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New Family: Irkalla, Nightmare of the End

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  • Master Aquatosic
    replied
    These seem very powerful, but i hesitate to call them OP without seeing them in action myself. So on to clarification questions.

    Do objects immediately take one damage from All is Dust when they enter the Beast's area of effect, or does the first damage occur after one minute in their presence? Could you provide an example of what you mean by obviously supernatural damage to, say, a smartphone? What are the limits of the immunity to Tilts? Will fires snuff out pr part to let her through? Can she pull a Moses at the Red Sea? Why are you using two Attributes for the All is Dust Dicepool? If I wanted to change out one of them for a skill, how would I go about it?

    Why does Tear Down the Walls work on Angels, if they are presumably outside the Dark Mother's purview like Demons? Does a character actually IC choose what ephemeral they attuned to the first time they gain the Atavism, or is it the type most connected to their myth?

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  • Cinder
    replied
    And here I finally post the Atavisms.

    ​Shoutout to ajf115 for being my playtester and providing precious feedback and suggestions.

    Let me know what you think about these! I also included an alternate Family for each Atavism in case you like it but don't want to use the Reapers

    (Also, I can't avoid to think that, should you decide to include the Irkalla into your game, the Plague Bearer Atavisms from the Player's Guide has good thematic reasons to become theirs instead of Namtaru)

    - All Is Dust (Irkalla/Anakim)

    Embodiments of the end, the Irkalla deliver destruction and death with their mere presence. A Reaper is a fearsome monster that can annihilate its foes and make everything around it crumble, leaving only desolation in its path.

    Action:Reflexive, Instant (Satiety expenditure only)


    Dice Pool: Strength + Stamina + Lair - Defense (Satiety expenditure only)

    Normal Effect:An aura of ruin surrounds the Beast, eroding away objects, structures and obstacles. All objects within a (Lair dots) yards radius from the Begotten suffer 1 point of Structure damage each minute, ignoring Durability. The objects carried by the Beast are not subjected to this effect, but those carried by her allies still are, with the exception of her Broodmates. While the Beast herself might not show any clue about her nature while using the normal Satiety effect, the impact of the gradual damage caused by the Atavism is clearly supernatural.

    Furthermore, the Beast is immune to all penalties and Environmental Tilts that would impede her movement on the ground. Plants wither, rocks turn to dust and water evaporates as the Begotten approaches. At this level, the power is not strong enough to protect the Beast from everything, cannot be used to damage enemies and only works while the Begotten is on foot, but she has no longer to worry about being impeded.

    Low Satiety: as the Beast grows hungrier, the Atavism enhances her attacks beyond what humans can do. The Beast’s unarmed strikes inflict 2L Damage. They also ignore an amount of Armor or Durability equal to the Beast’s Lair. Melee weapons carried by the Beast, even improvised ones or tools like, say, a scythe, also ignore Armor and Durability.

    Satiety Expenditure: with a gesture, the Beast lets out a wave of devastation that obliterates her surroundings. Be it an explosion mirroring modern nightmares of destruction, a mighty roar that breaks bones and stone, a sphere of searing light or the dark embrace of oblivion, it is indiscriminate in its wrath. The Satiety expenditure effect applies to all creatures, objects and structures within a (Lair dots) yards from the Beast. It’s a ranged area attack whose dice pool equals the Beast’s Strength + Stamina + Lair - the target’s Defense, rolled separately for each creature (and the object it carries) caught within but only once for all inanimate objects or minor beings (like swarms and such). The attack inflicts aggravated damage and ignores Durability and Armor equal to the Beast’s Lair. Broodmates whose Lair is connected to that of the Begotten take no damage from the Satiety expenditure effect unless the Beast wishes so.


    - Tear Down the Walls (Irkalla/Makara)

    Medium between our world and others, Beasts can turn into a beacon for otherworldly beings. By using the innate connections of her primordial heritage, a Begotten is able to communicate with those creatures easily and allow them to interact with the material world while using the Beast as anchor. At its strongest, the Begotten shapes to the nightmarish symbols and ephemera of the Primordial Dream into physical form, giving birth to hordes of ravenous entities that only exist to sate their own hunger.

