen right ways to come back from the dead, and you didn't do any of them. Start the game with the Jaded feat and 10 Insanity. On account of being, you know, dead, you take a -2k1 social penalty with the living unless they're Exalted themselves.
POWER STAT: HARROWING
The Harrowed's Power Stat is their Harrowing, representing how far they have come in mastering the condition of death. It's not an easy process, as it takes both an acceptance of their own death and the deaths of those around them.
Resource Stat: Resolve
When death is no longer certain, your Resolve is all you can rely on. As such, Harrowed use their Resolve pool in the place of a normal Resource Stat. Each morning, the Harrowed may roll her Composure against TN 10. If the roll succeeds, she regains one point of Resolve, plus one for every raise on the roll. A Harrowed can gain a point of Resolve if they perform a stunt that furthers their Alignment (at the SM's discretion). A Harrowed's maximum Resolve is equal to their Harrowing + Willpower + Composure.
* Flesh-Eater: Once per hour, a Harrowed can consume a pound of meat to regain one hit point. You gain a bite attack with the following profile; 1k1, R, Brawling.
** Implacable: Reduce damage taken to the Body or Head by your Harrowing.
*** Fifth of Dismember: Limbs gained with Spare Parts are no longer treated as poor quality during the scene you attach them. You can spend Resolve to treat a normal limb as a good quality bionic limb until the end of the scene.
**** Counting Coop: You can cast the spell Consume Soul, using your Harrowing + Willpower instead of the normal focus power test. Consumed souls grant a number of Resolve equal to their Level.
***** Chimera: You may take racial feats from any race who's body parts are incorporated into your body. The part and feat must be related to each other. Losing the body part causes the feat to be refunded.
Harrowed Class Assets
Stacy- Being made of dead flesh only makes you tougher.
Thanatos- You shine the brightest in the heat of battle.
Gothic- Biting chunks out of people restores your health.
Requiem- Bullets are your friends, and your friends are really good at killing people.
Baroque- You can mutate into a horrible monster on the fly.
Romanesque- Dance! Dance like Pinocchio on PCP!
Psychedelic- Going crazy is your modus operandi.
Stacy- You can really take a beating. Increase your Resilience by 1, and your hit points by your Harrowing.
Thanatos
You gain a free rank in one Sword School. You may purchase ranks in this school as if it appeared on your class track. If you were injured in the previous round, your melee weapons gain Tearing and Penetration equal to your Harrowing in the current one.
Gothic
You can regain hit points by successfully biting enemies, gaining a number of hit points equal to the number of wounds caused (to a limit of your Harrowing).
Requiem
You gain a free rank in one Gun Kata. You may purchase ranks in this kata as if it appeared on your class track. You also gain the Eagle Eyes feat and a free ranged weapon proficiency.
Baroque
You can spend a point of Resolve and a Full Action to to modify yourself as if you had the Wild Shape or Improved Wild Shape feats. This lasts until the end of the scene, and is reduced to a Half Action to activate at Harrowing 3.
Romanesque
You really put the danse in danse macabre. Gain the Evasion feat, and increase your Static Defense by your Harrowing.
Psychedelic
You can spend a point of Resolve to reroll on the Psychic Phenomena table, taking the new result unless you spend another Resolve for another reroll. If you have 0 Resolve, you can opt to gain 1d5 Insanity in the place of using Resolve.