Reapers

For Reapers, death isn’t a release – it’s a job and, as with any job, there are serious repercussions if it isn’t done properly.

Simply put, a Reaper’s job is to ensure that people die. However, in reality it’s often a lot more complicated than that. Scavengers must be kept away from newly freed souls and it is deeply important to fill in all the correct paperwork upon each person’s expiration.

Only Reapers are capable of properly separating souls from their mortal bodies thanks to their unique weapons, but the days of robes and scythes are long gone. Modern Reapers wear smart suits almost exclusively (indeed, those not adhering to the Reapers’ strict uniform guidelines are actively punished), now using a wide variety of edged weapons in order to achieve their terminal tasks. Death is also a busy business, so those not keeping up with their reaping quota may also find themselves on the receiving end of disciplinary action.

Reapers are generally irritated by the existence of other supernatural beings as they usually interfere with their work: Revenants consume and destroy souls, for example, while “why is that Ghost still here when they died six months ago?” is a common complaint.

Reapers gain abilities through fieldwork as well as classroom learning. Some abilities can take years or even decades to become proficient in, but all Organisation members have at least a superficial grounding in some of the following.

TRAPPINGS

  • Reapers must always be smartly dressed, be this a suit or other form of business attire. Some Reapers also find themselves wearing clothing not appropriate to their period of death
  • All Reapers come into existence with a Reaper weapon, which must be marked with an obvious red ribbon

CORE ABILITIES

REAPER WEAPON

  • This weapon is marked by a red ribbon, and can only be wielded by the Reaper who owns it – it may be carried but not used by others
  • All Reaper weapons must be bladed/edged
  • Reaper weapons exist in both the spectral and material realms
  • A Reaper possesses and can use only a single Reaper weapon at any given time – the one that appeared on their person when they died
  • A Reaper downgrades all SHATTER calls to DISARMS for their Reaper weapon only (i.e. if wielding a Reaper weapon plus a regular sword in the offhand, a Reaper hit with SHATTER will have their Reaper weapon disarmed and their regular sword shattered)
  • Unless they know what they’re looking for, mortals see Reapers merely as well-dressed individuals, overlooking Reaper weapons unless there is reason for them to be suspicious (e.g. the Reaper is brandishing the weapon, holding it in a combat pose, is covered in blood, etc.)

DEATH SENSE

  • A Reaper can consciously perceive areas where a large number of deaths have occurred, for example a battlefield or hospital
  • A Reaper can also perceive whether they are in an area where many ‘unnatural’ deaths have taken place (i.e. those caused by supernatural means)
  • Reapers can feel when a High Reaper is approaching and are profoundly affected by it – think extreme, all-consuming dread and yet inexplicably no inclination to escape

REAP

  • A deceased body or wandering shade may be reaped with a single strike from a Reaper weapon and the call REAP. This frees the soul from its earthly host (or eternal wanderings), allowing it to pass on

COMBAT WARDING

Reapers are the only archetype able to create wards. While creating powerful fixed wards (like those on the borders of Outpost 17) requires specialist training and lots of experience, many Reapers opt to learn some basic combat wards for use in both escalating and de-escalating dangerous situations.

RANK 1: Ward of Repulsion
XP Cost: 2
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One
Casting Time: Instant
Call: Repel
Description: The Reaper temporarily siphons some their soul’s power to push – and keep – a subject away for a short period of time.

RANK 2: Ward of Restraint
XP Cost: 1
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One
Casting Time: Instant
Call: Root
Description: The Reaper harnesses ambient spectral essence to restrain the subject, thereby rooting them to the spot.

RANK 3: Lockdown
XP Cost: 2
Frequency: Once per hour
Duration: 10 seconds
Range: Earshot
Target: Mass
Casting Time: Instant
Call: Mass Root
Description: A Reaper must be able to have complete control of the space around them in a combat situation. By magnifying the effect of a regular ward of restraint in an area around themselves, all nearby subjects can be locked down quickly and efficiently.


