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Abyssal Character Creation Guidelines

The Sijan game is meant to be played with Abyssal characters and thus necessitates a slightly different worldview from the typical Solar game expressed in the beginning of the game. First, we will briefly examine how the Abyssals game changes the moods and setting assumptions described earlier, then we will go over changes in the guidelines – where the guidelines are not ‘updated’ assume that they remain the same in all accounts.

Abyssal Characters suffer from some of the same worries as Solars; they are called Anathema, and are hated and feared by most. Abyssals still have to worry about the Wyld Hunts, mobs of angry peasants, and other such poor receptions. Where Solars can count on some folk who kindly remember them from First Age accounts, the Abyssals have Death Cultists and other such sources of assistance and even camaraderie.

The main difference is that Solars are ultimately loners, who have to shape their own place in the world. Abyssals, meanwhile, are servants of a greater power and by extension already have their place in the world assured – that given to them by their Deathlord Master. Within the bounds of the Underworld, where large portions of a Sijanese game will take place, the Abyssal characters are not outsiders trying to find a place of their own, but God-Kings who can effectively reign over the Dead -- but not without conflict or revolution, especially if the characters abuse this.

Lastly, groups of Solars can be assumed to – at least in theory – work together toward a common end. All of them, after all, ultimately have the same goal. In the Sijan game, however, the group cannot be assumed to have such a common goal; they are exceedingly likely to serve different Deathlords, and while for the time they are ordered to work together to serve the common goal of Oblivion, they all know where their true loyalty lies. While this doesn’t rule out the possibility of friendships and even love blossoming among two Abyssals serving different Deathlords, even that would not rule out the obligation and difficulties inherent.

Now, the Guidelines as modified for an Abyssal game. The 'basic' guidelines can be found at CrownedSun/Scenarios

  1. Abyssal characters can start with Essence 3 more readily than I would allow characters, but this is still restricted and you generally should use those 7 freebies somewhere else unless you have a reason. In general, the higher your Liege value the less I care about your Essence, but even then I always care somewhat if you choose to start at Essence 3. In general, if your not playing a character dependent on a charm that requires Essence 3, don't worry about it. Essence 4 is allowed, but restricted as much as I might restrict Essence 3 in a Solar game.
  2. Abyssals have a great many additional backgrounds, and a number of new backgrounds. Even though most Abyssals have utterly embraced their Abyssal natures, they very likely still have a number of mortal backgrounds – likely relating to the Underworld, their Deathlords organization, or some such. Some Deathknights might retain ties from their mortal lives, especially if they would be useful...but that is unusual.
  3. Abyssals should read the description for Liege before actually buying it, keeping in mind especially the level of contact – the more contact, the more you’ll be called before your Deathlord for various reasons, the harsher he’ll be on you if you should fail, and the more he’ll expect from you in general. In addition, any amount of this background over level three should be quite rare due to the distances likely involved between Sijan and the Deathlords temple, but is permissible. Have a good concept and ask.
    1. Keep in mind that I will ram a soulsteel !@#$% up your ass the more dots you take in this background, and your character will be expected to take it all and smile. Don't take this unless you know what your getting into.
    2. Even so, Liege 1 or even 2 is fairly routine.
  4. Most Abyssal characters should have Artifacts at 1 or 2 dots; the lack of this is unusual enough that it demands some form of address. Anything at four dots or higher is unlikely, but certainly possible, especially among favored Abyssals.
    1. Abyssals, unlike Solars, are encouraged to take 'low-level' artifacts. The Deathlords forged a lot of stuff, and provide it for their Abyssals, as opposed to the Solars only having a few 'big items' laying around in tombs until they get their hands on more the hard way.
    2. I encourage players to make up their own artifacts, but don't get too attached. I want creative input into anything before I let it into the game, and I might say no or make changes to anything you create for the game.
  5. Underworld Manse is assumed common, and all Abyssals can have access to this background at any level they wish. Manse is much rarer, and should be carefully thought over and explained within the characters background. Not all characters need or should actually have the Manse background; they will gain those during play, if at all.
    1. I'm not going to allow any Manses (creation-only, not Underworld) higher than Level-3 without approval from me. Expect me to be skeptical. Most of the good stuff in Creation is controlled by the Dragon-Blooded, Lunars, Fae, Gods, or the newly emergent Solars.
    2. Do not take dots of Manse when you have no dots in Underworld Manse. Just...don't. If you do, expect me to ask WHY you did this and tell you to change it. Underworld Manse doesn't necessarily have to be higher-level, but usually will be.
    3. Note, even without Manse, you won't be at a huge disadvantage. Large portions of the game will take place in the Underworld.
  6. Spies 3 is the required level to have fairly exhaustive spies in Sijan, and should generally be restricted to characters with at least Liege 3 or higher. Whispers of at least 1 is required for all Midnight Castes, and optional for all other Castes.
  7. All characters should have some mention of which Deathlord they serve. The following Deathlords are especially suitable, given the setting: The Lover Clad in a Raiment of Tears, Walker in Darkness, The Mask of Winters, Eye and Seven Despairs.

Abyssal Charm Notes

  • Essence Engorgement Technique is first, and most important.
    • You start off with NOTHING in this pool. Anything you gain, you will gain in play -- by killing or wounding someone. Once you spend it, the only way to refill it is similarly.
      • You HAVE to fill this on screen; off screen you can kill people, but it will not refill your Blood Feast. It is assumed that, just as your gaining motes between sessions, your spending them too. Plus, logically, some of the motes you devour will go back into your normal pools.
    • You cannot commit this Essence to artifacts. In all other ways, it's normal essence.