| | APPENDIX II - Ahriman's Abyssiary | |
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Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: APPENDIX II - Ahriman's Abyssiary Thu Jul 12, 2012 12:34 am | |
| First topic message reminder :So the reason I post this is, I have not yet shared "publicly" what I have for the bestiary, I have left it up to others to look at it in the PDF. Now, however, as we are officially out of the "beginning" stage and moving into the finishing-up phase, I figure I'm going to go back and try to finish what I know I can do relatively easily before I start tackling the hard stuff (like that damned Abyssal Paths of Enlightenment section...). Finishing the Abyssiary is part of this process.
I never really bothered sharing because I always thought it seemed pretty straightforward, although in actually performing the task, I come up with a question.
Take a look at the "Shadows of Their Former selves" section, please. The write-up for "Black Metamorph" shows the basic idea for this section: a quick-reference guide for [vampires using Obtenebration]. The idea is that an ST can look at this short list, look up, for instance, Black Metamorph, and quickly know exactly how to adjust their NPC (not only would it be a good quick-ref guide, as stated, but it could also help players keep track of their various Obten powers). The question I have is... yeah sure, it might be helpful, but is it helpful enough to warrant the extra space and work? I'm on the fence about whether leaving them in the book would be truly beneficial, and so is Agathe Ze night/De Lannuie, so where does everybody else weigh in on this topic?
Also, please look through the selection I have and see if there's anything you'd like to suggest from ANY Classic World of Darkness book, be it Vamp, Were, Mage, Changeling, Mummy, Kindred of the East, friggin Zombie: The Putrescence, whatever. Any shadow creature at all, or any creature with Abyss-like tendencies maybe, is viable for consideration. Thanks in advance. =) The Abyssal Bestiary The following is exactly what you were hoping it would be—one final section about the strange, Lovecraftian “monsters” that lurk within the Abyss. From complete descriptions of the non-threatening Eyes of Ahriman, to quick-reference guides on Shadow Twins and Tenebrous Forms, it should all be here, along with much more. Noteworthy Obtenebration Power••••• •• Fortification Against Ahura Mazda(Player's Guide to High Clans, p. 157) Normally shadows and the Abyssal beings summoned are almost immediately destroyed or banished by the light of the sun. This level-seven Obtenebration Discipline power can fortify the darkness the possessor creates for a number of turns. Considering the age and power of most 7th Generation vampires, any of the dark beings they create could also be quite effective during the day as well. System: Upon the activation of any other Obtenebrous power, the kindred with this Discipline may spend 3 Blood Points and roll Stamina + Occult (Difficulty 7). Each Success allows the affected Obtenebrous power to ignore the effects of sunlight for one (1) turn. The effects of this Discipline may not be extended by the expenditure of additional Blood Points, however Willpower Points may be used for additional Successes. Lesser ShadesI am fond of them, of the inferior beings of the abyss, of those who are full of longing. Richard Wagner Abyssal Retainer/Zadkiel's Guardian(Mexico City by Night, p. 115) Zadkiel ben Aron of Mexico City has made impressive research into Abyss Mysticism, and has numerous Things in Darkness bound to a well to defend his haven. Unlike normal Things however, Zadkiel has gone to extra lengths to maintain their physical manifestation and service. Attributes: Strength 5, Dexterity 5, Perception 2, Intelligence 2, Wits 2 Health Levels: 4 (four) Soak: 2 Attack: Lash for [Strength] dice (Bashing), Constrict for [Strength + 1] dice (Lethal, oppose with Resisted Strength roll, Difficulty 6 for each). Notes: Zadkiel has complete control over these Abyssal Entities and they never leave their well unless commanded to by Zadkiel. They also only need to feed upon a single Blood Point per month, as a ghoul, and can be assumed to be at least twelve feet (3-4 meters) in length. They are naturally immaterial, as a Tenebrous Avatar, and are instantly destroyed by fire or sunlight. Arm of the Abyss(V20, p. 189) An Arm of the Abyss is formed by the third level of the Obtenebration Discipline of the same name, and is rarely, if ever, found acting on its own and not under the control of an Obtenebrous master. They are normally around six feet (two meters) in length and may spring from any source of shadows. Attributes: Strength [equal to summoner's Strength + Potence], Dexterity [equal to summoner's Dexterity + Celerity] Health Levels: 4 (four) Soak: [equal to summoner's Stamina + Foritude] Attack: Lash for [Strength] dice (Bashing); Constrict for [Strength + 1] dice (Lethal, oppose with Resisted Strength roll, Difficulty 6 for each; Shadow Parasite for multiple damage rounds (Lethal, 7th Generation or higher). Shadow Parasite: more powerful Obtenebration-wielders are sometimes capable of this advanced (Level Six) technique: slipping an Abyssal Arm inside an opponent's torso (or body) with a Dexterity + Brawl roll (Difficulty 7), and then forcibly expanding that Arm outwards each subsequent turn (Stamina + Brawl). The Lethal Damage inflicted with each attempt to expand is [Strength + Successes] and can only be soaked with Fortitude. Notes: The summoner of an Arm of the Abyss may also spend additional Blood Points in order to add a dot to either of the Arm's Attributes, or to extend it by an additional six feet. They are naturally immaterial, as a Tenebrous Avatar, and are instantly destroyed by fire or sunlight. Eye of Ahriman(Player's Guide to High Clans, p. 177) The smallest of Abyssal creatures, they are harmless, living shadows the size of a child's hand that detest light, hunger for life, and possess an eerily disturbing level of intelligence. They are most often summoned by lowl-level Abyss Mystics to serve as spies. Attributes: Strength 1, Dexterity 5, Stamina 1, Charisma 1, Manipulation 3, Appearance 0, Perception 3, Intelligence 2, Wits 3 Abilities: Alertness 3, Athletics 3, Dodge 3, Intimidation 2, Stealth 5 (+1 when concealed in shadows) Disciplines: Obtenebration 1 Willpower: 3 Health Levels: [equal to summoner's WP] Notes: May fly or move at 30 yards per turn and are always assumed to be in shadow-form, such as a Tenebrous Avatar. They may freely use their Obtenebration powers without the need for blood. They may communicate with corporeal beings through physical contact by transmitting images and emotions. They are naturally immaterial, as a Tenebrous Avatar, and are instantly destroyed by fire or sunlight. Heart of Silence(Player's Guide to High Clans, p. 177) Twice the size of an Eye of Ahriman (see above), it is otherwise identical, save for the fact that it is more a powerful denizen of the Abyss, summoned by a Level Two Ritual, with a greater mastery over Obtenebration that allows it to attack as well. Attributes: Strength 2, Dexterity 5, Stamina 1, Charisma 1, Manipulation 3, Appearance 0, Perception 3, Intelligence 2, Wits 3 Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Intimidation 2, Stealth 5 (+1 when concealed in shadows) Disciplines: Obtenebration 3 Willpower: 5 Health Levels: [equal to summoner's WP] Attack: (uses Obtenebration power, Arms of the Abyss, V20, p. 189) Lash for two dice (Bashing), Constrict for three dice (Lethal, oppose with Resisted Strength roll, Difficulty 6 for each). Notes: May fly or move at 30 yards per turn and are always assumed to be in shadow-form, such as a Tenebrous Avatar. They may freely use their Obtenebration powers without the need for blood, though they may use Willpower Points in place of Blood Points to increase the effects of a Discipline. They may communicate with corporeal beings through physical contact by transmitting images and emotions. They are naturally immaterial, as a Tenebrous Avatar, and