    When buying this Atavism, choose a type of ephemeral beings. The Atavism’s normal and low Satiety effects only work on the selected category, though there’s no mechanical difference with the Satiety expenditure one. The Atavism can be bought again at a reduced price of 2 Experience (1 for Irkalla Beasts) to expand it purview, with access to a different kind of ephemeral creature at each purchase. Angels cannot be chosen when taking this Atavism and are not affected by it.

    Action: Reflexive (normal and low Satiety effects) or Instant (Satiety expenditure)

    Dice Pool: Presence + Occult (Satiety expenditure)

    Normal Effect: the Beast is able to perceive its chosen kind of ephemeral creature, touch and interact with them as she is in their corresponding state of Twilight. This enhanced perception only applies to creatures and does not grant the Begotten any special insight about the worlds from which these entities come from. Still, it allows the Beast to notice, communicate and influence those ephemeral beings easily: in addition to the bonus granted by Thicker Than Water, the Begotten also adds her Lair dots as a bonus on all Social rolls made against the ephemeral creatures she chose.

    Low Satiety: the Beast’s presence weakens the walls between worlds and makes it easier for ephemeral beings to manifest. When using the Atavism, the general location around the Begotten (the building when inside or the surroundings when outside) attunes itself to otherworldly influences. Depending on which kind of ephemeral creatures the Atavism has effect upon, incorporeal entities can manifest with little effort. Ghosts treat the place as if it is tagged with the Anchor Condition and spirits treat it as if it is tagged with the Resonant Condition. The effects lasts for a number of hours equal to the Beast’s Lair and the Beast cannot end it prematurely.

    Satiety Expenditure: the Beast calls forth a number of malevolent creatures from the depth of the Primordial Dream to do her bidding. Roll Presence + Occult. For each success, one of these beings appears. The aesthetics vary: Irkalla often summon hordes of zombies, while other Begotten might create trolls, predators of various kinds, fish-men or sentient amoebas. It ultimately does not matter, these creatures (technically Actors, BPG page 157) are forged from Primordial Dream’s ephemera processed through the Beast’s Horror and their presence defies logic. The minions use simplified stats as ephemerals do, but are completely physical. They have the following base stats:

    Tear Down the Walls’ Minion

    Power 1, Finesse 1, Resistance 1
    Size: 5
    Health: 6
    Willpower: 0
    Defense: 1
    Speed “species factor”: 4
    Speed: 6

    The Beasts gets a number of “points” to distribute among the minion’s attributes equal to her Lair, used to determine the stats and traits of those summoned. Storytellers are free to decide whether the points can be spent each time the Satiety expenditure effect is used or they can be redistributed each time the Beast acquires a Lair dot: the former allows way more versatility, but the latter speeds up and simplifies things. The minions are often of limited intellect, if not utterly mindless, but instinctively obey the orders of the Begotten that made them and those of her Broodmates. They have no ranged attacks, but their melee and brawl attacks inflict lethal damage. The minions disappear at the end of the scene, crumbling to dust or rotting away as their ephemera is reabsorbed by the Primordial Dream. They are subjected to the same Anathema their creator is currently tagged with.


    - Threadcutter (Irkalla/Ugallu)

    Irkalla vary in shape and form, some related to death itself while others embodying different kind of endings. The inescapable truth that they all share, though, is that the ends comes from all and there’s no way to notice or stop it until it’s too late. Whether this means that the Beast will inevitably find her prey, give it a taste of oblivion or even tear away its soul, it all ultimately reminds her victims of their insignificance and lack of defenses against the end.

    Action: Reflexive, Instant (Satiety Expenditure)

    Dice Pool: Presence + Lair - Resolve (low Satiety), Strength + Lair - Resolve (Satiety expenditure)

    Normal Effect: the Beast is able to remove herself from the minds of those around her and even become incorporeal by concentrating enough, severing her connection to the material world just enough to pass through obstacles. She imposes a penalty equal to her (Lair dots) to all rolls made to notice her presence. This penalty does not apply if the Beast is openly hostile and all those who succeed on their Perception roll, interact directly with her or enter in a conflict against the Begotten no longer suffer from it for the remainder of the chapter.

