To be honest, I don't really see the appeal of Attribute-based Abyssals. Attribute Charms are useful for creating characters with very broad areas of competency and/or powers that stem from what they are, rather than what they do.

Yes. That is precisely my logic, considering the element of refocus on "Abyssals as the unquiet dead" and cutting away a lot of the "Abyssals as the Deathlords' black-eye-shadow-wearing Solar lackies". Abyssals are things that should be dead, bearing the pall of the grave with them, and they are murder victims seeking vengeance on their killers.

Alucard is blindly fast and superhumanly strong, not because he's studied the fighting arts but because he's a fuckmothering vampire. Seras only needs to open her vampiric third eye to see through the illusions and become ungodly accurate with oversized weaponry (she's a British cop, she certainly wasn't great with guns in life). Kratos is no mortal man - he's an insane force of homicidal vengeance on the divine, fuelled more by rage than skill. And Jackie Estacado doesn't have darkness armour or darkness guns because of his skill with them - he has them because he's the host of the Darkness and has weapons take form in a shape he wants.

(Heh. Actually, the thing a lot of these kinds of characters take strength from, more than any particular skill or attribute is willpower. And saying Willpower is a Attribute for Attribute Charms does bring you up to 10 Attributes, which goes nicely into 5 castes. 2 Caste Attributes, 2 favoured Attributes - and covers the "Integrity" niche, which is as much a problem for Attribute Exalts as Resistance is for Ability Exalts.)
 
That sounds like it could be a cool other thing besides Abyssals.

Sounds kinda like the powers of the Liminals so far?

Essentially, a lot of people in this thread doesn't very much like Liminals, but their themes are solid (except for "i am literally a Promethean"), and draw on the same sources as this homebrew, and thus there is bound to be some overlap between them.
 
This seems to have a weird interaction with it's prerequisite. It makes The Pain Gets Worse feel obsolete and useless, since I can turn the penalties into bonuses instead, though it's effects have more drastic consequences. But what happens if I'm no longer taking any penalties due to The Pain Gets Worse, and I use this one? Do I gain a mental bonus of +0?

I think it should have a better interaction with it's prerequisite.

The intention for The Pain Gets Worse was that it doesn't nullify penalties, it just allows for continued action. Though, with that and the nature of the wound penalty death spiral in mind, the cost should probably be dropped to 2m and make it reflexive or speed 3.

They were supposed to interact when the Abyssal has someone whose knowledge, memories, or mental abilities captured. They can be so in pain that they would have passed out, but are forced to consciousness and the torture has actually improved their ability to recall information or work.

What happens if I use it on a Dragon-Blooded since, their Exaltation is less spiritual in matter?

Does it simply not care and still revoke their Exaltation? Does it ruin their Breeding completely? Does it make them a Dragon of a Different Color?

Dragon-Blooded are Exalts, so killing them should have consequences.

For the right game/with the right players, I would lean towards it treating them like spirits and lowering Essence by 1 along with turning them into dragons of a different color, but wouldn't make that the default because of how many players would take it.

Killing one's enemies, reanimating them as undead horrors with some of the abilities they had in life, and using them to terrorize their former allies is in theme. Especially since the only thing forcing them to obey the Abyssal is whatever conditioning is put in place between the revival and when the monster leaves their control. Getting a do-over when you accidentally send a powerful ally or friend to their deaths isn't. Though treating them like disposable cannon fodder would be appropriate.

Hmm, thinking about it that way, I'm more torn, but still think that their status as Exalts should still be a primary consideration.
 
Yes. That is precisely my logic, considering the element of refocus on "Abyssals as the unquiet dead" and cutting away a lot of the "Abyssals as the Deathlords' black-eye-shadow-wearing Solar lackies". Abyssals are things that should be dead, bearing the pall of the grave with them, and they are murder victims seeking vengeance on their killers.

Alucard is blindly fast and superhumanly strong, not because he's studied the fighting arts but because he's a fuckmothering vampire. Seras only needs to open her vampiric third eye to see through the illusions and become ungodly accurate with oversized weaponry (she's a British cop, she certainly wasn't great with guns in life). Kratos is no mortal man - he's an insane force of homicidal vengeance on the divine, fuelled more by rage than skill. And Jackie Estacado doesn't have darkness armour or darkness guns because of his skill with them - he has them because he's the host of the Darkness and has weapons take form in a shape he wants.
I don't think I can agree.

Jackie's Darkness Guns don't come from (or represent) his dextrousness, they come from the fact that he's a gun toting mobster who did his first drive-by at the age of five. This isn't presented as a discrete technique he has to learn from someone, but Solar Charms aren't necessarily supposed to be, either, and in another setting it absolutely could be. Kratos has superhuman strength, yes, but he employs it through his weapons and various martial techniques, and it stems from his nature as a highly skilled warrior of Sparta. He's very like Guts in that way – the guy has superhuman strength, but as part of being a terrifying swordsman with a grotesquely large sword.

