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    Chapter 1

    The World & Quests

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    On the planet Aporia, humanity lived peacefully, incredibly advancing intechnology for over 3,000 years until that day.

    That day in which they started to appear.Ris, portals to another world called the Abyss started opening, and

    horrifying creatures, which were later called Purgers, came through, murderingevery human they lay eyes on. All of society was nearly thrown into the ruin.

    Other creatures that came through the Ri, called Daemons, meant theHumans no harm. They came through, running away from the Purgers as well.However, terror lled the humans, since they knew not that the Daemons wereno threat to them. The Daemons bonded to humans, making them their hosts.

    Hosts of Daemons were granted supernatural abilities from their type ofDaemon.

    There are 6 types of Daemons:

    However, the Humans didn't see that the Daemons were on their side. Aerall previous Government had been dissolved, the new theocracy formed, called

    .

    believes the Abyss, and everything that comes from it, is pureevil. Hosts and Purgers are killed on sight. It is better for a man to be wicked,but part of the Restoration, than to be extremely kind, and a Host.

    Hosts were quickly dehumanized, believing to have been completely taken bytheir Daemons.

    continue to massacre humans, their Ris only opening at night.They stay aer dawn, however, killing as many humans as they can before they

    themselves are killed. They seem to target Hosts specically, however. It seemsas though they have a hatred towards the Daemons. No one knows the truepurpose of the Purgers, but all fear them.

    live mostly in Wastelands making their residence in Enclaves,buildings in where groups of Hosts live together. The Restoration dares notattack these Enclaves because of the great number of Hosts there. They avoidthem as much as they can.

    The Hosts live in true anarchy. They work crimes against The Restorationtogether, trying to stay alive.

    What do the Purgers have to plan against Aporia?

    What mysteries does the Abyss hold, and what can be done to stop it?

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    1.1: Aporia

    Earth before the horror started. Extremely advancedin Technology and existing in complete peace, the human race thought that noworry could ever come upon them again.

    Utopia had been achieved, and what could stop that?

    However, the humans had no knowledge of the truth of the Multiversetheory. Once the Purgers came through the Ris, the whole world was throwninto complete panic. Humanity had forgotten about stress; about sorrow.

    The apocalypse had arrived, and they had no chance. Cities were ruined,massacred, and the world's population decreased. You can still see the tallskyscrapers and buildings remaining today. However, none occupy them, andthey are aged.

    Now, hundreds of years later, Aporia is covered in ruins, and such hate andconfusion lls the air, that most of humanity doubts that a Utopia could ever beachieved again.

    Occasionally, artifacts remaining from the previous civilization can bediscovered. These items are usually powerful weapons, armor, and accessories.As the GM, you will have to make these up.

    The Ascended were the humans that were greatly advanced in technologyand has their great cities. Now, The Ascended are gone, and only the Aporiansremain.

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    1.2: The Abyss

    mysterious, twisted world, full of nightmares, and the true fearof individuals. Most brave venturers to this world oen end up going completelyinsane. As a wasteland full of disease, death, and fear, it is the most terrifyingthing to enter existence. Players usually have a continuous Phobia eect in this

    world.The Abyss centers its creations and hallucinations around the witnesses' fears.

    The subconscious of beings in the world are read, and created as true horrors. Aconstant nightmare, the Abyss is feared by all.

    is the place in the Abyss in which the Spirits of Hostsreside aer death. Any deceased Host can be reached here.

    If your players, for some reason, travel to this world, think of the mostdisturbing things you can think of. This will help you describe this world. Lots ofdead bodies, hallucinations, blood, disturbed spirits with their mouths stuck openin a scream, stu like that. It's just plain scary.

    A constant fog covers the world, and Purgers can be found in every corner.

    The Abyss is the result of corruption. A group of creatures, called theEternals, cursed the world with a Crystal guarded by a terrifying creature calledthe Elder Purger. No one knows for sure if it exists, but legend says it does. TheDaemon's Overlord protected his people from being corrupted aer the Eternalsrose to power, but that didn't last long aer the Purgers, creatures who used tobe the natives of that universe before it was corrupted, quickly attempted todestroy the Daemons' cities.

    The only way to break the curse is to destroy the Crystal being guarded by theElder Purger. This is an extremely dicult task, considering that you have to killthe Elder Purger to get to it.

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    1.5: The Daemons

    that originated in the world of theAbyss. They, for unknown reasons, (wink, wink) were not twisted in the Abysslike the Purgers.

    They had incredible cities, artifacts, and temples dedicated to their Gods.They became extremely advanced and peaceful, trusting in their Divinity andreligion.

    His name was the Overlord. His subjects loved him, andbelieved him to be a divine creation.

    They were powerful, with incredible abilities and power.

    is a group of Daemons that, aer the Overlord'sdeath, took control of the Daemon government. They claim that the Overlord'sspirit still communicates with them, giving them guidance and advice. However,a large portion of the Daemon population does not believe they have anyguidance.

    The members of the Council were the ones who rst told the Daemons totravel to Aporia.

    The Daemons themselves don't even know what happened to their world.Centuries ago, the Abyss was a beautiful, unharmed world, able to sustain life.

    Then they awoke one day to a horror. Their world was full of pollution,toxic gases, and pure nightmares. The Council quickly spread the word to ee,and the Astrodaemons opened Ris for their people to travel to. The Daemonsknew about Aporia before, and they believed the humans could help them.Sadly, many didn't believe in the Council, and decided to stay behind.

    However, the Purgers came and destroyed the creations cities of theDaemons, desolating their sacred land, and also killing many of them. TheDaemons who escaped quickly le to Aporia, nding a Host as fast as they could.

    Daemons are unable to use their powers in other Universes without beingbound to a Host.

    These creatures are real, and they tangible. They do not change anythingabout their Host except give them powers when merged.

    The Purgers followed the Daemons through the Ris.

    The reason the Purgers want to kill the Daemons is because the Eternalscontrol them, and the Eternals are angry that the Daemons escaped their curse,and so they want all of the Daemons dead.

