Hi there, here's a thing I was working on. It is quite an ambitious entry, but it came up in my mind and there was no way for me to stop thinking about it unless I wrote it down, so here we are.
(I also have another in mind, but that will take some time and I might decide to drop it if it turns out I went too far with this one)
Criticism is really welcome, considering it's a whole new Family and I'm not sure whether this was a good or bad idea. I'll also add a bunch of Atavisms later and possibly examples for the various Hungers, but for now I'd like to discuss this with the usual Family format (which I followed step-by-step)
.
.
Another match won, another press conference. Some hated it, but he always thought of those as part of the celebrations. Get in the ring, show your opponent who’s the best. Get back home and talk to the press, show the same to everyone else. Enjoy your triumphs, brag even: that’s how it works. But this time, just as we about to talk about the next encounter, that’s when she saw her in the crowd. It only took a glimpse for his mind to drift away. Gone were the cameras pointed at him, the people cheering at the champion and the clear goal of holding the belt in his hands: it all returned to that day at the hospital. He could not help but to think about it, about that damn bed. About his father, who was more skeleton than man at that point, and about the terror he felt in his spine by looking at him, the dread awareness that the body was truly empty. Gone forever.
Dad used to be the strongest man he knew.
He tried to regain control, but the tears would not stop. The people in the room were confused, thinking it was due to emotion. In a way, they were right, but not the one they imagined.
Like a whisper nobody else could hear, two words whose meaning his mind could not remember but his instinct recognized far too well: “Memento Mori”
Death. The point of no return. The end. It’s the destination we’re all going towards, no matter how hard we try to not think too much about it. It can happen anytime, more easily than we’d like to admit, both to us and those we care about. And once it happens, it’s definitive. The Irkalla are born from that, the fear of the end from which there’s no return.
The Reapers often consider themselves among the strongest children of Dark Mother, but rarely claim to be among the eldest. Death might be universal, which is arguably a reality that shapes powerful horrors, but fear of death, on the other hand, is something less immediate. The actual awareness of what death really means, of all the inescapable consequences that come with the cessation of existence, is something that requires a slightly more complex degree of sentience and self-awareness. But once that fear branded itself in the minds of men, it was there to stay, patiently waiting.
The Irkalla are often similar to the nightmare they embody. Most are patient, knowing that when all other fears come to pass, it will be their turn. Others are more overt, feeling they have the right to remind their preys of the fundamental truths they’d rather ignore. As mankind grew, the fear from which the Reapers were spawned became more nuanced. It associated with loss and the nightmare of losing what one holds dear. Death remains the ultimate end, but the Reapers are both oblivion and the moment from where there’s no turning back, the great unknown that lies beyond what we consider to be the pillars of our existence to be
At their core, the Irkalla know that everything ends. For each relationship that lasts, that’s one that ends and leaves people weeping. For each success that leads to a brighter future, there’s a failure too big to recover from. Treasures can be lost, friends can leave. And at the end of everything, no bargains or pleas allowed, there’s death.
The Horror, Hunger and personality of an Irkalla determine how she’ll decide to express her nature, but all Reapers are inescapable. Wherever they go, doom follows. People find themselves thinking about what they care about the most and how they’d feel should it disappear forever. Put against the fear of loss, you either fall into despair or spring into action to save what can be saved. For each Irkalla that uses this to make men and women realize what really matters, there’s one that feeds on death and coerces others to do as she pleases, the terror she wields as strong as a motivation as there can be
After all, the final results don’t change, so one might as well do as her nature tells him to do.
LIVES
“THE END IS NEAR”. It’s the kind of sign you’d expect a madman on the streets to wear, but here it’s right over the entrance of the church. The pastor himself put it here. When he became the new head of the congregation, soon after the sudden death of the previous pastor, the sermons took quite a turn. It started with a focus on the more dramatic parts of the scriptures, the one that talk of fire and brimstone, but by now he has added a lot to that. Some left, sure, but the flock kept growing each day, enthralled by the passion and the overwhelming truth that burned within his words; so much that some of his sheeps eventually found their way back home. He tells them to be afraid of the upcoming destruction, but that at the same they don’t have to fear as long as he’s their leader. Follow his commands, obey, and together they’ll all find salvation
They call her. No, really, she’s booked for the next three months. That’s what happens when you’re good at your job. She’s in a different school each week, though the topic might change. One week she warns them about drugs, the following about the dangers of drinking and driving. The last time it was about the connection between bullying and suicides. She even has one routine about mass shootings, a sign of times that cannot be argued with. She’s ready for everything: she has the data, the speeches and plenty of slides with pictures. Lots of pictures, each one showing a broken life. Some parents and teachers argue that hers are nothing more than scare tactics disguised as advice, but she still believes she’s providing a service. The impact her interventions have can be clearly seen on the faces of her audiences, after all.