are instantly destroyed by fire or sunlight. Thing in Darkness(Clanbook Lasombra Revised, p. 73) Traveling the Abyss or summoned by Level Three Ritual that infuses a portion of the void's intelligence into an Arm of the Abyss (see above), Things in Darkness all possess a malign, disturbed level of cognizance. They may be brought into this world permanently but require regular feedings of blood, and may even act independently. All Things in Darkness suffer from a single, usually powerful Dernagement and have a single obsession that resembles a sin (usually sixth-level or higher) from a random Hierarchy of Sins. Attributes: Strength [equal to summoner's Strength + Potence], Dexterity [equal to summoner's Dexterity + Celerity], Mental Attributes [equal to summoner's Obtenebration + Successes on ritual roll] Health Levels: 4 (four) Soak: [equal to summoner's Stamina + Fortitude] Derangements: any 1 (one) Attack: Lash for [Strength] dice (Bashing), Constrict for [Strength + 1] dice (Lethal, oppose with Resisted Strength roll, Difficulty 6 for each). Notes: The summoner of a Thing in Darkness may also spend additional Blood Points in order to add a dot to either the Arm's Strength or Dexterity, a Mental Attribute, or to extend it by another six feet. They are naturally immaterial, as a Tenebrous Avatar, and are instantly destroyed by fire, sunlight or intense illumination. Greater DarknessesEverything that we see is a shadow cast by that which we do not see. Martin Luther King, Jr. Hungry Shade(Player's Guide to the High Clans, p. 178) Summoned, or perhaps created, through the use of a Level Three Ritual, they are malicious creatures that detest servitude and typically attack those that summon them unless controlled. They are typically bound into service for a number of nights by a group of Abyss mystics. (Below is a sample Hungry Shade, created with an Obtenebration level of 6 and 160 Successes, or 480 creation points.) Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 1, Manipulation 3, Appearance 0 Mental: Perception 3, Intelligence 3, Wits 3 Abilities: Alertness 3, Athletics 3, Brawl 3, Dodge 3, Intimidation 3, Melee 3, Stealth 3 Disciplines: Celerity 1, Fortitude 1, Obfuscate 6, Potence 1 Willpower: 6 Willpower Pool: 16 Health Levels: 12 (twelve) Attack: All attacks are Aggravated Notes: Hungry Shades are naturally immaterial, as per Tenebrous Avatar, thus Obtenebration Level Four allows them to manifest a physical body. They will never have Obtenebration lower than 5, and may see clearly in natural and unnatural darkness. They may freely use their Obtenebration powers without the need for blood, though they may use Willpower Points in place of Blood Points to increase the effects of a Discipline. They regain Willpower through feeding on blood, and suffer Aggravated Damage from sunlight or fire, which can be soaked as normal. They may psychically communicate with any corporeal beings they can see by transmitting images and emotions. - Hungry Shade Creation:
None of a Hungry Shade's traits may exceed the highest Obtenebration rating of its summoner/s except where noted, and they may never have Backgrounds, Virtues or a Humanity/Path/Road score. Conversion: 1 Success = 3 creation points Attributes: 5 points per dot Abilities: 3 points per dot Disciplines: 5 free dots in Obtenebration (may not exceed , 7 points per dot (Celerity, Fortitude, Obtenebration and Potence only) Willpower: 1 point per dot (may not exceed the summoner/s' highest Obtenebration rating x 2) Temporary Willpower Pool: 1 point per Level beyond Permanent Willpower rating (begins full, no upper limit) Health Levels: 2 points per Level (may not exceed twice the Hungry Shade's Permanent Willpower rating, no Wound Penalties) Leviathan(Clan Novel Assamite, Book 1) More words Night Shade(Dark Ages Companion, p. 87) Whether they are in fact damned souls returned to the land of the living, actual animated darkness or extensions of a vampire's own dark spirit, a Night Shade is summoned from the Abyss by the (Level application of Obtenebration of the same name (at the cost of 1 Willpower Point and 5 Blood Points), and are often used to perform the shadow-caster's bidding. They can be summoned in groups of up to three and remain in the physical realm until the next dawn; in the meantime they follow orders to the best of their abilities and can even act independently of leadership when required. Physical: Strength 3, Dexterity 4, Stamina 3 Social: (none) Mental: Perception 4, Intelligence 1, Wits 5 Talents: Athletics 1, Brawl 3 Skills: Stealth 8 Knowledges: (none) Disciplines: Obtenebration 3 Virtues: Conviction 0, Instinct 0, Courage 5 Willpower: 5 Blood Pool: (none) Health Levels: 7 (seven) Notes: Night Shades are considered to be in Tenebrous Form at all times, although they may be attacked and damaged physical as normal. They cannot be blinded by light (though flame of course damages them as normal), and are unaffected by any natural or unnatural darkness or illusions. Their icy-cold, deathly touch causes Aggravated Damage. Finally, their Disciplines do not require Blood to be activated. Shadow People(http://en.wikipedia.org/wiki/Shadow_people) More words Shadows of Their Former SelvesEvery man casts a shadow; not his body only, but his imperfectly mingled spirit. Henry David Thoreau Black Metamorph(V20, p. 189) One of the Fourth Level powers of basic Obtenebration allows the vampire to assume a partial shadow-form with up to four Arms of the Abyss emanating from their body, which now looks mottled in moving shadows and even translucent at times while thin, wispy tendrils of shadow form from and mindlessly waver around their frame. Traits: a Cainite using Black Metamorphosis has all the same traits as normal, with no adjustments, however their appearance changes and they develop up to four Arms of the Abyss, as described above (see above for more details on Arms of the Abyss). Attack: Black Metamorphs attack as per normal combat rules, but due to their shadowy tentacles, may make one (1) additional attack per turn Notes: the potent Abyssal nature of the darkness that forms the Abyssal Arms and alters the kindred's body inhibit the health of those they come into contact with during combat. While in contact with a Black Metamorph, all Stamina and soak dice pools are reduced by two (which is not cumulative with other effects of Obtenebrous powers, but may lead to asphyxiation at Stamina 0, as with Shadow Play, V20, p. 188). Additionally, vampires using Black Metamorphosis can sense their surroundings even in complete darkness. Finally, the terifying aspect of this physical change adds +3 to any intimidation dice pool while this power is in effect, and any creatures unaccustomed to such sights (including vampires) must roll courage (Difficulty , or succumb to a Rötschreck -like panic. Dark Hunter(Libellus Sanguinis 1: Masters of the State, p. 31) More words Inner Darkness(Player's Guide to High Clans, p. 157) More words Avatar of Ahriman(Player's Guide to High Clans, p. 178) Shadow Twin(v20, p. 191) More words Tenebrous Avatar/Form(v20, p. 190) More words Spirits of the NightThe black shadow cares for itself, not for you. Julius Streicher Nightmaster(Umbra: The Velvet Shadow, p. 136) The most infamous and terrifying denizens of the Umbral Abyss Realm, the werewolf now known as the Nightmaster was once a hero among the Garou, and also a Camp-member of the Society of Nidhogg. In an effort to devour the sun, he brought his pack to the Abyss Realm and watched them go mad and have to be put down one by one until only he was left. Legends say that he made a pact with the Abyss, either becoming its servant or master, and allowing it to destroy what parts of his soul were weak or natural. Now considered supreme lord of the realm, he resides there beyond the confines of time, saving or damning those who enter his abode according to his whims, often pressing them into service. With the appearance of the Red Star, many of those familiar with the Abyss Realm, mostly Garou, will seek out Nightmaster's aide in devouring the evil, alien star. Breed: