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 APPENDIX II - Ahriman's Abyssiary

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PostSubject: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 3 Icon_minitimeThu 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 Shades
I 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 Darknesses
Everything 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:
 
Leviathan
(Clan Novel Assamite, Book 1)
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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 Cool 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 Selves
Every 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 Cool, or succumb to a Rötschreck
-like panic.

Dark Hunter
(Libellus Sanguinis 1: Masters of the State, p. 31)
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Inner Darkness
(Player's Guide to High Clans, p. 157)
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Avatar of Ahriman
(Player's Guide to High Clans, p. 178)

Shadow Twin
(v20, p. 191)
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Tenebrous Avatar/Form
(v20, p. 190)
More words

Spirits of the Night
The 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)
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valismedsen



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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 3 Icon_minitimeSun 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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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 3 Icon_minitimeWed Jan 09, 2013 8:14 am

Quote :

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.

Sure thing, I'll fix that.

As for the merit, I kinda like it. You should do a write-up for it mos def. In my cWoD it wouldn't be the explanation for Polonia or Esperanza, but I can totally see why people would wanna go with this idea. I think it is pretty damn awesome if the vampires you mentioned is said to maybe possess this merit, and not say it is like that or it is not like that. Good job!

And as for the job you did with the Kraken, I'm very impressed! Really nice read, you kept it's mystery but gave it a well deserved presentation. I loved the side-bar too!

Cool that you added the Friends of the Night!

Me and anarch is currently half-way through a NPC that we're writing together, expect that to pop up here on the forums soon enough.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 3 Icon_minitimeWed Jan 09, 2013 6:13 pm

Thank-you.

Thank-you.

Thank-you.

Thank-you.

And, okay.

=)
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 3 Icon_minitimeWed Mar 26, 2014 6:39 pm

This was discussed in email, and is posted here for permanent record.

Abyssal Familiar (Matagot, Shadow Cat, Phantom Cat)
(Chapter Two, p. 70)
These mischievous abyssal entities, sometimes called matagots, after a rare oral tradition from southern France, can sometimes be bound into servitude and used for a great many services, among them delivering messages, research assistance, spying or scouting, or even combat. While still unpleasant, especially when just summoned, unlike most dark creatures in the Abyss, matagots seem to actually want to be in the physical world, and often display an awkward, even malicious curiosity of their surroundings and new experiences.
Their mannerisms are much like troublesome cats or dogs, and if left unattended they will most likely let their curiosity get them into some kind of trouble (such as opening locked cabinets and safes, knocking things off shelves, or shredding a particular item—or victim—into ribbons). Also, while generally well-behaved and occasionally even faithful, many of them develop some sort of fascination or obsession with a seemingly random place, experience or plaything, and may be easily distracted by such things. For instance, a matagot could show a special interest in anything colored pure black, with chasing and “playing” with local animals, with stealing and hiding reflective items in the dark, or with haunting a specific, dark territory.
Familiars have a blood pool that can be used for enhancing Disciplines, but their greedy, Abyssal nature devours one Blood Point per night. When a matagot's blood runs dry, they return to their original, erratic behavior and either seek out one of their favorite playthings or locations, or else eventually wander back to the Abyss.
As stated, these shadow servants are decently intelligent and can be given orders and even trained if maintained in the physical world long enough. They perform simple tasks to the best of their abilities, but do so impatiently and are poor at improvisation. Beyond their tendency to get into trouble when unattended, they are also known to enjoy breaking mirrors and eliminating lights by shattering bulbs and chewing through power cords.
Matagots are black, shadow beings with wispy licks of shade rippling along their skin like a fur coat of living night. They are typically known to assume a feline-like form, but some claim this power may be responsible for urban myths like the “black dog” and other dark hounds in folklore and mythology.
Attributes: Strength 4, Dexterity 3, Stamina 3, Charisma 0, Manipulation 2, Appearance 0, Perception 3, Intelligence 2, Wits 2
Abilities: Alertness 4, Athletics 3, Brawl 3, Empathy 1, Intimidation 4, Larceny 1, Performance 1, Stealth 5, Subterfuge 1
Disciplines: Auspex 2, Celerity 1, Obtenebration 5
Willpower: 5
Health Levels: 7
Attack: Bite or claws for five dice (Lethal).
Blood Pool: 5
Notes: Though naturally immaterial, as most Abyssal entities are, these Familiars typically have enough substance to perform minor tasks in the physical world, such carrying objects or opening doors. For more complicated physical feats, such as fighting, Familiars can use their 4th or 5th level Obtenebration powers to manifest a more corporeal form. Familiars have excellent eyesight, able to see better in the dark, and a keen sense of smell. They communicate as would an intelligent dog, or a monkey, but understand and take instruction easily and well enough. They may use Blood Points in their Blood Pool to activate or enhance any Discipline powers they use, but at double the cost. Finally, they hard to damage in their shadow forms, but in physical form or not, they take Aggravated damage from fire and sunlight.

The Abyssal familiar comes with an accompanying ritual that can be used to summon it.
Spoiler:
 

Apep's Shadow (Shadow of Apep)
(Clanbook Followers of Set Revised, p. 12-13 & 38-39)
The Keeper's are not the only Clan to speak of dark entities. The Followers of Set remember Apep, the Great Serpent of Darkness, that their own god, Set, had to battle each night to secure the coming of another dawn. Deep down in the Underworld of the dead, in the darkest depths of the Primeval Ocean it dwelt, protecting wisdom and secrets older than creation itself. When Set finally brought the massive beast down and feasted upon its black heart, he stole all of its knowledge and was able to see through all the lies of this world.
If Setite theologians are to be believed, Apep was slain by their Antediluvian millennia ago, in a time before the creation of his Clan. The dark god did not care to spare the world of the beast's atrocity, however, and in his madness he forged the power to take Apep's abyssal form. A skill of Serpentis so advanced that only Set and his direct childer are able to perform it, it is known as the Shadow of Apep. With the dark god long gone, only his remaining childer now have the power to release this monstrosity upon the world.
The Methuselah who assumes the form of Apep's Shadow becomes a giant serpent made out of liquid darkness strikingly similar to Otenenbration's darkness. Physical attacks go through it as an arrow through a thick fog, making the ancient Setite next to invincible. The form also boosts the physical attributrs of the Methuselah, possibly making it tougher, faster and stronger than conceivable by most neonates. The only chance of stopping this dark creature is by means of fire, sunlight or powerful magics.
Note: Though we would like to, it is impractical to offer specific statistics for a Shadow of Apep's ratings. A 4th Generation Setite's Attributes, Abilities, Backgrounds, Disciplines and even Willpower could all, literally, be anything from 1 to 9. Pretty much any other stat could be anything from 1 to 5—there is essentially no way to depict this, other than listing each trait as 1-9, or 1-5.
Vampires of this age are by no means weak, but they do not excel in every single trait. Since the Shadow of Apep is literally another vampire using their in-Clan Discipline—rather than a true Abyssal entity—they can be assumed to have the same traits as a vampire, and must therefore be based upon an actual Setite vampire, rather than any generic template. Because of this, even if the Shadow of Apep is not intended to become a major player in the Story, the Storyteller is still encouraged to give some kind of thought as to what the Setite Methuselah using this power is like, or else consider using another Abyssal creature as a plot device in their Story.
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