Seras is literally using an Awareness Charm, and while Abyssal ties to Abilities should be less strict than Solars (perhaps a little way past Dragon-blooded, who have "[Ability] through [Element]" as their guide) Alucard is so high-Essence he's well past the border where his powers need to make direct sense anyway.

Try representing Herbert West through Intelligence Charms, or Davy Jones through Charisma Charms, or Raiden through Dexterity Charms, and you won't have a good time. It's a much less onerous task, relatively speaking, to represent Pyramid Head's toughness through Resistance Charms. This is because the talents that Abyssals employ are – though twisted and terrifying – ultimately much more human than those allowed to Attribute Charms, which are the province of beasts and machines. Abyssals may take inspiration from horror movie monsters, but they're not werewolves (except insofar as werewolves have a horrible secret which prevents them from maintaining a normal life) and they don't just get "werewolf powers".

That sounds like it could be a cool other thing besides Abyssals.

Sounds kinda like the powers of the Liminals so far?
Not really. Liminals as presented so far aren't really an "alternative" to Abyssals, and they're not "horror movie" Exalted, they're specifically Promethean/Frankenstein's Monster Exalted. This means Attribute Charms make sense for them, because their powers are rooted in what their various (patchwork) body bits and humours are like, rather than the skills they've learned.
 
Actually I'm gonna doublepost a question to the thread at large because now @EarthScorpion has got me wondering, although I have some idea - what's the draw of playing, the point of rolling Abyssal; what kind of things do you want to do with that kind of game?

Several things; First and simplest, I'm drawn to characters that, if they really cut lose, can be absolutely horrifying. Not to say that other Exalts aren't capable of that, but the way they go about it just isn't quite as visceral and primal as an Abyssal's aesthetic.

Second, to me, Abyssal protagonist archetypes are people who were wronged by the world. The innocent girl that died to the plague, the Archeologist who got killed because his sponsors were too stingy to give his expedition a proper safety budget, the farmer whose village was plundered and burned down by bandits, the rightful heiress to the throne assassinated by power-hungry relatives. Batman, shot down in an alleyeway robbery after he had to watch his parents being killed first.
And they all decided to be defiant, to say 'fuck you, world, I am not done yet, and if you don't like it I'm going to break you over my knee and make you into a place where the injustice done to me will not stand'.

Third, at the same time, Abyssals are cursed and the world rejects their presence, they have to fight for their happiness every step of the way. The Abyssal powerset just like the Infernal one is not easy and straightforward, it has agency of it's own and wants the Exalt to act a certain way, and may try to twist and shape him to better suit it's vision. As ES put it, they have to fight their powerset, or else give in and become the villain. See also my below thoughts on Abyssal charm design.

Fourth, something I like about the Underworld in general; Creation is a human world, with all their sucesses, foibles and failings. Malefeas and it's residents is inhuman, monstrous and alien; Yes, ultimately the Yozi all are patterned after a human personality writ large, but still, it's not quite the same. The Underworld on the other hand, inhuman, monstrous and alien - but in a decidedly human way.
Everything in it, ultimately, exists because of humanity, because of something a human has done, said, thought or felt. Everything, from the sad ghosts that blindly relive their life in an undending loop, to the quiet places shaped by quiet, wistful nostalgia and calm peace, to the gibbering murderous horrors shaped by fear, pain, hate, and madness. Even the Neverborn, ultimately, can be laid at the feet of the (Exalted) humans of old, the question of how necessary or just the murders that created them were entirely aside.
It's the same reason why I love psychological fantasysuch as Persona, Black Rock Shooter, or Madoka; The way their metaphysics are set up means that, intrinsically, supernatural exploration stories about alien and twisted worlds and action scenes fighting the inhabitants and dangers of that world at the same time are intrinsically also explorations of the characters they're about and the human condition in general.

Several friends and I tried to re-write the Abyssal charmset to have more interesting effects and themes, but kept running into an issue where a lot of charms far too much felt like they should have been Infernal charms instead.

Eh, some overlap is fine I'd think, so long as enough care is taken to remove the Yozi-baggage attached to them and thematize them towrds Abyssals. I mean, you're not going to tell me that for example, assorted Shintai effects such as Malfean 'Hulking Out', or Teddite/Cecelynian 'turn into shadow or clouds of ash' aren't A-OK for Abyssal design space? Or for that matter, a lesser equivalent to Lunar shapeshifting such as turning into a cloud of insects or bats or into a giant black dog/wolf.

The trick, I think, would be that while Infernals have huge sprawling trees that are mostly meant to be self-contained I think Abyssals should have small trees each based around a specific horror movie archetype. Then you can mix and match much more easily to create your vampire, with some flavor of banshee and grim reaper and poltergeist thrown in. Maybe, say, five to ten Charms for each archetype tree, just enough to give a variety of effects from Essence 1~5 but not enough to be the entire character.

