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The most terrifying monsters in this world or any other are bears. FACT.
Abominations are deeply, horribly wrong. Other monsters might be gross or weird or alien and get called abominable as a result, but something with actual levels in Abomination is on some next level Lovecraft shit. There are a lot of dark or monstrous-themed classes that are still available as options for player-controlled adventurers, but this one is probably as close as any class comes to simply being off the table.
Abomination | You should not be. | |
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caret-right | Eraser | Remove victims from memory. |
caret-right | Insensible | Invisible until revealed. |
caret-right | Mindwarp | Influence Cracks. |
caret-right | Nilbog | Invert entropy. |
caret-right | Unspeakable | Show up when named. |
Enterprises | Abomination School |
Offense | plus-circleTerrorcide: You're awful to look at, and even more awful to face. Every time you make an attack and the trigger die is 10+, the target of the attack immediately gains +1 Stress. minus-circleIt Tickles: Creatures with levels in the Fool class are immune to Stress from this ability. |
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Offense | plus-circleCall To Madness: As an action, you can inflict +1 Stress on any single target of your choice within 20 meters. minus-circleHaha, Gross: Creatures with levels in the Fool class are also immune to Stress from this ability. |
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Limitation | minus-circleVile: You are an enemy of all that exists. It is utterly impossible for you to create relationships or meaningfully communicate in any way. Even if you're intelligent enough to be capable of language, your mind and form are so alien that it just doesn't work. | |
Offense | plus-circleBegone: Your attacks cut more than meat and bone. Every time your attack removes a point of Flesh from a target, that target is partially forgotten. The target chooses one of their relationships and downgrades it by one step: a Bond becomes a Friend, and a Friend forgets them entirely. This effect is repeated for every point of Flesh you remove from a target, so if your attack removes 3 Flesh they downgrade relationships 3 times. plus-circleWhat Am I: If a target has no more relationships to lose, they instead begin to forget themselves. Targets with no Friends/Bonds instead lose 1 XP. If they have no XP to lose, they permanently lose a level instead. minus-circleNPC Difference: NPCs don't track relationships or XP the same way player-controlled adventurers do. If a struck NPC has a relationship with any adventurer, that relationship is degraded or erased. If not, this effect is mostly ignored. plus-circleUtter Annihilation: When you kill a creature, that creature is erased from the memory of every other creature in existence. Nobody will ever remember them or what they did, although especially observant creatures might be able to deduce that your victim once existed. |
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Protection | plus-circleBeyonder: You are invisible at all times, giving you permanent full concealment. minus-circleEmergence: Once you attack or use any kind of offensive action against a creature, you become permanently visible to them. |
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Offense | plus-circleWhispers in the Dark: When a point of Stress you inflicted on a creature causes them to Crack, you can choose the exact Crack effect instead of it being rolled randomly. | |
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Sidebar: Crack Effects | |
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1 | Hoard. Cannot give resources/aid to others for remainder of exploration turn. |
2 | Panic. Increase +1 Stress. Do not roll for another Crack from this. |
3 | Scream. Roll die, draw more enemies on 1-6. |
4 | Freeze. Lose next turn. |
5 | Fumble. Roll next trigger die twice, use lower result. |
6 | Gorge. Lose 1 Provisions. |
7 | Misplace. Lose 1 Supplies. |
8 | Despair. Lose 1 Mojo. |
9 | Flagellate. Lose 1 Flesh. |
10 | Accident. Gain a random standard condition. |
11 | Lash Out. Take no other actions until you’ve attacked the nearest creature. |
12 | Cling. Take no other actions until you’ve grabbed an ally. Cannot release voluntarily. |
Protection | plus-circleInversion: As an action, you can choose to invert the effects of entropy on yourself. Until the beginning of your next turn, any effect that would deal damage to you instead heals you for an equivalent amount. Lost Flesh is restored first, followed by Energy and then Attention. minus-circleVisual Tell: Inverting your personal entropy causes some form of extremely obvious alteration to your appearance, such as bathing you in octarine light or making you look like a photo-negative version of yourself. You change back when the effect wears off at the beginning of your next turn. minus-circleHeal Danger: Any effect that restores Energy/Flesh to a target now deals damage to you equal to the amount of Energy/Flesh it would normally restore. Effects that would normally be unuseable on an unwilling target can be used freely on you. This damage cannot be avoided or reduced in any way. minus-circleMojo: Inverting your personal entropy for a round requires 1 point of Mojo. |
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Movement | plus-circleGatecrasher: You know when somebody is talking about you, and can sometimes show up. Whenever somebody says your name or describes you, they must roll a trigger die. If the result is 1-3, you appear nearby- coming from around a corner, rolling out of a closet, appearing in the backseat of the car they're driving, whatever. Check a maximum of once per session per speaker. plus-circleRefraction: If you've already been killed (or at least have had your physical body destroyed), others might think it's safe to talk about you. It isn't: if the trigger die roll is a 1 after speaking of you, another copy of you appears as normal, fully resurrected. You can only be killed permanently by a creature with the Helsing's Exorcist ability, or by erasing your name/appearance from history so no one knows how to call you back. |
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Abomination School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. |
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