Supernatural Skill: Reaper Power
Roll: Agility or Strength + Unarmed Combat / Relevant Specialty + Reaper Power / Death Smite
Reapers are formidable combatants and usually have hand to hand training. When a Reaper makes an unarmed attack using his Death Smite, an exceptional success instantly slays the target regardless of the Supernatural Power difference between them. Otherwise, use the Reaper’s Supernatural Power as their “weapon” damage for this attack.
Roll: Agility + Covert / Stealth + Reaper Power / Invisibility
It’s an Easy difficulty for Reapers to be invisible to mortals and the invisibility lasts as long as the Reaper wishes. Against supernatural creatures with enhanced senses, detecting a Reaper is a contested roll.
Roll: Intelligence + Covert / Disguise + Reaper Power / Projection
Reapers with this ability can project themselves to the Astral Plane or allow themselves to take on any appearance they desire, a skill typically used to approach humans who would be otherwise terrified of their appearance. Creatures with supernatural senses can attempt to see through their mental disguise with a contested roll. Crossing the threshold into the Astral Plane is a form of Teleportation and cannot be done in combat.
Roll: Willpower + Lore / Death + Reaper Power / Resurrection
Little is known about the mysterious Reaper power as they rarely take advantage of it. Reapers are employed by Death to take souls to the afterlife, after all, not put them back in their bodies. Nevertheless, a Reaper has been known to resurrect mortals and sometimes even supernatural creatures if their untimely demise goes against Death’s very particular schedule. Resurrecting a mortal is typically an Average difficulty, while supernatural creatures levy a one step difficulty increase for every rank of Supernatural Power they possessed in life.
Roll: Alertness + Perception / Deduction + Reaper Power / Localization
Reapers are the authority on tracking down wayward souls, both living and deceased. Tracking a moral soul on Earth is easy, while tracking Supernatural souls is typically contested. Reapers increase the difficulty by 4 to track souls across a different plane but are typically able to know almost right away if the soul in question is in a different plane of existence. Reapers typically understand inherently, thanks to Death, what souls they are responsible for so they always know what soul they’re attempting to track down. A Reaper could attempt to track down a different soul, but vague information can levy penalties to do so at the GM’s discretion.
Roll: Vitality or Willpower (whichever is higher) + Reaper / Superhuman Prowess
All Reapers are incredibly formidable combatants, matching Werewolves and other Supernatural heavy hitters blow for blow in combat. A Reaper can take an action to roll his Vitality or Willpower (whichever is higher) + Reaper Power / Superhuman Prowess. Every difficulty tier grants the Reaper a + 1 step bonus on all physical attributes for the duration of the scene (+ 1 step easy, + 2 step average, + 3 step hard, etc).
Roll: Willpower + Discipline / Concentration + Reaper Power / Telekinesis
Like quite a few other supernatural creatures, Reapers have powerful Telekinetic capability. Reapers can attempt to affect multiple targets (-1 step penalty per additional target) or affect an entire area (+4 for a room, +8 for a house, etc). They almost always refrain from large displays of Telekinesis at Death’s command but are not hesitant to defend themselves if another Supernatural creature interferes with their work, especially if that creature has the advantage in a physical contest.
Roll: Vitality + Survival / Tracking + Reaper Power / Teleportation
Reapers can teleport almost anywhere they’ve been before at an Easy difficulty or anywhere on Earth for an Average difficulty. Further, Reapers can also transport themselves to other planes such as Heaven, Hell, or Purgatory at a Hard difficulty. Some Repears can even take a small number of people, but doing so is a Formidable difficulty. Reapers lower the difficulty of trans-dimensional teleportation to Easy when escorting a Soul to the afterlife.
Roll: Intelligence + Discipline / Concentration + Reaper Power / Time Stop
One of their most potent abilities, Reapers have the power to stop time. Typically this ability is used to interact meaningfully with dead human souls when the Reaper is pressed for time. They cannot interfere with sentient creatures while Time is stopped since those creatures’ current state is suspended in the time stream, but they can otherwise have limited interaction with their environment. Stopping time for a minute is Easy, but stopping time for an hour requires an Average difficulty while stopping time for a whole day is a Hard difficulty. Other Supernatural creatures may resist this roll reflexively to shunt themselves (and the Reaper) out of the time stream when in the presence of a Reaper to behave normally.
- Reapers are immortal and immune to disease
- In their true form, Reapers add their Supernatural Powers on all rolls to intimidate based on appearance