I've played around with the idea of trees with alternative prerequisites both Charm and Ability-wise and lots of crossover, so you can arrive at an ultimate effect from multiple different directions. Say you have a shapeshifting cascade, with prereqs of Larceny, Socialize, or Presence, and a second one based off Survival themed around transforming into Animals.

The social cascade would be all about hiding or revealing your true nature as needed to gain social boni.
'Assumption of the Sheep' allows you to commit motes per dot to shift your appearance closer to the average score of two, as well as hide mutations for extra commitment, so you can temporarily blend in and pretend to be a normal joe.
'Beast-and-Beauty Style' allows you to go further and invert your appearance score and hide/show different sets of mutations appropriate to each.
'Two-Faced Monster' branches off of this to let you assume multiple personalities to go along with your appearances

The Animal Cascade's base Charm is of course about transforming into animals. Importantly however, it should be distinct and weaker than Lunar shapeshifting, restricting them in the forms available (Animal has to have some sort of however tenuous link to death, no being able to shift into a single tiny fly, for example), and not allowing them to mix'n'match as easily if at all.
Spinoff dodge and athletics charms work by dissolving you into swarms of smaller animals for their duration (insects, crows, etc.). Alternatively, into clouds of oily shadow or dust with appropriate other non-animal/anorganic transformation charmd, propably resting on Resistance or Stealth.

A capstone branch accessible from either Cascade is essentially Malfeas' 'By Rage Recast' and 'Devil-Tyrant Avatar Shintai' with the serial numbers filed off and the special effects changed, allowing you to metaphysically 'let your hair down' and show your true monstrous glory by giving you access to a package of mutations to, as appropriate, scare or beat people into submissionby switching between 'uncomfortably hot', 'pleasedon'teatme', and 'kneel, mortal!', or going from 'swarm of bats' to 'Varghulf'. Yet another way to branch into this is from generic combat enhancement charms.


Generally, charms have alternative prerequsites allowing purchase of them from unconventional directions, charm cascades will also have multiple entry points both via base charms and from other charm trees, so that the same tree filtered through different ability prerequisites will look slightly different. In the social cascade above, AotS is a Larceny/Socialize base Charm, BaBS is a Socialize/Presence base Charm, and TFM can be purchased by ignoring the other two Charms and coming off a Madness-themed tree.
You'd propably even have some reverse purchasing paths open to you; If TFM/BaBS, in theory, had other prereq charms before them, but you have TFM, then you could use that as prerequisite Charm for purchasing mild-mannered/alluring/regal/terrifying forms to match the respective personalities.

Somewhat unrelated to this, my tendency when thinking up Abyssal charms, or Necromancy for that matter, is that outside specialized combat charms, they generally shouldn't be about killing/harming/destruction primarily, because that gets redundant fast. Rather, doing all these things in various horrific and/or hilarious ways should be something that they can be readily abused at in addition to their main function, so that even the most pacifistic Abyssal always has the temptation to say 'fuck it, murder time!' and can, in fact, expect that to be a reasonably effective option.

Like, a charm/spell to call up bad weather patterns with metal special effects, that incidentally also shields Creatures of Darkness from the sun in it's area. Protect your legions of doom and bury your enemies under fell lightning and hurricanes of blood and screaming flensing duststorms, or irrigate the desert with regularly scheduled ominous thunderstorms.
Specialized prophecy and fateweaving charms, aspected to curses and disasters. Doom your enemies, or foretell catastrophe so people know to prepare.
Memory and dream manipulation. Brainwash minions and torture enemies, or be super-psychologist who literally burns away his patient's traumatic memories and slays their nighmares.


Incidentally, if anyone willing has the mechanical know-how to balance charms but no ideas for Abyssal charm concepts, I have quite a few of the latter but not the former.


@EarthScorpion, I worry that your idea of Abyssal survival depending on their passions, depending on how narrow or loose it is played, may serve to prevent potential character paths instead of enabling them, just like canon's focus on redemption-to-Solar arcs did.
Like, in your vision, would the following be valid driving motivations for Abyssals?
- After rescuing your abducted wife from the guy who killed you to get her, live with her happily ever after no matter the obstacles
- In general, after having had your revenge (or perhaps as the best kind of revenge) living the life that was denied to you to the fullest of your ability, wether that be by a grand skydiving world tour or by spending a content evening reading a book
- In the absence of an immediate problem or obstacle to your Passion naturally being fulfilled by itself (guarding a town?), remain in a waiting position to ensure that this doesn't change
- (Since you brought up mummies as inspiration,) Sitting in your sarcophagus inside your pyramid jealously guarding your treasures because they're yours, dammnit, and no adventurer/grave-robber's gonna take them from you.

