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The Abyss Guide now has a 4-page Character Sheet, and 6 pages of add-ons!

After a temporary hiatus, the Grey Jackal is back in action!


 

 APPENDIX II - Ahriman's Abyssiary

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Gattison
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PostSubject: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeThu Jul 12, 2012 12:34 am

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)
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 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)
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 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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Agathe De Lannuie

Agathe De Lannuie


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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeThu Jul 12, 2012 12:38 pm

Quick comment on the Eyes of Ahriman & Heart of Shadow

Quote :
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: 3 [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: 5 [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.

I think the Health level of each creature is based on the creature's willpower and not on the summoner's willpower
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeThu Jul 12, 2012 5:22 pm

Agathe De Lannuie wrote:
Quick comment on the Eyes of Ahriman & Heart of Shadow

...

I think the Health level of each creature is based on the creature's willpower and not on the summoner's willpower
Aha, good catch. I double-checked and of course it looks like you're correct. I'll make the change now.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeMon Jul 30, 2012 11:23 pm

Quote :
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 Obtenebration 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.

I believe it should be Obtenebration 6 instead of Obfuscate 6

Btw, did u see this one ? cf. Storyteller's guide to the Sabbat p.67

Spoiler:
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Cadmiumcadamium

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Jul 31, 2012 9:00 pm

Where does it say that an Arm of the Abyss has a Strength-rating based on the users Str+Potence? Its based on the users Obtenebration rating isn't it? Same goes with an Arms Dexterity-rating.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Jul 31, 2012 9:08 pm

It's in V20 Page 189, new rules...
Strength= Obtenebration + Potence
Dexterity= Obtenebration + Celerity
Stamina= Stamina + Fortitude

Potence & celerity just add dots, not automatic succes...
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Cadmiumcadamium

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Jul 31, 2012 9:20 pm

But it shouldn't say Arms Str = Users Str+Potence. It should say Str = Users Obtenebration+Potence. Same with Arms Dex. it shouldn't say Arms Dex = Users Dex+Celerity. It should say Dex = Users Obtenebration+Celerity. And im pretty sure the arm doesn't soak with the users Sta+Fortitude. Actually, im not sure what it uses for soak, if it even soaks.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Jul 31, 2012 9:39 pm

Quote :
The player spend a blood point and makes a simple (never extended) Maniplulation + Occult roll (difficulty 7); each success enables the creation of a single tentacle. Each tentacle is 6 feet (two meters) long and possesses Strength and Dexterity ratings equal to the invoking vampire's Obtenebration Trait - Potence and Celerity dots are added to these Stength and Dexterity ratings, respectively. If the vampire chooses, she may spend a blood point either to increase a single tentacle's Strength or Dexterity by one or to extend its length by another six feet or two meters. Each tentacle has four health levels, is affected by fire and sunlight as if it were a vampire, and soaks bashing and lethal damage using the vampire's Stamina + Fortitude. Aggravated damage may not be soaked (...)

That's the V20 rules

Quote :
But it shouldn't say Arms Str = Users Str+Potence. It should say Str = Users Obtenebration+Potence. Same with Arms Dex. it shouldn't say Arms Dex = Users Dex+Celerity. It should say Dex = Users Obtenebration+Celerity.

Indeed my friend, my mistake

Quote :
And im pretty sure the arm doesn't soak with the users Sta+Fortitude. Actually, im not sure what it uses for soak, if it even soaks.

It Does Soak with the user Stamina + Fortitude bashing & lethal. But it doesn't soak Aggravated
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSat Aug 04, 2012 12:06 am

Cadmiumcadamium wrote:
Where does it say that an Arm of the Abyss has a Strength-rating based on the users Str+Potence? Its based on the users Obtenebration rating isn't it? Same goes with an Arms Dexterity-rating.
This is actually the SECOND time I have been corrected on this particular error, I beleive (and I think the first time was Agathe).

I'm going to open the file, and make the correction right now, this time. And thanks for the heads up, folks.