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    1.3: The Restoration

    of humans that have not yet been killed, or beenbound to a Daemon.

    by a man called The Prophet. He despises the Abyss

    and all Hosts, and has no tolerance for them. If any Restored (member of theRestoration) is caught harboring a Host, they will be put to death along with theHost.

    n the only in-tact city in the world. This city is calledSanctuary. It is regulated, law-enforced, and governed by the Restoration. Thiscity is an astounding metropolis, over-crowded with citizens and trac. It hasgiant walls with high security surrounding it, over the entire metropolis is aSuppressant.

    A suppressant is a forceeld that keeps Ris from opening inside. Thisprevents Hosts from teleporting in, and Purgers from entering Aporia inside ofthe city.

    as fail-safe defensemechanism against the Purgers. They brainwash them, break them down andcrush them to humility. These Hosts are almost always Ragers. The Restorationonly uses them when necessary, and when they aren't using them, the Hosts aretreated as animals, chained in sealed cells, given barely any food, and beatenoen.

    of Faundor is enormous. Thousands of Restoredparticipate in it, and they oen venture out of the city, hunting down Hosts andPurgers, going on month-long massacres. They are highly trained to ghtagainst Purgers, and against Hosts.

    . Theybelieve that they are wrong about that Hosts, and that the Purgers are the onlyones who are a threat.

    They are oen the ones who harbor Hosts in Faundor, keeping them safe andalive.

    Some humans have formed a small rebellion against the Restoration. Nobodybelieves that this rebellion will succeed, considering the strength and power ofthe Restoration.

    Over a hundred people are killed by the Restoration each day.

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    1.4: The Hosts

    before they became Hosts. The Daemonchooses its Host, and most Hosts wake up to see their Daemon in their room.

    When they are bound, Hosts usually feel fear, and despair. They know theywill never be accepted into society, and most likely killed, or tortured if

    discovered. Being a Host is incredibly depressing. Oen their entire families arekilled by Purgers breaking through the Suppressant, or by the Sanctity itself.

    in large buildings called Enclaves, owned by mencalled Lords. The majority of Enclaves lie in the Wastelands, an impossibly largedesert into which no sane person attempts to enter.

    is referred to as .

    , their spirit travels to the Abyss until they awaken. This iswhy Hosts usually avoid sleep. While sleeping, the Host feels as though they areawake, but participating in the horror that the Abyss presents them. Read moreabout the Abyss to understand what goes on.

    among Hosts. Hosts who have gone completelyinsane from sleep or from too much ghting are called

    Most Enclaves occasionally have mandatory Sanity tests, where everymember of the Enclave is required to answer a bunch of strangers. These areused to prevent Ragers from cracking inside the Enclave. If the member takingthe test answers the questions angrily, jokingly, or just insanely, they will bedetermined as insane. If an Enclave member is found to be insane, they arebrought outside the Enclave and killed immediately.

    are out to kill them. They try to surviveas much as they can.

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    1.5: Quest 1: Descension

    Legend says that the ruins of the great cities of the Ascended hold treasuresunimaginable by the average human. Ikarr, the Lord of the powerful ItaranEnclave in the Wastelands, has heard of a great temple in the nearby ruins of the

    giant city Crypt. These rumors, he claims, come from a reliable source.However, there is a problem. Crypt is notorious for its great number of

    Ragers. Many souls have wandered there, only to lose their mind in the process.Will the group make it through the dangerous city?Is the treasure even real?Secrets lie beneath the earth

    Your players are inhabitants of the Itaran enclave. They will be chosen, byIkarr to accompany him on this quest to Crypt. They will take the Aetran, anadvanced jet, to the city, and then continue on foot.

    Keep in mind Crypt is an enormous city. Bigger than New York City in today'sworld. The buildings are tall, strong, and inhabited. The players will be ghtingmany Ragers here, and also many Purgers.

    Some Ragers are sentient, being able to communicate and make deals withothers. However, this is a risky thing to do. Ragers have an extremely violentmind.

    A weak Incumancer, who isn't much one for ghting. Heprefers to just sit back and watch as others do the dirty work forhim. This is why he is having others guard him on this trip to Crypt.

    No one even knows what type of Daemon he has. No one living,anyways.

    A Rager, who live in Crypt. He oversees all that goes on in Crypt,and he knows a lot about the ancient city. He holds a lot of secretsin his mind, and this makes him a valuable resource. Hyperdaemon.

    Ikarr isn't actually an Incumancer. He's just a normal person,power-hungry. How he became the Lord of an Enclave, no oneknows. But he can still take an Incumancer full-on, and kill them.But why would you have to ght him?

    The temple and the artifact both do exist, however, no one has everfound them. The artifact will grant the user incredible power.That's what legend says, at least.

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    Chapter 2

    How To Play

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    2.1: Character Creation

    The name can be anything you wish, but you justneed a name. Write it down, along with your gender on your character sheet.

    This is the most important part of your character.

    See Daemon types and their abilities on page 17.

    The starter abilities have no level-requirement. Pick one of these. Also, you may make up some skills, or pick onefrom the list on page

    In the boxes to the right of where it says (strength),(mobility), (mind), and (magic), put the

    numbers , , , and in the order of your choice. In the , put yourmultiplied by .You start at Level , but you will easily advance. See how to advance on page .

    . You start with . You can spend it onequipment in on page 2 . The you don't spend you put next to the onyour character page.

    Every character must have a phobia. Whenever you areafraid, (in the presence of your phobia) you lose two dice from each roll.However, whenever you succeed while afraid, you get an You can chooseyour own phobia or look at the list on page .

    Every human being has a history. Provide some answers.How long has your character been a Host? What happened when they becameone?

    meet Kiaara. She is 25 years-old, and a verygood Incumancer with her Pyrodaemon. She became a Host when she was 21.She told no one, even her husband what she was. But when a Purger broke intoher home, killing both her 3 month-old child and her husband, she knew she hadto leave Faundor. She now keeps her hair short in honor of her lost family, andswears revenge against the Purgers for destroying her world.

