I've lurked here for ages so I figured it was time I contributed a bit. I've been tinkering with the idea of a small offbeat campaign. I want to pit a group of shadowrunners and various sixth world persons as a resistance group against the Kurian Invasion as described in E.E. Knight's Vampire Earth series. (if you're not familiar with the series it's worth the read!)
The first principle beyond campaign arc planning is the conversion of the various entities the Kur brought with them.
This is my first attempt at the Reaper. The basic framework for the stats and abilities are in line with the authors molding as presented in his Savage Worlds setting book and what I can remember from the novels.
[ Spoiler ]
REAPER (hood, night stalker, vampire, yelloweye)
Description: Humanoid, pale-skinned. Black nails and fangs. Yellow, slit-pupil eyes. Usually of intimidating height. Thanks to their thick tongue, used to stab the heart region and then drain the victim of blood, they do not vocalize well unless a breathy whisper. The tongue is described as a couple of feet long flexible garden hose like tongue with a sort of turkey baster barb on the end.
Generally dressed in a dark cloak or Robe. Basically take the classical grim reaper imagery, remove the scythe and add the above tongue.
Body: 6
Agility: 6
Reaction: 8
Strength: 8
Charisma: 2
Intuition: 2 (%1)
Logic: 2 (%1)
Willpower: 3 (%1)
Edge: 3
Essence: 6
Physical Initative: 9 (&1)
Iniative Passes: 3
Movement: 15 walk /25 run
Damage resistance: 10 + armor
Armor: B8/I6
Skills: Close Combat 4 (+2 Subdual), Athletics 4, Dodge 4, Perception 3 (+2 Lifesigns) (%1), Intimidation 3 (+2 physical), Shadowing 3, Exotic Weapon Proficiency (Tongue attack) 5,
Knowledge skills: %1
Tongue Attack: Reach 0, (Str/2 +2)P, AP -4, +2 dice if targeting neck or unarmored chest.
Melee attack: (STR/2 +1)P
Claw Attack: (STR/2 +3)P, AP -4
Drain Attack: Special
Powers:
Improved Reflexes +2 reaction +2 initative passes
Hardened bones: A Reapers bones are made of extremely dense material. This confers bonuses of +4 to Body for damage resistance tests, adds +2 to both Ballistic and Impact armor and adds -4 to AP, and +1 to damage for claw attacks.
Black blood: A reapers blood turns to a thick tarry substance upon contact with air thus lessening the trauma from large wounds and quickly stopping bleeding. Any time the user suffers 2 or more boxes of damage, the damage is reduced by one at the start of the next pass. Any weapon not immediately pulled out has a chance (50 / 50 chance) to become stuck in the body as the tar hardens. Removal of weapon after tar has hardened requires a strength + body extended test (8, 1 minute).
Lifesign Sense: A reaper is able to perceive a sentient beings essence like a light eminating from them. Treat like astral sight but only for determining wholeness of entity (essence) and it's physical. Intuition + Perception test opposed by masking (int)%2 + Willpower. Test is modified by the essence rating of the individual.
modifiers
Light Fog/Mist/Rain/Smoke: –1
Heavy Fog/Mist/Rain/Smoke: –2
Target Among heavy flora: - 1
Target Among heavy fauna: -2
Perceiver is distracted: –2
Perceiver is actively looking for lifesigns: +3
Target not in immediate vicinity: –2
Target is far away: –3
Target has solid cover: -2
Target Individual 6 - 5 Essence: +1
Target Individual 4 - 3 Essence: 0
Target Individual 2 - 1 Essence: -1
Target Individual < 1 Essence: -2
Puppet: Reapers a live and sentient but are raised to be a puppet body controlled by a Kurian and thus uses the Kurian's mental statistics and Halves damage boxes for purposes of determining wound modifiers but does not actually reduce injury. Any damage taken is not transferred to kurian master. Death of reaper does momentarily disorient it's master.
Blood / essence Drain: If opponent is successfully grappled next pass a tongue attack can be used. Damage is 1 box of physical damage per simple action taken to drain, until target is completely drained or tongue removed. If condition monitor is exceeded treat attack as if bleeding out and character dies at Body in boxes of over damage. Draining of actual essence is 1 point per 3 condition boxes.
Weaknesses:
Allergy: Sunlight Moderate (dice penalties only, sunlight does not physically harm them)
Allergy: Quickwood Severe %3
Reduced Senses: Eyesight (sunlight)
Notes:
Reaper Hooded Cloak / Robe 6B/4I
%1 = When under masters direct control use masters stat / skill whichever is higher.
%2 - Masking (Intuition) is the skill of hiding the lifesign from those with the ability to detect it. Treated in this case the same way as Maskng Initation metamagic is used.
%3 Treat any weapon made from quickwood as if it were +4AP for the purposes of
overcoming reaper damage resistance and add +4 to the damage value.
I'm a tad rusty when it comes to critters and such so any thoughts, comments, or suggestions are greatly appreciated.
More to come of the critters to come as I have time.
Cheers!