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  1. RULES HACK: DOOM OF
  2. THE BLACK EXALTATION
  3. The following rules replace the rules for Resonance
  4. and Dark Fate found in The Manual of Exalted Power—
  5. The Abyssals. They are intended for use in the Gunstar
  6. Autochthonia, Heaven’s Reach, and Exalted: the Modern
  7. Age shards, as well as any other shard where the Abyssal
  8. Exaltation’s curse is carried in its very nature, rather than
  9. by ties to some external force such as the Neverborn. Storytellers
  10. may also wish to use these rules in default-setting
  11. Exalted series.
  12. RESONANCE
  13. Like other Chosen, Abyssals are cursed. Unlike their
  14. brethren, this is not the lingering death-curse of the slain
  15. Primordials, but an affliction arising from the deathly Essence
  16. that suffuses their body, soul, and Exaltation. Abyssals
  17. know this curse as the Black Resonance of the Grave, or
  18. Resonance for short—a shadow cast over their lives, which
  19. ensures that wherever they travel, death will follow close
  20. at their heels. Resonance can be fought, mitigated, even
  21. placated, but it can never be denied. So long as an Abyssal
  22. bears the Black Exaltation, he must always take steps to
  23. account for his nature, or risk being swallowed whole by
  24. the power of death.
  25. Each Abyssal Exalt has a 10-point Resonance track.
  26. This works much like the Limit track of their Solar counterparts,
  27. but with some key differences.
  28. GAINING RESONANCE
  29. There are several means by which Abyssals accumulate
  30. Resonance:
  31. • The Abyssal must define one Virtue he possesses
  32. at a rating of 3 or above as his primary Virtue. When he
  33. spends Willpower to defy this Virtue, he gains one point
  34. of Resonance.
  35. • The first time in a scene the Abyssal spends Willpower
  36. to resist unnatural mental influence, he gains one
  37. point of Resonance.
  38. • Whenever the Abyssal experiences the trigger condition
  39. of his Doom (see below), he must roll a number of
  40. dice equal to the rating of the Virtue associated with the
  41. Doom. He gains one Resonance per success.
  42. • Siring or bearing a child with a living lover produces
  43. three points of Resonance upon the child’s birth.
  44. • Walking in Creation, among the living, without
  45. adopting the trappings of death (see The Manual of Exalted
  46. Power—The Abyssals, p. 95) produces one point
  47. of Resonance at the end of a full week of masquerading as
  48. one of the living without respite. (Deathknight infiltrators
  49. may avoid this penalty so long as they privately retreat to
  50. surround themselves with the trappings of death for at least
  51. eight uninterrupted hours per week.)
  52. • The Abyssal gains four points of Resonance after a
  53. month elapses in which he has not slain any sentient living
  54. creature, or permanently destroyed any spirit.
  55. • The Abyssal gains one point of Resonance the first
  56. time during a scene he is adversely affected by a Holy effect.
  57. • While the Abyssal may acknowledge or use his living
  58. name without automatically gaining Resonance, doing so
  59. exacerbates his potential to gain Resonance by other means.
  60. If he gains Resonance (or rolls to gain Resonance) in a
  61. scene where he has already acknowledged his living name,
  62. he automatically gains an additional point of Resonance.
  63. If he acknowledges his living name in a scene after he has
  64. already gained Resonance, then he gains an additional
  65. point upon doing so.
  66. LOSING RESONANCE
  67. Abyssals may mitigate the build-up of Resonance by
  68. embracing their deathly nature, or spreading the power of
  69. death out of themselves and into the world around them.
  70. • The Abyssal loses all Resonance once he recovers
  71. from being swallowed by his Doom (see below).
  72. • The Abyssal loses three points of Resonance after
  73. spending a full month within the Underworld, or one
  74. point after a full month within a shadowland. Moving
  75. between the Underworld and shadowlands within a month
  76. without stepping out into Creation counts as time spent in
  77. a shadowland.
  78. • Spending three days performing no significant exertions
  79. while surrounded by the trappings of death (sleeping in
  80. a crypt, wearing funereal garb, avoiding the sun, subsisting
  81. on only blood, lighting incense and singing hymns to the
  82. dead, etc) removes one point of Resonance.
  83. • Permanently destroying a spirit or killing a sentient
  84. living being in order to protect or promote the Abyssal’s
  85. Motivation or one of his Intimacies removes one point of
  86. Resonance (to a maximum of one point removed in this
  87. manner per day).
  88.  
  89. RESONANCE BLEED
  90. As Resonance accumulates within the Abyssal’s body
  91. and soul, its deathly power bleeds out into the world,
  92. producing eerie and unnerving phenomena. Such Resonance
  93. Bleed effects are generally under the control of the
  94. Storyteller, though players utilizing two or three-die stunts
  95. may incorporate cosmetic Resonance Bleed effects into the
  96. scene via dramatic editing. Resonance Bleed isn’t constantly
  97. active, but comes and goes unpredictably while the Abyssal
  98. is within certain degrees of Resonance buildup. As a
  99. general rule, the higher the Abyssal’s Resonance, the more
  100. frequently Resonance Bleed appears.