    Character sheet is on page .

    for their .

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    2.2: Natural feats

    necessary to roll for,and that is an action that a normal creature (not a host) can perform, this actionis a attempt, and the player must roll in order to succeed.

    that the player will roll. If it requires mobility, useMOB. If it requires strength, use STR. If it requires perceiving or intelligence, useMIN.

    Ankaa is trying to climb up into a window, so he should use MOB.

    that would help the player accomplishthis task.

    Ankaa is trying to climb up into a window, so he is usingMOB, and his climbing skill should also help him succeed.

    the task is to accomplish. See dicultieson page 2 .

    Ankaa is trying to climb up into a window, and that wouldbe very dicult and dangerous, so I, the GM, give that action a diculty of .

    First, the player gets on free for every natural feat theytry to accomplish. Then take the number next to the stat the player is using forthe action, and put in that many . Then, take the number of skills that wouldhelp the player complete the task, and add that to the number dice the player isusing. Then allow that player to use up as many dice in their as theywish.

    Ankaa gets dice because his MOB is and he has a skill. Heput 3 dice from his dice-pool in, so he has a total of die-sixes.

    from your , and .

    that you rolled. A or are . The amount ofneeded to complete the is how it is. If you , the

    dice you used from your . If you , you get your dice thatyou put in the roll from your , and an additional for your .

    Ankaa rolled his 7 dice and got the following results: 1, 2, 3, 3, 4, 5, and 6.Ankaa only got 3 successes, so he does not succeed and/or something badhappens, which the GM decides. For example of something bad happening, healerts someone in the house because of a loud noise he makes, or he falls.

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    2.3: Supernatural feats

    does an action that uses his/her Daemon's powers, use thissystem of success.

    to do this. Maybe a player willtry to throw a re ball when they are, in fact, an Astrodaemon. They can't dothat. If the player has the ability, continue.

    Most Supernatural Feats have a reasonably highdiculty. All abilities have set diculties, but you, as the GM can modify themas you like.

    First, give them at least one die. They always have at least onechance. Then, look at the player's stat. (or, if for some reason, thesupernatural feat requires a dierent stat, use that one instead.) Whatever rankit is, add that many dice. Then, see what level the ability they are using is. Addthat many dice. Then, the player may add as many dice as s/he wants to fromtheir dice-pool.

    in the same way as Natural feats.

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    2.4: Leveling Up

    is fairly simple. Whenever you roll an action, (you do not have tosucceed) you get to lightly color in a box to the right of the stat you used.

    Ankaa tried to climb up into the window, and even though he failed, he

    gets to color in a box next to because he used for the action.

    next to one stat are lled, you erase them all so they areempty and mark an point on the bottom of the character sheet. When acertain number of boxes in the XP section are lled in, you level up and get toerase all the boxes in your XP section and ll in a box in the Level sectionunderneath your stats.

    a level, see the chart on the next page to see what you cando on each level gain.

    to advance to the next level is the level you'retrying to achieve. For example, to get to , you need .

    30. If you, as the GM, wish for them to continue advancing,start the level-gaining chart over again at

    +1 max HP. Raises the max HP of the player by 1.

    +1 Stat. Raises a chosen Stat of the player by 1.

    Level up ability. Raises the level of a chosen ability that the playeralready has.

    New Skill. You may make up another skill or add one from the list on page

    Add Ability. The player may choose another ability from their Daemon'sability list, (starting on page ) as long as they have the level that isrequired.

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    + 1 max HP

    New Skill

    Level up Ability

    New Skill

    Level up Ability

    + 1 max HP

    +1 max HP

    + 1 max HP

    Add Ability Add Ability

    New Skill

    + 1 max HP

    + 1 max HP

    + 1 Stat

    +1 max HP

    Level up Ability

    Level up Ability

    + 1 max HP

    Add Ability Add Ability

    Level up Ability

    New Skill

    New Skill

    + 1 max HP

    + 1 Stat

    + 1 max HP

    +1 max HP

    Level up Ability

    Add Ability Add Ability

    + 1 max HP New Skill

    + 1 Stat New Skill

    Level up Ability

    + 1 max HP

    +1 max HP

    + 1 max HP

    Add Ability Add Ability

    + 1 Stat

    + 1 max HP

    + 1 max HP

    New Skill

    +1 max HP

    Level up Ability

    Level up Ability

    + 1 Stat

    Add Ability Add Ability

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    2.5: Special Case

    special feats that have certain rules. They are listed here.

    In order for a Host to use their Daemon's ability, they must , which iswhen the Daemon turns into an intangible matter and enters the Hosts mind.This is when a host tries to combine with their Daemon in order to use theirabilities. This gives you the capability to use your abilities. As long as the player isnot , no roll is required for this. It is automatic. It give you

    works the same way.

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    Chapter 3

    References

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    3.1: Daemons

    Here is a list of them, along withtheir Abilities and bonuses:

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    Allows the Caster to listen to the thoughts ofthe target for a limited amount of time.

    The Caster deals 2 damage (+ PSI) to target.

    Causes the target to become slightly afraid ofthe Caster, causing the target to becomemore easily submitted to the Caster's will.

    Blocks any Psiodaemon eects on a group orindividual of targets.

    Gives everyone in the Area, except the Caster,the Phobia Eect.

    Allows the Caster to communicate with anyreasonable target through their mind.

    Dampens the target's emotions (emotion canbe specied), making them more calm and

    serene.

    Deals 1 damage to a target whenever they tryto perform an action as long as the ability is

    in eect.

    Amplies the target's emotions (emotionscan be specied), making either more

    passionate, scared, angry, etc.

    Causes the target to temporarily lose allsense and go completely Insane.

    While the target is sleeping, the Caster mayenter the dreams of the target.

    Allows the Caster to add a memory to thetarget's mind.

    Allows the Caster to control the mind andactions of the target.

    Allows the Caster to erase a memory fromthe target's mind.

    Creates an illusion in the minds of everyonein the area.