They teach you that death is part of war so that when you’re out there and it happens you’ll be able to deal with it. To not delve too much on it and keep going. Compartmentalization, they call it, the secret to not lose your mind to the horror. But she feels that some are too good at it. It’s a thing to carry a burden, another to forget about it completely. Some need to be reminded of it so they can feel what their victims felt and remember the look their friends had on their face as life abandoned them. Good thing she’s there to help them with that.
He’s the kind of lawyer they recommend you when you need...peculiar kind of services. He keeps his mouth shut and works well. He can be trusted, that’s all you need to know. He, on the other hand, needs to know more: if you have done anything compromising, if you have secret funds hidden somewhere, if you abuse any substance and if those stories about you and that girl you met at the bachelor party are true. He needs to know because otherwise he can’t help you at the best of his possibilities and you don’t want that to happen. There’s too many out there that kept some things for themselves to avoid embarrassment and for whom things ended badly. Again, you don’t want to follow their example.
STORIES
Ankou, a being from Breton mythology, is the one most often associated with the looks of the modern Grim Reaper. As can be expected, he’s a skeletal figure who wields a scythe. He rides on a coach driven by black mares and a ghostly procession follows him wherever he goes. Ankou is said to be Death’s henchman, the one in charge of reaping lives, but he’s more capricious that his role would suggest. Ankou can kill just for the mere pleasure of it and often tests men and women by hiding its true nature. Those who pass the test survive, but the others, he takes away. When the Ankou comes, he will not go away empty
Mara is a Buddhist demon, inimical to enlightenment, who tried to tempt Buddha himself and lead him away from the right path. It can assume many terrible shapes, but one of those, Mrtyu-mara, is said to represent both the death of spirit and the fear of oblivion. By teaching men that death is something to be afraid of and that they should remain attached to the material world due to the terror of the end, Mrtyu-Mara keeps its claws deep into their souls
Banshee are crying spirits of Irish and Scottish mythology said to be the harbingers of doom. Their wails and shrieks announce a death in the family and in the past many believed each household had its own banshee. Sometimes the banshee appeared as fair maidens, others as walking corpses, but merely hearing their cries would inevitably signal an upcoming tragedy.
HORRORS
The Irkalla have as many shapes as the countless ends they embody. Many show traces of death imagery of a certain culture (or more), adorned with funeral colors and paraphernalia but, in the end, that’s not a given. The fear of the end is universal and viscerally felt, dreamers instinctively perceive Reaper’s Horrors for what they are.
Some Irkalla have primal horrors, grotesque leviathans of bones and darkness whose mere sight imprints in the minds of those who see them that the creatures in front of them is death incarnate and they can try to flee only for a little, at best. Other Irkalla take the shapes of the death gods of old, rotting queens and charred kings that inhabit empty, silent palaces from which there’s no return and can extinguish life on a whim. Some Reapers are more abstract: it is not unheard of Horror looking as animated graves from which an unearthly chill expands, dark clouds that bring rains of tears and maggots, or silhouettes of darkness that look as the observer’s dear ones would look after death. The Irkalla spawned from more apocalyptic fears frequently resemble eschatological or warlike figures, depending on the specific brand of End Of Times that gave them shape.
Notably, Irkalla Horrors also tend towards the anthropomorphic more than those of other Families might do. Being able to recognize the end as something personal and close to you seem to be the reflection of the fears mankind has when it comes to oblivion.
LAIR
Irkalla Lairs remind trespasser that they crossed into a territory where there living should not dare to be. Not all Lair actively damage those within, but they’re inhospitable, dread places, that everyone but the Reapers look towards leaving soon. There’s always a palpable sense of unease around and the few creatures that inhabit them are either suffering or too removed from life to perceive it.