  101. Resonance 1-2: Events conspire to cast the Abyssal
  102. in a sinister light, and ill omens dog his heels, but these
  103. events remain within the boundaries of possible coincidence.
  104. When he arrives in town, he will like as not pass a
  105. funeral procession on the road. When he opens the door
  106. to a teahouse, the candles blow out. Gamblers experience
  107. runs of bad luck in his presence. In settings containing high
  108. technology, lights tend to dim when he appears.
  109. Resonance 3-4: Minor unearthly effects manifest upon
  110. the Abyssal. His eyes may gleam or glow in unnatural hues,
  111. or his skin might grow ice-cold to the touch. His shadow
  112. could include monstrous features such as barbs or spines,
  113. or gesture menacingly and out of sync with the character’s
  114. own movements. His reflection could appear twisted and
  115. monstrous, or he might cast no reflection at all. His voice
  116. could chime like mourning bells, or echo as though cast
  117. into a vast cavern.
  118. Resonance 5-6: Level 3-4 Resonance Bleed effects
  119. become more common. Additionally, the character’s presence
  120. begins to blight the world. Delicate plants may die at
  121. his touch. A cold wind could follow him about, stirring his
  122. hair and clothes and chilling those around him. Animals
  123. might begin to howl and panic in his presence, or raitons
  124. to crowd onto trees and rooftops wherever he lingers. What
  125. food he touches could become spoiled, curdling or exploding
  126. with maggots when cut into, while water he lingers
  127. near becomes brackish and stale, or freezes solid. Shadows
  128. stretch toward the Abyssal as though pulled in by some
  129. awful gravity, or bow down in his presence regardless of
  130. the actions of their owners.
  131. In settings containing high technology, monitors and
  132. televisions may begin to display static, or sudden jump-cuts
  133. of disturbing imagery. Eerie wails emit from speakers, lighting
  134. flickers, and blood may drip from ventilation systems.
  135. Resonance 7-9: At this level the character experiences
  136. near-constant level 3-4 Resonance Bleed effects, and
  137. frequent level 5-6 effects. Additionally, during moments of
  138. stress, emotion, or great concentration, truly frightening
  139. deathly manifestations may appear around him. All divine
  140. symbols within a mile might tarnish, crack, or shatter. If
  141. the deathknight peers into a mirror while incensed, it is
  142. likely to shatter or explode. The sky may grow dark and
  143. overcast, flickering with black or red lightning and blocking
  144. out the sun, building over the next hour to a terrible
  145. storm. Seas might grow becalmed, or could be stirred into
  146. violent froth. Corpses could whisper frantic prayers to the
  147. Abyssal’s glory, or weeping red eyes might open in the
  148. shadows all around. Those sleeping where the Abyssal
  149. passes may be tormented by horrid nightmares in which
  150. the Exalt features prominently.
  151. In settings containing high technology, video
  152. display systems may cease to function, displaying only
  153. images of ghosts, corpses, or other unnerving imagery.
  154. The voices of the dead can be heard from radios, speakers,
  155. and telephones. Electrical lighting fails entirely, or
  156. bulbs burst with no warning, while plumbing backs up
  157. and spits out blood, or other, less identifiable but still
  158. unwholesome substances.
  159.  
  160. THE CURSE: THE DOOM OF
  161. THE ABYSSAL EXALTED
  162. Each Abyssal carries a Doom, a deathly curse that
  163. consumes him when he reaches Resonance 10. This curse
  164. is chosen during character creation, and is tied to the
  165. Abyssal’s primary Virtue (which must be a Virtue rated at
  166. 3+). Each Doom contains a trigger condition which may
  167. cause the Abyssal to gain Resonance (see above). Unlike
  168. the Great Curse which afflicts the Solar Exalted, Abyssals
  169. may not spend Willpower to mitigate the effects of their
  170. Doom, and experience no catharsis at its conclusion. While
  171. the Great Curse seems to its victims to be their own fault,
  172. a momentary lapse of control in which their passions break
  173. free and lead them to blind and terrible acts, there is nothing
  174. subtle about an Abyssal being swallowed by his Doom.
  175. He is in the grip of a curse, bent beneath the weight of his
  176. own terrible, deathly nature, and knows it.
  177. CURSES OF COMPASSION
  178. Doom of the Killing Saint
  179. The Abyssal’s heart breaks, then drowns in a rising tide
  180. of darkness. She cannot stand to witness an individual suffering,
  181. and acts to alleviate such misery as best she is able.
