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- RULES HACK: DOOM OF
- THE BLACK EXALTATION
- The following rules replace the rules for Resonance
- and Dark Fate found in The Manual of Exalted Power—
- The Abyssals. They are intended for use in the Gunstar
- Autochthonia, Heaven’s Reach, and Exalted: the Modern
- Age shards, as well as any other shard where the Abyssal
- Exaltation’s curse is carried in its very nature, rather than
- by ties to some external force such as the Neverborn. Storytellers
- may also wish to use these rules in default-setting
- Exalted series.
- RESONANCE
- Like other Chosen, Abyssals are cursed. Unlike their
- brethren, this is not the lingering death-curse of the slain
- Primordials, but an affliction arising from the deathly Essence
- that suffuses their body, soul, and Exaltation. Abyssals
- know this curse as the Black Resonance of the Grave, or
- Resonance for short—a shadow cast over their lives, which
- ensures that wherever they travel, death will follow close
- at their heels. Resonance can be fought, mitigated, even
- placated, but it can never be denied. So long as an Abyssal
- bears the Black Exaltation, he must always take steps to
- account for his nature, or risk being swallowed whole by
- the power of death.
- Each Abyssal Exalt has a 10-point Resonance track.
- This works much like the Limit track of their Solar counterparts,
- but with some key differences.
- GAINING RESONANCE
- There are several means by which Abyssals accumulate
- Resonance:
- • The Abyssal must define one Virtue he possesses
- at a rating of 3 or above as his primary Virtue. When he
- spends Willpower to defy this Virtue, he gains one point
- of Resonance.
- • The first time in a scene the Abyssal spends Willpower
- to resist unnatural mental influence, he gains one
- point of Resonance.
- • Whenever the Abyssal experiences the trigger condition
- of his Doom (see below), he must roll a number of
- dice equal to the rating of the Virtue associated with the
- Doom. He gains one Resonance per success.
- • Siring or bearing a child with a living lover produces
- three points of Resonance upon the child’s birth.
- • Walking in Creation, among the living, without
- adopting the trappings of death (see The Manual of Exalted
- Power—The Abyssals, p. 95) produces one point
- of Resonance at the end of a full week of masquerading as
- one of the living without respite. (Deathknight infiltrators
- may avoid this penalty so long as they privately retreat to
- surround themselves with the trappings of death for at least
- eight uninterrupted hours per week.)
- • The Abyssal gains four points of Resonance after a
- month elapses in which he has not slain any sentient living
- creature, or permanently destroyed any spirit.
- • The Abyssal gains one point of Resonance the first
- time during a scene he is adversely affected by a Holy effect.
- • While the Abyssal may acknowledge or use his living
- name without automatically gaining Resonance, doing so
- exacerbates his potential to gain Resonance by other means.
- If he gains Resonance (or rolls to gain Resonance) in a
- scene where he has already acknowledged his living name,
- he automatically gains an additional point of Resonance.
- If he acknowledges his living name in a scene after he has
- already gained Resonance, then he gains an additional
- point upon doing so.
- LOSING RESONANCE
- Abyssals may mitigate the build-up of Resonance by
- embracing their deathly nature, or spreading the power of
- death out of themselves and into the world around them.
- • The Abyssal loses all Resonance once he recovers
- from being swallowed by his Doom (see below).
- • The Abyssal loses three points of Resonance after
- spending a full month within the Underworld, or one
- point after a full month within a shadowland. Moving
- between the Underworld and shadowlands within a month
- without stepping out into Creation counts as time spent in
- a shadowland.
- • Spending three days performing no significant exertions
- while surrounded by the trappings of death (sleeping in
- a crypt, wearing funereal garb, avoiding the sun, subsisting
- on only blood, lighting incense and singing hymns to the
- dead, etc) removes one point of Resonance.
- • Permanently destroying a spirit or killing a sentient
- living being in order to protect or promote the Abyssal’s
- Motivation or one of his Intimacies removes one point of
- Resonance (to a maximum of one point removed in this
- manner per day).
- RESONANCE BLEED
- As Resonance accumulates within the Abyssal’s body
- and soul, its deathly power bleeds out into the world,
- producing eerie and unnerving phenomena. Such Resonance
- Bleed effects are generally under the control of the
- Storyteller, though players utilizing two or three-die stunts
- may incorporate cosmetic Resonance Bleed effects into the
- scene via dramatic editing. Resonance Bleed isn’t constantly
- active, but comes and goes unpredictably while the Abyssal
- is within certain degrees of Resonance buildup. As a
- general rule, the higher the Abyssal’s Resonance, the more
- frequently Resonance Bleed appears.