Personally, I think they should be. Resonance, as well as Creation being a very dangerous and unjust world and Abyssals being powerful enough to do something about it, should serve to enable interesting stories even if your driving passions are are done on the loose side.
Hell, maybe even make generating plot-hooks an explicit function of Resonance; Attracting calamity and bad luck, people growing suspicious of you and envious of what's yours, and so on.
 
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And saying Willpower is a Attribute for Attribute Charms does bring you up to 10 Attributes, which goes nicely into 5 castes. 2 Caste Attributes, 2 favoured Attributes - and covers the "Integrity" niche, which is as much a problem for Attribute Exalts as Resistance is for Ability Exalts.)
... Mhh. If you add Willpower as an attribute in your sistem, the attributes regain their simmetry. (It becomes 2/2/2, instead of 2/1/2)

Of course, doing so would require a new temporary willpower system(Something like Integrity+Willpower temporary points would be enough), a new system to determinate the loss of permanent willpower(Either by cutting the loss of permanent willpower, making so the temporary willpower cannot be ragained but the ability and attribute are unschated, or a system to hurt the attributes and skills without crippling the character), and would also murder the Nocturnals.(Which require Willpower to make lots of things, most notably raise their dicepools with a limit of Temporary Willpower instead of their usual Attribute)

I might turn murderous if the Nocturnal are hurts. Also your assimetrical attributes are growing on me.

I've played around with the idea of trees with alternative prerequisites both Charm and Ability-wise and lots of crossover, so you can arrive at an ultimate effect from multiple different directions. Say you have a shapeshifting cascade, with prereqs of Larceny, Socialize, or Presence, and a second one based off Survival themed around transforming into Animals.
I should say something about this (I've played around with that idea for different things), but i need to depart.

Adios!
 
I don't think I can agree.

Jackie's Darkness Guns don't come from (or represent) his dextrousness, they come from the fact that he's a gun toting mobster who did his first drive-by at the age of five. This isn't presented as a discrete technique he has to learn from someone, but Solar Charms aren't necessarily supposed to be, either, and in another setting it absolutely could be. Kratos has superhuman strength, yes, but he employs it through his weapons and various martial techniques, and it stems from his nature as a highly skilled warrior of Sparta. He's very like Guts in that way – the guy has superhuman strength, but as part of being a terrifying swordsman with a grotesquely large sword.

Seras is literally using an Awareness Charm, and while Abyssal ties to Abilities should be less strict than Solars (perhaps a little way past Dragon-blooded, who have "[Ability] through [Element]" as their guide) Alucard is so high-Essence he's well past the border where his powers need to make direct sense anyway.

Try representing Herbert West through Intelligence Charms, or Davy Jones through Charisma Charms, or Raiden through Dexterity Charms, and you won't have a good time. It's a much less onerous task, relatively speaking, to represent Pyramid Head's toughness through Resistance Charms. This is because the talents that Abyssals employ are – though twisted and terrifying – ultimately much more human than those allowed to Attribute Charms, which are the province of beasts and machines. Abyssals may take inspiration from horror movie monsters, but they're not werewolves (except insofar as werewolves have a horrible secret which prevents them from maintaining a normal life) and they don't just get "werewolf powers".
Another thing worth noting here – Ability Charms are more useful for defining who a character was before they Exalted. This is especially important if you're realigning Abyssals to focus on revenge, either exclusively or as a potent arrow in their quiver. Anyone can get magic powers and become super strong or get claws or turn into mist – but the story of the old general who's betrayed to the enemy by his lord, only to return and wreak havoc at the head of his slaughtered regiment, is not one that can be told with a farm boy.

The priestess forsaken by her gods or the mad young scion burnt alive by a mob or the huntsman slain by a monstrous beast or the doctor executed for failing to save an emperor or the poet struck down by love in his prime or the highwayman shot down by the law have certain skills, which should influence the way they go about taking their revenge, rather than just – poof – becoming a horror movie monster. Of course, considering how many horror monsters (both old and new) use some kind of mundane skill or implement as a focus for their supernatural powers, these aren't mutually exclusive.
 
I don't think I can agree.

Hmm. I suppose a lot of it is still residual holdover of how the 25 abilities and their bloat and level of superfluousness can go fuck themselves.

You cannot represent "I am a whirlwind of murder faster than any mortal man" with the moronic split between "Martial Arts" and "Melee", unless you want to have your black swordsman slow down as soon as he doesn't have a blade in his hand or you just give up and put it in Athletics. And what joy! You now need to think up a lot of Charms that fit in fucking Dodge that don't belong better as a more general Athletics thing.

(Fuck Dodge. Literally the worst Ability)

And sure, that means you probably throw your hands up, loudly declare "Fuck Dodge" and just turn it into the "I'm a ghost" ability, but now you're having to fight with Stealth for that same conceptual space. I'd probably be much more okay with Abyssals as Ability Exalts with just 15 Abilities, as that's got rid of most of the fat and isn't that different from writing for 9 Attributes. Hmm. Maybe you could just declare Martial Arts and Melee to use the same Charm tree, Thrown and Archery to use the same Charm tree, Dodge and Athletics, and so on. After all, both unarmed and armed fighters are going to want to fight like fast-moving blood-shedding Bloodborne hunters who heal when blood splatters on them and have flashsteps.