    By focusing one turn on a solid surface or object, the Beast effectively cuts away the interactions her body and the material should have. She’s able to walk through it and move as if she were incorporeal, and all the objects she brings with or grabs become “incorporeal” as well. The Begotten can, for example, put a hand in a safe and take what’s within. Other characters can still interact with her and she’s not immune to any sort of damage or Condition. Should the Beast take one point of lethal or aggravated damage while crossing through, the Atavism interrupts and she immediately takes an amount of aggravated damage equal to the Durability of the solid she was phasing through.

    Low Satiety: the touch of the Begotten severs the victim’s mind from her perceptions, eventually leading her to a maddening nothingness. This requires one turn of direct contact or, in combat, a successful brawl attack. If, out of combat, the Beast scores more successes than the target’s Stamina with a Presence + Lair - the target’s Resolve roll or does the same with her attack roll, the opponent loses one of the traditional five senses (sight, hearing, taste, smell and touch, at Beast’s choice). This can be represented by a variety of Conditions and Tilts (Blinded, Deafened, Confused, the moderate version of Sick, just to make some examples). The effects are cumulative. Should the target lose all five, she gains a persistent version of the Insensate Tilt that does not end after taking damage. The senses return to normal at the end of the scene and all the Conditions and Tilts are removed.


    Satiety Expenditure: at its most terrible, the Atavism allows the Begotten to rip away the souls of her preys from their body. This requires for the Beast’s target to be vulnerable or unaware. Out of combat, this usually means they’re asleep, heavily drugged, severely feverish or unconscious, while in a fight it requires them to be tagged with the Immobilized or Insensate Tilts. The Beast spends 1 Satiety and rolls Strength + Lair - the target’s Resolve, while her Horror merges with the Begotten’s physical form. On a success, the Beast removes the soul and hurls it into Twilight. The target gains the Soulless Condition, which lasts for a number of days equal to the Beast’s Lair, at which point the soul returns to its owner (provided nothing happened to it). While the Beast is trying to remove the soul, all the bystanders can glimpse her Horror juxtaposing to her physical body.
    Last edited by Cinder; 04-27-2018, 08:22 PM.

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  • 21C Hermit
    replied
    Originally posted by Cinder View Post
    My immune system failed me after coming back from my work trip and I was K.O. until today: I should be able to post the Atavism in a couple of days.

    Sorry again for making you wait, I do feel bad about that
    No worries.

    Besides, if we had to feel bad for not being more robust in our homebrewings, I should’ve been struck down with guilt a long time ago... Now where did I put my notes for the Secret Order again...

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  • Cinder
    replied
    My immune system failed me after coming back from my work trip and I was K.O. until today: I should be able to post the Atavism in a couple of days.

    Sorry again for making you wait, I do feel bad about that

    Leave a comment:


  • Cinder
    replied
    Originally posted by blackhatmatt View Post
    I don't log in here much anymore, but I wanted to tell you, Cinder, this is good stuff.
    Thanks, Matt.

    It exists in the first place only because of the great work you people are doing with Beast and happened because I challenged myself to improve after reading the Player's Guide, but you taking your time to come here and say this means more than I can express.

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  • blackhatmatt
    replied
    I don't log in here much anymore, but I wanted to tell you, Cinder, this is good stuff.

    Leave a comment:


  • FallenEco
    replied
    I wonder...how will the fear of oblivion aid the hunt? What does death itself bring to the feast?
    That is what I'd like to see in the Atavisms.

    Leave a comment:


  • Cinder
    replied
    Gotta dedicate a couple of days to the first session of a campaign of mine that starts tomorrow and then I'll be away until Tuesday. This means I don't think I'll be able to post the Atavisms before next week. Apologies everyone, I'm aware that's not cool on my part, but my job works like that: I have to leave when they call me.

