Catechism Creative Studio is an independent studio working on the new TTRPG, REAPER.
REAPER is a new TTRPG based on gothic horror and the questionably-dead
Reaper is out NOW! Go to https://t.co/NSYExcfZj0 get the first 4 chapters FREE. You can also buy the full version for $25 USD, which contains the chapter for Table Lords on how to run Reaper. Please check it out to support us!
The Mists are an ethereal silver fog that manipulate reality in way that are at best unpredictable, and at worst, deadly. Due to this, many settlements use Magykal protection, such as Lode-Pylons, to ward off its effects.
The Friend is the God of Company, Pleasure, Intimacy, and Vice. He may be the most powerful of his brothers – and is certainly the most liberal with the use of his powers. He is a fickle being who greatly empowers those he likes, and punishes those he does not.
The Wiseman is the God of Politics, Revolution, Intelligence, and Truth. During the fraying, he tricked the Maiden with a false alliance to ensure he and his brothers could not be banished back into the cosmos, and continues to influence politics centuries later.
The Stranger is the God of Isolation, Hunger, Monsters, and Man’s most primitive instincts. He may be the most honourable of the three brothers, taking little pleasure in bloodshed, and not willing stab others in the back, mostly because he does not want to be around them.
The Path contains those who wish to master the arts of alchemy and smithing. Students of this collage often exchange their limbs for expertly crafted prosthetics, and use elixirs to enhance their body and mind.
The Deep Colleges are devout servants of the Brother Deities, and use their unholy Magyk to seek meaning, power and knowledge. Students of this collage are adept with using Magyk to cast spells and create enchantments.
The Temple, thought to be the oldest of the colleges, are known for their experiments on the physical form of beings. Students of this collage learn to adapt their bodies into living weapons and craft corpses into their servants.
After the emergence of the Brother Deities, three primary colleges for learning professions arose, these being The Temple, The Deep Colleges, and The Path.
The world of Sehrah is a dangerous place, but it is not a wasteland. Towns and trade are common throughout most of the world, and many still find ways to live just as they had before the Three Year night, albeit not quite as easily.
To survive the dangers of Sehrah, Sihr must learn a profession. There are many to choose from, but all fall under three main archetypes: Reapers (the martial warriors), Liches (the Magykly gifted), and Wraiths (the cunning and stealthy)
In Reaper, armour is important if you want to avoid death or dismemberment. Each body part has its own armour piece, giving the ability to use a mix of armour types to create a suit for any need, whether that is protection, weight or style.
The Maiden is the Goddess of forgiveness, camaraderie and peace. She treats all species equally, as she understands that their suffering is the fault of the Gods. She has no love for the constant conflict, but fears an existence governed solely by a single deity.
In Reaper, attacks can either be wild or measured. A wild attack deals damage spread over all body parts, where as a measured attack is targeted to a specific part. Stronger attacks, called culling blows, have a chance to dismember limbs.
The Lightbringer is the God of purity, order and stability – but not necessarily good. Despite being weakened during the fraying, as one of the oldest Gods he is a force to be reckoned with. His followers build societies that are stable, but xenophobic and dictatorial.
In Reaper, if a limb is successfully hit with a culling blow, it is dismembered. Dismembered limbs retain their health, but cannot be used until it, or another similar limb, is reattached. Some species can do this themselves while others need help from a doctor.
The Matrifor were magykally gifted humans who sought to evade death by binding objects to their soul. Matrifor become weaker if any of their artifacts are destroyed, and are removed from existence if they lose all of them, but cannot die as long as at least one remains intact
Possessed are perhaps the least popular species across the lands, being seen as monsters by the living, and thieves by the undead. As spirits, Possessed do not immediately die when their host is destroyed, but will be banished to the Fugue if they do not soon possess another.
For Skeletons, humour stretches through their society like a web, connecting every being together in the bizarre comedy of life and death. Skeletons are fragile beings, but are able to quickly replace severed or broken parts, and don’t die from decapitation.
The Undead are reanimated corpses, often resurrected by Necromancers, but can be created through a number of means. The Undead are slow yet sturdy fighters, often seeming to be unrelenting, but must feed on living flesh to prevent decomposition.