    Causes the target's mind to be temporarilyseparated from the rest of his body, rending

    him motionless, and unable to use any ofhis/her senses.

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    Allows the Caster to shoot a ball of re fromhis/her hands, dealing 2 damage (+ PSI).

    Creates knives of ame extending from theCaster's sts. Good for hand-to-hand combat.

    The Caster may warm up anything to anuncomfortably, or even deadly heat.

    Allows the Caster to ignite anything on re.

    Creates a large wall of ames, threateninganything that desires to cross.

    Creates a large amount of smoke to restrictvision and sight.

    Causes the Caster to shoot ames from hismouth, dealing 4 (+PSI) re damage to

    whoever it hits.

    Makes the Caster, and/or others near himinvulnerable to all heat and re.

    Allows the Caster to temporarily control thegrowth and direction of previously existing

    ames.

    Spontaneously causes an explosion to erupt.

    Propels the Caster in a desired direction,including up.

    Shoots a wall of ames that burns and lightsre to anything it touches, dealing 5

    damage.

    Shoots multiple reballs from the Caster'ssts, ying in multiple directions.

    Removes all water from an object, making itcompletely dry.

    Brings a large amount of hot magma from

    under the planet's surface to the surface.

    Allows the Caster to melt a targeted item,

    wall, pillar, anything that is meltable, and nottoo large in scale.

    Shoots a beam of super-heated plasma,dealing 6 (+ PSI) damage.

    Creates a large amount of re that deals 8 (+PSI) damage to everything it touches.

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    Creates a Ri that the Caster is sucked into,teleporting them to a desired, close by

    location. Around up to 100 .

    Lis and moves light objects with the Caster'smind.

    Creates a Forceeld that resists all damagedirected to what it is surrounding.

    Creates a Ri that the Caster and all nearbyare sucked into, teleporting them to a

    desired, far away location.

    Turns the Caster temporarily invisible. Lis and moves medium-weighing objectswith the Caster's mind.

    Lis and moves the Caster with the Caster'smind. Whenever the holder of this ability fails a

    Dodge roll, or a roll that would have beendetermined by reex, the player may cast this

    as well to dodge.

    Opens a Ri to the Abyss. Purgers oencome through the other side.

    Sends the target's spirit on a temporary tripthrough the Abyss. Hopefully without killing

    him/her.

    Lis and moves multiple selected objectswith the Caster's mind.

    Allows the Caster to change their body intoanything. The change is permanent. The

    Caster must cast this again in order to returnto true form.

    Creates a Suppressor, preventing any Ris

    from opening from inside the area.

    Summons comets that rain down on the area,

    dealing lots of damage.

    Lis and moves any weight of objects withthe Caster's mind.

    Makes a group of targets temporarilyinvisible.

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    Temporarily add +1 STRStrength Bonuses arestackable

    Changes the size of the Caster to eithernormal, twice the size, or half the size.

    Temporarily add +1 STR and +1 max HPStrength Bonuses arestackable

    Temporarily add +1 STR and +2 max HPStrength Bonuses arestackable

    Allows the Caster to have damage dealt to atarget dealt to the Caster instead.

    Temporarily add +2 STR and +2 max HPStrength Bonuses arestackable

    Allows the Caster to give a target part oftheir HP. Removes all Phobia eects on the Caster.

    Raises a Stone wall to protect people whotake cover behind it.

    Aer an attack is successful, this may be castto ignore all armor the target is wearing.

    Cast for the target to regain 5 HP. Self can betargeted.

    When attacked, this may be cast, and whensuccessful, the damage directed towards the

    Caster is directed to the Attacker instead.

    Temporarily add +3 STR and +3 max HPStrength Bonuses arestackable

    When attacked, this may be cast, and whensuccessful, half of the damage directed

    towards the Caster is absorbed.

    When cast, multiple targets around youtemporarily gain +3 STR.

    When attacked, this may be cast this toignore all damage. Can be cast once whilebeing attacked, even if being attacked by

    more than one person.

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    Creates a large ash of light that temporarilyblinds everyone in the area.

    Creates an extremely loud sound that

    temporarily deafens everyone in the area.

    Creates a large cloud that makes it impossibleto see anything while covered by it.

    Prevents the Caster and/or other target(s)from being eected by loud sounds and

    bright light.

    Darkens the area in which it is cast. Brightens the area in which it is cast.

    Controls the movement of existing shadows.No movement from the source of the

    shadow is required.

    Prevents the Caster from being capable ofproducing any sound.

    Allows the Caster to be able to see no matterwhat light level there is.

    Shoots out a beam of light that deals 4damage (+ PSI) to what it hits.

    Makes a targeted shadow tangible, allowingit to deal damage, and pick up items.

    Causes a targeted Shadow to becomesentient, being able to talk and think for

    itself.

    Shoot out a ripple of tangible shadows,knocking everyone in the area besides the

    Caster, o their feet.

    Shoots a powerful, inaudible sound, withsuch force that can break down walls, and kill

    people. Has a bit of a kick.

    Changes the gravity in the area. Makes itstronger, weaker, and/or changes the

    direction in which the gravity in the area

    pulls.

    Changes the gravity of an individual, or agroup. Makes it stronger, weaker, and/orchanges the direction in which the gravity

    pulls on the targets.

    The Caster releases a loud sequence of ashesof light and loud sounds, rendering all whoare not protected blind and deaf for quite a

    while.

    Temporarily makes a group of targets

    incapable of producing any soundwhatsoever.

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    Summons an undead minion that has 3 HP.Only one minion of the same level may be

    existing at a time.

    When cast the Caster rolls a d6. On 4-6, yougain 5 HP. On 1-3, however, you lose 4 HP.

    Turns the Caster temporarily invisible. Summons an undead minion that has 5 HPand 1 STR. Only one minion of the same level

    may be existing at a time.

    Gives everyone in the Area, except the Caster,the Phobia Eect.

    Summons an undead horse that the Castermay use as a mount.

    Captures the Target as a spirit, which may beput away and dealt with later.

    When cast, the Caster may communicatewith the spirit of a selected deceased

    individual.