Heh. Mind you, I can totally think up more Abyssal Lore Charms than I can Solar ones, because Abyssal Lore has all that history to call upon. After all, almost everyone in History is dead. Abyssal Lore can totally "wyld shape" Creation to twist it into being a deathly parody of how it once was in the past, by calling on records of how things were, and pull legendary weapons out of the memory-echoes of the Underworld.

@EarthScorpion, I worry that your idea of Abyssal survival depending on their passions, depending on how narrow or loose it is played, may serve to prevent potential character paths instead of enabling them, just like canon's focus on redemption-to-Solar arcs did.
Like, in your vision, would the following be valid driving motivations for Abyssals?
- After rescuing your abducted wife from the guy who killed you to get her, live with her happily ever after no matter the obstacles
- In general, after having had your revenge (or perhaps as the best kind of revenge) living the life that was denied to you to the fullest of your ability, wether that be by a grand skydiving world tour or by spending a content evening reading a book
- In the absence of an immediate problem or obstacle to your Passion naturally being fulfilled by itself (guarding a town?), remain in a waiting position to ensure that this doesn't change
- (Since you brought up mummies as inspiration,) Sitting in your sarcophagus inside your pyramid jealously guarding your treasures because they're yours, dammnit, and no adventurer/grave-robber's gonna take them from you.

No to all of them apart from the last one. And the last one only works if you're utterly obsessed with guarding the treasures - if you get bored with it, you've lost your reason to live. If you're guarding a town, you either need to find new threats, expand the definition of what you're guarding, or you've lost your reason to live.

Abyssals are the unquiet dead, who clawed themselves from their graves through sheer refusal to just die because they were not done and had something that made them willing to accept the pact of the Black Exaltation. "The best revenge is a life well lived" is not in their themes. No, revenge is bloody, murderous and spat with your last breath. Once you've saved your wife from the slave-takers who killed you, you don't get to settle down and resume the life you had because that life died when you did.

Raiden doesn't retire after stopping Armstrong and go back to live with Rose and his kid. He takes up the mantle of the man he just slew and stopped, beginning a one-man war that he believes in. Guts' story isn't going to end happily. Seras is a vampire now and there's no way of changing that - she's a blood-drinking monster with shadows for an arm.

Abyssals can find an accommodation with their nature, find a endless crusade that they're willing to die for, or they can do what they wanted to do and finally welcome the rest of the grave. I would certainly get rid of the "auto-Oblivion" as part of this - an Abyssal who lets themselves die like that passes to Lethe immediately, because they have, by definition, proven they have nothing to make them linger and no unfulfilled business.

But you don't get to live happily ever after as an Abyssal. You die a hero, or live long enough to see yourself become the villain.

(Sometimes you die the villain, of course)
 
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No to all of them apart from the last one. And the last one only works if you're utterly obsessed with guarding the treasures - if you get bored with it, you've lost your reason to live. If you're guarding a town, you either need to find new threats, expand the definition of what you're guarding, or you've lost your reason to live.

I don't know, I kinda liked the first one, because it can end up like "only when I rule this land, can my wife be safe" and then go to "only when I hold the crown of Creation can my wife be safe" and then "only when Yu-Shan, Malfeas, the Underworld and all the Fae bow to me as their true Emperor, can my wife be safe".

Like, that's an awesome concept, and should totally be valid Abyssal material.

EDIT: But otherwise, I find myself in agreement with you.
 
Well. As you might be able to imagine I can't really agree with you there for reasons already mentioned, but thank you for taking the time to answer me nonetheless.
 
I don't know, I kinda liked the first one, because it can end up like "only when I rule this land, can my wife be safe" and then go to "only when I hold the crown of Creation can my wife be safe" and then "only when Yu-Shan, Malfeas, the Underworld and all the Fae bow to me as their true Emperor, can my wife be safe".

Like, that's an awesome concept, and should totally be valid Abyssal material.

EDIT: But otherwise, I find myself in agreement with you.

Yes, but... hmm, how to put it?

An obsession with ensuring your wife's safety and health, that leads you to kill a king so she can be empress and ends up with you as her tireless sentinel, stalking through the streets of the capital dressed up like Corvo so that no one dares rebel against her is totally valid Abyssalocity.

But "I saved her, so I'm going live with her happily ever after no matter the obstacles" basically... hmm. Honestly, I think "getting a happily ever after" is similar to "ruling wisely" in Exalted - it's not something you can force with Charms, without it turning into a freak show of everyone drugged up to their eyeballs with Glorious Solar Narcotics.