    I'll still try to reply and be as available as possible for the discussion even after Wednesday, but I'm afraid I can't post more juicy material until I come back. I'm sorry about that.
    Last edited by Cinder; 04-09-2018, 10:19 AM.

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  • Cinder
    replied
    Ok, here's a page that details how Irkalla tend to handle Hungers and an example for each. Let me know if this is of any help. When I'm done with the Atavisms, I'll copy this part to the first page, under the OP.

    I learned my lesson, though: if I decide to write the other Family I'm thinking about, I'll put this page in from the start (don't count too much on that though, still not sure if I can pull that off without too many identity problems; it's quite a niche one)


    - Irkalla Tyrants establish dominance through the fear of endings, making clear that they’re the one in a position of power and that those who wish to be spared can only do so through utter submission. They teach their victims that the Irkalla is the one in control and none other. Those Irkalla who don’t mind the spotlight take up the mantle of leadership and promise others to guide them through their tribulations. Many Reapers do get their own hands dirty and set themselves as the one thing people should be afraid of, but less openly brutal ones prefer to exploit already existing fears and ramp them up in order to subject those below them to a constant threat of an impending doom they can use to assert superiority. Those few that try to escape their clutch are brutally brought back in the ranks or eliminated, not because they represent a threat but as a matter of fact for showing the arrogance to dare to deny the inevitable.

    Mobsters are a superstitious lot. Francesca knew it since she was a little kid, learning it from those she grew up with. Her father, a small fry who died in prison after being used as scapegoat by, treated both her and her mother like shit. She was not sad to see him gone, but she still vowed to get some satisfaction as a matter of principle. Finding someone to blame for that was not difficult and Francesca enjoyed the tales of terror that spread through the neighbourhood after his partners retrieved what was left of the body. With just a little sense for theatrics and the knowledge of where to strike it only took a bunch of months to weed out the competition and cultivate a legend. Now all criminals in town know that their lives depend on the benevolence of the Lady of Bones. Some even started to pray her and it’s those that Francesca admits to her own entourage, giving them a taste of power as long as they show they’ll die for her.


    - Most Irkalla Collectors take what makes people cling to the past and make it their own. Several Reapers justify this as a lesson in letting go what’s not gonna come back and move forward, though the sudden disappearance of those treasures sometimes has an emotional impact that does more harm than good to the acceptance process a person is going through. Others would rather see their Hunger as a way to show that getting attached to representations of what was important to you only leaves old wounds open and that’s a weakness people need to get rid of. There are also many Irkalla that express their craving in a different way and collect proof on endings that left a deep impact, like proofs recovered from the scene of a grisly murder, items that can be associated with the end of an era or morbid mementos of great tragedies. The hoards of Irkalla Collectors are galleries of made of loss, failures and tears.

    If you ask, Fabienne will tell you he does it for their own good. To succeed is certainly not a bad thing, but to succeed once and never again sure can be. Some people gotta accept perhaps it was not meant to be. That’s why the Irkalla breaks in the homes of those who cling to their past and steals those mementos whose only purpose right now is to haunt their owner with memories of what’s long gone. You could have been a contender, he gets it, but it’s time to move onward. Life does not end because a broken leg kept you outside the field or of a lover that left. Sometimes you’re to blame, sometimes you’re not, but it’s useless to cry on old pictures while your real life is is passing by.


    - Irkalla Predators are among the most terrible of their kind. As creatures born from the fear of the end, all Reapers are innately apt at making others remember of their mortality, but Irkalla Predators do so with a kind of direct nightmarish clarity that few others can match. Reapers have a talent to make their preys feel as if the hunt and the lesson that come with it are directly aimed them, even among a crowd of terrified people looking at a maimed body left there to make a point. Reaper Predators are rarely subtle, but not all aim immediately at their chosen target, sometimes preferring to do what’s in their power to make impossible for them to not think about what would happen should doom come for them. If that’s enough for the lesson to stick, good. If not, that’s an easy problem to solve. It’s far too easy for Irkalla Predators to take the easy way and become unrepentant killers. Close as they are to death, it takes only a little to cross the line and turn a lesson in an eulogy. After a while, the line just disappears while only screams remain.

