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Joke Kiths

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  • Joke Kiths

    Presented with absolute seriousness!... to the extent that one can, making guesses without the book.

    Hellwalkers

    Dreams of civilizations left shattered in the wake of otherworldly, or even alien invasions, these kithain have only existed because of a persistent, undying need for vengeance. Exactly how many have been extinguished is unknown; there are a diverse lot, to be sure, but they rarely speak of the conditions that doomed their peoples. Generally, their actions do tend to suggest a number of origins, and some have even conjectured that they might even represent part of Arthurian legends and those like them, where a champion of old lies in slumber awaiting the day that their people might need them again.

    The actions of this kith, however, tend to be extreme, to say the least. Fell creatures of darkness can meet their demise even if these walking disasters are unarmed and unarmored, as the inner strength of the hellwalkers is their ability to visit their desires for revenge on the ones who took everything away from them. Even redcaps can occasionally find themselves shocked at the sheer brutality of these acts, often right into reverie, provided that it's a new way of causing injury or pain. Unlike the redcaps, however, the rarely-spoken hellwalkers move on quickly from their kills and make no attempts to provoke violence just for the sake of it when their quarry is not present.

    Because this kith has little access to the Dreaming - which most assume is because their dreams were scarred and wounded from the betrayals they experienced in life - and is capable of roving through the spirit worlds, some have pursued the Nunnehi and Menehune to shed light on their origins or ways. Most inquiries met with extreme confusion, and those that didn't pointed out that prodigals often move through these places as well, and that there are doings of the spirit worlds that don't involve the fae. Due to the general irascibility of prodigals, the matter is likely to stay open for some time.

    Affinity: Prop

    Revelry: The hellwalkers are at their best when they face hordes of their enemies. Once per day, facing down a large number or one singularly powerful opponents from beyond Earth or the Dreaming - and turning them into a bloody paste - offers the opportunity to regain Glamour.

    Unleashing: Utter destruction and chaos reign when one of the hellwalkers unleashes an Art. Weapons carve or blast through their foes, terrain features fall over dramatically to pin down huge monsters, and strange globes of energy or boxes of unknown medicines pop up to empower their allies.

    Birthrights:

    Dynamite - Hellwalkers cannot botch Brawl, Firearms, or Melee rolls, and deal lethal damage while barehanded. This birthright applies even to their mortal seemings.

    Eternal Pursuit - Choose one otherworldly or alien monster type as the character's focus enemy, such as fomorians, Vhujunka, infernal demons, etc. When facing beings of this type, the hellwalker gains two dots of Strength and two dots of Stamina, and as long as she fights them, she heals one bashing or lethal level of damage per turn, and one aggravated or chimerical level per day.

    Frailty:

    Ultraviolence - When faced with the type of enemy chosen for the Eternal Pursuit Birthright, the hellwalker must make a Willpower roll (difficulty 8) to ignore it and focus on other matters. Failure means that the hellwalker puts her business aside to deal with the enemy with preparation, while botching means an immediate flight off the handle and berserker rage. This roll must also be made to enter any realm of existence where this being does not reside, unless returning to the mortal world on Earth.

    Special: Hellwalkers can learn the Spirit-Link Art, provided their chosen quarry makes their home in some part of one variety of the Umbra.

  • #2
    I wouldn't apply the lethal damage to their mortal seeming and would have them heal chimerical damage first rather than last, but this is good. It reminds me of the Saint of Killers from Preacher.

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    • #3
      Originally posted by adambeyoncelowe View Post
      I wouldn't apply the lethal damage to their mortal seeming and would have them heal chimerical damage first rather than last, but this is good. It reminds me of the Saint of Killers from Preacher.
      I was aiming for something that might have been a bit different...

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      • #4
        Originally posted by Saur Ops Specialist View Post
        When facing beings of this type, the hellwalker gains two dots of Strength and two dots of Stamina, and as long as she fights them, she heals one bashing or lethal level of damage per turn, and one aggravated or chimerical level per day.
        It's a joke kith, so maybe I'm reading too much into this, but I'm not sure how 'fighting' exactly works in a span of days?


        ...

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        • #5
          Originally posted by Firkraag View Post
          It's a joke kith, so maybe I'm reading too much into this, but I'm not sure how 'fighting' exactly works in a span of days?
          Not a single combat or skirmish, but a condition of battle-readiness while the enemy is present, which could involve a protracted asymmetrical conflict. It would wear off after all signs of their nemesis being go quiet where they are until they have to rip and tear again.

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          • #6
            Originally posted by Saur Ops Specialist View Post

            I was aiming for https://www.youtube.com/watch?v=Jm932Sqwf5E"]something that might have been a bit different...[/URL]
            Ohhh... Now I get the joke! I'd been looking for it before.

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