Nickname: Reapers
Suggested Traits: Cramped, Echoing, Maze, Fog, Jagged, Sealed Exits, Stench, Swarm, Infected, Isolated, Darkness, Decayed, Exposed, Razored, Rotting, Viscous, Murmurs.
BIRTHRIGHTS
- There’s no escape from death. Once per chapter, an Irkalla can instinctively perceive where her target his and, should he move, keep track of it with a Perception roll regardless of distance. If the roll fails, the Reaper loses her prey and can only find it again with mundane methods, but remains aware of the last location he was before the roll failed.
- The mere touch of a Reaper brings destruction. Once per scene, the Reaper can touch a single object as big as her (Lair x 2) yards and make it break down completely. There might be no evident damage, but it’s as if the object succumbed to the weight of ages: a computer does not start and has lost all its data, a car does not start and all its parts need to be replaced (buy a new one) and all the words in a book have faded away.
- Irkalla exist to remind people of their mortality. By establishing contact with a nearby target, either with a touch, a look or a gesture, the Irkalla might make it lose a dot from any Physical Attribute (with all it entails for the various traits). The target needs to be aware of the Irkalla and a feeling of unease will follow their contact, but will recover the lost dot after the scene ends. The Irkalla can affect only a character per scene.
Atavisms: All Is Dust, Tear Down the Walls, Threadcutter
STEREOTYPES
Vampire: “It’s sad that you don’t want to talk, I feel like there’s so much I can help you with. Come back to me when you finally want to be honest with yourself”
Werewolf: “For someone whose favored hobby always ends with them killing things, they handle death in a way I never could”
Mage: “I’m the proof that not all obstacles can be overcome. They’re proof of the opposite”
Promethean: “I prefer to let them be, there’s no need for me to make it even harder for them. They don't need an end: they need a new beginning.”
Changeling: “They went through something far worse than what I have to show”
Sin-Eater: “We speak the same language, though we differ on the fine points”
Mummy: “I’d love to help but the more I learn about you, the more I feel I’m supposed to be on the other team”
Demon: “No, there’s no system to hack here, no rules you can ignore. Play your games, but I’ll still come for you in the end.
(I also have another in mind, but that will take some time and I might decide to drop it if it turns out I went too far with this one)
Criticism is really welcome, considering it's a whole new Family and I'm not sure whether this was a good or bad idea. I'll also add a bunch of Atavisms later and possibly examples for the various Hungers, but for now I'd like to discuss this with the usual Family format (which I followed step-by-step)
.
.
Irkalla, Nightmare of the End
Another match won, another press conference. Some hated it, but he always thought of those as part of the celebrations. Get in the ring, show your opponent who’s the best. Get back home and talk to the press, show the same to everyone else. Enjoy your triumphs, brag even: that’s how it works. But this time, just as we about to talk about the next encounter, that’s when she saw her in the crowd. It only took a glimpse for his mind to drift away. Gone were the cameras pointed at him, the people cheering at the champion and the clear goal of holding the belt in his hands: it all returned to that day at the hospital. He could not help but to think about it, about that damn bed. About his father, who was more skeleton than man at that point, and about the terror he felt in his spine by looking at him, the dread awareness that the body was truly empty. Gone forever.
Dad used to be the strongest man he knew.
He tried to regain control, but the tears would not stop. The people in the room were confused, thinking it was due to emotion. In a way, they were right, but not the one they imagined.
Like a whisper nobody else could hear, two words whose meaning his mind could not remember but his instinct recognized far too well: “Memento Mori”
Death. The point of no return. The end. It’s the destination we’re all going towards, no matter how hard we try to not think too much about it. It can happen anytime, more easily than we’d like to admit, both to us and those we care about. And once it happens, it’s definitive. The Irkalla are born from that, the fear of the end from which there’s no return.
The Reapers often consider themselves among the strongest children of Dark Mother, but rarely claim to be among the eldest. Death might be universal, which is arguably a reality that shapes powerful horrors, but fear of death, on the other hand, is something less immediate. The actual awareness of what death really means, of all the inescapable consequences that come with the cessation of existence, is something that requires a slightly more complex degree of sentience and self-awareness. But once that fear branded itself in the minds of men, it was there to stay, patiently waiting.