Basically, mmm, Abyssals don't get to sit back and enjoy a happily ever after that they've managed to win for themselves. A Solar can - their story can end with "And King Sparklypants the Golden ruled wisely, ushering in an era of peace and contentment along with his beloved mortal concubine who was also his childhood best friend". An Abyssal can be obsessed with chasing after that moment of peace and contentment, but they're sort of Faustian there because that moment of peace is their doom - they get their moment of happiness, sigh, smile, and die in their waifu's arms, telling them that they did everything they did for them and that they just want them to be happy and to not mourn them overlong.

If you see what I mean.
 
Okay, so, I have two things to say about the conversations happening:

1. Fuck Liminals, they do not fit with any of the existing lore unless you refluff them as Exigents of something in the Underworld. And the Exigents only make sense from the viewpoint of 'Well, the Unconquered Sun made the Solars, so other gods can make their own Exalts. Sometimes.' They butt in on one of the few Abyssal redemption arcs that doesn't involve hating the death and doom charmset, namely that of taking the death and doom charmset and using it to beat the crap out of every nasty coming out of the Underworld. Be Alucard, a hyperbadass vampire hunting relatively wimpy vampires! Be Spawn, a practically unstoppable murderbeast who focuses on killing less unstoppable murderbeasts! Sure, both can be done as an Infernal, but at that point you might as well go full Grand Theft Yeddim, because you are now an angst and grimdark driven Infernal.

2. Abyssals, as Tainted Solars, should have a warped version of the Solar themes. I'm not saying use Mirror, although my issue with that is that it is mostly 'make it do the opposite thing,' or 'the exact same thing, but with more grimdark side effects.' I'm fine with Mirror, so long as it's a twisted reflection, rather than a dark copy or inversion. In regards to themes, as has been stated many times now, make them Revenants and horror story monsters. I like the option of being a mad slaughterer as an Abyssal, it fits with the idea of rollplaying a pure muderbeast with no real character. For the Revenant way of driving themselves, it should be 'I got my goal done, do I have anything else to do?' and 'I. Am. Pissed. At. EVERYTHING!' as options, being 'Okay, there's other things to get done, I'm not done yet' and 'Imma be a murderbeast now,' not just 'ESCALEATE FOREVER!'
 
If you see what I mean.

I think I get it.

I'll go and quote Mummy: The Curse, even though I am aware that you rather dislike that game:

Rule from the chariot, not the throne. The high seat displays power, but it doesn't use it. If you don't exercise your might, someone else does it for you. Your priests, scribes, viziers, cousins, board members... they're all ready to take your command through the pretense of "advice" and "delegation." A throne-bound king wallows in delusion and pretension, shouting commands he can't enforce. He declares victory even while enemies tear down
his palace. Eventually, he swallows his own propaganda. When assassins' knives edit his superfluous life out of the state, nobody's more surprised than he is.

You want Abyssals to do shit. If they are to die in the arms of their faithful waifu, it will be dying from blood loss after having personally murdered the ten-thousand tireless sentinels of the Black Empire of Wan-Xie-Zhei to buy their circlemates time, it will be Zabusa killing Gatō and throwing him in the waters below, it will not be a peaceful and good death, but one that leaves their mark on history.

And you know what?

I can totally get behind that, I think that's awesome and definitely a fitting fate for Abyssals under this vision of them. You want Abyssals to go out like this:

 
The Darkness is evil, and death, and decay, an antagonistic force that's returned Jackie from death time and again, aiming to make his life a living hell just so he'll do the same to the world.
Also, that part in the game where you keep getting sucked into a hideous netherplane that looks like the trenches of WWI, if Clive Barker monsters assembled from the unburied dead were set loose to torment both sides. Where it's implied the Darkness keeps the souls of countless people one of Jackie's ancestors took out in the Great War, condemning them to live out a hideous parody of the conflict over and over and over, denied the peace of true death and clinging to the roles they held in life simply because it's the only part of their new reality that makes any sense anymore.*

Hell, there's even the part where the Darkness' powers are broken by the light of the sun (and to a lesser extent, by other sources of bright light), and Jackie himself comes across as... dissociated from society, not really a part of the world everyone else is living in.

The sequel actually kind of fucked up a lot of the weird, fascinating subtleties the original had, in my opinion, even if it was still fairly enjoyable.


* So yeah, assume that's the fetid ruins of the Darkness' broken world-body, the various ghosts and spectres trapped in its depths used as props to express the final, putrefied devolution of his Primordial ideals: peace is a lie, brutality is all.
 
An Abyssal can be obsessed with chasing after that moment of peace and contentment, but they're sort of Faustian there because that moment of peace is their doom - they get their moment of happiness, sigh, smile, and die in their waifu's arms, telling them that they did everything they did for them and that they just want them to be happy and to not mourn them overlong.

