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[2E] Abyssal Aspects and Numina

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  • #31
    Perversion Of [Practice] (Numen): The entity is considered to be able to mimic any hypothetical spell from any Arcana, as long as the entity mimics said Practice. This requires Essence on each use equal to the corresponding Arcanum level of the Practice (e.g. Perversion Of Unmaking requires 5 Essence). The entity rolls Power + Finesse as an Instant Action, and is considered to have used "Reach" for line of sight spellcasting. Potency is equal to Rank, plus 1 for each Success after the first. These imitations trigger Clashes Of Wills as usual, and show up as being Resonant for the Abyss under Focused Mage Sight of the corresponding Arcana. If the entity is inside a location with the Open Condition (Abyss), it does not have to pay Essence to use this Numen. Instead, it may spend 1 Essence on each use to gain Rote Quality on Clashes Of Wills. The entity can only have this Numen for a number of Practices equal to its Rank, and must acquire it separately for each Practice. The Abyssal must have a Rank equal to the Arcanum level of the Practices it wants to mimic (e.g. Knowing and Compelling are always valid, but Unraveling requires Rank 4+).
    Last edited by GibberingEloquence; 06-09-2019, 10:16 PM.


    Let Him Speak.

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    • #32
      Why would it have any Reach at all? Reach is bad for Abyssals.


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      • #33
        Originally posted by Caladriu View Post
        Why would it have any Reach at all? Reach is bad for Abyssals.
        I agree. I'd say remove the free Reach since they can direct how Paradox manifests through their spells.


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        • #34
          Originally posted by GibberingEloquence View Post
          Perversion Of [Arcanum] (Numen): The Abyssal has dots in an Arcanum equal to its Rank, and rolls [highest between Power and Finesse + Rank]. The entity has free Reach and initial Potency appropriate for its "Arcanum" level, and access to the Exceptional Success options, but cannot use Yantras or Summon Supernals. To pay for Mana and use Reach beyond the freely available, spend Essence on a 1 for 1 ratio. The entity always rolls a minimum of 1 die for Paradox, which is worsened by Sleepers as usual. By spending 1 Willpower point, the entity may precisely control how the Paradox warps its "spell". It may also add Paradox dice with Essence on a 1 for 1 ratio, to a maximum of [Rank x 2] + 1. If the entity is inside an Abyssal Verge, it gains Rote Quality on the Paradox roll, adds 2 Paradox dice for each Essence spent and can control the Paradox without spending Willpower (but may spend 1 Willpower anyway to get an Exceptional Success on the "spell" with 3 Successes). This Numen may be purchased multiple times for different Arcana.
          I'd break out the influence of Abyssal Verges on Paradox rolls into a separate Numina (or Aspect), same with adding Essence to Paradox rolls, and controlling how it is spent. I can see all of them as abilities that could be used individually, but would synergize well here.

          So, I'm a bit iffy on getting Reach and Paradox (that they can freely control) for 1 Essence and 1 Willpower. I suppose it is limited because the Abyssal must spend Essence on it, but it still seems like an automatic choice.


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          • #35
            Chains Of Mercy

            Rank 3 Temporal Abyssal Entity
            Influence: Paradox 3
            Favorite effect: A mage that already risked paradox has the number of previous rolls “perfected”, adding (power + finesse – stamina roll) previous “paradox rolls” to them for the scene
            20/20 essence
            Power: 9
            Finesse: 9
            Resistance: 7

            Willpower 10
            Initiative: 16
            Defense: 9
            Speed: 20
            Size: 4
            Appearance: a slithering “snake” of a bicycle chain, dripping with greasy black oil that ages what it touches
            Numina
            Chains of the Past: physically ensnare and bind with temporal sympathy
            Chains of the Present: times out spells and “counterspells” normal actions
            Chains of the Future: the target must announce (successes) specific actions in advance and then is bound immutably to do them. Also provides temporary refuge in that mundane means cannot kill the target until the last action in the sequence. Supernatural means of altering the target's actions provoke clash of wills. This power does not ensure the target will succeed at the actions, just that they will physically do them.

            Mercy of the Past: consume the proferred sympathetic name of a target, degrading sympathetic bonds of target and stealing identity, ala demons. Except that it doesn't need to keep its bargain and the process is slow. It takes (Willpower Dots of target) days for the Sleeper to be consumed utterly. Each scene, people have a dicepool equal to the amount of days remaining to remember the target. Plus a bonus from sympathetic bond strength
            Mercy of the Present: wounds removed (transferred/deferred), deaths undone (souless condition)
            Mercy of the Future: horrific visions and twisted painful aging, per Entropic Decay

            [ ] OF [ ]: Shatters time around the entity. Over the course of an iniative round, it takes Rank number of actions. At the end of the iniative round it picks which one will be “real”, though everybody present remembers and reacted to all 3 actions.