ARCHETYPE MANAGEMENT

This course teaches Reapers advanced techniques for handling other archetypes. However, Reapers must select a specialisation in either Revenants or Ghosts at the outset, whereupon the abilities they learn will only affect that particular archetype. This course may only be taken once.

RANK 1: Detention
XP Cost: 2
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One Ghost OR Revenant
Casting Time: Instant
Call: Root
Description: The Reaper learns how to exploit the particular essence makeup of an archetype in order to temporarily inhibit their movement.

RANK 2: Summoning
XP Cost: 1
Frequency: Once per 30 minutes
Duration: 10 seconds
Range: Earshot
Target: One Ghost OR Revenant
Casting Time: Instant
Call: Attract
Description: Using a combination of arcane technique and preternatural command, the Reaper can force an archetype to approach them.

RANK 3: Preparedness
XP Cost: 2
Frequency: Once per hour
Duration: N/A
Range: N/A
Target: N/A
Casting Time: Reflexive
Call: Resist
Description: Learning the unique abilities a particular subject has access to allows the Reaper to better prepare themselves to resit them. The Reaper may call resist against a single non-damage call made by their chosen archetype.


GATEKEEPING

While Ghosts can project their essence between realms and Revenants can tear temporary wounds in the fabric of the spectral realm, Reapers are the only archetype capable of creating stable portals for inter-realm travel. This course provides Reapers with the knowledge and skills to create and maintain temporary gates as well as to manipulate the barrier between realms to force or prohibit realm transfer.

RANK 1: Open Gate
XP Cost: 2
Frequency: Unlimited
Duration: Concentration
Range: N/A
Target: N/A
Casting Time: 10 seconds
Call: Effect
Description: This ability opens a gate between the spectral and material realms. It can be cast from either realm, and may be used by those in the same realm as you to shift between it and the other by calling SHIFTING. Being affected by calls and damage do not interrupt your maintaining of a gate unless they cause you to move. While maintaining a gate, you may talk normally but can otherwise take no action.
RP Requirement: In order to perform the ability, you must mime pulling open a pair of extremely obstinate curtains that are constantly trying to spring back into place and then hold them open for as long as you hold the gate open in play.

RANK 2: Relocation
XP Cost: 1
Frequency: Once per 30 minutes
Duration: N/A
Range: On weapon strike
Target: One (cannot be self)
Casting Time: Instant
Call: Banish
Description: The Reaper severs the connection between the target’s spectral presence and physical body, thus snapping them back to the spectral realm.

RANK 3: Probation
XP Cost: 2
Frequency: Once per hour
Duration: 10 seconds
Range: Earshot
Target: One (can be self)
Casting Time: Instant
Call: Bind
Description: The Reaper uses a complex ward to lock the shape of a subject essence for a few moments. This renders them unable to move between realms.


COMBAT TRAINING

Reaper weapons are unique their wielder, with no two being the same. This training program allows Reapers to find the quirks of their weapon and learn to fight with it as an extension of themselves and their souls. This is known as one of the more gruelling training courses, but a graduate is a fierce fighter capable of wielding their weapon with deadly skill.

RANK 1: Death’s Keen Edge
XP Cost: 2
Frequency: Once per hour
Duration: N/A
Range: On weapon strike
Target: One
Casting Time: Instant
Call: Double
Description: A Reaper weapon is sharper and keener than any other. A Reaper who has learned this technique knows how to angle their blade and strike at vulnerable locations in order to quickly disable and dispatch.

RANK 2: Skilled Combatant
XP Cost: 1
Frequency: Once per hour
Duration: N/A
Range: On weapon strike
Target: N/A
Casting Time: N/A
Call: Disarm
Description: A skilled Reaper can move quicker and more fluidly thanks to their synergy with their weapon, enabling quick parries for disarming troublesome subjects.