EDIT: fixed, and while I was at it, i adjusted the "Thing in Darkness" too, because I'm pretty sure the Things were intended to use the same rules as Arms of the Abyss.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeMon Aug 13, 2012 10:31 pm

As I already told you before you should check this Krakens Spirits linked with the oceans depths and the great Void
Chulorviah:
Blood dimmed tides p. 109
Infinite Tapesstry p. 136

And I found an other Spirit/Dark God
Laklebb The Lightless
Infinite Tapesstry p. 142
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeMon Aug 13, 2012 10:37 pm

thank you, the Chulorviah sound good so far, and I'll check out the spirit
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PostSubject: Shadow People   APPENDIX II - Ahriman's Abyssiary Icon_minitimeThu Aug 16, 2012 3:41 am

So here is what I came up with for the mysterious "real-world" Shadow People... I didn't dig too deeply into the subject, but I found some really interesting nuggets and wrote this.

I think it would be awesome to have some "suggested stats" for these creatures as well, so if anybody has any ideas, just spit em out.

And as always, I'm like a Kindred of the East feeding of the positive chi from your feedback, so... feedback, bitches. =)

Shadow People
(en.wikipedia.org/wiki/Shadow_people; home.comcast.net/
~shadowpeopleorg/shadowpeople.html)
Most often first seen lurking on the edges or flickering in and out of the unexpected observer's peripheral vision, Shadow People are an increasingly common supernatural “phenomena” reported almost exclusively by the world's mortal population. Choosing their “victims” seemingly at random, they often spend years fleeing from being spotted in just enough time to leave the unsuspecting observer unsure if they saw anything at all. When actually spotted, however, they have often been known to simply stare at terrified observers who are (or, possibly, become) able to see them, sometimes moving closer and closer until something distracts them.
Commonly described as having quick, jerky movements, a vaguely humanoid form (though they are often described as “wearing” hats, hoods or cloaks) and the ability to disappear into shadows and darkness as well as pass through walls and ceilings, some believe them to be anything from some form of “guardian angel” to alien beings from another dimension, though most tend to believe Shadow People are intensely menacing and are undeniably malevolent and evil. Still others claim them to be nothing more than a mere form of ghost, while others claim that all ghosts are actually a kind of Shadow People.
For some unknown reason, they feel compelled to cease studying victims who either refuse to show fear or inform them to leave or that they are unwelcome. Also, displays of faith have been known ward off and keep away Shadow People though whether this is an effect similar to True Faith or just another form of letting the creatures know they are unwanted remains a matter of speculation only. Also of note, Shadow People will always avoid cats, dogs and often even birds and other household pets, as well as any victims with a pet nearby (such as in the same room).
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeFri Aug 17, 2012 11:10 pm

Maybe we should have them follow changeling rules, or even better D.A. Fae, Winter Fae with a Dominion over Night...
but that would imply they might not be there in the modern time...
So maybe a kind of Sluag, since they are really discrete and able to talk to ghost ?

Or again a kind of Sluag that somehow kept the dominion over night instead of following normal modern changeling rules ? It could be a "special kind" of our own.

Or we could give them spirit stat but I would think it's too flat: Rage/Gnose/Willpower doesn't give much description
Maybe we could use the rules provided in "Bygone Bestiary"...
Bygones are spirits that have a body (aka regular stat instead of the meaningless 3) Twisted Evil
Iirc they provide merits and flaws and "simples" powers to use in the creation of this bygones
Finally I think I prefer this option rather than the Fae but it was worth mentionning...

I think there should be a mention and a pnj Fae based on the D.A. Fae with a Dominion over Night... It's so close to powers of Obtenebration, it's quite stunning
If I provide some stats and the seeds of a Story could someone finish it ?