Homid Auspice: Philodox Tribe: Shadow Lord (Society of Nidhogg) Rank: 5 (Elder, non-Garou Nation) Attributes: Strength 5 (7/9/8/6), Dexterity 4 (4/5/6/6), Stamina 5 (7/8/8/8 ), Charisma 3, Manipulation 4 (3/1/1/1), Appearance 1 (0/0/1/1), Perception 4, Intelligence 5, Wits 5 Abilities: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Empathy 1, Intimidation 7, Primal-Urge 3, Subterfuge 4, Crafts 2, Leadership 4, Melee 5, Performance 3, Stealth 5, Survival 4, Enigmas 5, Medicine 3, Occult 5, Politics 3, Rituals 5, Expert Knowledge: Abyss Realm 5 Backgrounds: Pure Breed 4 or 5 (Nightmaster is one with the Umbral Abyss, and as such its secrets and treasures are open to him; if he takes the time to look for something lost within the tunnels of his Realm, he will eventually find it. Additionally, his allegiance with the Abyss has left him cut off from access to any totem- or ancestor-spirits.) Gifts: Shadow Lord Gifts (All), (Nightmaster has spent so long in the Umbra that he has essentially become immortal, therefore it can be assumed that he has mastery of any and all Gifts that the Storyteller deems appropriate; any Homid, Philodox or Theurge Gifts would certainly be fitting.) • Stealing the Soul (Level Five Gift) – This Gift has been Granted to the Nightmaster, and he alone, by the Abyss itself, and it is the only way he can regain Gnosis. System: He may focus on an opponent and make an Opposed Gnosis roll (Difficulty equals target's Gnosis), while the intended victim also rolls Gnosis (Difficulty 10). For each Success beyond his target's he may steal two Temporary Gnosis Points from his opponent. Rage: 7 Gnosis: 10 Willpower: 10 Rites: All Fetishes: 4-8 lost Fetishes found in Abyss Realm, in addition to; • Assassin's Klaive (Shadow Lords Tribebook, p. 54) Level 5, Gnosis 5 A slender, dagger-like knife made of pure silver and easily concealed within clothing. By spending a Gnosis Point, this klaive can cloak the user in absolute silence for one scene, mask their scent for one hour or erase all footprints he leaves as he walks. Attacks: Assassin's Klaive (Difficulty 6, Strength + 2 Aggravated) Image: Nightmaster always appears in Crinos form, and is tall even for a werewolf, his black coat is marred by numerous scars and his eyes look like empty pools of darkness. Roleplaying Tips: You are the living embodiment of Abyss Realm, and while some may suspect that you have maintained your once-mortal form through sheer force of will or a pact with the Abyss itself, it is true that you have left mortality behind long ago. Your sanity is mildly eroded, of course, and you actually look forward to the end of the world, as it may actually be able to release you from your eternal hunger. When the Red Star, Wormwood/Anthelios appears, you will view it as a threat and a challenge, and will even consider a Deep Umbral journey to devour it... and then maybe turn your attention toward Helios itself. Night-Spirit(Umbra: The Velvet Shadow, p. 111; Axis Mundi: the Book of Spirits, p. 65) More words | |
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Author | Message |
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Anda
Posts : 174 Join date : 2012-06-21
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sun Oct 14, 2012 10:38 pm | |
| Original Anarch sent me this one! The Leviathan The Abyssal behemoth known as the Leviathan was brought into our world by one of the greatest summoners of our age. Archbishop Mon çada called the Leviathan from the depths of the Abyss, named it, and bound it to guard the catacombs of his haven. As the centuries passed, the Leviathan grew closer and closer to it's Master. He named it, and there is power in such things. It's malevolence grew in the twisted labyrinths of Mon çada's lair, entangling its stones and mortar. It became like a shadow of the Archbishops powers - it was an extension of Mon çada's will. The first weapon in its arsenal is its power of despair. The mere presence of the Leviathan makes it victims doubt themselves. As its darkness crawls closer, the victims first faces their fears, then the full force of the monster itself as it moves in for the kill. It comes in a wind of darkness and shadows. It's enormous body solid and strong like the compact earth around the corridors, it's presence obscures most sources of light. Tendrils and great tentacles of darkness grasps, holds and crushes all which resists it. Mere vampires is but children to an ancient hatred such as the Leviathan.
The Leviathan was banished from this earth in October 1999. Undefeated, but eventually tricked, it's bonds to Monçada's lair were torn as the Master met final death. But, as Lucita knows, the Leviathan did not return to become one with great Abyss again. It has a name now, it has a form – and it's going to keep it, until it can return. | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Mon Oct 15, 2012 4:50 am | |
| Awesome! Tell him thanks again, and I like it a lot! | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Mon Oct 15, 2012 9:59 am | |
| Will do | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Wed Oct 31, 2012 11:48 pm | |
| Found a new creature, all disguised as a Combo Discipline.
Check out Page 33 of Libellus Sanguinis 1. Dark Steel actually summons different sorts of Arms of the Abyss that seem to be tougher and more numerous. | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Thu Nov 01, 2012 11:52 pm | |
| Who was it that first suggested we put the Kraken in the book? Because I now agree.
We wouldn't be able to give it stats, cuz I think it's actually more on the level of plot device than creature, so that means just a reference, sort of like with the Leviathan, but probably shorter.
Where else is the Kraken discussed, somewhere in Werewolf maybe? With the Umbral crossover into Mage, Agathe, that sounds like something you might know. =) | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Fri Nov 09, 2012 12:46 am | |
| Hmmm, Agathe's field of expertise I believe If I understand it correctly, this is also the chapter of the Antagonists now right, so Talon will be in this chapter? I was reading our old discussions on the forum and there was one thing that caught my attention. We talked about two fractions that could work as Antagonists to Abyss Mystics: the Inquisition and the Amici Nocti. To refresh everyone's memory I'll paste this from the conversation: - Quote :
Gattison: You do bring up another good point though. In order to be complete, we should also, at some point, discuss the kinds of characters that don't like Abyss-ism.
Anda: Absolutely! Surely there must exist cainites within the Inquisition that thinks that these Abyss Mystics are up to no good, and other franctions aswell ofc. They are dealing with alien spirits from a realm no one knows for sure what it is. if I had someone dealing with that type of stuff around my neighborhood... well I wouldn't feel very happy about that. I don't know if this is the case or not, but to me it always seemed like Abyss Mysticism is like a well kept secret that is not very known that it's practised. Maybe that's why we have such a hard time naming a few Abyss Mystics for the character chapter. And if I'm correct then we might wanna ask ourselves, why are they keeping it hidden and so secretive. Again I'm talking about the fact that it's practised, not the actual teachings of it. Are they a subgroup that is frowned upon?
Gattison: Actually, the Friends of the Night (Amici Nocti), Lasombra "leadership," disapprove of Abyss Mystics most of the time, however they usually allow a few in each city because they prove useful in times of need. I get the impression that the Friends of the Night are afraid of Abyss Mysticism, and very leery of its many undesirable side-effects. I think their concern is not for the safety of its Clan-members (of course), but rather for the dangers that a careless Mystic may unleash on Lasombra territory. The only thing that probably "justifies" the practice of Abyss-ism is the fact that [Lasombra] himself practiced it (apparently) without any major side-effects, and to great benefit.
