Morphic Tide
Crazy Brainstormer, Munchkin and Wannabe Min-Maxer
- Location
- MI, USA
So, I see this conversation on Abyssals as horror monsters. My thoughts are as follows:
1. As has been stated, unlike Infernals who have charm trees representing types of villain, Abyssals under this setup should have charmtrees representing single sets of powers, because horror monsters have their things blurred so much that you can't have any type represented by one Charm tree. The horrific monster hiding in a human skin fits Werewolves, Vampires, Ghosts and some stranger things like the Worm-That-Walks. The creature that gets stronger from devouring souls fits Ghosts, Vampires and some types of Necromancer. So, 5-15 Charms for each thing to make it easy to work with this. 15 Charms if you want to be able to focus on being extremely good at one niche is a good way to allow for flavor-based characters.
2. I like the Revenant idea. Having it so that Abyssals are the result of saying "I'm not done yet, I will end them" as you lay dying after trying to do something grand enough for a Solar exaltation is interesting flavor. It's a great way to show that Abyssals are not good guys, because when blind vengeful hate is what keeps you going, you are at best the lesser evil. It also makes it so that high-essence Abyssals are either lost in an endlessly growing trail of vengeance or have a nigh-impossible thing to take vengeance on.
3. I also like the idea of being able to substitute the goal for vengeance with actively killing, and having something that gives extra time/resonance removal for killing in a specific way would make the 'Abyssal as horror monster' go further. This would let you play as a vengeance driven madman who will kill everything connected with what killed them, or a monster that kills in a very specific way on an identifiable schedule. Or someone who flips between the two whenever convenient, in-game or in-character.
4. If the bit that Abyssals are corrupted Solar exaltations is kept, Solar exaltations need a similar overhaul. I'm not saying bring back Mirror, I'm saying have both use similar Charm tree structures, perhaps with Solars having fewer of the 5-15 Charm trees, but getting access to larger trees, or just having fewer trees in-general that are longer than Abyssal Charm trees but shorter than Infernal Charm trees. Basically, Infernal Charm trees represent coherent villain archetypes, Solar Charm trees represent separate character aspects and Abyssal Charm trees represent the mess of horror monster powers.
5. While we're at overhauling a splat or two, let's make Infernal Charm trees into more coherent archetypes matching the 'style' of villain that most closely matches the associated Yozi. As an example, the Malfeas Charm tree would be for the powerful tyrants who fought their way to power. The sort of character that would be the final boss of a campaign to tear down an evil empire. The Ebon Dragon would be for endless schemers who look to make everything fail forever. The Joker is small time compared to the scale that any decent user of that Charmset would be able to pull.
1. As has been stated, unlike Infernals who have charm trees representing types of villain, Abyssals under this setup should have charmtrees representing single sets of powers, because horror monsters have their things blurred so much that you can't have any type represented by one Charm tree. The horrific monster hiding in a human skin fits Werewolves, Vampires, Ghosts and some stranger things like the Worm-That-Walks. The creature that gets stronger from devouring souls fits Ghosts, Vampires and some types of Necromancer. So, 5-15 Charms for each thing to make it easy to work with this. 15 Charms if you want to be able to focus on being extremely good at one niche is a good way to allow for flavor-based characters.
2. I like the Revenant idea. Having it so that Abyssals are the result of saying "I'm not done yet, I will end them" as you lay dying after trying to do something grand enough for a Solar exaltation is interesting flavor. It's a great way to show that Abyssals are not good guys, because when blind vengeful hate is what keeps you going, you are at best the lesser evil. It also makes it so that high-essence Abyssals are either lost in an endlessly growing trail of vengeance or have a nigh-impossible thing to take vengeance on.
3. I also like the idea of being able to substitute the goal for vengeance with actively killing, and having something that gives extra time/resonance removal for killing in a specific way would make the 'Abyssal as horror monster' go further. This would let you play as a vengeance driven madman who will kill everything connected with what killed them, or a monster that kills in a very specific way on an identifiable schedule. Or someone who flips between the two whenever convenient, in-game or in-character.
4. If the bit that Abyssals are corrupted Solar exaltations is kept, Solar exaltations need a similar overhaul. I'm not saying bring back Mirror, I'm saying have both use similar Charm tree structures, perhaps with Solars having fewer of the 5-15 Charm trees, but getting access to larger trees, or just having fewer trees in-general that are longer than Abyssal Charm trees but shorter than Infernal Charm trees. Basically, Infernal Charm trees represent coherent villain archetypes, Solar Charm trees represent separate character aspects and Abyssal Charm trees represent the mess of horror monster powers.
5. While we're at overhauling a splat or two, let's make Infernal Charm trees into more coherent archetypes matching the 'style' of villain that most closely matches the associated Yozi. As an example, the Malfeas Charm tree would be for the powerful tyrants who fought their way to power. The sort of character that would be the final boss of a campaign to tear down an evil empire. The Ebon Dragon would be for endless schemers who look to make everything fail forever. The Joker is small time compared to the scale that any decent user of that Charmset would be able to pull.
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