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Updating Some Immortals! [PEACH]

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  • Updating Some Immortals! [PEACH]

    Immortal Healing: If a character has "immortal healing", the rate of their natural healing is tripled. Additionally, they recover from Tilts caused by Aggravated damage when they heal the rightmost level of damage that caused that Tilt.


    Patchwork People

    For this, I'm assuming that you're using Mirrors' rules for aging (Every 5 years after 30, trade a dot in a Physical attribute for 2xp, which you may only spend on Social merits. Yeah, I'm aware that means that you're losing XP - it's a quick hack to GMC.)

    Clockwork Heart [Persistent]
    Your heart has been bolstered and connected to an exceptionally complicated piece of clockwork, which metes out a steady pulse of life-filled energies. As long as the machine keeps running, you don't require sleep and cannot fall unconscious - you automatically succeed on the Stamina + Resolve roll to avoid falling unconscious upon having your health levels filled with Bashing or Lethal damage. In addition, your body may accept transplants from any donor without fear of tissue rejection.
    Of course, this all has a downside; your heart needs that little device. If this Condition is resolved for any reason, you begin to suffer cardiac arrest, taking 1A a minute, which only stops if you regain this Condition or get some really speedy treatment.
    Caused By: Surgical implantation, rewinding the clock.
    Beat: N/A
    Resolution: Your heart stops; you are impaled through the heart.

    Rejuvenation Clinic
    A Rejuvenation Clinic specializes in large-scale tissue replacement, with that tissue usually coming from people who've "disappeared." The doctors that work there are usually the top of their field; the halls are comfortable and the operating theatres are nice and sterile.
    Among their many services, receiving care in a clinic quadruples healing times and can remove Tilts caused by Aggravated damage. However, their "best" procedure is rejuvenation - they implant you with a clockwork heart, double-check to see that everything is working properly, and replace old body parts with those from unwilling "donors".

    The end result is essentially an entirely new body (or, at least, one with a few new parts) - it still ages normally, but the process reverses 10 or more years worth of aging - depending on how much of their body is replaced - which restores any dots in Physical attributes lost during that time. It also allows the patient's player to rearrange their Physical attributes and to reassign any Striking Looks they may have. It's also a reasonably good excuse to buy up merits such as Striking Looks or Giant that are normally only available during character creation.

    Characters with the Clockwork Heart condition are protected from most mundane tissue rejection, but even they have issues with having large portions of their body replaced. Their exceptional ability to accommodate foreign tissue means that they don't suffer any problems at all for the first decade, though wear and tear means that they have to get a "tune up" at least once a decade - being late for an appointment means they take 1B every month, which can only heal once they've gone back to the clinic and have had their parts replaced.

    Harvester's Scythe (•••••)
    Prerequisites: Human only, Weaponry ••, Cannot be immortal.
    Effects: You either stole someone else's scythe, or you wanted one hard enough that the proper rituals burned through your mind as hallucinations and fever-dreams - and the methods of creating it are a one-time deal. Your "Scythe" can be any melee weapon, though it is traditionally a bladed weapon. Regardless of its actual shape, all Scythes gain certain additional traits - its Durability is doubled, it always deal Lethal damage to any physical Supernatural creature, and is considered to achieve an Exceptional Success on with three successes on any attack made against a physical Supernatural creature.

    Additionally, whenever a Scythe kills someone, the user gains 3 points of Stolen Time for every 100 years that character had lived; if multiple characters with Scythes worked together to take down the character, the Stolen Time is split between them. Once a year, a character with Stolen Time automatically spends one point; when they do so, they do not age and gain Immortal Healing for the next year.
    If a character's Scythe is stolen, their entire pool of Stolen Time is transferred to the thief; if the Scythe is destroyed, anyone who has ever used it and who hasn't used another Scythe since then ages at a rate of one decade a minute until they reach their true chronological age.

