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Reanimators (Micro-template, Homebrewed)

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  • Reanimators (Micro-template, Homebrewed)

    Death cannot be undone. This is one of the few things that science and sorcery agree on, like an unbreakable line drawn on the ground. But if so, then what are the tales of mad scientists galvanizing corpses into animation, and the witch doctor using dark mojo to command the dead? Or what of that high-tech medical institution with reports on the differently alive, and the uncanny neighbor who frequent the local morgue and cemetary?

    Despite the rumors, Reanimators do not truly resurrect the dead. However, they manage the closest thing to it, right next to mediums calling up ghosts and ancestors. Be it through either technology that shouldn't work or a ritual that has no base in true mysticism, Reanimators are able to raise corpses as the infamous "zombies" of pop culture.

    Going Westward

    Reanimators are brilliant and driven. At least, the successful and living ones are. Amorality and egomania are also common character traits, for the faint of heart have no place near digging up corpses and chopping them up to raise zombie servants. However, as all the most heinous people in human history were, Reanimators are apt in concealing their perverted practices, playing the quiet and harmless neighbor in the background or the established and beloved idol of the community.

    Fortunately, because Reanimating talents are rare and their individual methods are so different to one another, a group of collaborating Reanimators are almost unheard of. It is more likely that a Reanimator becomes the leader or high priest of a cult, becoming even more dangerous with a purpose to guide their powers and a wall of people to protect them. However, sometimes the improbable happen and a cabal of Reanimators form, posing a serious threat to anyone involved. The presence of a Reanimator, solitary or not, inevitably draws the attention of the various supernatural actors hidden in human society. Whether they seek to study, recruit, or eliminate him is another matter entirely.

    Creating a Reanimator

    Starting Reanimator characters get one dot in the From the Dark Merit for free. Alternatively, a mortal character may develop the same Merit during the game to become a Reanimator. Choose the particular medium and method the Merit manifests as. One Reanimator might be a mad scientist who stumbled upon chemical formula that defy conventional science. Another one might be an occultist who practices bastardized versions of Vodoun, only to successfully tap true mystic power.

    This qualifies them to purchase the other Supernatural Merits for Reanimators, and may justify the purchase of other Supernatural Merits or even Merits normally unavailable to mundane humans.

    The following are the Supernatural Merits that compose the Reanimator micro-template:

    From the Dark (• - •••••)
    The Reanimator is able to concoct a reagent with her chosen method of Reanimation. The Reanimator must procure the necessary materials and work conditions herself. The concoction is an extended action, rolling Attribute + Skill + dots in From the Dark. The Attribute, Skill, ingredients and environment depend on the Reanimation ritual; a depraved doctor might roll Intelligence + Medicine in a lab full of formaldehyde, while a cult leader might chant with his congregation in front of a blood-filled bowl and roll Presence + Expression. Each roll represents an hour's work, and success generates one dose of reagent that works on a single corpse. The total required successes depends on the Size of the target corpse; five for Size 1-4, ten for Size 5, and five more for every 1 dot in Size.
    A successful reagent creates a Restless Zombie. Rolling a dramatic failure completes the concoction, but the reagent will create a Feral Zombie. Rolling an exceptional success allows the Reanimator to imbue additional Dread Powers to the Zombie other than Unbreakable, usually based on its profession in life or the manner of its death.
    In order for the reagent to work, the cadaver must be relatively fresh and unharmed. The Reanimation fails when used on a corpse that has been dead for more than a day, but special steps to preserve the corpse such as embalment may extend this window of time. It also fails when used on a corpse that has been decapitated.

    The Plague-Daemon (••)
    Prerequisites: From the Dark
    The Reanimator is now able to work on cadavers left to rot slightly more or damaged beyond functional use, as long as the brain is relatively intact. This however, requires the Reanimator to spend a point of Willpower per day that has passed from the body's moment of death.
    If the Reanimator works on a decayed corpse without spending the necessary Willpower, the result is always a Feral Zombie regardless of success. Exceptional success still allows the Reanimator to bestow Dread Powers on the Feral Zombie.

