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Exalted Versus World of Darkness
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===[[Abyssals]]=== Corrupted Solar Exaltations from the time beyond memory, Abyssal Exaltations look for the same sort of extraordinary traits a Solar Exaltation would look for -- except that the host needs to be close to death. And even then it isn't too bothered if it has to push the death along via proxy. As Solars run through a grunge and goth filter, the Abyssals also have Castes reflecting their roles in bringing down Creation: * '''Dusk''': Those who can and will kill on the battlefield: soldiers, mercs, enforcers, and crooked cops. Their anima power allows them to re-roll attack, damage, or a soak roll and keep the preferred result once per scene. The regain Essence when they defeat a supernatural opponent or overwhelming numbers of mortals, protect a useful minion, or use their martial power to advance or protect an Intimacy. * '''Midnight''': Dark and driven figures of dark resolve, who are prepared to kill and die for their causes. Demagogues and death cult leaders can be counted in this caste. Their anima power makes them a beacon to the dead for the entire scene after spending 1 Essence, and if they are drained of blood, chi, or emotions it provides twice the amount; this effect lasts for one full moon cycle. They regain Essence whenever they terrify someone or fill them with awe at the power of death, endure great hardship to support or protect an Intimacy, or bring about some great work of the grave. * '''Daybreak''': Those who get a kick collecting macabre secrets and forbidden knowledge, and believe that these should be shared with the rest of mankind. Their anima power allows them to discorporate themselves into the dragon lines of the world, and reform a few hours later at the boundary of a nearby haunt, after spending 2 Essence. They regain Essence whenever they learn a secret of the supernatural world, learn something that helps them advance or protect an Intimacy, or increase the influence of the dead over the living. * '''Day Caste''': Spies, assassins, and saboteurs, who would use any means to remove those in the way of the Dead bringing down the world. Their anima power allows them to delay the flaring of their anima banner, in that the first 2 Essence they spend doesn't trigger it; if it does trigger, it instead wraps them in an obscuring cloak, making them impossible to recognize. They regain Essence when they advance their goals through blackmail, assassination, or similarly underhanded means, or protect or support an Intimacy in this way. * '''Moonshadow''': Those who fight with words to get what they want, the lobbyists, solicitors, and lawyers. Their anima power allows them to sanctify any oath they here by spending 1 Essence, and anyone who breaks such an oath is cursed by the Underworld (Storyteller's choice). They regain Essence when they advance their goals via words, connections, and resources, reach accord between the dead, or the dead and the living, or manipulate people or systems to advance or protect an Intimacy. Abyssals may roll they Essence rating against difficulty 6 to manifest sharp fangs for a scene. These fangs deal lethal damage, though they must first grapple a target to do so. Using the fangs to drink the blood of a living target restores Essence; drinking enough to do 3 levels of lethal damage restores 1 Essence, while draining a person to death restores 2 Essence. Being the edgelords that they are, Abyssals find living in the world of mortals ''very'' distressing, and only find some solace if they wear or otherwise surround themselves with the trappings of the dead -- like long dead fashions, or just a car with a whole lot of skull and bone decorations on it. If they ''don't'' do this, then all actions increases by a difficulty of 1 while in the living world, the Dreaming, and most of the Spirit world. Abyssals are essentially mobile Haunts, and while in an area the Shroud rating drops by a value equal to their Essence rating. In addition to this, Abyssals are plagued by unnatural manifestations of power. Called '''Shadows of Death''', an Abyssal would always have at least two of these, which may include the following, but are not limited to these: flocks of crows, ravens, or owls, follow the Abyssal around and congregate in massive numbers the longer she stays in an area; a chill wind that blows whenever they do anything dramatic; ''things'' can be seen from the corner of one's eye, which crawl out of the shadows while the Abyssal is around. Abyssals sacrifice their names in the course of their Exaltation, and in time go by titles instead. Along with this, they are afflicted by a the '''Curse of the Neverborn''', due to their Essence's connection to those ancient spectres. Going against these impulses punishes the Abyssal with a temporary curse of sorts, determined by the Storyteller. Unlike their Celestial counterparts, Abyssals don't really ''have'' a plan, though if it involves pushing things a little closer to Armageddon it wouldn't be too bad for them either.
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