I realize that this was a discussion we had early on in our project and that we might disagree with this today, but as far as I know this is still true. So what I wanna know is if these two major fractions would be suitable for the antagonist section? If not straight enemies of the Abyss Mystics, they surely could work as a problem or an obstacle in a chronicle where the players are abyss mystics. | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Tue Nov 13, 2012 2:38 am | |
| Yup, this is where Antagonists go. So, you propose we add Vampire Antagonists to the section and offer specific examples of a Sabbat Inquisitor and a member of the Friends of the Night? I find that valid. APPROVED. Seriously though, that's a cool idea, to give a generic type from each group. Should we add a generic Tremere to that list? | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Tue Nov 13, 2012 8:31 am | |
| well I was thinking more writing about the different groups and bring up how an abyss mystic can have an issue with em in a chronicle. But yeah, since the Talon got character examples then these guys should probably too. With a generic Tremere, do u mean that the Tremere might serve as an antagonist cuz they also search for occult things or how do you mean? I´m heading back to Sweden in 2 days and will probably get some time to start writing more, so I can probably take on this part. I think anarch was keen on helping out too so we might write it together. I´ll get back at you on this | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Tue Nov 13, 2012 10:32 pm | |
| ah, well we could easily put the details as you mentioned in the Storytelling Chapter, and then just a generic Inquisitor and Friend of the Night in the Bestiary Chapter.
With the Tremere, yeah, I did mean that, and also because I've always thought that tremere try to steal powers from and destroy other blood magicians when able. So undoubtedly Tremere himself and the top 7 or whatever are aware of Abyss Mysticism, but most other Tremere definitely don't. So wouldn't it be like a total Super-Bonus to be the Warlock who "discovers" Abyss Mysticism and "conquers" it by stealing all of it's secrets and eliminating all other Abyss-tics? (In perfect-Tremere-Heaven of course)
On the Tremere note, however, we do have Adetokunbo, who unlike most Tremere-antagonists-to-Abyss-Mysticism, is tied to the Path of Shadowcrafting, making him a somewhat atypical example I would imagine.
And in conclusion, alright, you get back to me on that. =) | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: New Abyssal Entities Wed Nov 14, 2012 10:42 pm | |
| New to the Abyssiary: - Dark Steel Tentacle (Long Arm of the Law):
(Libellus Sanguinis 1: Masters of the State, p. 33) Whereas typical Arms of the Abyss are formed by the third level of the Obtenebration Discipline of the same name, this similar, but more resilient power is created in conjunction with Potence, the Discipline of supernatural strength. It has been known to surprise many an adversary familiar with the Lasombra's usual Arms of the Abyss. They are normally around eight feet (two-and-a-half meters) in length and may spring from any source of shadows. What few Templars and Paladins within the Sabbat who remember this power in the Modern Nights have sometimes heard these Abyssal tentacles referred to as “the Long Arms of the Law.” Attributes: Strength [equal to twice the summoner's Obtenebration], Dexterity [equal to twice summoner's Obtenebration] Health Levels: 6 (six) Attack: Crush for [Strength + 2] dice (Lethal, Difficulty 6). Notes: The summoner of a Dark Steel Tentacle may also spend additional Blood Points in order to add a dot to all of the tentacle's rating (Strength, Dexterity and Health Levels). They take damage from fire and sunlight in addition to normal damage.
- Night-Spirit:
(Umbra: The Velvet Shadow, p. 111/Axis Mundi: the Book of Spirits, p. 65) Willpower 9, Rage 9, Gnosis 9, Essence 40/50 Charms: Airt Sense, Create Shadows, Realm Sense/Forest Sense, Re-Form, Shapeshift Image: Appearing as animate, amorphous shadows, they seem to prefer to present a menacing air to most beings they encounter. Able to assume any shape they desire (due to one of their spiritual “Charms”), their whisper-like voices carry as if they were speaking right into the ear of whoever hears them. History: Most of these shadow- and darkness-spirits offer allegiance to a great and powerful Incarna spirit known as Grandfather Thunder, and feel a sort of kinship with the brooding spirit and its children due to their penchant for using darkness and fear as tools in their arsenal. Habitat: As creatures of darkness, these spirits were once well known by lupines to mostly inhabit deep, dark forests, jungles and caves. In modern time however, many are noticing that an increasing number of these spirits are beginning to favor the darkness of the human world just as well, and they can now also be found in subways, graveyards, alleyways and abandoned buildings and towns. Preferring to avoid contact with living beings, they have been known to appear to those who are depressed, paranoid or even just contemplative. Spiritual Correspondences: Beyond darkness, shadows and paranoia, Night-Spirits also feel affinities towards secrets and secrecy, and also sometimes blackmail, due to their tendency to reveal secrets almost as often as they hoard them. Material Correspondences: Thick, concealing garments, such as cloaks, shrouds and hoods, as well as other objects that conceal or create darkness, such as masks, are looked upon with fondness by Night-Spirits. Also, actual shadow-puppetry has been said to have successfully gained the favor of more than one of these spirits before. Gift Lore: Night-Spirits often teach Lupines powers that deal with shadows, fears and secrecy. Taboos: These spirits avoid, and even retreat from, light, fire and “honest truth.” Speaking the truth in order to uncover a secret or lie often causes these spirits to flee. Attitude: Not exactly evil, their nature as beings of darkness, terror, deceit and hiding often puts their perspective and goals opposite most “right-thinking” people. They dislike straightforwardness and those unwilling to indulge them in a bit of “playful deception,” and become unpleasant and even grumpy when provoked, sometimes to the point of conflict. Chiminage: Night-Spirits are notorious gossipers, and thus are best attracted with secrets, the darker and more personal the better. Clever lupine ritemasters are sensible enough to keep their own secrets to themselves, only bargaining with the secrets of others.
Night-Spirit Side-bar - A Charming Darkness:
Mechanically, a spirit's Willpower is mostly used in place of Dexterity and Stamina, while Rage often replaces Strength in rolls. Meanwhile Gnosis is used in place of all Social and Mental rolls, and Essence serves as there total number of Health Levels. Charms are the powers of the astral plane's denizen's, according to the lupines anyway, and they are essentially a spirit's Disciplines. The Airt Sense Charm means that the spirit (upon a Successful Gnosis roll), either instinctively or intuitively knows how to get from “place to place” in the spirit-world, and rarely gets lost as would a vampire. Create Shadows is almost what it sounds like, except the spirit can obviously create their own patches of darkness. While unable to attack or affect things physically, this darkness is a useful scare tactic, and can also speak if the spirit wills it. To do so the spirit rolls Gnosis against the local Gauntlet (if you are not using Werewolf: The Apocalypse, then assume this means 7-8 in large cities, 5-6 in most towns and 4 in the wilderness, away from civilization), and extra Successes means the spirit can create/manipulate even larger shadows, With the Realm Sense (or the equivalent) Charm, the spirit is bonded with whatever location it calls its home and has almost complete knowledge of what transpires within it. Gnosis is then rolled for targeted perceptions. Re-Form allows the spirit to dissolve its current form and reappear (within 1 turn) in its home in the astral plane, and is mostly a self-preservation tactic. Shapeshift enables the spirit to appear (but not actually become) as any shape or form it wishes. No roll is necessary unless the spirit wishes to imitate a specific, intricate, unique shape—such as that of a person. In such cases a Willpower roll is necessary. Finally, the traits after the slashes are those that appear in Axis Mundi, and can be used to represent older Night-Spirits, which were also said to have once been able to communicate with ghosts.
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| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Thu Nov 15, 2012 2:28 am | |
| Great stuff! | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Fri Nov 16, 2012 3:51 pm | |
| The Sabbat Inquisition Some of the most ruthless and driven vampires in the sect, these Sabbat exist solely to rid the sect of Infernal taint and influence. Without a clear understanding of Abyss Mysticism, many Inquisitors believe it falls under the category of Infernal, and therefore must be expunged in full. While physically capable of great violence themselves, the most dangerous aspect about the Sabbat's Inquisitors is actually the amount political power they wield, often connected to Cainites of importance all across a Cardinal's jurisdiction.