    Six Shots by Moonlight (•••)
    Prerequisites: From the Dark
    The Reanimation ritual has been refined, and now the Reanimator may create a Hungry Zombie upon success, which is more stable but requires cannibalism to survive. A dramatic failure on the extended action creates a Restless Zombie instead. When used in conjunction with The Plague-Daemon Merit, not spending Willpower points still creates a Feral Zombie regardless of success.

    The Scream of the Dead (••••)
    Prerequisites: From the Dark
    The Reanimator learns to embalm a corpse in a specific way to prime it for Reanimation. Embalment is typically a Dexterity + Medicine roll, and upon success the Reanimator creates a Calm Zombie, which is intelligent and retains some memory of their former life. Dramatic failure creates a Restless Zombie. When used in conjunction with The Plague-Daemon Merit, not spending Willpower points still creates a Feral Zombie regardless of success.

    The Horror From the Shadows (•••)
    Prerequisites: The Plague-Daemon
    The Reanimator is freed from constraints imposed by the state of the body. He may work on completely rotted corpses or even beheaded ones, as long as it has enough structure to reasonably move on its own. In case of separated body parts, count all parts as one corpse for the purpose of Reanimation.

    The Tomb-Legions (•••••)
    Prerequisites: Six Shots by Moonlight, The Scream of the Dead
    At the pinnacle of his macabre talent, the Reanimator now may raise a Lich with a successful Reanimation. Liches are more powerful and intelligent than the other Zombies. If the decay is not severe, and the Lich can hide its death-wounds, it could masquerade as a living human. As Liches are highly individual, raising one without preparation is a dangerous proposition at best and a fatal one at worst.
    Liches use the full rules for individual Horrors instead of Brief Nightmares, and are always created at Potency 1. They always have the Unbreakable and Numen (Animate Dead) Dread Powers, and any Dread Power best reflecting their state. An exceptional success on the Reanimation still bestows one extra Dread Power, circumventing the usual Potency-derived cap on Dread Powers. Liches that manage to exist long enough, and learn or remember enough occult knowledge, could rise in Potency and develop stranger qualities.

    Dead Beat (••)
    Prerequisites: From the Dark
    The Reanimator, through a talisman or a signal of some sort, is able to maintain control over his creations. Depending on the method of control the Reanimator might use remote controls, vocal commands, songs, or even instructions pre-written on the corpse. For Liches, Reanimators may spend a point of Willpower to impose the Charmed Condition for a scene.
    Should control ever break, the lesser Zombies instantly start to act in accordance to their type. Liches resolve the Charmed Condition, and will act accordingly. Depending on the means of control used, it may be possible for the Reanimator to regain control over the zombies.

    Demise Unseen (• - •••)
    Prerequisites: From the Dark
    Instead of working on already-existing corpses, the Reanimator now selects a victim that will eventually become one. The Reanimator may make an augmented reagent that, when imbibed by a living creature, acts as a poison with Toxicity equal to dots in this Merit. Those killed by this poison are resurrected, but gains the Resurrected and Charmed Conditions. If the Resurrected Condition is resolved, so does the Charmed Condition, and the victim dies again and rises as whatever type of horror the reagent would have created from a corpse.

    Birth of Sanity's Sorrow (•••••)
    Prerequisites: The Horror From the Shadows, Demise Unseen
    The most skilled and depraved of Reanimators prepare an insurance of sort for their inevitable death. The Reanimator concocts and imbibes an augmented reagent attuned to himself, which inflicts one point of aggravated damage. Upon moment of death, the Reanimator rises as a Lich within a day. As the reagent must stay in the Reanimator's body until death, it has no effect if a week passes after being applied, and the Reanimator must create and drink the reagent again, suffering more damage.

    Night of the Living Dead (••••)
    Prerequisites: From the Dark
    The Reanimator decides to go for quantity instead of quality. Instead of creating invididual zombies, he decides to unleash a horde. The Reanimator creates the reagent specifically for this purpose, unable to be augmented by any of the Reanimator Merits. He then releases it over a large area, which affects all corpses within it. The resultant zombies use the rules for The Horde.
    The Dead Beat Merit may be used in conjunction with this Merit, but only if the method of control can somehow apply to a literal horde at once.