There are 2 spirits linked to the babylonian Myth (Dead Magic p.58-59):
_Aladlammu, that could keep some sacred knowledge in a cavern (linked to the Abyss ?)
_Anzu (lion hedead bird), that are linked with Lilith
check if you find it interesting enough. I'm not sure about these two. Since Obtenebration myth refer a lot to those lands and period of time (at least a close one)

U could also add, in the part about sea depth:
_Gigantic Squid (Blood Dime Tides p.107-108)
_Octopus (Blood Dime Tides p.98)
We could hint they might also dwell in the Abyss realm... Or that the ST could use the stat to embody some kind of "emanation" from the realm.
An emanation in an umbral realm is an actor of the realm while not being a real spirit. It's part of the mood of the realm. eg. in a wild jungle realm the emanations are the animals dwelling or a local tribe. They can't leave the realm without being dispelled...

btw: why not provide a least 1 Mage pnj ? Something like a Celestial Chorus or a Templar gone rogue ? playing on the power of Darkness instead of the light of the Day ? Or a Men in Black touched by the Dark Powers of the Deep Void.
If you like the idea, same question as for the Fae: If i provide the stat & the seeds of a story could someone finish it

i know we have Night Master but it's an official PNJ and he's way too powerful... Maybe it would be good to get a werewolf of our own...

In fact (but maybe you already discussed about that) I think one character from each of the gameline could be good to provide. What about Demon the Fallen could there be a concept playing on shadows or are their powers too far from that way of thinking ?
I'm just thinking this could be a good way to provide Vampire ST the possibility of introducing other wod Abyss mystic in their campagne... While not having to research through other books.


How's that for feedback ?
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSat Aug 18, 2012 3:25 am

lol, I now think that they should instead come with a side-bar that mentions everything you just did, perhaps in a bit more detail, if possible.

As for "how" to present them, I was actually thinking about putting them in the Greater Darknesses section, and making their stats something like the way they handle the "Ghost Antagonist":

Suggested Traits
Strength 0/1-4, Dex 5, stam 1-3
Char 0-1, Manip 1-5, App 0
Percep 3-5, Intel 2-5, Wits 2-5

Abilities: Alertness 5, Athletics 5, Empathy 2-5, Intimidation 5, Crafts 1-2, Stealth 5, Academics 2-4, Occult 1-5
Equivalent Disciplines: Obtenebration 6

Followed by a side-bar explaining that the traits given are a suggested range, while others I/we feel emphasize what a Shadow Person "really" is.

Check this link out if you have time (anybody, just click randomly, there's SO many stories of sightings...), but to me it doesn't seem like they have any real powers, but I'm not sure, so... the point is I don't know if a Fae concept or a Bygone concept or what would be a good fit.

Also, What is a "pnj?" lol, I have no idea what that stands for, heh

Now, as to making an enemy/antagonist for every splat... hmm, that may be cool if we do it like an Antagonists section in V20 or Revised, except each antagonist has "Equivalent Disciplines" involving shadows (meaning they all have Obten and maybe some rituals, plus maybe some "converted" Thaum or Necro paths, like valis mentioned. But then, because we are the "Grey Jackal" team, we could also give side-bars on what traits one of those NPCs (or PNJ's... w-ever-tf that is) would have in a Werewolf game, or Mage game, or Fae, or Demon or whatever.

Is that what you meant? because otherwise we may accidentally end up making NPC's out of these Antagonists instead of treating them like "quick-start" enemies.... which... is that even something fitting to an Abyss Mysticism Chronicle? a generic, no name Abyss-tic "thug?" Or will an ST look at the stats and give a name and a story to them and be thankful... even though we have THIRTY-SEVEN pages PLUS of full-NPC's... and we have yet to add the canon guys yet.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSat Aug 18, 2012 5:16 am

As for "how" to present them, I was actually thinking about putting them in the Greater Darknesses section, and making their stats something like the way they handle the "Ghost Antagonist"

Ok, perfect

Quote :
Antagonists section in V20 or Revised, except each antagonist has "Equivalent Disciplines" involving shadows (meaning they all have Obten and maybe some rituals, plus maybe some "converted" Thaum or Necro paths, like valis mentioned. But then, because we are the "Grey Jackal" team, we could also give side-bars on what traits one of those NPCs (or PNJ's... w-ever-tf that is) would have in a Werewolf game, or Mage game, or Fae, or Demon or whatever.

of course Suspect

lol pnj is npc indeed, pardon my french Sleep


Quote :
Is that what you meant? because otherwise we may accidentally end up making NPC's out of these Antagonists instead of treating them like "quick-start" enemies.... which... is that even something fitting to an Abyss Mysticism Chronicle? a generic, no name Abyss-tic "thug?" Or will an ST look at the stats and give a name and a story to them and be thankful... even though we have THIRTY-SEVEN pages PLUS of full-NPC's... and we have yet to add the canon guys yet.