- Resonance 1-2: Events conspire to cast the Abyssal
- in a sinister light, and ill omens dog his heels, but these
- events remain within the boundaries of possible coincidence.
- When he arrives in town, he will like as not pass a
- funeral procession on the road. When he opens the door
- to a teahouse, the candles blow out. Gamblers experience
- runs of bad luck in his presence. In settings containing high
- technology, lights tend to dim when he appears.
- Resonance 3-4: Minor unearthly effects manifest upon
- the Abyssal. His eyes may gleam or glow in unnatural hues,
- or his skin might grow ice-cold to the touch. His shadow
- could include monstrous features such as barbs or spines,
- or gesture menacingly and out of sync with the character’s
- own movements. His reflection could appear twisted and
- monstrous, or he might cast no reflection at all. His voice
- could chime like mourning bells, or echo as though cast
- into a vast cavern.
- Resonance 5-6: Level 3-4 Resonance Bleed effects
- become more common. Additionally, the character’s presence
- begins to blight the world. Delicate plants may die at
- his touch. A cold wind could follow him about, stirring his
- hair and clothes and chilling those around him. Animals
- might begin to howl and panic in his presence, or raitons
- to crowd onto trees and rooftops wherever he lingers. What
- food he touches could become spoiled, curdling or exploding
- with maggots when cut into, while water he lingers
- near becomes brackish and stale, or freezes solid. Shadows
- stretch toward the Abyssal as though pulled in by some
- awful gravity, or bow down in his presence regardless of
- the actions of their owners.
- In settings containing high technology, monitors and
- televisions may begin to display static, or sudden jump-cuts
- of disturbing imagery. Eerie wails emit from speakers, lighting
- flickers, and blood may drip from ventilation systems.
- Resonance 7-9: At this level the character experiences
- near-constant level 3-4 Resonance Bleed effects, and
- frequent level 5-6 effects. Additionally, during moments of
- stress, emotion, or great concentration, truly frightening
- deathly manifestations may appear around him. All divine
- symbols within a mile might tarnish, crack, or shatter. If
- the deathknight peers into a mirror while incensed, it is
- likely to shatter or explode. The sky may grow dark and
- overcast, flickering with black or red lightning and blocking
- out the sun, building over the next hour to a terrible
- storm. Seas might grow becalmed, or could be stirred into
- violent froth. Corpses could whisper frantic prayers to the
- Abyssal’s glory, or weeping red eyes might open in the
- shadows all around. Those sleeping where the Abyssal
- passes may be tormented by horrid nightmares in which
- the Exalt features prominently.
- In settings containing high technology, video
- display systems may cease to function, displaying only
- images of ghosts, corpses, or other unnerving imagery.
- The voices of the dead can be heard from radios, speakers,
- and telephones. Electrical lighting fails entirely, or
- bulbs burst with no warning, while plumbing backs up
- and spits out blood, or other, less identifiable but still
- unwholesome substances.
- THE CURSE: THE DOOM OF
- THE ABYSSAL EXALTED
- Each Abyssal carries a Doom, a deathly curse that
- consumes him when he reaches Resonance 10. This curse
- is chosen during character creation, and is tied to the
- Abyssal’s primary Virtue (which must be a Virtue rated at
- 3+). Each Doom contains a trigger condition which may
- cause the Abyssal to gain Resonance (see above). Unlike
- the Great Curse which afflicts the Solar Exalted, Abyssals
- may not spend Willpower to mitigate the effects of their
- Doom, and experience no catharsis at its conclusion. While
- the Great Curse seems to its victims to be their own fault,
- a momentary lapse of control in which their passions break
- free and lead them to blind and terrible acts, there is nothing
- subtle about an Abyssal being swallowed by his Doom.
- He is in the grip of a curse, bent beneath the weight of his
- own terrible, deathly nature, and knows it.
- CURSES OF COMPASSION
- Doom of the Killing Saint
- The Abyssal’s heart breaks, then drowns in a rising tide
- of darkness. She cannot stand to witness an individual suffering,
- and acts to alleviate such misery as best she is able.