    MtAw Homebrew: Even more Legacies, updated to 2E

  • #2
    Condition: Charmed (Persistent)
    (Modified from the version in Vampire)
    You've been supernaturally charmed by someone. You don't want to believe that anything he says is a lie, and you can't read his true intentions. Your new "friend" gains a +3 bonus to Manipulation rolls against you, and any Wits + Empathy or Subterfuge rolls you make to detect his lies or uncover his true motives suffer a -3 penalty. Using supernatural means to detect his lies become a Clash of Wills.
    You want to do things for him, to make him happy. If he asks, you'll do favors for him like he was one of your best friends - giving him a place to crash, lending him your car keys, or revealing secrets that you really shouldn't. You don't feel tricked or tipped off unless you resolve the Condition. The Condition expires normally after a scene or an equivalent amount of time.
    Resolution: The Charming person attempts to seriously harm you or someone close yo ou, you make a significant financial or physical sacrifice for him
    Beat: You divulge a secret or perform a favor for the vampire.

    New Condition: Resurrected
    Homebrew courtesy of Reighnhell


    MtAw Homebrew: Even more Legacies, updated to 2E

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    • #3
      New Numen: Animate Dead
      The entity may touch a corpse and spend a point of Essence to instantly raise it as a zombie. How the zombie is represented mechanically is up to the Storyteller.


      MtAw Homebrew: Even more Legacies, updated to 2E

      Comment


      • #4
        Restless Zombie
        Restless Zombies only have one imperative; I do not belong here, and I must return. They will frantically attempt to return to their graves or an equivalent, digging up soil to create a grave if it needs to do so.
        Only the Unbreakable Dread Power is available to Restless Zombies, unless imbued with more on the Reanimation ritual, and all Restless Zombies are vulnerable to fire.
        The below example used to be a construction worker killed by an accident.
        Best At (5 dice): Getting rid of obstacles in path
        Worst At (chance die): Anything not Best At.
        Willpower/Scene: 2
        Aspiration: To return to the grave.
        Initiative: 1
        Defense: 0
        Speed: 3
        Health: 8
        Weapons/Attacks:
        Grapple 0B Melee 5
        Bite 0B Melee 5
        Banes: Fire
        Dread Powers: Unbreakable

        Feral Zombie
        Feral Zombies have a desire to return to the grave like Restless Zombies, but vent it as seething rage for any living creature within its proximity. They lash out at any nearby creature, potentially causing wide-spread damage.
        Regarding Dread Powers and banes, Feral Zombies follow the rule for Restless Zombies, but also come equipped with at least one dot of the Natural Weapons Dread Power.
        The below example used to be a university dean who died of disease.
        Best At (7 dice): Violence towards the living, tracking nearby living creatures, getting rid of obstacles in path
        Worst At (1 die): Anything not Best At.
        Willpower/Scene: 3
        Aspiration: Attack all living creatures.
        Initiative: 1
        Defense: 3
        Speed: 5
        Health: 7
        Weapons/Attacks:
        Grapple 0B Melee 7
        Bite 1L Melee 7
        Banes: Fire
        Dread Powers: Natural Weapons • (bites), Toxic • (bites, Sick Tilt), Unbreakable

        Hungry Zombie
        Hungry Zombies are not mindless, having animal-level intelligence. The price of this relative mental stability is the compulsion to consume living flesh of the same type as the body, causing human zombies to appear as cannibals.
        Regarding Dread Powers and banes, Hungry Zombies follow the rule for Restless Zombies, but also come equipped with at least one dot of Natural Weapons and the Hunter's Senses (fresh meat) Dread Powers.
        The below example used to be an underground boxer.
        Best At (10 dice): Consume human flesh, getting rid of obstacles in path
        Worst At (2 dice): Anything not Best At.
        Willpower/Scene: 6
        Aspiration: Consume human flesh.
        Initiative: 2
        Defense: 3
        Speed: 6
        Health: 8
        Weapons/Attacks:
        Grapple 0B Melee
        Bite 2L Melee
        Punch 1B Melee
        Banes: Fire
        Dread Powers: Hunter's Senses (fresh meat), Natural Weapons • (bites), Unbreakable