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            • #36
              Abominable Muse (Aspect): Whenever a Sleeper receives a Failure on a Breaking Point due to the actions of the entity, they gain the Inspired Condition (Abyssal Phenomena). If they suffer a Dramatic Failure, the Condition is Informed. This is in addition to the regular results of the Breaking Point. When an opportunity to Resolve the Condition presents itself, the Sleeper must either spend 1 Willpower point or roll Resolve + Composure - Rank. On a Failure, he stops everything he is doing and tries to Resolve the Condition to the best of his ability. This Abyssal Aspect may be combined with the Affront To Possibility Aspect and No Escape Numen.

              Awakened can suffer the effects of this Abyssal Aspect, but not when they lose Wisdom. Instead, the entity can actively target the Mage by rolling Power + Finesse vs Resolve + Composure + Gnosis. The entity spends 1 Essence to give Inspired, or 3 Essence to give Informed. Mages do not need to roll against the compulsion to Resolve the Condition, but may willingly succumb. In any case, the Condition is Resistant, but Awakened get 1 Arcane Beat when Resolving it. If the Mage is a Scelestus, he may use the Inspired or Informed Condition given by this Aspect on a roll for Antinomian spellcasting. In this case, the Mage suffers from the Leveraged Condition in regards to the entity, which is also Resistant and gives Arcane Beats.

              Already Here (Manifestation): If a character has a Strong Sympathetic Link to the entity and their surroundings have the Open Condition (Abyss), the entity may spend 1 Essence to reflexively and retroactively appear within the immediate presence of the target. Shielding/Veiling spells or equivalent trigger a Clash Of Wills. This can be combined with the No Escape Numen.


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              • #37
                Paradox Gullet
                Type: Numen
                Effect: The Abyssal Entity can gorge itself on Paradox, saving the Dissonance of its presence for later use. Whenever the Abyssal triggers Dissonance the creature may, if desired, choose to store the Dissonance within itself rather than benefit immediately. Take note of the number of successes rolled, as well as whether or not these successes resulted from an exceptional success. An Entity may store up to twice its Rank in successes for later use, with successes from an Exceptional success overwriting those from an ordinary success. At the start of each of its turns it may, as a reflexive action, consume no more than one of its stored successes, which grants it a point of Essence and heals a level of Lethal damage, or Aggravated damage if the roll resulted in an Exceptional Success.

                An Abyssal Entity may take this Numina an amount of times equal to their rank, increasing the size of their gullet (but not the speed of use) with each purchase.

                Purpose: The point of this particular power is mostly to give an Entity more incentives to show itself to ordinary humans in order to harvest the Quiescence its presence causes, which in turn means it damages more people. It also allows for a slightly larger ‘reserve’ of power, and dovetails will Blasphemous (Practice) to let Entities offset some of the cost of that power.

                Blasphemous (Practice)
                Type: Numen
                Effect: The Abyssal Entity may channel the power of the Qlippoth, borrowing against future Quiescence by wagering its Corpus.

                Choose any Practice whose required Arcanum dots are equal to or less than the Entity’s Rank. The Entity may cast any spell belonging to that Practice, rolling Power+Rank to do so and paying all Mana costs in Essence, as well as paying an additional points in Essence equal to the Practice’s Arcanum rating. The Entity is treated as though its Arcanum rating was 0 for the purpose of free Factors, and its Gnosis and Arcanum are otherwise considered to be equal to its Rank. It is considered to have both the Sympathetic Range and Temporal Sympathy Arcanum Attainments and no others.

                When using this Numina, take note of the number of Factors and Reaches required. When rolling, any success causes the spell to be cast, but the Entity takes Lethal damage equal to (the total Factors required - successes) and Aggravated damage equal to the number of Reaches required (with each dot of damage costing an additional point of Essence as normal). This damage cannot normally be healed until the spell ends or, if the spell ends within a scene, for at least that long.

                As an exception to the above, the Entity can also be healed by any Dissonance it causes, including for its Reaches if an exceptional success is rolled. Further, the spell it casts is itself considered part of the Entity for purposes of restorative Dissonance, and thus can heal the Entity. It is possible to use successes stored in the Paradox Gullet to pay the costs of the Blasphemous (Practice).

                Abyssal Entities cannot relinquish spells either safely or unsafely.

