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Reaver Powers


Shadowsoul

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I'm looking for feedback on the powers shown below as well as any suggestions of other powers which a Reaver might possess.

 

What do y'all think?

 

The world of CRPGs is rich ground for conversion into pen and paper RPGs.

 

Here is a description of the powers wielded by the Reavers of Dragon Age: Origins and Dragon Age 2.

 

Reavers are a character Specialisation for the Warrior class in Dragon Age. This means that they do not have a specific martial tradition but instead possess abilities which complement the skills, abilities and tactics of more traditional fighters.

 

Although, technically, they do not have to be evil, Reavers revel in pain and death, in fact they feed on them. Reavers draw power from wounding their enemies and even from harming themselves, they are also terrifying opponents and can use that fear like a weapon to stun their foes.

 

In Dragon Age a Reaver must drink ritually prepared Dragon blood to gain access to his vicious abilities, although Player Characters do have ways of cheating which do not really fit into the background of the setting. Flavour text in Dragon Age: Origins also states that the powers of the Reaver are taught by Demons and are the Warrior equivalent of Blood Magic. (i.e. socially unacceptable dark powers of darkness). If used in another setting the cult of the Reaver could be linked to the worship of an evil deity, traffic with demons or just the martial techniques of a group of generically evil warriors. It is unlikely that 'good guys' in a fantasy world would use the abilities of a Reaver, but anything is possible.

 

While Reavers are not Wizards or Mages, their abilities are definitely supernatural in origin.

 

I have two lists of Reaver abilities to present.

 

The first is a list of powers adapted directly from Reaver powers in the computer games.

 

Feast of Death.

 

Drawing power from the death energies of the recently murdered, the Reaver heals himself.

Healing BODY 2d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Conditional Power Must draw death energies from at least 2 fresh corpses nearby. Corpses can only be drained once. (-1), Self Only (-1/2). 12 points total. 0 End cost.

 

Frightening Appearance.

 

The Reaver locks eyes with a single enemy and freezes them to the spot with elemental terror.

Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks (+1/4), Works Against Ego Not Strength (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (50 Active Points); Eye Contact Required (-1/2), Cannot Form Barriers (-1/4). 28 points total. 5 End cost.

 

Devour.

 

The Reaver rips into his opponent, feeding on their life force as he spills their blood.

Healing BODY 1d6 (10 Active Points); Self Only (-1/2), Linked (Any Close Combat Attack; -1/2), Conditional Power Linked Power Must Do Body Damage (-1/2). 4 points total. 1 End cost.

 

Variants.

Greater Devour: Healing BODY 1 1/2d6 (15 Active Points); Self Only (-1/2), Linked (Weapon; -1/2), Conditional Power Linked Power Must Do Body Damage (-1/2). 6 points total. 1 End cost.

 

Insatiable Devour: Healing BODY 1d6 (10 Active Points); Self Only (-1/2), Linked (Deadly Blow; -1/2), Conditional Power Deadly Blow Must Do Body Damage (-1/2). 4 points total. 1 End cost.

 

Aura of Pain.

 

The Reaver unleashes the power of his own agony against every enemy that comes within reach.

Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+1/4) (47 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Phase That Power is Active; -1/2). 31 points total. 0 End cost.

 

Variants.

Torrent of Pain: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (5" Radius; +1), Selective (+1/4) (71 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Phase That Power is Active; -1/2). 47 points total. 0 End Cost.

Frenzy Of Pain: Killing Attack - Ranged 1/2d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Other Phase That Power is Active; +0), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+1/4) (47 Active Points). 47 points total. 0 End Cost.

 

Torrent of Frenzied Pain: Killing Attack - Ranged 1d6, Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect does a predefined amount of damage; Character Loses 1 Body For Every Other Phase That Power is Active; +0), Reduced Endurance (0 END; +1/2), Penetrating (+1/2), Persistent (+1/2), Continuous (+1), Area Of Effect (5" Radius; +1), Selective (+1/4) (71 Active Points). 71 points total. 0 End Cost.