Sabbat Inquisitor (Player's Guide to the Sabbat, p. ?48?) Physical: Strength 4, Dexterity 3, Stamina 5 Social: Charisma 3, Manipulation (Intrigue) 5, Appearance 5 Mental: Perception 5, Intelligence 5, Wits 4 Talents: Awareness 2, Brawl 2, Intimidation 5, Streetwise 2, Subterfuge (Sense Deception) 2 Skills: Animal Ken 1, Etiquette (Debate) 4, Firearms 2, Larceny 1, Melee 3 Knowledges: Investigation 5, Occult 3 Expert Knowledges: Area Knowledge 4, Kindred History 2, Kindred Lore 4, Theology 4 Disciplines: Auspex 4, Dominate 5, Fortitude 2, Obtenebration 2, Potence 1, Presence 2, Thaumaturgy 2 Backgrounds: Allies 5, Contacts 3, Influence 3, Resources 3, Retainers 2, Sabbat Status (Inquisition) 3 Virtues: Conviction 5, Instinct 3, Courage 5 Morality: Path of Caine 7 Willpower: 8 Equipment:
So What kind of equipment would a Sabbat Inquisitor have? | |
| | | Cadmiumcadamium
Posts : 21 Join date : 2012-06-25 Age : 35 Location : Karlskrona,Blekinge, Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Fri Nov 16, 2012 7:39 pm | |
| Stakes, various torturing devices, branding iron.
Im suprised he doesn't have one or two dots of demonology (know thy enemy) or is that perhaps to suspicious. | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Mon Nov 19, 2012 3:20 pm | |
| Badass Joshua! I think the reference you want is Guide to the Sabbat page 211. But if we reference that then maybe the stats should be the same as mentioned there? Regarding the demonology, I think that could be a little too much know thy enemy hehe, his occult score of 3 (or 4 as written in GttS) should probably cover it without putting him in riskzone of temptation. As also Cadmium pointed out; torturing devices ftw! For more equipment suggestions; check my GttS reference page and look on the Image description, should be something suiting there | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Tue Nov 20, 2012 9:01 pm | |
| Thanks guys.
Firstly, I actually kind of like the idea of this NPC having Demonology (at 1 or 2). What if we raised this NPC's Occult to 4 and gave him a Specialty of (Demonology)? That would serve the same purpose, and show that this one really does know their enemy.
As for the reference, no I actually forgot all about those sample stats at the end of the Sabbat revised book. I got this one from the 2nd Edition book, Player's Guide to the Sabbat problem is, I have the bootleg version, not the official copy, and was about to ask if anybody knew where there were other samples like that, but more modern. So, thanks for pointing that one out to me. =) I of course copied the traits from the Player's Guide, but I purposely altered them a bit, in order to display a slightly different Inquisitor NPC. Now, with the Revised, 2nd and ours, ST's can whip three different Inquisitors at once, or select from a list of three the traits that best reflect the Inquisitor they are seeking to create.
So here's the updated version: Sabbat Inquisitor (Guide to the Sabbat, p. 211; Player's Guide to the Sabbat, p. ?48?) Physical: Strength 4, Dexterity 3, Stamina 5 Social: Charisma 3, Manipulation (Intrigue) 5, Appearance (Style) 5 Mental: Perception 5, Intelligence 5, Wits 4 Talents: Awareness 2, Brawl 2, Intimidation 5, Streetwise 2, Subterfuge (Sense Deception) 2 Skills: Animal Ken 1, Drive 3, Etiquette (Debate) 4, Firearms 2, Larceny 1, Melee 3 Knowledges: Investigation 5, Law 2, Occult (Demonology) 4, Politics 2 Expert Knowledges: Area Knowledge 4, Kindred History 2, Kindred Lore 4, Theology 4 Disciplines: Auspex 4, Dominate 5, Fortitude 2, Obtenebration 2, Potence 1, Presence 2, Thaumaturgy 2 Backgrounds: Allies (Inquisitors) 5, Contacts 3, Influence 3, Resources 3, Retainers 2, Sabbat Status (Inquisition) 3 Virtues: Conviction 5, Instinct 3, Courage 5 Morality: Path of Caine 7 Willpower: 8 Equipment: wooden stakes, torture equipment & devices, branding iron, kevlar armor, motorcycle, sword, sunglasses | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Thu Nov 22, 2012 11:29 am | |
| I like it and I don't mind the demonology speciality, but I would remove the reference since we are actually doing a Inquisitor of our own, and not pasting the stats of the ones on those references. Oh, and I wanted to ask you, when you said this: - Quote :
- "
Actually, the Friends of the Night (Amici Nocti), Lasombra "leadership," disapprove of Abyss Mystics most of the time, however they usually allow a few in each city because they prove useful in times of need. " What references do you have for this? I wanted to know since I'm gonna adress the matter in a little text Edit: Found it.
Last edited by Anda on Sat Nov 24, 2012 12:03 pm; edited 1 time in total | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sat Nov 24, 2012 12:02 pm | |
| Found some more info on the Kraken in Children of the Revolution, pages 117-121.
Esperanza Lucifer, like her Metuselah Sire, possessed an unusually formidable mastery of Obtenebration. She was able to call upon the very void of the ocean depths and from it summon the mythical Kraken. The Kraken is described as a monstrosity with tentacles strong enough to pull ships down to the depths. Below it drained all sailors of their blood. It is an abyss monster of shadow and evil.
I will take a look to see if Esperanza Lucifer or her Sire will fit the possible Abyss Mystic NPC section. As a side note to that, I think that I have a good one from Veil of Night, possible Abyssal Alchemist.