                Purpose: This Numen is a fairly heavy-duty one allowing for the use of spellcasting of a sort, by using the parallels between the healing effects of Abyssal dissonance and the effects on Abyssal spells: The Intruder literally pays for the spells with the effects of the Dissonance it causes in the future. It works well to create a more heavy boss-monster of sorts when combined with Paradox Gullet, since that combination allows it to throw out more spells, and also dovetails well with Curse of Blatancy (to make its own spells obvious and thus cause more Dissonance). It is also, of course, heavily influenced by GibberingEloquence 's own version of this power.

                Curse of Blatancy

                Type: Numen

                Effect: The Entity provokes the Supernal, causing its magic to flare in return. The Abyssal can always see the presence of any Supernal spell. By choosing a spell it can sense and taking an instant action, the Entity can roll force the spell to become obviously magical to anyone who sees it, including Sleepers (who immediately take a Breaking point). The exact manifestation varies, but always gives the viewers an understanding of the spell’s exact effects. For relinquished spells this is automatic but affects only the targets in sight. For controlled spells, roll the Entity’s Rank+Power against the Mage’s Gnosis + Arcanum: If the Entity wins, the sympathetic threads render the spell obvious on every target it has. This Numen lasts until the Entity discorporates, the Entity decides to end the effect (which it can do for free from any distance), or 24 hour pass, whichever comes first.

                Purpose: A nasty little infection-themed trick to expose Sleepers to Quiescence and force Dissonance on Mages’ spells, by using their own spells against them. This is especially useful in case of long-running spells like relinquished Wards, which an Intruder can eat at by making it visible and then exposing it to a crowd. As mentioned, this works well with Blasphemous Practice, and it also combines nicely with Seize Spell, especially if the Entity can force a spell to become fully visible and takes takes it from the Mage, ensuring it cannot easily be removed.

                Facade of Normality

                Type: Numen

                Effect: The Entity can prevent the destructive effects its uncloaked presence normally has on Sleeper minds, allowing it to communicate without immediate insanity. While its appearance may still be disturbing, it does not cause Quiescence. This power can be switched on and off with an instant action.

                Purpose: The point of this power is mostly to allow for things such as Abyssal cults whose cultists are not immediately driven to forget their master the next scene. It would, technically, also work to represent something like an Abyss-tainted Spirit who phases ‘in and out’ of the Abyss and can thus choose when to cause the Quiescence.

                Seize Spell

                Type: Numen

                Effect: The Entity can see spells, and may identify their effects with a point of Essence and a reflexive Power+Essence roll, resisted by the spell’s dot rating. At its option, when it comes across a currently-unrelinquished spell, it may roll Power+Finesse against the Mage’s Gnosis+Resolve: On a successe, the Mage is forced to spend a Willpower to unsafely relinquish the spell. If the Mage cannot pay the Willpower, they instead take a level of Resistant Lethal damage.

                Purpose: Another way of messing with Mages. By forcing spell release, the spell will start to gain sudden odd effects, and if it’s got a large number of different targets that means it is now an unpredictable threat to anyone the spell was cast on.

                Garden Path

                Type: Numen

                Effect: The Entity can take succor from the failures of the Wise. Whenever a Mage fails a Wisdom roll near an Abyssal Entity, the Entity is healed as though someone had rolled a number of successes on a Dissonance equal to the offending Mage’s Gnosis, giving the Entity Essence and healing its Lethal wounds. If the sin would have been against Falling Wisdom, add the exceptional success effect and heal even Aggravated Damage.

                Purpose: Another power that can combine with Paradox gullet, but also works well on its own as a way to gain strength. This works well with tempter entities that try to force Mages into situations where Wisdom loss is likely.

                Abyssal Dominance

                Type: Numen

                Effect: The Entity can inflict the curse of the Abyss on other supernatural Entities as an instant action by paying a point of Essence. The Entity rolls Power+Finesse against Supernatural Tolerance + Composure. This causes that entity’s native magics to become subject to the Quiescence and Dissonance, with Sleepers rolling for a Breaking Point whenever they witness obvious magical displays and then forgetting the event ever took place. If the effect is a rolled power with an effect longer than a scene, it is affected by Dissonance as well. Treat the power’s dot rating as the Withstand. If the power has no dot rating use the Supernatural Tolerance of the Entity, instead. If the Entity has neither, assume a Withstand of 0.

                This power lasts for 24 hours, and can be reflexively extended at a distance by paying another point of Essence. If the target is unwilling, this requires another contested roll.

