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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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APPENDIX II - Ahriman's Abyssiary - Page 2 Empty
PostSubject: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 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)
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)
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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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Anda




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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 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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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeMon Oct 15, 2012 4:50 am

Awesome! Tell him thanks again, and I like it a lot!
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeMon Oct 15, 2012 9:59 am

Will do Smile
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeWed 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.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeThu 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. =)
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeFri Nov 09, 2012 12:46 am

Hmmm, Agathe's field of expertise I believe Smile

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.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeTue 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. rabbit

Seriously though, that's a cool idea, to give a generic type from each group. Should we add a generic Tremere to that list?
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeTue 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 Wink
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeTue 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. =)
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PostSubject: New Abyssal Entities   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeWed Nov 14, 2012 10:42 pm

New to the Abyssiary:

Dark Steel Tentacle (Long Arm of the Law):

Night-Spirit:
Night-Spirit Side-bar
A Charming Darkness:
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeThu Nov 15, 2012 2:28 am

Great stuff! cheers
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeFri 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?
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeFri 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.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeMon 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 Smile
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeTue 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
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeThu 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 Smile

Edit: Found it.


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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat 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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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeFri 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....


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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat 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.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat Dec 22, 2012 10:28 am

Nice research boss! Very Happy

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 Smile
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat 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
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat 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.
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeThu 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. Smile 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 Smile
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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeThu 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.
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PostSubject: Everything gets a Side-bar!   APPENDIX II - Ahriman's Abyssiary - Page 2 Icon_minitimeSat 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 Sidebar:

Might as well add the "Friend of the Night" I just slapped otgether to this post, too.
Spoiler:


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PostSubject: Re: APPENDIX II - Ahriman's Abyssiary   APPENDIX II - Ahriman's Abyssiary - Page 2 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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APPENDIX II - Ahriman's Abyssiary
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