    People are dying out there. Too many lives wasted because they were born in the wrong place at the wrong time. Luck should not be a factor, but it is and while Frank accepted long ago that’s not something he has the power to change, he can at least level the field a bit. Instead of going after those who have too little, the Irkalla goes against those who had too much. After all, they should know that they are not better than others in the face of death. It’s obviously more dangerous than feeding on the poor, but Frank was never a man that goes for the easy path. In fact, he’s growing tired of other monsters not sharing his views and leaving those who are already suffering alone, to the point he’s seriously considering to extend his hunts to the


    - Irkalla Nemeses bring the kind of retribution of the tragedies of old, the ones that spoke of kingdoms falling and household being erased from history because of crimes against the laws of the living and the dead. Reaper Nemeses are there both to remind that endings are inevitable and that one must not try to escape them and that those who bring ruin to others must be ready to face the consequences. They hunt down those who avoided punishment for the pain they caused and the lives they’ve broken, either literally of metaphorically, or those who believe themselves to be above good, evil, life and death. One might be able to flee for a while, but the end will still come and to defy it only means to enrage it. Reaper Nemeses often accept that their role of judge, jury and sometimes executioner leaves them no more innocent than their victims and that they’ll have to be held accountable for their actions and eventually pay for them, even if that won’t stop them. Many Irkalla Nemeses also teach people to respect what’s gone and that endings leave a mark on people that at times need to be dealt with. These Nemeses often take on the mantle of guardians of the dead and speak for them, ready to obtain the vengeance the spectres can’t obtain by themselves

    The job came later, as a natural consequence of everything else, but nowadays it’s arguably just as important as the rest. Rhonda might not be the most beloved volunteer of the center, but that’s just because she no patience for bullshit. They’d tell you to speak with a lawyer, to call the police and be patient, that violent spouses and stalkers should be dealt with in the legal way, but the Reaper is having none of that. She knows well that certain people don’t stop until they’re stopped and that legal actions don’t scare them enough to make clear that whatever rights they believe to have on defenseless women and children, those are gone or never existed in the first place. But her punishments aren’t forgotten as easily, which means Rhonda has no qualms at getting personally involved should the situation require it. She usually stops right before going too far, but makes sure the lesson is learned.


    - Irkalla Ravagers are a force to be reckoned with. Where the Ravagers of other Families color their hunger with aspects of their own nature, Reaper Ravagers sow ruin for ruin’s sake. They’re the living demonstration of the illusions of control people innately believe to keep going on with their lives. Illusions that, when broken, leave space to awful nihilistic truths: there’s no real safety, you can’t make plans for the future and all the things you love are going to end someday, whether you like it or not. The end will come. It’s not a matter of power, preparations or anything: that’s just how things are. Nobody is a factor against the end and oblivion waits for everything equally. Many do enjoy destroying the properties of those showing an excessive attachments to their belongings. Irkalla Ravagers trying to teach a lesson ask the following question: after disaster has struck, after what you believed fundamental to your existence is gone and life as you knew it has ended, what you’re gonna do? Do you really needed that to survive or you’re stronger than you think? The aftermath of an Irkalla Ravager’s rampage are often ripe with boundless devastation, but the strength of their lessons is hard to deny.

    Faith is a restless soul, travelling around the country with all means possible. She’s quick to make friends and rarely causes any trouble, but usually stands around to learn enough about the inhabitants. There are people out there that think they’d be able to deal with whatever the universe will throw at them and it’s those that Faith puts to test. In her travels, she has destroyed bunkers, survivalist stashes and actual weapon arsenals, though she keeps some food for herself more often than she’d like to admit. It’s not like she means to harm the owners, but they gotta learn that to store loads of stuff behind a reinforced door should not be the whole point of living.


