Abyssal Dissonance

As it is, Resonance is a system that requires not only the existance of the Deathlords, but their personal interference in the Solar sparks. This system is here to provide a similar system, with more options for Abyssal origin.

The system will still consist of 10 temporary points. These represent the sort of unnatural life that is the very existance of the Abyssal. In effect, the Abyssal is a being who should be dead yet has cheated both fate and death. Dissonance is the amount that fate can see the error to erase and the dead see one of their own to claim.

This has a number of effects. The living (excepting those who have no fear of death, such as some children, the mad, Fair Folk) tend to find their presence disquieting. Social roles for any purpose but intimidation take a -1 die penalty for each two current points (round up) of Dissonance over their highest virtue.

Second, hungry ghosts within their current Dissonance of kilometers can sense them and are drawn to devour their body suffused with essence. To devour their flesh or blood gives 6 motes per Health Level. Ghosts can also sense them within 1000 meters per Dissonance. These effects occur in both Creation and the Underworld. More importantly while in Creation, the area around an Abyssal becomes a shadowland at night. This shadowland extends for 2 meters per Dissonance. Note, while they are drawn to attack and devour the essence of the Abyssal, this does not mean that ghosts and hungry ghosts are not a danger to other people (who could be called appetizers).

A particularly unpleasant result of this happens if the Abyssal's Dissonance should rise to or over 10. Instead of increasing, the Abyssal and everything within 20 meters is immediately dragged into the Underworld where a maelstorm of suprising intensity strikes around them, filled with dangers spectral and tempest related. The only benefit is reduction of Dissonance by 10 at the same time.

Third, Abyssals all have a passionate link to their Virtues, but they have become focused through a goal or quest which is one of their Intimacies, known as their Passion. When their Dissonance rises above their highest Virtue, they become unable to channel Virtues except to accomplish the Passion. Similarly, their Virtues and desires tend to become focused around this Passion. Should the quest be fulfilled, another Intimacy replaces it as the Passion. As a benefit, this Passion is inviolate in that the Abyssal can not be lost except through the Abyssal's own actions.

Lastly, Abyssals are innately outside of the normal workings of fate, but when their Dissonance rises above their highest Virtue, they are vulnerable to any power fate or the Chosen of the Maidens might bring to bear. Effects placed while they are vulnerable do not fade before their time if the Abyssal's Dissonance falls below the threshold, but do not have an effect for till it rises above again. Also for this time, treat them as a Blasphemy effect growing in seriousness (Essence minimum equal to (Dissonance over their highest Virtue + 2)) as their Dissonance rises above their highest Virtue.

Methods of gaining Dissonance

Basically, this system will have the Abyssal gaining Dissonance any time they are interacting with the living too deeply or refusing their nature. These are not sins, but actions that emphasize their difference from the world around them.

  • Should the Abyssal fail to pass up a particularly good chance to follow their Passion or otherwise ignore it, they gain (Essence) dice and one automatic Dissonance.
  • Every incident of physical intimacy with the living causes a gain of one point of Dissonance.
  • Becoming a parent is particularly potent, as the Abyssal gains two points at conception.
  • Spending most of a day among large numbers of living people (including just being in the same building) gains one Dissonance. The threshold is (11 - Essence)/2 (rounded up) in Magnitude.
  • Being attuned to a Sidereal Manse is particularly dangerous, as they gain a point of Dissonance every night.
  • Should they be reduced to their Incapacitated health level or lower with lethal damage and survive, they immediately gain three points of Dissonance.
  • By surpressing a virtue, they deny their heroic dead nature, and gain one Dissonance.

Losing Dissonance

  • By acting as one dead, the Abyssal can lose a single point of Dissonance per day as the environment hides it. This means they dress in the trappings of death, stay in places for the resting dead, and avoid contact with the living, stop eating and do not sleep.
  • Similarly, by directly participating in mass deaths, they find their Dissonance lowered by 1 for each Magnitude killed per encounter. This includes spirits who are discorporated.
  • For each day that they spend in the Underworld, they may subtract a single point of Dissonance.
  • By accomplishing a milestone or act in protection of their Passion, they lose three points of Dissonance.