        Calm Zombie
        Calm Zombies retain much of their memory and sapience. However, what they remember is often hazy and dream-like, and the zombies are mostly dazed in a trance-like state. Fortunately, this reserved state of mind and body saves them from aggressive urges and cannibalistic compulsions.
        Regarding Dread Powers and banes, Hungry Zombies follow the rule for Restless Zombies
        The below example used to be a traveling salesman.
        Best At (5 dice): Answering to questions, obeying simple orders, protecting itself
        Worst At (chance die): Any assertive action.
        Willpower/Scene: 2
        Aspiration: Attack all living creatures.
        Initiative: 1
        Defense: 1
        Speed: 2
        Health: 7
        Weapons/Attacks:
        Grapple 0B Melee 5 (when harmed), chance die (when merely threatened)
        Bite 1L Melee 5 (when harmed), chance die (when merely threatened)
        Banes: Fire
        Dread Powers: Unbreakable

        Lich
        Liches are unlike other Zombies, being not only more powerful but completely in control of their memories and mind. They retain all Attributes and Skills from their former life, and may even carry over certain Merits. What a Lich decides to do with its newfound existence is entirely up to the individual.
        The below example used to be a military officer and medic, who was decapitated in an accident. He dabbled in Reanimation himself, and thus has become a potent threat.
        Mental Attributes: Intelligence 4, Wits 3, Resolve 4
        Physical Attributes: Strength 3, Dexterity 3, Stamina 4
        Social Attributes: Presence 2, Manipulation 2, Composure 3
        Mental Skills: Academics 1, Medicine 3, Occult 2, Science 1
        Physical Skills: Athletics 1, Brawl 1, Firearms 2, Survival 1
        Social Skills: Empathy 1, Intimidation 1, Persuasion 1
        Specialties: Human anatomy (Medicine)
        Merits: Interdisciplinary Specialty (human anatomy) Iron Will, Dead Beat
        Potency: 2
        Willpower: 9
        Vice: Vengeful
        Virtue: Knowledge-Seeking
        Aspiration: Get back at the one who made me into this thing.
        Initiative: 6
        Defense: 3
        Speed: 11
        Health: 8
        Banes: Fire
        Dread Powers: Hunter's Senses (humans), Numen (Animate Dead; Intelligence + Medicine), Unbreakable


        MtAw Homebrew: Even more Legacies, updated to 2E

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        • #5
          I love all this up to one minor thing - Should Lich be called simply as Revenants, like those in 1E books - Antagonists and a like?

          The are ghosts who re-possess their old bodies in the Chronicles of Darkness 1E books. There is also example of one this being called ( wierdly ) as only Rachel Hrafn in CoD 2E Rulebook.


          Conquest of Paradise - Fan Dark Era about Portugal and Spain conquests in XVI century - Mage & Beast ( & Hunter )
          My Hubs - VtR 2E System Hacks, MtAw 2E Legacies and System Hacks & WtF 2E Lodges and System Hacks

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          • #6
            Originally posted by wyrdhamster View Post
            I love all this up to one minor thing - Should Lich be called simply as Revenants, like those in 1E books - Antagonists and a like?

            The are ghosts who re-possess their old bodies in the Chronicles of Darkness 1E books. There is also example of one this being called ( wierdly ) as only Rachel Hrafn in CoD 2E Rulebook.
            Glad that you liked it.

            I specifically chose another name, because these Reanimated corpses are not possessed by their ghosts. Perhaps Herbert West was right, and the body really is just a biological machine that can be rebooted, without those silly superstitious things like the soul. Or perhaps it goes the other way, and these corpses are possessed by the real soul of the deceased.

            Revenants would just use the Claimed rules, and if I remember them right, they could end up stronger than the Liches I wrote.


            MtAw Homebrew: Even more Legacies, updated to 2E

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