RANK 3: Perfect Synergy
XP Cost: 2
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: N/A
Call: Resist
Description: A Reaper who has learned this ability may always choose to call resist to a DISARM call. This only applies to their Reaper weapon, and they can be disarmed of regular weapons normally. If they are carrying both a regular weapon and a Reaper weapon and are disarmed, the Reaper calls Resist and drops the regular weapon. The Reaper cannot resist a SHATTER call, and so they cannot resist the DISARM from SHATTER with Perfect Synergy.


CLIENT LIAISON

A course that teaches Reapers the essential skills to operate efficiently and covertly in the material realm, focusing around information gathering as well as how to ensure Reapers remain merely a myth in humanity’s eyes.

RANK 1: Interview
XP Cost: 2
Frequency: Unlimited
Duration: Variable
Range: N/A
Target: One body or item associated with the individual being interviewed – a scrap of clothing, a lock of hair, their mobile phone, etc.
Casting Time: 10 seconds
Call: Effect
Description: This ability allows Reapers to communicate with the recently deceased. The subject must have been successfully REAPED by the Reaper conducting the interview in the same session, and the Reaper may communicate with the individual for as long as it takes for the interview to be conducted. The subject is under no obligation to answer, and they are freely able to lie. However, in general subjects tend to be more cooperative in death than in life – most have little left to lose.

RANK 2: Sandman
XP Cost: 1
Frequency: Unlimited
Duration: 10 to 15 minutes, but can vary
Range: Touch
Target: One
Casting Time: Instant
Call: Effect: Sleep
Description: When used on a mortal, Sandman causes them to instantly fall into a deep sleep, and only a fight breaking out or physical damage will awaken them. When awakening from their preternatural slumber, the subject will struggle to remember anything that occurred shortly beforehand as more than hazy half-memories, making this the perfect cover-up ability. This ability will not work on those who are actively hostile, and will be less effective on those aware of it. It may affect other entities differently, although it has no effect on Reapers, Ghosts or Revenants.

RANK 3: Enhanced Interrogation Techniques
XP Cost: 2
Frequency: Once per game
Duration: Variable
Range: N/A
Target: One body or item associated with the individual being interviewed (see Interview)
Casting Time: 10 seconds
Call: Effect
Description: This ability functions similarly to Interview. However, the Reaper may ask three questions of the subject which they must answer truthfully to the best of their knowledge. The subject must have been successfully REAPED by the interrogating Reaper in the same session.


BUREAUCRACY

This course gives a Reaper a good grounding in the policies and expectations of the Reaper Organisation. Completion of this course is the only one strictly necessary for attaining chartered status, but a bad service record can result in this status being revoked.

RANK 1: Professionalism
XP Cost: 2
Frequency: Passive
Duration: Passive
Range: N/A
Target: N/A
Casting Time: N/A
Call: N/A
Description: If an effect or ability would cause you to change your mood or behave differently, you may instead choose to retain a rigid veneer of professionalism.

RANK 2: Off the Books
XP Cost: 1
Frequency: Once per hour
Duration: N/A
Range: N/A
Target: Self
Casting Time: Until the phone is answered (i.e. until a ref is free!)
Call: N/A
Description: You may call a work colleague and ask them an off-the-books question. This question can be anything, and your colleague will answer to the best of their ability. As the question is off the books, you are immune to any repercussions that could arise from asking it.
RP Recommendation: As this ability requires a ref, and not all refs will be able to answer obscure questions – you might have to wait for James/Ella to appear. You can roleplay this waiting time as being on hold, and can talk freely to other players without interrupting the ability. If you are interrupted and have to stop your call before a ref arrives, you have not used up your per hour use.

RANK 3: Clerical Error
XP Cost: 2
Frequency: Once per game
Duration: N/A
Range: Touch
Target: One shade
Casting Time: One minute to get through to admin on the phone
Call: Effect
Description: Reach this ability level means you are effectively officially chartered. As such, you may call HQ to inform your colleagues of a clerical error regarding a death. This has the effect of returning a shade back to life. The resurrected shade has only one of their three soul points, but is otherwise none the worse for their mishap.

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