    There are rumors that an equivalent of this merit exists, which requires Firearms •• and which empowers a gun (traditionally a revolver), but none of these rumors have ever been verified.
    Last edited by amechra; 01-19-2015, 11:13 PM.


    I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

    So good bye, good luck, and have a nice day.

  • #2
    Commentary... what commentary do I have?

    Basically, this comes about because of some comments made in the Immortal Covers thread over in the Demon subsection, where someone pointed out that you could represent several of the Immortals from the book of the same name as Conditions. So I made this.

    I'm taking suggestions on which one I should do next, by the way.


    I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

    So good bye, good luck, and have a nice day.

    Comment


    • #3
      Hm, I'mma thinking the Heartless (Their name escapes me right now) or Visitors.


      Comment


      • #4
        I would change the part about the stun quality of the Harvester's Scythe for reasons outlined in this thread: http://forum.theonyxpath.com/forum/m...en-gmc-and-b-s

        To clarify, under the most recent rules, the stun quality only affects blows to the head, while the intention of the Harvester's Scythe is that has a chance of stunning the opponent with each strike, possibly stunlocking them. I would just keep the contested roll (Stamina + Resolve vs. the victim's Stamina + Supernatural Advantage) as it is a magical effect.

        Also, I think 5 XP is far to cheap for this "magic item", but still being a Merit I do not see many other options (unless magical items worth more than 5 Merit dots stay a thing, in Mage for example). Using the first edition Mage or Reliquary rules, I would gauge it as a 7 or 8 dot Merit.

        Comment


        • #5
          Ah, I had missed that. Shows me for assuming that B&S's combat chapter was identical to GMC's.

          You know, I might drop the bit where they stunlock, and think of something more enjoyable than "hit 'em until they stop moving, then butcher them". The intent of the original feature was, after all, to make them a threat to supernaturals, many of whom could crush you like an egg. Maybe reduce their penalties for aiming at particular body parts by 1, or let them get an Exceptional Success against physical supernaturals with 3 successes instead of 5? That would definitely help...

          If you think it's too much, I can reduce the healing rate. Or, rather, I can change it up a bit; most of the Immortals in the book heal faster than normal and can regenerate limbs, so I might as well collect that in one place.


          As for the Eternals and Visitors... I'll work on 'em.


          I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

          So good bye, good luck, and have a nice day.

          Comment


          • #6
            Personally, I've always thought about the Harvesters as some sort of hunter conspiracy- but considering you presented it as a merit, there is no reason why it shouldn't work together :P Any way, good job!


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            Comment


            • #7
              Well you could certainly turn the harvesters into a hunter conspiracy, the book mentions some of them are already hunters, keeping their actual nature secret.

              So without altering things too much, they'd be more like a cult than a conspiracy, possibly infiltrating some compacts and conspiracies.

              Comment


              • #8
                I would argue that Clockwork Heart is a lesser template, not a Condition. It is their defining characteristic and the thing that sets them apart from ordinary mortals. Sure, you can write it up as a Condition but you could do the same for Ghouls if you wanted.

                That said "takes 1 unhealing Bashing a month" makes sense as a Condition these people get if they go too long without a tuneup.

                For the Harvesters, if you're sticking to the Imortals book they don't lose their stolen time when somebody else uses the Scythe. Two (or more?) Harvesters can share one weapon if they wish. If you're remaking it GMC style the Scythe should get it's good traits (Durability, stun, whatever) and when it is used in killing an immortal grant the "Stolen Time" condition with 3 years per victims century split between the Harvesters involved.

                Stolen Time (Persistant)
                This Condition provides a store of time during which the subject does not age. Additionally while ageless the character heals at a rate of 1 Bashing per minute, 1 Lethal per hour, and 1 Aggravated per 4 hours and can regenerate lost limbs and other normally unhealable injury. When the stolen time runs down the character resumes aging and healing at a normal rate. More time can be added to this Condition by use of any Scythe they can kill an immortal with.
                Caused By: Use of a Harvester's Scythe
                Resolution: Stolen Time is resolved if the last Scythe the character used is destroyed. Resolution causes the character to age one decade per minute until they reach their true age.