  182. If she cannot relieve an individual’s sorrow by other means,
  183. then she sends them to the peace of the grave.
  184. Duration: (Essence) days.
  185. Trigger Condition: The character sees innocents suffering
  186. and is unable to effectively intervene.
  187. Doom of the Black Sun
  188. Undone by her keen empathy, the Abyssal is no longer
  189. able to withstand the constant awareness that she is an
  190. affront to the living Essence of Creation and a perversion
  191. of what her Exaltation was meant to be. She is driven to
  192. retreat from the light of the sun, for only shadows and the
  193. night can bring relief and hide her shame. The Abyssal must
  194. make a Willpower roll each action (difficulty 3) to take any
  195. action other than flee for the nearest available dark shelter
  196. when exposed to the direct light of the sun. She must spend
  197. a Willpower point to willingly leave such shelter and expose
  198. herself to sunlight. Exposure to diffused sunlight, such as
  199. on a heavily overcast day, or through heavy curtains, does
  200. not trigger the compulsion to flee, but imposes a -1 internal
  201. penalty on all actions.
  202. Duration: (Essence) days.
  203. Trigger Condition: The Abyssal experiences difficulty
  204. achieving her goals because of fear or rejection by the living.
  205. CURSES OF CONVICTION
  206. Doom of the Scorched Heart
  207. The Abyssal’s heart becomes as a burnt stone in his
  208. chest. He neither feels nor expresses emotion—in his actions
  209. he seems not robotic, but simply dead inside. He effectively
  210. has no Intimacies while this Doom is in effect, and considers
  211. only efficiency when selecting a course of action. This lack
  212. of tact also imposes a -2 internal penalty on all Social rolls.
  213. Duration: (Essence) days.
  214. Trigger Condition: The character’s emotions lead him
  215. into a course of action he regrets.
  216. Doom of the Cold Soul
  217. The Abyssal falls into a state of “cold mind,” emptying
  218. her thoughts of all but her goals and passions and proceeding
  219. with the single-mindedness of a restless spirit. She becomes
  220. incapable of acting on any matter that has no bearing on her
  221. Motivation or Intimacies, save to protect herself from direct
  222. assault. An Abyssal under this Doom will pass by a burning
  223. orphanage or the greatest of First Age treasures without
  224. comment or a second glance, if they have no relevance to
  225. her mission or those things she values.
  226. Duration: (Essence) days.
  227. Trigger Condition: The character suffers a personal setback
  228. because she allowed herself to be distracted from her goals.
  229. CURSES OF TEMPERANCE
  230. Doom of the Heart’s Judge
  231. The Abyssal’s heart becomes a scale in which those
  232. around her are weighed and found worthy or wanting.
  233. Any individual who expresses disrespect for his ancestors
  234. or the dead in general, or who disdains his own life in her
  235. presence, she is compelled to slay.
  236. Duration: (Essence) days.
  237. Trigger Condition: The character suffers a significant
  238. setback due to the selfishness of others.
  239. Doom of the Hungry Ghost
  240. The Abyssal is filled with a great, aching, and uncontrollable
  241. hunger for life, and seeks to fulfill this need at all
  242. costs. She forgoes all other priorities to binge on the rudest
  243. of living pleasures, gorging on food, sex, and blood, as opportunities
  244. present themselves. A Temperance roll must be
  245. made to avoid fighting anyone who attempts to deny the
  246. Abyssal the pleasures she seeks.
  247. Duration: One day.
  248. Trigger Condition: The Abyssal must forego a worldly
  249. pleasure to avoid endangering others.
  250. CURSES OF VALOR
  251. Doom of the Grave Blade
  252. The character becomes an embodiment of death, answering
  253. those she feels pose a challenge to the grave through
  254. their bravado. Whenever she encounters a character that
  255. seems to have no fear of death, she must challenge them to
  256. battle. She slays those whose bravado exceeds their skill,
  257. but is compelled to devise some reward for those who are
  258. able to stand in the face of death’s avatar and triumph (assuming
  259. she survives challenging them). This might mean
  260. slaying a personal enemy on the fighter’s behalf, or perhaps
  261. bequeathing her daiklave to the mighty one.
  262. Duration: One day, or until she has appropriately
  263. rewarded an individual who defeated her.
  264. Trigger Condition: Another individual expresses a
  265. lack of fear of death in the character’s presence, with apparent
  266. sincerity. Doom of the Eternal Knight
  267. Having been to the cusp of death and returned, the
  268. Abyssal is without fear. Convinced that she is death’s master,
  269. she recklessly places herself in the forefront of battle,
  270. challenges enemies without regard to their strength, and
  271. tackles missions regardless of the danger involved. She will
  272. not retreat or back down under any circumstances.
  273. Duration: (Essence) days.
  274. Trigger Condition: The character’s valor is impugned
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