    - The kind of secrets Irkalla Whispers hunger for are those that can turn lives upside down should they ever be revealed. Cheated spouses, secret abuses and repressed feelings that could never be forgotten if expressed. The Reaper Whispers are driven to those like moth to a flame and exult in the sheer magnitude of their importance. Some Whispers savor those secrets and keep them from themselves, enjoying the fear that the idea of those coming to light represents and using them as leverage, but most merely maintain them long enough for the informations to be unleashed at the most crucial moments, so that’s no turning back after such revelation. Often, Irkalla Reapers develop a taste for endings that were kept secret and details of those not made public, like the circumstances of a suspect death or the failure of a project of which investors knew nothing. The end, in all its shape, should be acknowledged and seen in its entirety: it’s the only way to move forward.

    You’d be surprised to know how many people die in hospital due to negligence, all while the doctors and the administration cover everything up as mere incidents. Stjepan is not. He has been doing this for a long time and has seen so much that he’s able to recognize the pattern of lies that are used in the records when it happens. When he’s sure to have found a target, the Irkalla is not kind: he terrorizes and stalks the responsibles, threatening them to spill what he knows. Some have called the bluffs in the past and the approach Stjepan has being all but subtle sometimes led him in trouble, but many are too scared to lose their career they don’t want any unwanted attention of things long buried. After all, Stjepan is not asking for money: he just want them to admit it. And when that happens, the Irkalla makes sure to register everything and send the recording to the families of the victims


    - Irkalla Enablers leave a mark. Many are convinced that mankind is ultimately selfish and that, when put in a crucible where, your life or that of another’s is at stake, a person will always think of himself first. This has not to take the shape of a conflict from which only one escapes alive (though sometimes it does), but rather a series of circumstances that strips away all the hypocrisies and reduce everything to a burning need to protect what really is important for someone, the others be damned. “It’s okay to be selfish when the stakes are high”, these Enablers say, “just don’t lie to yourself”. A considerable amount of Irkalla Reapers play with the notion that since everything’s gonna end and that life should not be squandered, that should give an excuse to behave as one pleases, if not a justification to do so. Other Reapers help their targets to find the motivation to end something they could not terminate on their own. Just because it’s morally reprehensible, not approved by society or just considered bad taste to not do so, it should mean something must be endured forever. Too many people are trapped, wasting their lives and carrying burdens that are actually quite easy to let go. All they need is a little push.

    Anthony’s hands are covered in blood and yet, as he’s always quick to point out, he never killed anyone. To work as a psychologist puts him in the perfect spot to observe the darkest sides of the human mind, but Anthony truly looks for a certain set of characteristics. Most of his patients get treated at the best the Irkalla’s professional skills, but some, those in which Anthony notices what he likes to call “the spark”, get a special kind of therapy. Instead of helping them tame their demons, Anthony encourages them to act and feed their dark hungers. The relationship between the doctor and his chosen ones grows to a point that the Beast is often present when they kill, or at least he’s the one they call to help them clean up. The Reaper is growing tired of mundane serial killers though, and willing to play a dangerous game: he’s selling out some of the killers he knows about to the government and gaining the trust of a certain unit that’s specialized in dealing with more powerful and unique assassins, the kind Anthony could might as well consider Family.
    Last edited by Cinder; 04-08-2018, 10:33 PM.

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  • Cinder
    replied
    Great stuff, everyone. Seeing that you people like the idea and are latching to it while making your own is awesome.

    Originally posted by SunlessNick View Post
    (I love the stereotypes you did especially).
    The ones about other gamelines? Thanks! I always find those a little difficult to do in a both interesting and appropriate way, so I'm glad you liked them.

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  • Heavy Arms
    replied
    I do appreciate people's efforts here, and I'm getting closer. But it's still not quite gelling for me. As I said before, it feels like 'ending' gets too broad for me to see where 'ending' stops being 'anything.'

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  • SunlessNick
    replied
    Originally posted by Mad_Maudlin View Post
    Alternatively, an Irkalla Nemesis might specialize in punishing people who "cheated death" or otherwise evaded the consquences of their actions.
    Good call.