                Comment


                • #9
                  The Patchwork People and Ghouls are entirely different cases.

                  One is entirely passive and doesn't give access to stuff that Mortals can't buy with their XP. Patchwork People also only have the features listed in the Condition I posted - heck, they still have access to mortal only merits!

                  As for Harvesters... they do if its stolen, not just used by someone else. If someone else takes your Scythe and hunts with it, they get all your stolen time. You can only "share" a Scythe if you're both using it to kill the same guy - if one of you runs off and uses it without the other, that guy loses all of his extra time. The reason that I'm not going for the "chance of stunlocking a Supernatural for a scene each time I hit them" is that that's... no. That's not something you'd include if you were to ever use Harvesters in a mixed Mortal+ game.

                  I do like that Condition though - mind if I steal it?


                  I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

                  So good bye, good luck, and have a nice day.

                  Comment


                  • #10
                    I realize that this is a carry-over from the original Immortals book, but I would hugely up the amount of Stolen Time received. At the moment, you only gain Stolen Time if you slay something 100 years old. And for that, you get just three years. Yet in the Immortals book, there is one character who survived from the Black Death -- call it 600 years ago for ease of math, she had to have killed beings who have collectively lived for 20,000 years. Seems a stretch.

                    I'd say make the ratio more like 1 Stolen Time for 4 Years of Life or some such.


                    GM of the Walking Shadow Campaigns
                    New System and Setting Material

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                    • #11
                      Hm... I might consider upping it to 1 year for every 40 - the issue is that I removed the "Immortal" clause there, so you could go around killing normal people whose lives were extended for their sweet, sweet years of life. If I did that, I'd have actual immortals count as twice their actual age for the purposes of how many years you steal.

                      That way, a 100-year old Immortal would give you 5 years of life, which cuts Miss Black Death to a more reasonable 12,000 years of Immortals (she specializes in Eternals, if I remember correctly, which were noted to sometimes be thousands of years old.)


                      I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

                      So good bye, good luck, and have a nice day.

                      Comment


                      • #12
                        *nod* That might work. I was mostly thinking that immortals are supposed to be rare, and yet a Harvester needs to find them by the bushel to actually survive long-term. Plus I was thinking of vampires as the most common 'immortals', and anyone trying to hunt elder vamps regularly is going to get in over her head in short order.


                        GM of the Walking Shadow Campaigns
                        New System and Setting Material

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                        • #13
                          You’re welcome to the Stolen Time condition.

                          My take on Harvesters is that they are supposed to be unreliable, most only spending some time immortal and suffering time and age between the times they can down their prey. Still, if you want to break down the 3 years per century it’s about 11 stolen days per year. You could give half that for mortals but then you just wind up with immortal serial killers who stalk hospice care for the best kills.

                          As to the stolen weapon, there’s a matter of interpretation there. You could read “If stolen, the scythe provides life to the Harvester who uses it as meaning that the Scythe gives life to the Harvester that uses it, not the one that made it or you could read it as stealing the Scythe steals all the immortality from the first Harvester.

                          Comment


                          • #14
                            I think the reason it only works on supernaturals in the book is that it effectively eats the magic propping them up. That's why you get more time the older the thing is.

                            Comment


                            • #15
                              I suspect this rapidly turns into a demographics question. How many Harvesters do we assume exist, how old are they on average, how many immortals do we think exist, and how old are they on average?

                              Depending on how you answer, the ratio of Stolen Time to actual time necessary to make Harvesters "work" changes. I tend to assume that very old characters are quite rare (the number of immortals over a thousand years old is less than a hundred globally, excluding torpid vamps), so centuries-old Harvesters become unfeasible. But that's just my assumption for my game. Different folks will have different assumptions.


                              GM of the Walking Shadow Campaigns
                              New System and Setting Material

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