    Summons and undead minion that has 7 HPand 2 STR. Only one minion of the same

    level may be existing at a time.

    Summons an undead minion that has 10 HPand 3 STR. Only one minion of the same level

    may be existing at a time.

    When cast at the beginning of a turn, theCaster may perform 2 more actions.

    Summons 7 undead minions that have 6 HPand 1 STR.

    When cast on a dead body, the Caster mayenvision a short time before the corpse died.

    When cast, it brings back a target from thedead with half the HP.

    Makes the Caster intangible, allowinganything to pass through him/her, such as

    walls and bullets.

    Summons a familiar that cannot attack, butcannot be seen by anyone besides you. This

    familiar may collect items, eavesdrop onconversation, or whatever the GM allows.

    When cast, the Caster has a vision that s/he istalking to a spirit, that oers him/her

    guidance.

    Summons an undead minions that has 15 HPand 5 STR. Only one minion of the same level

    may be existing at a time.

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    3.2: Antagonists

    types of creatures that the players will be ghting against.GM, refer to here for dierent types of creatures. If any other Antagonists enterthe battleeld that you make up, make up traits for them, such as HP, STR, MOB,

    etc. Antagonists get no

    A large wolf-like creature with longclaws and no eyes. How it knows you're

    there, no one knows.

    : 35: 5

    : 0: 0

    03+2

    When cast, the Ripper shoots out its long tongue, and everythingit touches receives Poison and 3 damage.

    A fast, small creature that latches ontothe back of others' heads. It then madlycontrols them, using their abilities and

    weapons.50402

    When cast, the Corrupter jump up, latching onto the head ofanother, taking control of them.

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    A tall, lanky, terrifying creature thatabsorbs dead bodies to become them,acting just like them and being able to

    use their abilities.120

    035

    When cast on a dead body, the Deceit absorbs the corpse, turninginto its form.

    When the Deceit is in a form, this may be cast for the Deceit toturn into its true form, dissolving the previous corpse inside itself.

    A bulky, strong creature that uses itsfreakishly deformed, large sts to maul

    its victims.255300

    +3

    NONE

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    A usually skinny man or woman whoheals his/her teammates.

    : 20

    : 0: 1

    : 23

    When cast, the Cleric may restore 5 HP to any target, includinghimself.

    A large, strong man who deals a lot ofdamage and can take a lot of damage.

    : 30: 3

    : 2: 0

    12+1

    Aer an attack is successful, this may be cast to ignore all armorthe target is wearing.

    A feared mage that is rarely seen. Cantemporarily make it impossible for aHost to merge with his/her Daemon.

    : 25: 0

    : 1: 2

    3

    When this is Cast on a Host, the target cannot Merge with his/herDaemon for some time.

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    3.3: Skills, Phobias, and Diculties

    Gunnery Blades Brawling Climbing

    Stealth Jumping Disguise Persuasion

    Magic Hunting Religion Plasmology

    Abyssians Basic Construction Liing Navigation

    Endure Healing Physics Martial Arts

    Acrobatics Armor Invention Hacking

    Gears Piloting Driving Escape

    Locks Mimicry Mining Pickpocket

    Mounts Survival Cras Maneuvering

    Empathy Falling Parrying Clubs/Maces

    Etiquette Hypnotism Astronomy Biology

    Chemistry Robotics/AI Cooking Engineering

    History Smuggling Technology Mythology

    Achluophobia- Fear of darkness.Acrophobia- Fear of heights.Agateophobia- Fear of insanity.Agliophobia- Fear of pain.Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of

    leaving a safe place.Arachnephobia or Arachnophobia- Fear of spiders.Autophobia- Fear of being alone.Aviophobia or Aviatophobia- Fear of ying.Bacteriophobia- Fear of bacteria.Ballistophobia- Fear of missiles or bullets.Claustrophobia- Fear of conned spaces.Demonophobia or Daemonophobia- Fear of demons.Emetophobia- Fear of vomiting.Gephyrophobia or Gephydrophobia or Gephysrophobia- Fear of crossing bridges.Hemophobia or Hemaphobia or Hematophobia- Fear of blood.Herpetophobia- Fear of reptiles or creepy, crawly things.Hoplophobia- Fear of rearms.

    Illyngophobia- Fear of vertigo or feeling dizzy when looking down.Iophobia- Fear of poison.Kakorrhaphiophobia- Fear of failure or defeat.Ligyrophobia- Fear of loud noises.Malaxophobia- Fear of love play. (Sarmassophobia)Necrophobia- Fear of death or dead things.Ochlophobia- Fear of crowds or mobs.Ophidiophobia- Fear of snakes.

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    Pathophobia- Fear of disease.Phasmophobia- Fear of ghosts.Technophobia- Fear of technology.Thanatophobia or Thantophobia- Fear of death.

    A one is a very easy task to accomplish, so it doesn't happen very oen.

    A two is an easy task. It happens occasionally, but still, not very oen.

    A three is a moderate task. It takes some skill, but not much. This is the averagetask.

    A four is a hard task. This requires a fair amount of skill, and oen stress, shock,injuries or danger has something to do with this.

    A ve is a very hard task. Only experts should attempt this. If the player wouldhave a very hard time succeeding while accomplishing a task, and oen stress, shock,injuries or danger has something to do with this, then it would be ave.

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    3.4: Weapons, Armor, and Items

    . That's why they were made. To use,take the number next to it and add your STR to it, and add that to a rollon a d6. That is how much damage you deal.

    : A +2 weapon will deal 2 + STR damage.

    Just a simple plasma pistol used forshooting the guts out of your enemies.

    A sword that can slice your enemies

    clean in half.

    A whip made out of plasmic energy.

    What more could you ask for?

    A small gun that will stun your

    enemies. It has to recharge, however.

    A sword made out of pure energy,which will never break.

    Shatter weapons split the bullet they

    re into countless smaller ones. Ouch.

    Claws that you put on both of yourhands to make Fist-Fighting a little

    more interesting.