If you see what I mean.
You want Abyssals to do shit. If they are to die in the arms of their faithful waifu, it will be dying from blood loss after having personally murdered the ten-thousand tireless sentinels of the Black Empire of Wan-Xie-Zhei to buy their circlemates time, it will be Zabusa killing Gatō and throwing him in the waters below, it will not be a peaceful and good death, but one that leaves their mark on history.
I think I agree more with ES' version - if Abyssals are the unquiet dead, then those that allow death to claim them are those who feel their work is done. They don't need a glorious last stand, or to take a hated enemy with them; they can, but it's just as valid for the deathknight to look out on what he has wrought, weigh it in the balance, and decide that it's time to set down the burden. The grave-risen knight, secure in the knowledge that his fallen lord's estate rests in capable hands, kneels before the grave of his beloved and lets his unlife end, leaving his armaments for a worthy successor. The Humbled Pilgrim sits upon the hill overlooking his childhood home, gazes into the rising sun, and concludes the sorcerous ritual he devised to tear the corruption from his Exaltation even though he knows it will kill him, allowing himself to die so that the embodiment of his Great Work can live, and go forth to spread truth to the Fallen World*. It's not about making a difference, necessarily, it's about the Abyssal saying "Here. Here is where I choose to end. I have done all that I need do." In politely embracing death, they do what the Neverborn cannot do - rest in peace.


* I know this one skirts near the "Abyssal redemption" thing, but I figure that the idea shouldn't be utterly forbidden, especially since in this case it's a summation of the PC's beliefs & the theoretical coda to their campaign. Also, it's not so much him becoming a Solar as him cleansing a single Exaltation of the Great Curse at the low, low cost of his soul structure being smashed apart to do it. At that point, we're dealing with a relative of the New Dawn more than... well, what 2e did with the idea.
 
And sure, that means you probably throw your hands up, loudly declare "Fuck Dodge" and just turn it into the "I'm a ghost" ability, but now you're having to fight with Stealth for that same conceptual space. I'd probably be much more okay with Abyssals as Ability Exalts with just 15 Abilities, as that's got rid of most of the fat and isn't that different from writing for 9 Attributes. Hmm. Maybe you could just declare Martial Arts and Melee to use the same Charm tree, Thrown and Archery to use the same Charm tree, Dodge and Athletics, and so on. After all, both unarmed and armed fighters are going to want to fight like fast-moving blood-shedding Bloodborne hunters who heal when blood splatters on them and have flashsteps.
Probably-crap solution that immediately occurred to me: Make Abyssals Ability-based, but with Charm trees organised by function, and minima expressed as "X OR Y #, Essence #".
 
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I know this one skirts near the "Abyssal redemption" thing, but I figure that the idea shouldn't be utterly forbidden, especially since in this case it's a summation of the PC's beliefs & the theoretical coda to their campaign. Also, it's not so much him becoming a Solar as him cleansing a single Exaltation of the Great Curse at the low, low cost of his soul structure being smashed apart to do it. At that point, we're dealing with a relative of the New Dawn more than... well, what 2e did with the idea.

I have no problem with Abyssal redemption if redemption = death. "My goal is to preserve the spark of light in the world at all costs, and that cost is my cursed unlife? That sounds like a bargain I can accept."

As for whether unquiet dead Abyssals should be ability or attribute based (or even none of the above) I think that making them ability based imposes too many restrictions. However, I think its... premature at this point. Focusing on ability or attributes means you lose focus on the principle of the Charms as I imagine them, that is each should be a flavor of 'unquiet horror from beyond the grave' for the player. I call these charm trees "Paths" as in "You walk in the Path of the Noble Shadows" (seductive vampires) or "You walk in the Path of the Deposed Ruler" (curse-based mummy) or "You walk in the Path of the Implaccable Hunter" (Jason Vorhees style murder zombie) or whatever.

Whether the 'seductive vampire lord' path is keyed off Appearance or Presence or Essence or Willpower is really of secondary concern to me then that it's a set of Charm keyed to the archetype of the seductive vampire. It's like how Sidereal Charms are keyed to the Constellation rather than the Ability, you learn Charms of The Lovers, not Socialize. The fact that Socialize is the Ability of The Lovers is really a secondary concern.
 
In an attempt to fulfill my earlier promise to actually contribute to this thread rather than just pinching ideas from it...

I actually went back and looked at some of the differences between how Bureaucracy charms worked in 2e and how they worked in 3e, specifically in the context of removing corruption. What I found was actually pretty enlightening, as a quick snapshot that explains the differing design philosophies in the two editions, and can best be summed up by one particular charm - Bureau Rectifying Kata.

In 2e, the charm let you perform a Bureaucracy action without suffering from corruption penalties, and also reduced those corruption penalties as a passive side effect, incidentally purging the organization of its least efficient and most corrupt members.

In 3e the charm makes you very good at finding corruption - it adds 5 auto-successes to all relevant rolls and treats everyone you speak with as having a useful intimacy to exploit - but doesn't actually do anything to directly remove the corruption. The people are still there, still corrupt, the only difference is you know about them now. And obviously time spent hunting down and purging corruption is time not spent actually running the organization or accomplishing things.