Yes, there might be a bit too much but we could provide an Antagonists V20 for some
We could also give a medium size story hook vague enough to make it adaptable to some chronic
like they do in Umbra the velvet shadow. They have a description of Nighmaster that is short and they link it with an outside event/description

example:
Quote :
Bernard Gui, Mage of the Celestial Chorus (suspected Templar) turned barabbi (Infernalist)
Stats
Powers:
Domination 3, Viscisitude 4 (Dark Angelic Form); Obtenebration 7 (can cast Evocation of the oubliette in just a few second), Chimestry 4
Dark thaumaturgy 7: Fire of inferno 5 Movements od the mind 5, Rego tempesta 5, The Taking of the Spirit 3, Perdo Magicka 5
With a side bar for the ones that know of Mage:
Qlippothic Spheres: Forces 5, Mind 3, Spirit 4, Prime 2, Life 3; Arete 7, Avatar 5
Rotes: Oubliette, Fires of Hell, Command the Sky's Warth, Summon Angels of Death (cf Night Shades p.XX), Form of the Dark Angel.
Background:
a few words to tie him with his historical figure but no more (& if we can we talk a bit about then in an other section providing a bit more information eg: in the Leges Abyssi story, bernard Gui could have been know to search it in vain in the Albigensian country...)
Image:
Roleplaying Tips: (if relevant)

I think the name I gave to the rotes are quite obvious enough to link them to the thaumaturgy power i choosed)

Would that be short enough ?

an other one a D.A Fae in a modern context
Quote :
Queen Marianna aka the Dark Queen
followed by the description of her dominion of Night 5 and the Obtenebration/Vampire powers equivalent: Obtenebration 9, Thaumaturgy 8 (Oneiromancy 5, Rego Tempesta 5)
(no other stat needed as she can't really be killed but she might want to show rude visitors a trick or 2 of her own)
Background: Known to be the last of her kind remaining in the Umbra; She was cast out of Arcadia and took over this realm, she will not leave the realm until the Shadow Court won the whole realm.
She's a real Fae, and not a mere changeling like these modern day. While she's the ruler of the Realm know as Arcadia Gateway. It is believed that the dark oubliettes below her castle might lead to the Null Zone... plus a bit more fact about that to give a story hook (Lasombra botching as shadowstep to find themselves locked in her jail until they make a Fae deal... something you should not miss to accomplish otherwise the next time you shadowstep it is she who brings you to her jail... Forever this time)
Image:
Roleplaying Tips: Few things can kill her as she was trained in the old Arts of the Fae. Of Course Her dominon over Night is now days unmatched among the last and player should be very careful when dealing with her...)
Reference: Werewolf book, Umbra the Velvet Shadow, p. 45-51 for the Realm; p.49 for Marianna's history. I can also mention it in one of the umbral description

If someone want to complete Bernard Gui I would be glad
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSun Aug 19, 2012 10:26 pm

So I got around to reading the Chulorviah in both books and I have to admit, I don't see much of a connection to the Abyss with them. The most that jumps out at me is the line that says they might be from a time before the sun. Otherwise, they strike me as more connected to Vicissitude/Souleaters than Abyss Mysticism.

If you have an idea or an explanation that you think still makes them viable creatures that an Abyss Mystic may possibly come across, please let me know. As it is, I can't say that I see the same potential here as you do, Agathe.

On the same note, I looked at the Giant Squid and don't think there's much potential there, unless we think that maybe a squid's stats could be used to resemble a gigantic Abyssal monster?

On the other hand, I really liked Laklebb the Lightless, and he seems like something a more Auspex/Thaumaturgy/Spirit World bent Mystic may come across. I think Laklebb could fit nicely.

