The Reaper



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No one understands death and dying the way you do. A Reaper is not a killer though—your job starts after the killing is done. You're a guide for those who are ready to pass beyond this world. You've been consumed with thoughts of the dead for as long as you can remember, either as morbid fascination, or with a lust for life that fuels endless revelry. Whether they fear you or not, death comes for everyone in the end.

Playbook Moves
The Reaper receives 3 Playbook Moves.

Ask Questions Later
Roll 2d6 + Awe to ask a dead person a question. You may not call on the same person twice. This works best if you have the person's body, but if you need to do it by remote (if they're long dead, for instance) roll with Fate's Disfavor.


 * On a 10+ you may ask them 2 questions.
 * On a 7-9 you may ask 1 question.
 * On a 6- you may take 1 Harm to ask 1 question, or choose to let it go.
 * GIFTED: If you have the Mostly Dead gift, you treat a 7-9 as a 10+.

Best of Seven
You are able to challenge anyone to a contest of skill that can't rely entirely on luck. Set terms (to the death, wagers, etc), and if they agree, you will both be held to the contest. Never go in against a Reaper when death is on the line.

In the Balance
Ask an injured person for a trade: a drink, a kiss, a prayer, or something else. If they accept, roll 2d6 + Awe.


 * On a 10+ they heal 3 Harm.
 * On a 7-9 they heal 3 Harm and you take 1 Harm, ignoring armor.
 * On a 6- they heal 2 Harm and you take 1 Harm, ignoring armor.
 * SPINDLE: If you offer and complete the trade at The Spindle, they heal 2 more Harm.

Lust for Life
You're the kind of Reaper who turns peoples' dread of death into appreciation for the time they have left. Anyone joining you for a drink, smoke, or some other celebration will heal 1 Harm during your first toast. If they give you a gift (a drink, a promise, food- you decide if it's something you want) they heal 2 Harm instead.


 * GIFTED: If you have the Aura of Dread gift, you can switch it to Celebration or Dread at will.

Part the Veil
It's easy for you to send the recently departed off to their appropriate afterlives, but this move lets you visit any belief system's land of the dead, whenever you like. This just works if you're alone. If you're bringing friends, roll 2d6 + Wyrd.


 * On a 10+ you and your friends wind up at the entrance together.
 * On a 7-9 choose:
 * You're separated from your Weave
 * You're all in the wrong underworld
 * You just alerted half the underworld to your arrival
 * On a 6- brace yourself. This handbasket is way off course.

What Has Been
Roll 2d6 + Judgement to determine someone's guilt on a specific matter, or their deepest regret. Make your accusation and weigh their soul.


 * On a 10+ you know if they are guilty of the accusation made.
 * On a 7-9 you get a sense of their guilt, but nothing specific.
 * GIFTED: If you have the Book of the Dead gift, you will also have a clear idea of the best way to help this person clear their conscience.

What Will Be
Stun a small group as their lives flash before their eyes. Roll 2d6 + Judgement.


 * On a 10+ the group is stunned for the scene, pondering their own mortality unless someone interferes with them.
 * On a 7-9 the group is stunned until interfered with, or a minute passes.
 * GIFTED: If you are using the Animal Form gift, the weak-minded are likely to flee from your presence.

Whirlwind
You may choose to roll with Judgement instead of Prowess to SMITE YOUR ENEMIES, however this will incur collateral damage, and you can't select the Protect Yourself option.

You See Dead People
Everywhere you go, the spirits of those who haven't moved on are visible to you. When you PIERCE THE VEIL you may direct your questions directly to any spirits present.