- If she cannot relieve an individual’s sorrow by other means,
- then she sends them to the peace of the grave.
- Duration: (Essence) days.
- Trigger Condition: The character sees innocents suffering
- and is unable to effectively intervene.
- Doom of the Black Sun
- Undone by her keen empathy, the Abyssal is no longer
- able to withstand the constant awareness that she is an
- affront to the living Essence of Creation and a perversion
- of what her Exaltation was meant to be. She is driven to
- retreat from the light of the sun, for only shadows and the
- night can bring relief and hide her shame. The Abyssal must
- make a Willpower roll each action (difficulty 3) to take any
- action other than flee for the nearest available dark shelter
- when exposed to the direct light of the sun. She must spend
- a Willpower point to willingly leave such shelter and expose
- herself to sunlight. Exposure to diffused sunlight, such as
- on a heavily overcast day, or through heavy curtains, does
- not trigger the compulsion to flee, but imposes a -1 internal
- penalty on all actions.
- Duration: (Essence) days.
- Trigger Condition: The Abyssal experiences difficulty
- achieving her goals because of fear or rejection by the living.
- CURSES OF CONVICTION
- Doom of the Scorched Heart
- The Abyssal’s heart becomes as a burnt stone in his
- chest. He neither feels nor expresses emotion—in his actions
- he seems not robotic, but simply dead inside. He effectively
- has no Intimacies while this Doom is in effect, and considers
- only efficiency when selecting a course of action. This lack
- of tact also imposes a -2 internal penalty on all Social rolls.
- Duration: (Essence) days.
- Trigger Condition: The character’s emotions lead him
- into a course of action he regrets.
- Doom of the Cold Soul
- The Abyssal falls into a state of “cold mind,” emptying
- her thoughts of all but her goals and passions and proceeding
- with the single-mindedness of a restless spirit. She becomes
- incapable of acting on any matter that has no bearing on her
- Motivation or Intimacies, save to protect herself from direct
- assault. An Abyssal under this Doom will pass by a burning
- orphanage or the greatest of First Age treasures without
- comment or a second glance, if they have no relevance to
- her mission or those things she values.
- Duration: (Essence) days.
- Trigger Condition: The character suffers a personal setback
- because she allowed herself to be distracted from her goals.
- CURSES OF TEMPERANCE
- Doom of the Heart’s Judge
- The Abyssal’s heart becomes a scale in which those
- around her are weighed and found worthy or wanting.
- Any individual who expresses disrespect for his ancestors
- or the dead in general, or who disdains his own life in her
- presence, she is compelled to slay.
- Duration: (Essence) days.
- Trigger Condition: The character suffers a significant
- setback due to the selfishness of others.
- Doom of the Hungry Ghost
- The Abyssal is filled with a great, aching, and uncontrollable
- hunger for life, and seeks to fulfill this need at all
- costs. She forgoes all other priorities to binge on the rudest
- of living pleasures, gorging on food, sex, and blood, as opportunities
- present themselves. A Temperance roll must be
- made to avoid fighting anyone who attempts to deny the
- Abyssal the pleasures she seeks.
- Duration: One day.
- Trigger Condition: The Abyssal must forego a worldly
- pleasure to avoid endangering others.
- CURSES OF VALOR
- Doom of the Grave Blade
- The character becomes an embodiment of death, answering
- those she feels pose a challenge to the grave through
- their bravado. Whenever she encounters a character that
- seems to have no fear of death, she must challenge them to
- battle. She slays those whose bravado exceeds their skill,
- but is compelled to devise some reward for those who are
- able to stand in the face of death’s avatar and triumph (assuming
- she survives challenging them). This might mean
- slaying a personal enemy on the fighter’s behalf, or perhaps
- bequeathing her daiklave to the mighty one.
- Duration: One day, or until she has appropriately
- rewarded an individual who defeated her.
- Trigger Condition: Another individual expresses a
- lack of fear of death in the character’s presence, with apparent
- sincerity. Doom of the Eternal Knight
- Having been to the cusp of death and returned, the
- Abyssal is without fear. Convinced that she is death’s master,
- she recklessly places herself in the forefront of battle,
- challenges enemies without regard to their strength, and
- tackles missions regardless of the danger involved. She will
- not retreat or back down under any circumstances.
- Duration: (Essence) days.
- Trigger Condition: The character’s valor is impugned
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