So, how did you see the Chulorviah connected to the Abyss, Agathe?
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PostSubject: Laklebb, the Lightless   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSun Aug 19, 2012 11:39 pm

As a matter of fact, here is the Abyssal write-up for Laklebb the Lightless.

Tell me what you think!

Laklebb, the Lightless:
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeThu Aug 23, 2012 4:22 pm

Laklebb is well done. I love the character ;-)
Maybe you could mention the word "the Nihil" and/or the "Deep Void" so it will relate to the map I proposed. Maybe a small sidebar (there might be a lot of them in the book affraid )


Chulorviah: I think they are related to the The Watchers in the Deep, aka Cephalopoda Malefica (the Book of Worlds p.161)

_Imho, they are De Facto denizens of the Abyss as they are Kraken dwelling in the depth of both the Umbral and Earthly Oceans. As you know there is a strong connection between the Deep Void, the Abyss and the deepest, darkest, parts of the Sea.
Quote :
Why the Chulorviah chose cephalopods as host is unclear, perhaps sine the deep oceans and the Deep Umbra are linked on so many levels they simply reached out whatever species they could find and were most at home with octopi and squids. Cf. Infinit Tapestry p.137

This is the Origin of the Chulorviah's infection on earth, and as you can read there might be a form of similarity with their umbral shape as spirits. It seem to me quite close to whatever shape Abyssal Spirits of Obtenebration might have... While it's certainly not exactly the same thing, it should be enough to at least raise some concerns among Abyss mystics' about such a creature roaming in their Abyss.

_They are Spirits that lives in a lightless realm and their goal is to bring the dry lands of Earth they call the Scar under the level of the Sea. Imho, this is a Goal somewhat similar to some Abyss' Mystic circles especially considering the link obtenebration has with the Oceans.
Quote :
You posses wisdom sfited from the silt at the bottom of the Umbral Sea. You are cruel and alien and cold, a prophet of a time when black water will cover all the lands and extinguish all fire. Blood Dimmed Tides p.112
_Sometimes they can create living tentacles, this is curiously close to what we Lasombra can get with Arms of Ahriman
_Their method of controlling peoples through parasites is not unlike the power old Lasombra called Eminence of Shade Conquering Blood
_The Gigantic Squids are spiritually linked to them (not much more useful information here Wink ).
_They use the abyssal/lightless parts of the Sea in order to cross from the Deep Void to Earth.
_Some mystic could confuse the Chulorviah's work for an Abyss Spirit and start an investigation.

Possibles links:
_Some Lasombra linked to the Sea might set onto some Kraken/enfolded and get curious, scared or infected...
_Old Lasombra navigators, or books linked to the sea part of the Abyss might have some interessting knowledge on the race. I also read a post about how small the part dedicated to the link between Abyss and Oceans was. I thought this could provide some materials to start something...
_The Black Hand is fighting a disease that is not so different. You mentioned the Tzimices but iirc they also include Lasombra in the "impures" bloodlines. Could the Lasombra have been the First to be infected ? Is this only a danger Abyss Mystic might face while summoning Abyssal entities or dwelling in the the Abyss ? Lots of links that could be used in an all abyss campaign as threats showing that if Abyss is not all evil, it's full of evils/dangers.
_I was thinking of using of using Octopi as denizen of the Abyss (or at least as emanations of the realm) and maybe mention the Chulorviah as possibles encounters in the Abyss/Deep Void and there also could be some mention of their presence in the lightless part of the Oceans.

I think they could be a threat roaming in the Abyss and left for ST to decide weather they use it or not....

Do you still feel as bad about them or do you start to like them ?
I think there is potential but it's up to you.

I think we should at least keep the squid as stat for emanations of the Abyssal realm.
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Anda

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeFri Sep 07, 2012 4:15 am

Liking Laklebb! Smile
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeWed Sep 19, 2012 6:22 am

Thanks, Anda.

Agathe. I'm looking at the Bernard Gui wikipedia and I'm not sure how you were thinking this guy would be an infernalist or an Abyssal-y connected mystic? It sounds like he'd be more of the really mean inquisitor anti-infernalist-type.