    Secrets also strikes me as a good fit for the Irkalla - the right information broadcast can bring everything crashing down. While some Whispers blackmail their victims, or simply taunt them that someone knows, I think Irkalla ones would broadcast the information they find - leave no way for it ever to become secret again. And they'd specialise in secrets that their victims depend on - since many such secrets would be crimes, they might easily be mistaken for your vision of an Irkalla Nemesis - but a darker feeding might be to expose people hiding from those who would harm them.

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  • Mad_Maudlin
    replied
    Originally posted by SunlessNick View Post
    An Irkalla Nemesis might act in a preventative manner. Like one of the Lives Cinder mentioned in the OP, they show the wages of sin to prevent others from following that path.
    Alternatively, an Irkalla Nemesis might specialize in punishing people who "cheated death" or otherwise evaded the consquences of their actions. The criminal who got off on a technicality or because of a pricey lawyer, the executive who runs a business into the ground and then waltzes off with a golden parachute, politicians who hold onto power through corruption (or just really good PR), etc.

    I agree that an Irkalla Predator would be, if not straight-out evil, more likely than most to kill their victims--even if it's not deliberately. After all, nothing puts the fear of death into someone like a near-death experience, and a Reaper caught up in the moment or careless about her preparation could easily overshoot the "near" part.
    Last edited by Mad_Maudlin; 04-08-2018, 12:09 AM.

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  • SunlessNick
    replied
    Originally posted by Heavy Arms View Post
    Mostly because it feels like that's more Ravager/Hunger than Family. It might help me (or anyone else thinking what I am) to have some of the Irkalla/Hunger breakdowns we saw in the PG. What does an Irkalla Ravager look like compared to a Anakim Ravager? What does an Irkalla Collector... hoard that resonates with endings that still works for feeding?
    I had a similar reaction to the Talassi, and Gellydog helped me out with a similar approach. Mad_Maudlin looked at Enablers. Other ideas...

    An Irkalla Collector might take mementos of things past. The heirloom of a late relative. The trophy you won in a sport you're told to compete in any more. The things that give you comforting memories of what's lost. The message being, "No, those things are lost, and living in their detritus won't bring them back."

    An Irkalla Predator might not be hunting their target so much as the rest of the herd. When the body is found, others ask, "When will that be me?" (It seems like a Predator would be the most likely to the Irkalla to fall to straight-out evil).

    An Irkalla Ravager might destroy things that represent protection from death. Religious iconography, medical devices, coming home someone's been in your house leaving everything intact except for destroying all your guns.

    An Irkalla Nemesis might act in a preventative manner. Like one of the Lives Cinder mentioned in the OP, they show the wages of sin to prevent others from following that path.


    Originally posted by Cinder View Post
    I do believe many Families have a Hunger or two that are more immediate when it comes to connecting Family and Hunger. Like Anakin Tyrants and Ravagers, Eshmaki Predators and Ugallu Whispers and Predators, for example. It's kinda bound to happen, from a certain point of view. Irkalla make for great Ravagers and Predators, that's for sure.
    I think they have Hungers that match well when it comes to lessons, and those that match well when it comes to going off the deep end. Ruin might be the former for Irkalla while Predator is the latter.

    (I love the stereotypes you did especially).

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  • Cinder
    replied
    Originally posted by Master Aquatosic View Post
    Do each of the Families have a sort of archetypal Hunger? Because if that's a thing, I would say that, while they're not limited to it, Ravagers are the best fit. Nothing says "everything ends" like someone actually destroying the things you love.
    I do believe many Families have a Hunger or two that are more immediate when it comes to connecting Family and Hunger. Like Anakim Tyrants and Ravagers, Eshmaki Predators and Ugallu Whispers and Predators, for example. It's kinda bound to happen, from a certain point of view. Irkalla make for great Ravagers and Predators, that's for sure.

    Also, I should be able to post a whole list a list of Hunger example (with relative paragraphs about how Irkalla of a certain Hunger tend to behave) by tomorrow evening, if life does not throw a curve ball at me.
    Last edited by Cinder; 04-08-2018, 06:41 AM.

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