    A blunt object with an exceedinglylarge end that will knock someone's

    teeth out. Especially since it's made ofplasma.

    Claws made from pure energy. Theywill never break, and they help you

    beat someone up.

    A sword that will leave behind shardseverywhere it slices. Ouch. It's stuck

    inside of you.

    It's as bad as it sounds. Thisrocket launcher is a brutal weapon that

    will put millions more shards than apistol. Ouch again.

    A rare weapon that will drain themagical powers out of the target for

    their next actions. Has to recharge fora while.

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    the most vital part of your body. To use, if youget attacked successfully in the head, the number to the right reduces thedamage by its value.

    : A thug strikes you in the head with a club that deals 3 damage. Yourhelmet has a 1, so it only deals 2 damage.

    This thin cloth hat barely protects

    you. It's just for luck.

    This helmet is weak, but it's better

    than nothing.

    This device attaches to your neck andputs a small force eld around yourhead. Hooray! You look ridiculous!

    This helmet is the average metal,

    providing medium protection.

    This incredible invention will turn

    your head intangible most of thetime. Get a four or higher on a d6

    to have it work. OtherMINe, it's just 3armor.

    A strong helmet. The best of the best.

    Use by subtracting the amount of damage by the number when attacked inthe body. (anywhere besides the head)

    This is what normal people wear. You

    are not normal.A weak metal that's rusty and stupid

    looking. But it's better than thoseclothes.

    It puts a force eld around your entirebody! Idiotic!

    A normal metal that most warriorswear. Hooray

    This armor reects anything that hits

    it most of the time. Works the sameas a Passer.

    Strong armor. What else is there to

    say?

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    , but expensive. They can li large objects, crushanything, throw reballs and lasers at people not really, but still.

    To use, just have the player be able to use the ability that comes with theglove like a normal action.

    These gloves give you +1 STR

    while you're wearing them.These gloves let you freeze time

    temporarily, giving you an extra actionbefore anyone else acts. Relatively

    long cool down.

    These gloves let you climb upanything. Even sheer walls.

    These gloves can freeze anything and

    control ice.

    These gloves are just like armor. 4armor.

    These gloves let you control rocks andthe Earth beneath your feet.

    Pretty much as cool as the gloves. They give you allsorts of useful abilities and stu. You can equip two at a time.

    This accessory gives you the ability tojump higher and farther. Be sure to

    wear a helmet

    This gemmed necklace gives you anextra die when doing a stealth action

    or casting .

    This ring will save you when in yourmost distress, by teleporting you to

    the nearest town! Only works when

    desperately needed.

    This stone lets you bring someone (orsomething) back to life. Of course, the

    someone (or something) must have

    lived once before. One use only.

    This bracelet restores your HP to itsmaximum whenever. Even when

    you're dead. One use only.

    This brace give you armor. 3 armor.

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    Chapter 1

    The World & Quests

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    On the planet Aporia, humanity lived peacefully, incredibly advancing intechnology for over 3,000 years until that day.

    That day in which they started to appear.Ris, portals to another world called the Abyss started opening, and

    horrifying creatures, which were later called Purgers, came through, murderingevery human they lay eyes on. All of society was nearly thrown into the ruin.

    Other creatures that came through the Ri, called Daemons, meant theHumans no harm. They came through, running away from the Purgers as well.However, terror lled the humans, since they knew not that the Daemons wereno threat to them. The Daemons bonded to humans, making them their hosts.

    Hosts of Daemons were granted supernatural abilities from their type ofDaemon.

    There are 6 types of Daemons:

    However, the Humans didn't see that the Daemons were on their side. Aerall previous Government had been dissolved, the new theocracy formed, called

    .

    believes the Abyss, and everything that comes from it, is pureevil. Hosts and Purgers are killed on sight. It is better for a man to be wicked,but part of the Restoration, than to be extremely kind, and a Host.

    Hosts were quickly dehumanized, believing to have been completely taken bytheir Daemons.

    continue to massacre humans, their Ris only opening at night.They stay aer dawn, however, killing as many humans as they can before they

    themselves are killed. They seem to target Hosts specically, however. It seemsas though they have a hatred towards the Daemons. No one knows the truepurpose of the Purgers, but all fear them.

    live mostly in Wastelands making their residence in Enclaves,buildings in where groups of Hosts live together. The Restoration dares notattack these Enclaves because of the great number of Hosts there. They avoidthem as much as they can.

    The Hosts live in true anarchy. They work crimes against The Restorationtogether, trying to stay alive.

    What do the Purgers have to plan against Aporia?

    What mysteries does the Abyss hold, and what can be done to stop it?

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    1.1: Aporia

    Earth before the horror started. Extremely advancedin Technology and existing in complete peace, the human race thought that noworry could ever come upon them again.

    Utopia had been achieved, and what could stop that?

    However, the humans had no knowledge of the truth of the Multiversetheory. Once the Purgers came through the Ris, the whole world was throwninto complete panic. Humanity had forgotten about stress; about sorrow.

    The apocalypse had arrived, and they had no chance. Cities were ruined,massacred, and the world's population decreased. You can still see the tallskyscrapers and buildings remaining today. However, none occupy them, andthey are aged.

    Now, hundreds of years later, Aporia is covered in ruins, and such hate andconfusion lls the air, that most of humanity doubts that a Utopia could ever beachieved again.

    Occasionally, artifacts remaining from the previous civilization can bediscovered. These items are usually powerful weapons, armor, and accessories.As the GM, you will have to make these up.

    The Ascended were the humans that were greatly advanced in technologyand has their great cities. Now, The Ascended are gone, and only the Aporiansremain.

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    1.2: The Abyss

    mysterious, twisted world, full of nightmares, and the true fearof individuals. Most brave venturers to this world oen end up going completelyinsane. As a wasteland full of disease, death, and fear, it is the most terrifyingthing to enter existence. Players usually have a continuous Phobia eect in this

    world.The Abyss centers its creations and hallucinations around the witnesses' fears.