Wanna gimme a couple ideas on what you were thinking here, please? Then I can whip something up real quick.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeMon Sep 24, 2012 7:06 pm

Spoiler:

At the beginning, I thought he could be a Monçada version of an inquisitor (see my message in the thread about Angelis Alter); mostly using it's magic to makes people look like demons. ex "Look the dark clouds over this village it's a sign cathares are evil!" or "Look at shadows around this old hag, she's a witch, let's bu her!" an summoning entity he believes are angels of fire and that are in fact demons in disguise... He's using his power for political reasons: getting more power for the church... It might not be a far shot to think that some old Lasombra (or demon) deeply tied with the Vatican might have perverted his faith or that a ritual he found in of of his victim's lair - a Lasombra - led him to make the wrong kind of invocation, twisting him forever).

But that might be too far for him since he's not such bad guy (50% of his condamnations are life sentences and only 6% are to be burned) But he has an image of being a radical in the movie & the book "The Name of the Rose" (If you hadn't you should see it if you want inspiration to plant a medieval feeling in your party. Beside it's a good movie great plot)

That said I was in a hurry when I suggested it & I didn't check the historic reality that well... Maybe someone like Nicolas Eymerich is better suited for the role, as he is more of a radical... Or the papal legat "Arnaud Amaury" that is supposed to have prononce the famous "Kill them all, God will recognize his owns" @ the massacre of Bezier in France during the bloody Albigen Crusade.

Maybe we should wait till a better Idea for a mage to be linked with shadows... The thing here is that I wanted to provide at least the begining of an idea of what a dark mage would be able. The goal was to dig in our head at least one Darkness related character for each gameline. That way it could be an example of how to make a bridge between game. I'm not saying it's for only for the ones that already possess the games (that's my point of translating the power in vampires terms). The goal was mainly to give inspiration to storytellers, whether or not they posses the game line.

The important thing her will be to focus on why and how we link them to Obtenebration.
For me one of the main link between Lasombra and mage should be the church (and therefore the Celestial Chorus). Darkness in this context can be related to two things: 1) the political usage of secrecy (we are the devils and the secret is that we blame other for our own action) 2) The inversion between good and evil, Light and Darkness. That gives: we are the hidden Devils and it's Good for us... Not so much for you!
Due to the variety of powers a mage can have, it's is through it's paradigm that we have to show its link to darkness

Does that give you some head start or do you want to pass on this one until someone comes with a better idea ?

Ps: For a character such as the Fae Queen Marianna, the link I found was her Dominion over Night so it should be more obvious...
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeMon Oct 01, 2012 2:10 am

To be honest, I like the ideas behind Gui and Eymerich (didn't look up Amaury yet), but we don't have to base them on real people. We could just make them up.

As for your idea of a link between Lasombra and mage, yeah, I see that, but I would have just said a regular Nephandi started blurring the lines between real and metaphoric darkness. To me, that would be the quickest connection: darkness to darkness.

Anyway, yeah, I think I can get started on these guys now. I'll let you know when I'm done.
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Agathe De Lannuie

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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Oct 02, 2012 10:23 am

Quote :
As for your idea of a link between Lasombra and mage, yeah, I see that, but I would have just said a regular Nephandi started blurring the lines between real and metaphoric darkness. To me, that would be the quickest connection: darkness to darkness.

Yes I know indeed but my concept of a mage doing metaphorical darkness was kind of mentioned in agathe's character. Ahl-i-Batin where perfect for this job ;-)

I'll try to write the Queen Marianna part if you'd like me to...
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeTue Oct 02, 2012 5:15 pm

Yeah, please, I would like that. Nothing too long though please, because this is just a vague Antagonist's section really, but go ahead and we'll work something out. =)
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary Icon_minitimeSun Oct 14, 2012 10:38 pm

Original Anarch sent me this one! Very Happy




The Leviathan










The Abyssal behemoth known
as the Leviathan was brought into our world by one of the greatest
summoners of our age. Archbishop Monçada
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 Monçada's
lair, entangling its stones and mortar. It became like a shadow of
the Archbishops powers - it was an extension of Monçada'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.
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