The Irkalla are often similar to the nightmare they embody. Most are patient, knowing that when all other fears come to pass, it will be their turn. Others are more overt, feeling they have the right to remind their preys of the fundamental truths they’d rather ignore. As mankind grew, the fear from which the Reapers were spawned became more nuanced. It associated with loss and the nightmare of losing what one holds dear. Death remains the ultimate end, but the Reapers are both oblivion and the moment from where there’s no turning back, the great unknown that lies beyond what we consider to be the pillars of our existence to be
At their core, the Irkalla know that everything ends. For each relationship that lasts, that’s one that ends and leaves people weeping. For each success that leads to a brighter future, there’s a failure too big to recover from. Treasures can be lost, friends can leave. And at the end of everything, no bargains or pleas allowed, there’s death.
The Horror, Hunger and personality of an Irkalla determine how she’ll decide to express her nature, but all Reapers are inescapable. Wherever they go, doom follows. People find themselves thinking about what they care about the most and how they’d feel should it disappear forever. Put against the fear of loss, you either fall into despair or spring into action to save what can be saved. For each Irkalla that uses this to make men and women realize what really matters, there’s one that feeds on death and coerces others to do as she pleases, the terror she wields as strong as a motivation as there can be
After all, the final results don’t change, so one might as well do as her nature tells him to do.
LIVES
“THE END IS NEAR”. It’s the kind of sign you’d expect a madman on the streets to wear, but here it’s right over the entrance of the church. The pastor himself put it here. When he became the new head of the congregation, soon after the sudden death of the previous pastor, the sermons took quite a turn. It started with a focus on the more dramatic parts of the scriptures, the one that talk of fire and brimstone, but by now he has added a lot to that. Some left, sure, but the flock kept growing each day, enthralled by the passion and the overwhelming truth that burned within his words; so much that some of his sheeps eventually found their way back home. He tells them to be afraid of the upcoming destruction, but that at the same they don’t have to fear as long as he’s their leader. Follow his commands, obey, and together they’ll all find salvation
They call her. No, really, she’s booked for the next three months. That’s what happens when you’re good at your job. She’s in a different school each week, though the topic might change. One week she warns them about drugs, the following about the dangers of drinking and driving. The last time it was about the connection between bullying and suicides. She even has one routine about mass shootings, a sign of times that cannot be argued with. She’s ready for everything: she has the data, the speeches and plenty of slides with pictures. Lots of pictures, each one showing a broken life. Some parents and teachers argue that hers are nothing more than scare tactics disguised as advice, but she still believes she’s providing a service. The impact her interventions have can be clearly seen on the faces of her audiences, after all.
They teach you that death is part of war so that when you’re out there and it happens you’ll be able to deal with it. To not delve too much on it and keep going. Compartmentalization, they call it, the secret to not lose your mind to the horror. But she feels that some are too good at it. It’s a thing to carry a burden, another to forget about it completely. Some need to be reminded of it so they can feel what their victims felt and remember the look their friends had on their face as life abandoned them. Good thing she’s there to help them with that.
He’s the kind of lawyer they recommend you when you need...peculiar kind of services. He keeps his mouth shut and works well. He can be trusted, that’s all you need to know. He, on the other hand, needs to know more: if you have done anything compromising, if you have secret funds hidden somewhere, if you abuse any substance and if those stories about you and that girl you met at the bachelor party are true. He needs to know because otherwise he can’t help you at the best of his possibilities and you don’t want that to happen. There’s too many out there that kept some things for themselves to avoid embarrassment and for whom things ended badly. Again, you don’t want to follow their example.
STORIES
Ankou, a being from Breton mythology, is the one most often associated with the looks of the modern Grim Reaper. As can be expected, he’s a skeletal figure who wields a scythe. He rides on a coach driven by black mares and a ghostly procession follows him wherever he goes. Ankou is said to be Death’s henchman, the one in charge of reaping lives, but he’s more capricious that his role would suggest. Ankou can kill just for the mere pleasure of it and often tests men and women by hiding its true nature. Those who pass the test survive, but the others, he takes away. When the Ankou comes, he will not go away empty
Mara is a Buddhist demon, inimical to enlightenment, who tried to tempt Buddha himself and lead him away from the right path. It can assume many terrible shapes, but one of those, Mrtyu-mara, is said to represent both the death of spirit and the fear of oblivion. By teaching men that death is something to be afraid of and that they should remain attached to the material world due to the terror of the end, Mrtyu-Mara keeps its claws deep into their souls
Banshee are crying spirits of Irish and Scottish mythology said to be the harbingers of doom. Their wails and shrieks announce a death in the family and in the past many believed each household had its own banshee. Sometimes the banshee appeared as fair maidens, others as walking corpses, but merely hearing their cries would inevitably signal an upcoming tragedy.