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| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Fri Dec 07, 2012 3:30 am | |
| The Kraken: CotR, p. 117- Summoned from the "void of the ocean depths"
- described as a "nightmarish monstrosity"
- had "umbrageous," or shadowy, tentacles
- is large/powerful enough to overwhelm six ships at the same time
- feeds on blood
C: G, 2nd Edit., p. 36 - can also be summoned by the Premascines (the first Giovanni-bloodline vampires who are still technically Cappadocians) who live in the water beneath Venice, Italy
- subtly hinted that the Kraken might actually be dead (or maybe undead)
BDT, p. 26 - also known as Qyrl (to the weresharks), Dagon (to merfolk), The Tentacled One
- mother/father of all spineless ocean-life
- once worshipped on land as a god and awaits the time for it to return to land again
- known as "a creature of corruption and malevolence"
- "vaster than an island"
- "impossibly old/primordial"
- believed by Werewolves to be the undersea equivalent of the Wyrm
- has a fierce rivalry with the undersea equivalent of Gaia
WtO, p. 279 - Never seen in its entirety
- reported to have tentacles and a single "bloated" eye in a "rotting" socket
- as old, if not older than most of the known Underworld
- is trapped or stuck "on the other side" of the Tempest, but occasionally reaches through
- said to have an insatiable hunger
- believed to be Oblivion itself, or a forgotten deity attempting a belligerent return
- stated to be a possible threat to the Malfeans, who are "grateful" it hasn't manifested fully in their Realm/Plane
My belief is that the Kraken is a giant squid that was Embraced by [Lasombra] before the flood and kept as a secret weapon/pet, possibly because it reminded him of Abyssal entities. Through its own supernatural vitae (as a 4th Generation vampire-squid), it probably uses a form of Animalism or Dominate to control all of its giant-squid relatives, thus explaining why all attempts to control giant squids supernaturally fail. The Premascines of the Giovanni are aware of the Kraken and through their connection to the watery depths in which they dwell as well as their obvious talent for necromancy, are able to perform a Necromantic ritual which summons the legendary dead/undead creature. (The fact that both the Lasombra and the Giovanni's Progenitors have been replaced by Diablerists means that any true Antediluvian could pretty much pool the wool over the eyes of these two clans and do whatever they want without ever being noticed. Thus the Premascines are only aware of the Kraken, but do not truly control it, and Augustus isn't old enough to have knowledge of such things. Saulot probably knew of [Lasombra]'s pet Kraken, but such things probably mean nothing to him in his current state.) However, Esperanza Lucifer (the first) and most likely her sire, who is most likely either [Lasombra] himself or Gratiano (possibly under [Lasombra]'s influence from within) could both perform this same feat far easier, as a Level 9 Obtenebration power. I say level 9 now, when I said level 8 earlier because I noticed that it never made any remark whatsoever that Esperanza the second had any such power. In fact Esperanza the second seemed to be mostly land-based, which could mean that she never got the opportunity to develop such a power, or her blood wasn't strong enough and therefore her destiny did not lie in a life on the ocean. I also could point out that Esperanza the 1st was Embraced some time between 1654 and 1666--well after the death of [Lasombra] during the Anarch Revolt. This leaves only Gratiano to be responsible for Embracing her. There is the possibility that an unknown (14th) Antediluvian with powers similar to [Lasombra] Embraced her, but this is highly doubtful according to normal canon. There is also the possibility that [Lasombra] manipulated Gratiano to embrace her, much like the Saulot/Tremere situation. Or that [Lasombra] somehow survived in secret and Embraced her on his own, possibly forming/stealing a new body from within the Abyss, and the reason Esperanza's bloodline is drawn into the ocean every couple-hundred years is to become part of his Kraken-wielding army. Though, if [Lasombra] still exists, it is doubtful he would focus much of his attention on Gratiano and the kindred of the modern world, who all believe him dead and thus threaten him very little, [Lasombra] would much more likely be doing all of this as part of some grand, Jyhad-level scheme against his 3rd Gen peers. I personally would like to think that Gratiano is not the sire, meaning there's some funky story as to how [Lasombra] did it himself, but with the way the write-up seems to tease that the grandsire might not even have been a Methuselah, let alone the Antediluvian, yet at the same time they state clearly in her stats that Esperanza the Second is 5th Gen, demanding her grandsire be a 3rd Gen, I wonder if the most obvious and direct answer wouldn't be most likely here. In other words, Gratiano is definitely the mysterious ocean-dwelling vampire that Embraced Esperanza the First... bringing us back to the question of, was it under his own will or not? Thus I have rambled about the Kraken and Esperanza....
Last edited by Gattison on Sat Dec 22, 2012 9:55 pm; edited 1 time in total | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sat Dec 22, 2012 1:46 am | |
| Aha, I knew I saw the Kraken somewhere before. Behold: - Wraith: the Oblivion, 2nd Edition, p. 279:
Do note that it earlier describes creatures such as the Kraken and others like it as being neither wraiths, nor Specters, meaning the Kraken isn't necessarily a ghost, but it does in fact try to reach through to the Underworld through Tempests. Wow, kind of anti-climactic, after all I'd read about it, I'd have expected it to be a plot device rather than have traits.... Still though, to me this seems to be perhaps the weakest incarnation of the true being that we know as the Kraken, since we have never heard of a six second (two turn) time limit on the appearances of the Kraken before. I think we should treat the one in Wraith as the Wraithly Abyss, and come up with it's Abyssal counterpart, which would be encountered by Abyss mystics more than the one in the Underworld. | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sat Dec 22, 2012 10:28 am | |
| Nice research boss! To see the stats is kinda dissappointing, however I kinda like all the combined info that you have gathered. To me it seems like the Kraken is kinda like a creature who swims between the different realms that Agathe have covered, including our own ocean depths . It probably is a shadow creature that is spawned from the abyss but has grown powerful enough to move elsewhere, to cross the different spheres. To me it would be quite possible for the Premachines are able to summon it when it is located in the Underworld, since it is then within their power to reach, and when it swims in the abyss it's available to the few powerful abyss mystics who knows the ritual. It probably works just like a sea monster, low intelligence and crush and destroy, I could also see how it could have a few mental powers who maybe spreads madness, kinda like dementation. That could work with what werewolf has covered about it. Speaking of the Kraken, I'm working on a full page of it as a starting page for the abyssal bestiary chapter. The sketch is done | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sat Dec 22, 2012 11:16 am | |
| I just read about the Dark Hunter that you referenced in Masters of State. One thing spooked me, that there might be a pack of them out there, brought forth by the Antedeluvian itself and they all look like it (well a shadow of it), and they all speak like it and it has its Atrributes :O | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sat Dec 22, 2012 4:51 pm | |
| Well, the good news is this new information blows my theory out of the water. It is now literally impossible for the Kraken to be a mere vampire or ghoul according to canon.
I agree that the Kraken is much more than it represented as in each of its appearances. The Kraken might be a Malfean, or a true avatar of the Abyss, or a manifestation of the Malfean's dreams, or something completely new and alien but similar that comes from the Deep Umbra/Space, it might even be the source of or somehow connected to the Chulorviasis. The point is, the Kraken has multiple aspects that reach (or be found) in multiple levels/areas of existence, from the physical plane, all the way out to the spirit-world and Underworld.
Think about this though, Necromancy and Obtenebration can control it (it has never been stated that Abyss mysticism is necessary to summon the Kraken, only "powerful" Obtenebration, which probably means low-generation vampires. We are just assuming that since normal Obten can summon the Kraken, then Abyss-ism can do so also in a different way--technically Abyss mysticism and the Kraken have never been mentioned together though).
In the Underworld it is uncontrollable, and in the ocean it's essentially the source of all evil.
It seems to make its home in the Oceanic Abyss--or rather, it seems to make its home in the Deep Umbra, and be able finds "ways" into our Oceanic Abyss quite often. This is known because the Kraken/Qyrl has a stable presence down there, and is known of by all. This is not presented as being true in the Underworld or anywhere else.
From its home in Deep Space, at the edge of reality, it uses the weakness of the fabric of the universe there to also worm its way into the Underworld occasionally also. Besides the ocean, this is the only place where the Kraken seems to show up unwanted/unsummoned. The Kraken obviously wants into the Underworld, but why?
Then we have the surface world, land-walkers of Earth in the completely Physical Plane. The first I ever noticed who could summon the Kraken were the Giovanni. To be precise, it was the Premascine bloodline of the Gio's, who are technically Cappadocian vampires, and are all 4th or 5th Gen.
Then we learn there is a Kraken in the ocean, which makes sense. We also learn that it may be "the Wyrm," which is kind of extravagant, I thought, but okay--what it really means is the Kraken probably isn't so much controlled, as coerced through offerings, or something.
Then we learn the Kraken actually "exists" in the Underworld, as evident by the fact it was given stats and placed in the bestiary. Though it seems weakest here, it seems to have the greatest success at becoming something that truly exists here as well, and if it were to fully exist here, then I'm sure its stats would end up being much higher.
Now all of the sudden we learn that the Kraken is a creature of darkness with shadow tentacles that can be easily summoned by 3rd and 4th Gen Lasombra who use Obtenebration.
