Morphic Tide
Crazy Brainstormer, Munchkin and Wannabe Min-Maxer
- Location
- MI, USA
I have to admit, for me this question is rather important cause Ex2 (and Ex3 claims to be following suite) doesn't do it just once, but twice. This for me feels like a Shark Jump moment. Honestly, all of the things people seem to be so interested in playing with the fallen Solar angle don't feel like they really feel like it NEEDS to be done twice. Infernals can play the dark mirror and redemption angles, Abyssals can play the decadent first age angle. If you have to have a corrupted/fallen Solar, pile all your ideas into one splat, there is no conceivable reason to spread it out. (especially cause I think 'normal' Solars can play the corrupt, nihilistic, decadent, needing of redemption, etc. angles perfectly well all on their own)
Well, Infernals work more as the twisted mockery. Abyssals work a lot better as the deathly mirror, for several reasons, among them being that they kept more Solar-based design and the fact that they are attuned to the practical opposite of what Solars are. Adjustments to Mirror keyword policy would make that work better.
Turning into a Solar, whatever, it's an option for those who want it, when it happens cash in all your old charms and buy new Solar charms that fit.
That option could be done as the 'normal' route for Abyssals. Although I do think that Mirror is something that should stay for the direct-counterpart charms. Just make it so that those are the 'Like an Excellency, but with conditions' and stuff like the training charms. Things that don't have a whole lot of options of how to implement them. Heck, you can have the option for redemption be a thing you grab at chargen which has mechanical benefits and disadvantages, to make it so that not all Abyssals can go Solar. Or just have these different types of Abyssal be different Castes. I like the idea of more largely divergent Castes, because it makes the Caste choice involve more important things than 'I can get this set of proficiencies and these one or two useful tricks.' Why bother having different Castes in the first place if all but one or two small details and what the proficiencies are is the same?
The Passion-based Revenant can be done by Abyssals being undying only as long as they choose to be to accompany Abyssals exalting when they die, the rest can be done by characterization and maybe the occasional optional Must Get Revenge Integrity charm.
Maybe have the fluff behind the crunch be that they are more difficult to kill because instead of simply dying they 're-exalt,' clinging to their Exaltation in a way that triggers the revival again. Have this have some painfully harsh cost, like permanent willpower or XP, burning Essence rank when those run out. Make it so that dying is crippling, but not going to kill you the second time, with the first being what got you Exalted. To fit with the Revenant part, you could have it be an Essence 1 Charm that has to be keyed to a Passion/Commitment/Principle, and stops working of that goes away, and have the charms that only make sense for the Revenant have this as a prerequisite. Or, following the more divergent Castes, have the Charms that only make sense for one variety of Abyssal be Caste locked.
Seriously, the nonimportance of Caste beyond proficiencies was a massive balance issue to the point it made Night caste Solars better than Dawn caste Solars at both fighting and sneaking.