    The subconscious of beings in the world are read, and created as true horrors. Aconstant nightmare, the Abyss is feared by all.

    is the place in the Abyss in which the Spirits of Hostsreside aer death. Any deceased Host can be reached here.

    If your players, for some reason, travel to this world, think of the mostdisturbing things you can think of. This will help you describe this world. Lots ofdead bodies, hallucinations, blood, disturbed spirits with their mouths stuck openin a scream, stu like that. It's just plain scary.

    A constant fog covers the world, and Purgers can be found in every corner.

    The Abyss is the result of corruption. A group of creatures, called theEternals, cursed the world with a Crystal guarded by a terrifying creature calledthe Elder Purger. No one knows for sure if it exists, but legend says it does. TheDaemon's Overlord protected his people from being corrupted aer the Eternalsrose to power, but that didn't last long aer the Purgers, creatures who used tobe the natives of that universe before it was corrupted, quickly attempted todestroy the Daemons' cities.

    The only way to break the curse is to destroy the Crystal being guarded by theElder Purger. This is an extremely dicult task, considering that you have to killthe Elder Purger to get to it.

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    1.5: The Daemons

    that originated in the world of theAbyss. They, for unknown reasons, (wink, wink) were not twisted in the Abysslike the Purgers.

    They had incredible cities, artifacts, and temples dedicated to their Gods.They became extremely advanced and peaceful, trusting in their Divinity andreligion.

    His name was the Overlord. His subjects loved him, andbelieved him to be a divine creation.

    They were powerful, with incredible abilities and power.

    is a group of Daemons that, aer the Overlord'sdeath, took control of the Daemon government. They claim that the Overlord'sspirit still communicates with them, giving them guidance and advice. However,a large portion of the Daemon population does not believe they have anyguidance.

    The members of the Council were the ones who rst told the Daemons totravel to Aporia.

    The Daemons themselves don't even know what happened to their world.Centuries ago, the Abyss was a beautiful, unharmed world, able to sustain life.

    Then they awoke one day to a horror. Their world was full of pollution,toxic gases, and pure nightmares. The Council quickly spread the word to ee,and the Astrodaemons opened Ris for their people to travel to. The Daemonsknew about Aporia before, and they believed the humans could help them.Sadly, many didn't believe in the Council, and decided to stay behind.

    However, the Purgers came and destroyed the creations cities of theDaemons, desolating their sacred land, and also killing many of them. TheDaemons who escaped quickly le to Aporia, nding a Host as fast as they could.

    Daemons are unable to use their powers in other Universes without beingbound to a Host.

    These creatures are real, and they tangible. They do not change anythingabout their Host except give them powers when merged.

    The Purgers followed the Daemons through the Ris.

    The reason the Purgers want to kill the Daemons is because the Eternalscontrol them, and the Eternals are angry that the Daemons escaped their curse,and so they want all of the Daemons dead.

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    1.3: The Restoration

    of humans that have not yet been killed, or beenbound to a Daemon.

    by a man called The Prophet. He despises the Abyss

    and all Hosts, and has no tolerance for them. If any Restored (member of theRestoration) is caught harboring a Host, they will be put to death along with theHost.

    n the only in-tact city in the world. This city is calledSanctuary. It is regulated, law-enforced, and governed by the Restoration. Thiscity is an astounding metropolis, over-crowded with citizens and trac. It hasgiant walls with high security surrounding it, over the entire metropolis is aSuppressant.

    A suppressant is a forceeld that keeps Ris from opening inside. Thisprevents Hosts from teleporting in, and Purgers from entering Aporia inside ofthe city.

    as fail-safe defensemechanism against the Purgers. They brainwash them, break them down andcrush them to humility. These Hosts are almost always Ragers. The Restorationonly uses them when necessary, and when they aren't using them, the Hosts aretreated as animals, chained in sealed cells, given barely any food, and beatenoen.

    of Faundor is enormous. Thousands of Restoredparticipate in it, and they oen venture out of the city, hunting down Hosts andPurgers, going on month-long massacres. They are highly trained to ghtagainst Purgers, and against Hosts.

    . Theybelieve that they are wrong about that Hosts, and that the Purgers are the onlyones who are a threat.

    They are oen the ones who harbor Hosts in Faundor, keeping them safe andalive.

    Some humans have formed a small rebellion against the Restoration. Nobodybelieves that this rebellion will succeed, considering the strength and power ofthe Restoration.

    Over a hundred people are killed by the Restoration each day.

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    1.4: The Hosts

    before they became Hosts. The Daemonchooses its Host, and most Hosts wake up to see their Daemon in their room.

    When they are bound, Hosts usually feel fear, and despair. They know theywill never be accepted into society, and most likely killed, or tortured if

    discovered. Being a Host is incredibly depressing. Oen their entire families arekilled by Purgers breaking through the Suppressant, or by the Sanctity itself.

    in large buildings called Enclaves, owned by mencalled Lords. The majority of Enclaves lie in the Wastelands, an impossibly largedesert into which no sane person attempts to enter.

    is referred to as .

    , their spirit travels to the Abyss until they awaken. This iswhy Hosts usually avoid sleep. While sleeping, the Host feels as though they areawake, but participating in the horror that the Abyss presents them. Read moreabout the Abyss to understand what goes on.

    among Hosts. Hosts who have gone completelyinsane from sleep or from too much ghting are called

    Most Enclaves occasionally have mandatory Sanity tests, where everymember of the Enclave is required to answer a bunch of strangers. These areused to prevent Ragers from cracking inside the Enclave. If the member takingthe test answers the questions angrily, jokingly, or just insanely, they will bedetermined as insane. If an Enclave member is found to be insane, they arebrought outside the Enclave and killed immediately.

    are out to kill them. They try to surviveas much as they can.