Thus, from an absolute standpoint, the 2e charm is better at fighting corruption, in the classic 'fire and forget' fashion of many such charms. You just continue acting like normal, and corruption goes away over time without additional effort. The 3e charm instead helps to create stories about fighting corruption, which is an interesting contrast.

To make this into a question rather than just a random monologue, has anyone here ever run a game involving such themes? If so, which approach do you think you prefer, both as player and storyteller?
 
In an attempt to fulfill my earlier promise to actually contribute to this thread rather than just pinching ideas from it...

I actually went back and looked at some of the differences between how Bureaucracy charms worked in 2e and how they worked in 3e, specifically in the context of removing corruption. What I found was actually pretty enlightening, as a quick snapshot that explains the differing design philosophies in the two editions, and can best be summed up by one particular charm - Bureau Rectifying Kata.

In 2e, the charm let you perform a Bureaucracy action without suffering from corruption penalties, and also reduced those corruption penalties as a passive side effect, incidentally purging the organization of its least efficient and most corrupt members.

In 3e the charm makes you very good at finding corruption - it adds 5 auto-successes to all relevant rolls and treats everyone you speak with as having a useful intimacy to exploit - but doesn't actually do anything to directly remove the corruption. The people are still there, still corrupt, the only difference is you know about them now. And obviously time spent hunting down and purging corruption is time not spent actually running the organization or accomplishing things.

Thus, from an absolute standpoint, the 2e charm is better at fighting corruption, in the classic 'fire and forget' fashion of many such charms. You just continue acting like normal, and corruption goes away over time without additional effort. The 3e charm instead helps to create stories about fighting corruption, which is an interesting contrast.

To make this into a question rather than just a random monologue, has anyone here ever run a game involving such themes? If so, which approach do you think you prefer, both as player and storyteller?
I think that the 3e approach is better, because you get to deal with the heretics corrupt officials on your own terms.
 
In an attempt to fulfill my earlier promise to actually contribute to this thread rather than just pinching ideas from it...

I actually went back and looked at some of the differences between how Bureaucracy charms worked in 2e and how they worked in 3e, specifically in the context of removing corruption. What I found was actually pretty enlightening, as a quick snapshot that explains the differing design philosophies in the two editions, and can best be summed up by one particular charm - Bureau Rectifying Kata.

In 2e, the charm let you perform a Bureaucracy action without suffering from corruption penalties, and also reduced those corruption penalties as a passive side effect, incidentally purging the organization of its least efficient and most corrupt members.

In 3e the charm makes you very good at finding corruption - it adds 5 auto-successes to all relevant rolls and treats everyone you speak with as having a useful intimacy to exploit - but doesn't actually do anything to directly remove the corruption. The people are still there, still corrupt, the only difference is you know about them now. And obviously time spent hunting down and purging corruption is time not spent actually running the organization or accomplishing things.

Thus, from an absolute standpoint, the 2e charm is better at fighting corruption, in the classic 'fire and forget' fashion of many such charms. You just continue acting like normal, and corruption goes away over time without additional effort. The 3e charm instead helps to create stories about fighting corruption, which is an interesting contrast.

To make this into a question rather than just a random monologue, has anyone here ever run a game involving such themes? If so, which approach do you think you prefer, both as player and storyteller?
Slightly tangential to this, but there's a great video by CGP Grey about the rules of ruling and how corruption fits into a political hierarchy.

It's a good explanation about how political power works and the implications that it can have in an Exalted game. DB's have the same issues that rulers in this video face, while Solars are interesting in how they deviate from it.
 
Here's an idea that could be used for Abyssal trees. Instead of tying them to existing Traits we could use something like @EarthScorpion and @Aleph's commitments/intimacy system.

Instead of a specific pre-set Trait the player choose a Commitment/Intimacy for each Charm Tree/Path. The rating of that commitment must equal or exceed a certain value for the character to develop that Charm. The exact one doesn't matter, but you can only have one Commitment per Path. You can use the same Commitment for multiple Paths, to discourage min-maxing you could impose some kind of penalty such as increased xp costs per charms for having multiple Paths keyed off the same commitment.

If your rating in that commitment drops below the minimum required for the Charm you don't loose the Charm but you can't actually use it until you again raise the commitment above the minimum value or spend some trivial xp amount to switch it to another commitment with the minimum rating.

So instead of your Unstoppable Zombie Charms being tied to Stamina or Resistance you would tie them to "Hatred: The Realm" or "Must Protect My Family" and you could tie your Seductive Vampire charms to "Jealousy Towards The Living" or "Loves The Good Life".

This means the most powerful Abyssals will come across as crazy driven monsters absolutely dedicated to a few ideals and violently opposed to having those ideologies challenged.
 
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