I think if you re-read "The Abyss and..." section (made possible by the words of Possessed from the WW forum), you can start to understand that the Kraken may be an avatar of Oblivion, meaning not quite from the Abyss, and not quite from the Underworld, and also not quite from the Deep Umbra, but somehow connected to them all. Or some kind of explanation close to that at least.
So anyway, that was me thinking out loud on the Kraken. What I plan to do next is mull it over a bit and then write out something that doesn't define the Kraken exactly, but simply presents what we know about it. That way an ST could use whatever aspect they wanted from the list of Kraken Stuff. I could even make two lists, one for information that is directly from Vampire and related games, and one for info gathered from non-Vampire games... though technically Blood Dimmed Tides is a source book for Vamp Were AND Mage, so that would actually be actual-Vampire info, wouldn't it? Or would the heavy crossover factor make it technically "semi-cannon?"
The Dark Hunter, you say? I believe you, sir, are looking at an older version of the PDF. In version 10 of the PDF, I removed that section on Obtenebrous being that mimic characters because there were way too many variables involved. It should go from Greater Darknesses right into Spirits of the Night now. ...Umm, unless of course you are referring to Chapter 1... woops, lol. | |
| | | Anda
Posts : 174 Join date : 2012-06-21 Age : 40 Location : Sweden
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Thu Dec 27, 2012 1:32 pm | |
| You are correct in that it has never been stated that summoning the Kraken demands Abyss Mysticism, it might be a higher power of Obtenebration that hasn't been presented. All the text really says that the Kraken is summoned from the abyss (which could be the ocean or the abyssal realm) and that it is from "elsewhere" (which would probably be a place that is not on this earth). We also know from the text that it is an abyssal monster made out of shadow and evil. But Obtenebration works just as fine as Abyss Mysticism. However, in the Lasombra Trilogy there is a group of abyss mystics that summons bigger things from the abyss, and they demanded human sacrifice. Every time Esperanza summons the Kraken it feasts upon the blood of the sailors, one may think that it's the Krakens reward. Ofc, this is kinda farfetched and not enough to say abyss mysticism, one of the reasons why Esperanza made the possible abyss mystic list. The possibility is there, but it might be wrong. As for the stats, I think we can assume that the Krakens stats would look different if it was covered in a Vampire book or a Werewolf book, its stats has just been adapted to fit that game. If we gonna show stats on it, it should probably be for Vampire. I agree with everything you thought out loud. And I think you are right to write it with the stuff we know rather than trying to make sense out of it. You can add theories ofc to give it some flavor but yeah a list is cool, especially since it carriers loads of lore. And I dunno if we should make two lists, I think one is alright, cuz it keeps this beast mysterious with such a broad description. Regardless if it is a abyssal monster or not, it still hangs around the abyss and is so related to it that it suits the list of Abyssal bestiary. Ah no I was referring to the dark hunter for bestiary chapter. So you removed that? Fair enough | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Thu Jan 03, 2013 5:15 pm | |
| Once again I must suggest that you include the reason why you "suspect" Esperanza Lucifer in your description of her, because that's actually the most interesting tidbit, imho.
As for the Kraken, it should be coming soon. I think I'll make up stats for it (to be approved by the group) and then suggest ST's ignore the stats and consider it more of a plot device. You know how WW does that every now and then? "But for those of you who insist on seeing traits for it... blah blah blah."
Also, I just thought of this, concerning Abyss Mysticism and those who secretly practice it. Abyss-ism is virtually unheard of, so much so that it has a generic-sounding name like "Abyss Mysticism," rather than something fancy like virtually every other type of Blood magic. I mentioned a Merit before that I still think is a good idea, and I'll explain.
Polonia, Esperanza, Zarathustra, even Marconius could have all been Abyss Mysticism practitioners without even knowing it. IIrc, we heard other Lasombra described as having something akin to "unbelievable Mastery over Obtenebration." I can't think of any specific names offhand, sorry. =( But these characters could actually just think they're creating/rediscovering alternate powers of the normal Obtenebration discipline, but in fact, their understanding of the Abyss has to grown to where they are actually creating rituals without even knowing it. Look at Polonia, for instance, the casting of whatever power he uses reeks of ritualism, yet nothing about him insinuates he can even practice Abyss-ism. I believe sometimes something in the Lasombra vitae and the host-body just "clicks" and that Cainite is then pretty much predestined to do great things with Obtenebration. However, these great things ARE the powers of Abyss Mysticism. Also, some strains of Lasombra lineage could have more pure (meanig more Abyssal) vitae, like maybe Montano's lineage, or Moncada's bloodline. This almost innate affinity for all things Abyssal would take the form of a 7-point Merit that symbolizes how quickly your character seems to "take" to new Obtenebration powers, and would necessitate some sort of description as to why this character's vitae is more pure/Abyssal. Finally it would allow the character to perhaps one day "spontaneously" develop some sort of Abyssal power/ritual, without knowing how or why. (If not approached with whole-hearted dedication and faith in oneself, this could spell doom for the character. Think of Bleach, or any Anime, really, where the character teaches themselves to do something, like a power, that others have to strive for, and end up being even stronger than normal and everybody goes, "oh, ah, unbelievable.")
I believe something like this is not outside the realm of possibility. I also believe that Esperanze the Elder would have it, as well as Montano. This kind of establishes the fact that any 4th Gen lasombra potentially gets this Merit just for being so close in blood to the Progenitor. Then there's others who may have developed (or been given, or had it INFLICTED upon them, because sometimes the Abyss chooses you) this Merit on their own, Like Zarathustra, and/or Polonia. Maybe Marconius, too. | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Everything gets a Side-bar! Sat Jan 05, 2013 3:46 am | |
| Well, here's the Kraken. I admit the text isn't as exciting as I'd like, but I had alot of info to get out there. Tell me what is thought about this by you in your brains. The side-bar will have bullet-points, but they didn't show up here and I'm not gonna bother setting them all up now either. =P - The Kraken:
The Kraken is a truly vast creature, said to be larger than an island and “impossibly” old. While known to some few rare Mystics of the Abyss and Necromancers, this legendary, tentacled behemoth also seems to be known to other supernaturals as well, and may well be a truly universal threat. Summoned to the Earth through the Oceans' Depths, it seems to have quite a presence among underwater life and is known by various names to the weresharks and merfolk and Chulorviasi that dwell there. In the ghostly lands of the Restless Dead, Wraiths who navigate the dark seas of the Underworld tell tales of a many tentacled, single-eyed, nightmarish monstrosity that occasionally pierces the Tempest and manifests at random to destroy whatever it can. Some claim that the Kraken may even truly lie somewhere in the fringes of the Deep Umbra (known to us as the Astral Plane, or better yet, outer space), where barriers between planes of existence weaken and blur. Of the few occult scholars who are familiar with tales of the Kraken, some vampires, shapeshifters, fey, ghosts and even mortal wizards of the Technocracy count among them for sure. Among vampires knowledgeable of the Kraken's actual existence, one can assume a very specific group of Clan Giovanni's vampires—the dreaded Premascines, some of the first Giovanni vampires, who are still technically Cappadocians and their unlives in the waters beneath Venice—as well as a privileged few among Clan Lasombra, a clan known for its unvoiced affinity for the vast oceans. Described with various levels of power (always nearly impossible to defeat), it seems to possess