 

Blood Frenzy.

 

Pain and death are meat and drink to the Reaver, even his own. Every wound encourages him to wreak greater destruction on his enemies.

Aid Strength 1d6, Can Add Maximum Of 24 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (38 Active Points). 38 points total. 0 End cost.

 

Fervour.

 

Killing an enemy inspires the Reaver to fight with even greater speed.

 

Aid Speed 3d6, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (52 Active Points); Self Only (-1/2). 35 points total. 0 End cost.

 

 

 

The second list is of powers which I think would be appropriate for a Reaver. As much as anything about a Reaver can ever be appropriate.

 

Talents.

 

Combat Luck.

 

Crippling Blow.

 

Deadly Blow. For a Reaver this power may be bought with side effects like the Aura of Pain i.e. it does 1 point of Body damage to the Reaver every time he uses it.

Defense Maneuver.

 

Powers.

 

Blood Focus.

 

Far from being distracted by the pain of his injuries the Reaver becomes even more focused on slaughter as his lifeblood stains the ground around him.

 

Aid OCV 1d6, Can Add Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates, Character does not control activation of personal Trigger; +3/4) (34 Active Points). 34 points total. 0 End cost.

 

Eagerness.

 

Desperate to reach the fight, the Reaver charges with the speed of a rampaging bull.

 

Running +6" (12" total) (12 Active Points); Conditional Power Can Only Be Used to Move Into Hand To Hand Combat Range With An Opponent (-1/2). 8 points total. 1 End cost.

 

Artist of Death.

 

Such is the Reaver’s instinct for murder that it no longer matters whether the weapon in his hands is intended for killing or not, the power of death within him can make even the most mundane object lethal.

 

Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OIF (Object Of Opportunity; -1/2), STR Minimum 10 (-1/2). 11 points total. 0 End cost.

 

Battle Scream.

 

Overcome by the joy of slaughter, the Reaver lets loose a blood-chilling scream which puts fear into the hearts of all who hear it and ice into the veins of any enemy foolish enough to get within striking distance.

 

Ego Attack 1d6, Area Of Effect (4" Radius; +1 1/2), Selective (+1/4) (27 Active Points); No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Target Must Be Able To Hear Scream (-1/4). 13 points total. 3 End cost.

 

Variants.

 

Hideous Battle Scream: Ego Attack 2d6, Area Of Effect (8" Radius; +1 1/2), Selective (+1/4) (55 Active Points); No Range (-1/2), Does Not Provide Mental Awareness (-1/4), Conditional Power Target Must Be Able To Hear Scream (-1/4). 27 points total. 5 End cost.

Lover of Pain.

 

Reavers are not fazed by pain, they revel in it. This Reaver can laugh off all but the most vicious of wounds without falling into a daze, as lesser fighters might.

+10 CON (20 Active Points); Limited Power Only To Resist Being Stunned (-1). 10 total cost.

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Re: Reaver Powers

 

Listens to the crushing silence.

 

Guess Herodom doesn't have much to say on the subject of Reavers.

 

Ah well. :P

 

In case it helps, I'm posting a basic package deal for Reavers.

 

Buying this package does not prevent a character from learning other fighting skills. In fact, many Reavers are skilled warriors in their own right before joining the cult.

 

Basic Reaver Package

 

Abilities

 

Brutal: +5 STR

 

Tough: +1 BODY

 

Inured To Pain: +2 CON

 

Warrior: PS: Warrior 11-

 

Combatant: WF: Common Melee Weapons

 

Total Cost of Abilities = 15

 

Disadvantages - Psychological Limitation: Revels in Pain and Violence (Common, Moderate). -10

 

Total cost of Package = 5 points.

 

For more evil, or deranged, Reavers, simply increase the level of their Psy Lim.

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