HORRORS
The Irkalla have as many shapes as the countless ends they embody. Many show traces of death imagery of a certain culture (or more), adorned with funeral colors and paraphernalia but, in the end, that’s not a given. The fear of the end is universal and viscerally felt, dreamers instinctively perceive Reaper’s Horrors for what they are.
Some Irkalla have primal horrors, grotesque leviathans of bones and darkness whose mere sight imprints in the minds of those who see them that the creatures in front of them is death incarnate and they can try to flee only for a little, at best. Other Irkalla take the shapes of the death gods of old, rotting queens and charred kings that inhabit empty, silent palaces from which there’s no return and can extinguish life on a whim. Some Reapers are more abstract: it is not unheard of Horror looking as animated graves from which an unearthly chill expands, dark clouds that bring rains of tears and maggots, or silhouettes of darkness that look as the observer’s dear ones would look after death. The Irkalla spawned from more apocalyptic fears frequently resemble eschatological or warlike figures, depending on the specific brand of End Of Times that gave them shape.
Notably, Irkalla Horrors also tend towards the anthropomorphic more than those of other Families might do. Being able to recognize the end as something personal and close to you seem to be the reflection of the fears mankind has when it comes to oblivion.
LAIR
Irkalla Lairs remind trespasser that they crossed into a territory where there living should not dare to be. Not all Lair actively damage those within, but they’re inhospitable, dread places, that everyone but the Reapers look towards leaving soon. There’s always a palpable sense of unease around and the few creatures that inhabit them are either suffering or too removed from life to perceive it.
Nickname: Reapers
Suggested Traits: Cramped, Echoing, Maze, Fog, Jagged, Sealed Exits, Stench, Swarm, Infected, Isolated, Darkness, Decayed, Exposed, Razored, Rotting, Viscous, Murmurs.
BIRTHRIGHTS
- There’s no escape from death. Once per chapter, an Irkalla can instinctively perceive where her target his and, should he move, keep track of it with a Perception roll regardless of distance. If the roll fails, the Reaper loses her prey and can only find it again with mundane methods, but remains aware of the last location he was before the roll failed.
- The mere touch of a Reaper brings destruction. Once per scene, the Reaper can touch a single object as big as her (Lair x 2) yards and make it break down completely. There might be no evident damage, but it’s as if the object succumbed to the weight of ages: a computer does not start and has lost all its data, a car does not start and all its parts need to be replaced (buy a new one) and all the words in a book have faded away.
- Irkalla exist to remind people of their mortality. By establishing contact with a nearby target, either with a touch, a look or a gesture, the Irkalla might make it lose a dot from any Physical Attribute (with all it entails for the various traits). The target needs to be aware of the Irkalla and a feeling of unease will follow their contact, but will recover the lost dot after the scene ends. The Irkalla can affect only a character per scene.
Atavisms: All Is Dust, Tear Down the Walls, Threadcutter
STEREOTYPES
Vampire: “It’s sad that you don’t want to talk, I feel like there’s so much I can help you with. Come back to me when you finally want to be honest with yourself”
Werewolf: “For someone whose favored hobby always ends with them killing things, they handle death in a way I never could”
Mage: “I’m the proof that not all obstacles can be overcome. They’re proof of the opposite”
Promethean: “I prefer to let them be, there’s no need for me to make it even harder for them. They don't need an end: they need a new beginning.”
Changeling: “They went through something far worse than what I have to show”
Sin-Eater: “We speak the same language, though we differ on the fine points”
Mummy: “I’d love to help but the more I learn about you, the more I feel I’m supposed to be on the other team”
Demon: “No, there’s no system to hack here, no rules you can ignore. Play your games, but I’ll still come for you in the end.
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