                Purpose: This is part stick, part carrot, punishing other supernatural entities in the same ways that normally happen to Mages (and by implication making their magic vulnerable to the other tnasty Paradox and Dissonance-related tricks the Abyssal Entity might have). Of course, an unscrupulous supernatural with an interest in staying hidden may want such a power, regardless of the damage it causes.

                Delay Quiescence

                Type: Numen

                Effect: It seems a mercy to be able to lift the scales from the eyes of those who yet Sleep. And indeed, it is no lie that some Entities are capable of letting Sleepers remember their encounters with the Supernal. Sadly, there are no shortcuts to Enlightenment.

                The Entity can partially lift the Quiescence from a Sleeper with an instant action and a point of Essence, make a contested roll of Power+Finesse vs. Resolve+Composure. If the Entity succeeds, the Sleeper no longer gains breaking points from witnessing Obvious magic and is, for all intents and purposes, a Sleepwalker. However, whenever the Sleeper witnesses any obvious Supernal magic (including such things as a Mage’s Nimbus) they immediately lower their Impression towards that Mage by one step.

                This power lasts a week by default, but the Sleeper may extend it by another week by paying a point of Willpower. If the power ever runs out, the Sleeper immediately rolls for a Breaking Point at -5 and forgets all obvious displays of magic. Any lowered Impressions remain.

                Purpose: This is meant to be either a straightforward way to make Sleepers hate a Mage, build a cult for itself or otherwise use Sleepers as servants against the Awakened, or a way for a foolish Mage to try and help their Sleepwalker allies which then backfires horrifically.


                Defile Soul

                Type: Manifestation

                Effect: The Entity may take up residence within a Sleeper’s soul. This Manifestation is similar to the Claimed condition (and follows its rules except where otherwise noted). However, where a Claiming entity twists the body, this power instead twists the soul.

                The Sleeper so affected immediately gains the Liar Merit if they did not already have it.

                Once the Soul Defilement is complete, the victim’s mental images are slowly corrupted. Each day, roll the Entity’s Power+Finesse. A single Goetia within the Oneiros, of a rank equal to or less than the number of successes, becomes corrupted with the Abyss, gaining the Facade of Normality Numen. This continues until a number of Goetia equal to the Entity’s Power+Finesse+Rank have been corrupted.

                The Sleeper, at this point, automatically gains the Unseen Sense merit (which does not affect their status as a Sleeper) to detect the Awakened, and their Impression of any pinpointed Mages is automatically set to hostile. Any Magic that would change this is subject to Dissonance, while nonmagical efforts to change this are reset at the end of the scene.

                Worse, the Sleeper is infectious. Whenever they express their dislike for any Awakened to anyone else, they gain bonus dice equal to the Entity’s Rank and always treat their Impression as Perfect.

                The infectious effects of this Manifestation end persist even after the Entity ends it (which has no risk of death as Claim does), lasting until the Sleeper’s soul has been cleared of Abyssal Entities. It should be noted that simply destroying the corrupted Goetia is likely to cause massive shifts in personality.

                Purpose: A Manifestation to give a bit of a moral quandary to the Awakened. Simply clearing up the aftereffects of this power can be nasty. Sure, you can take a hatchet to your husband’s soul...but what if one of the Goetia infected includes his conception of his love for you?

                Infect Nimbus

                Type: Manifestation

                Effect: This power functions only on the Awakened, and requires the Mage to have suffered an uncontained Paradox within the scene.

                At the cost of five points of Essence, an Entity may merge itself with a Mage’s Nimbus, infecting it with Abyssal energies. The Entity effectively ceases to have a corpus while this Manifestation persists, and no longer suffers from Essence bleed while doing so. It may still gain Essence from its Influences and can use them as normal. The Entity itself can perceive anything it could perceive from the Mage’s location.

                While the Manifestation persists, anyone who sees the Mage’s Nimbus for the first time in a scene can have their mind affected. Roll the Entity’s Power+Finesse, opening a Door as per the social maneuvering system on behalf of the infected Mage. Should the infected Mage ever open all Doors on a target that was affected by the Nimbus at least once, the Entity has the option of using this Manifestation again to infect the other Mage, which allows it to take on more positions at once.

                This Manifestation can easily be seen within the Mage’s Nimbus with proper Mage Sight. However, an infected Mage cannot ever see instances of this Manifestation in either themselves or others.

                Purpose: Another Manifestation, this one a bit more subtle. It is technically possible, and the intended use, to have this power begin directly as the result of a Paradox, with Abyssal entities living inside a Nimbus and working to corrupt various parts of the Consilium. Of course, it also works as a voluntary power, since it lets you open Doors at the low, low cost of infecting people with the Abyss.

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