a limitless hunger and limitless capacity for destruction. However, of all the powers of all the beings in the universe, it seems there does seem to be a pair of powers that can control, or at least appease and entice, this destructive force of nature (or perhaps force against nature?). The Disciplines of both Necromancy and Obtenebration seem to be able to accomplish this miraculous feat, and it is known that, as was the case with Esperanza Lucifer (the Elder), with potent enough blood, the signature power of the Lasombra can even seem to somewhat safely direct the Kraken's wrath. The aforementioned Esperanza was most likely of the 4th Generation, as are some of the Premascine Giovanni of Venice, indicating an incredibly low generation is also most likely necessary to have any hope of keeping the Kraken's tentacles from turning against oneself. The fact of the matter is that the Kraken is almost as much of a mystery as Abyss Mysticism is (was?), and is probably much more than represented in each of its appearances throughout the Classic World of Darkness. It might be a Malfean itself or just a manifestation of their horrible dreams, or a true avatar of the Abyss or something completely new and alien that comes from Deep Space—it might even be the source of or somehow connected to the Chulorviasis. In the end, the Kraken has multiple aspects that reach (or can be found) in multiple levels/areas of existence, from the physical plane, all the way out to the spirit-world and Underworld. Note: The Second Edition core rulebook for Wraith was the only place the Kraken was ever given any traits (as far as the author can determine). Though we here at Grey Jackal feel the Kraken should be treated as more of a plot device than an actual antagonist or opposing combatant, we also can't pass up the opportunity (or excuse) to try and provide traits for something—for those of you who actually do appreciate such things. We also felt that the traits presented in Wraith: The Oblivion were too specifically tailored to the role the Kraken was selected to play during a game of Wraith, making them seem inapproriate for use in a game of Vampire: The Masquerade. With that in mind, we now present you with an “Abyssal version” of the dreaded Kraken, designed to be used, abused, ignored or altered as desired. Physical: Strength 10, Dexterity 4-6, Stamina 10 Social: Charisma 1, Manipulation (Intimidation) 6, Appearance 0 Mental: Perception 3, Intelligence 1, Wits 2 Abilities: 0 Disciplines: Obtenebration 3-6, Thaumaturgical Countermagic 5 Virtues: Conviction 0, Instinct 1, Courage 5 Willpower: 10 Blood Pool: unknown Health Levels: unknown
- The Sidebar:
Researching the Kraken Children of the Revolution, p. 117 Summoned from the "void of the ocean depths" Described as a "nightmarish monstrosity" Has "umbrageous," or shadowy, tentacles Large/powerful enough to overwhelm six ships at the same time Feeds on blood
Clanbook: Giovanni, 2nd Edition, p. 36 Can supposedly be summoned by the Premascines (the first Giovanni vampires who are still technically Cappadocians) who live in the water beneath Venice, Italy Subtly hinted that the Kraken might actually be dead (or undead)
Blood Dimmed Tides, p. 26 Also known as Qyrl (to the weresharks), Dagon (to merfolk), or The Tentacled One “Mother/Father of all spineless ocean-life” Was once worshiped on land as a god and awaits the time it can return to land and godhood again Known as "a creature of corruption and malevolence" "Vaster than an island" "Impossibly old/primordial" Believed by lupines to be the undersea equivalent of the source of all corruption and evil, and is said to have a fierce rivalry with the undersea equivalent of Gaia
Wraith: The Oblivion, 2nd Edition, p. 279 Never seen in its entirety by any ghost Reported to have multiple tentacles as well as a single "bloated" eye in a "rotting" socket As old as, if not older than, most of the known Underworld Seems to be trapped or stuck "on the other side" of the Tempest, but occasionally reaches through to the realm of Ghosts Said to have an insatiable hunger Believed by some to be Oblivion itself, or a forgotten deity attempting a belligerent return Possibly a threat to the Malfeans, who are "grateful" it hasn't manifested fully in their Realm/Plane
Might as well add the "Friend of the Night" I just slapped otgether to this post, too. - Spoiler:
Friends of the Night (Les Amici Nocti, Les Amis Noir) Apart from Sabbat rule, this clandestine group of powerful and influential Keepers governs clan Lasombra from the shadows, not through force or might, but through well-placed words and exchanges of favors. Members are such for unlife, can only be recommended for admittance by existing members and any who fail initiation will never receive another opportunity. Though virtually every Lasombra knows that the Friends of the Night exist, only the Friends themselves know any significant details about its members. The most infamous responsibility of this group is to govern acts of in-Clan diablerie, ensuring that the weak are weeded out and the deserving become even stronger. The Friends and Abyss mystics appear to have an uneasy understanding despite long-running disagreements, and the Friends will allow Mystics of the Abyss to operate within their realm of influence—under close scrutiny—more often than some would expect. “Better the enemy you know,” and all. Still though, Friends of the Night and Abyss mystics seldom see eye to eye and quite often find themselves opposed over some issue or another.
Friend of the Night Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 5, Appearance 4 Mental: Perception 4, Intelligence 3, Wits 4 Talents: Awareness 1, Brawl 1, Intimidation 3, Leadership 4, Subterfuge 5 Skills: Etiquette 4, Larceny 1, Performance 3, Stealth 3 Knowledges: Academics 3, Finance 3, Investigation 3, Law 3, Occult 3, Politics 5 Expert Knowledges: Disciplines: Dominate 5, Obtenebration 4, Potence 2 Backgrounds: Allies 2, Alternate Identity 2, Contacts 5, Domain 2, Influence 4, Resources 3, Sabbat Status 2 Virtues: Conviction 3, Instinct 3, Courage 3 Morality: Path of Power and the Inner Voice 6 Willpower: 8 Equipment: money, address book, expensive or outdated clothes
Last edited by Gattison on Sat Jan 05, 2013 4:37 pm; edited 1 time in total (Reason for editing : added FotN) | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: APPENDIX II - Ahriman's Abyssiary Sun Jan 06, 2013 12:03 am | |
| I liked your comments on the Kraken. Good idea to give it Countermagic.
It is good to have a Friends of the Night template as well. Well thought! | |
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| Subject: Re: APPENDIX II - Ahriman's Abyssiary | |
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Legalese: The Small Printing | Sat Jun 23, 2012 9:27 pm by Gattison | The following text was copied and pasted directly from the only source I could find it using Google-fu. If you know of a more official source or a more up-to-date release, please let us know. Don't "suggest" I contact WW themselves... that's on my to-do list, lol. =)
General Source: The Carpe Noctem website.*
Main Source: The Carpe Noctem Reference Guide: [url=http://carpenoctem-online.com/wiki/index.php?title=Reference_Guide%3A_WHITE_WOLF_SITE_GUIDELINES]White Wolf Fan-Site …
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Like a Pack of Grey Jackals | Sat Jun 23, 2012 9:16 pm by Gattison | So far we don't have that many friends, but we seem to be steadily expanding, albeit slowly, so hopefully this list will eventually get much bigger. =)
Allies of the Grey Jackals:
Steve Markley's The Howling Void
Echoes of Empires
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Memories: We Were So Young and Stupid... | Sat Jun 23, 2012 7:43 pm by Gattison | This is the original version of our mission statement/greeting/recruitment attempt, posted here for posthumous appreciation, enjoy!
Gattison, valismedsen, and I have decided to combine our abilities and formed 'Grey Jackal Fan Productions'. We’re going to be constructing a compendium, book by book for Vampire. As we complete supplements they’ll be edited and slotted into the greater …
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The Grey Jackal | Fri Jun 22, 2012 10:07 pm by Gattison | Firstly, it all started here, so go ahead and check that out if you actually haven't yet. =)
And, I suppose you're all wondering why I've summoned you...
Welcome, to Grey Jackal Fan-Supplements, a group of creative and enthusiastic fans of the Classic World of Darkness. So far, our members from the boards are valismedsen, Anda, DanielPLanman, Gattison, Drkcv, and Ihatealllife.
We have …
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