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    1.5: Quest 1: Descension

    Legend says that the ruins of the great cities of the Ascended hold treasuresunimaginable by the average human. Ikarr, the Lord of the powerful ItaranEnclave in the Wastelands, has heard of a great temple in the nearby ruins of the

    giant city Crypt. These rumors, he claims, come from a reliable source.However, there is a problem. Crypt is notorious for its great number of

    Ragers. Many souls have wandered there, only to lose their mind in the process.Will the group make it through the dangerous city?Is the treasure even real?Secrets lie beneath the earth

    Your players are inhabitants of the Itaran enclave. They will be chosen, byIkarr to accompany him on this quest to Crypt. They will take the Aetran, anadvanced jet, to the city, and then continue on foot.

    Keep in mind Crypt is an enormous city. Bigger than New York City in today'sworld. The buildings are tall, strong, and inhabited. The players will be ghtingmany Ragers here, and also many Purgers.

    Some Ragers are sentient, being able to communicate and make deals withothers. However, this is a risky thing to do. Ragers have an extremely violentmind.

    A weak Incumancer, who isn't much one for ghting. Heprefers to just sit back and watch as others do the dirty work forhim. This is why he is having others guard him on this trip to Crypt.

    No one even knows what type of Daemon he has. No one living,anyways.

    A Rager, who live in Crypt. He oversees all that goes on in Crypt,and he knows a lot about the ancient city. He holds a lot of secretsin his mind, and this makes him a valuable resource. Hyperdaemon.

    Ikarr isn't actually an Incumancer. He's just a normal person,power-hungry. How he became the Lord of an Enclave, no oneknows. But he can still take an Incumancer full-on, and kill them.But why would you have to ght him?

    The temple and the artifact both do exist, however, no one has everfound them. The artifact will grant the user incredible power.That's what legend says, at least.

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    Chapter 2

    How To Play

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    2.1: Character Creation

    The name can be anything you wish, but you justneed a name. Write it down, along with your gender on your character sheet.

    This is the most important part of your character.

    See Daemon types and their abilities on page 17.

    The starter abilities have no level-requirement. Pick one of these. Also, you may make up some skills, or pick onefrom the list on page

    In the boxes to the right of where it says (strength),(mobility), (mind), and (magic), put the

    numbers , , , and in the order of your choice. In the , put yourmultiplied by .You start at Level , but you will easily advance. See how to advance on page .

    . You start with . You can spend it onequipment in on page 2 . The you don't spend you put next to the onyour character page.

    Every character must have a phobia. Whenever you areafraid, (in the presence of your phobia) you lose two dice from each roll.However, whenever you succeed while afraid, you get an You can chooseyour own phobia or look at the list on page .

    Every human being has a history. Provide some answers.How long has your character been a Host? What happened when they becameone?

    meet Kiaara. She is 25 years-old, and a verygood Incumancer with her Pyrodaemon. She became a Host when she was 21.She told no one, even her husband what she was. But when a Purger broke intoher home, killing both her 3 month-old child and her husband, she knew she hadto leave Faundor. She now keeps her hair short in honor of her lost family, andswears revenge against the Purgers for destroying her world.

    Character sheet is on page .

    for their .

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    2.2: Natural feats

    necessary to roll for,and that is an action that a normal creature (not a host) can perform, this actionis a attempt, and the player must roll in order to succeed.

    that the player will roll. If it requires mobility, useMOB. If it requires strength, use STR. If it requires perceiving or intelligence, useMIN.

    Ankaa is trying to climb up into a window, so he should use MOB.

    that would help the player accomplishthis task.

    Ankaa is trying to climb up into a window, so he is usingMOB, and his climbing skill should also help him succeed.

    the task is to accomplish. See dicultieson page 2 .

    Ankaa is trying to climb up into a window, and that wouldbe very dicult and dangerous, so I, the GM, give that action a diculty of .

    First, the player gets on free for every natural feat theytry to accomplish. Then take the number next to the stat the player is using forthe action, and put in that many . Then, take the number of skills that wouldhelp the player complete the task, and add that to the number dice the player isusing. Then allow that player to use up as many dice in their as theywish.

    Ankaa gets dice because his MOB is and he has a skill. Heput 3 dice from his dice-pool in, so he has a total of die-sixes.

    from your , and .

    that you rolled. A or are . The amount ofneeded to complete the is how it is. If you , the

    dice you used from your . If you , you get your dice thatyou put in the roll from your , and an additional for your .

    Ankaa rolled his 7 dice and got the following results: 1, 2, 3, 3, 4, 5, and 6.Ankaa only got 3 successes, so he does not succeed and/or something badhappens, which the GM decides. For example of something bad happening, healerts someone in the house because of a loud noise he makes, or he falls.

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    2.3: Supernatural feats

    does an action that uses his/her Daemon's powers, use thissystem of success.

    to do this. Maybe a player willtry to throw a re ball when they are, in fact, an Astrodaemon. They can't dothat. If the player has the ability, continue.

    Most Supernatural Feats have a reasonably highdiculty. All abilities have set diculties, but you, as the GM can modify themas you like.

    First, give them at least one die. They always have at least onechance. Then, look at the player's stat. (or, if for some reason, thesupernatural feat requires a dierent stat, use that one instead.) Whatever rankit is, add that many dice. Then, see what level the ability they are using is. Addthat many dice. Then, the player may add as many dice as s/he wants to fromtheir dice-pool.

    in the same way as Natural feats.

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    2.4: Leveling Up

    is fairly simple. Whenever you roll an action, (you do not have tosucceed) you get to lightly color in a box to the right of the stat you used.

    Ankaa tried to climb up into the window, and even though he failed, he

    gets to color in a box next to because he used for the action.

    next to one stat are lled, you erase them all so they areempty and mark an point on the bottom of the character sheet. When acertain number of boxes in the XP section are lled in, you level up and get toerase all the boxes in your XP section and ll in a box in the Level sectionunderneath your stats.

    a level, see the chart on the next page to see what you cando on each level gain.

    to advance to the next level is the level you'retrying to achieve. For example, to get to , you need .

    30. If you, as the GM, wish for them to continue advancing,start the level-gaining chart over again at

    +1 max HP. Raises the max HP of the player by 1.

    +1 Stat. Raises a chosen Stat of the player by 1.

    Level up ability. Raises the level of a chosen ability that the playeralready has.

    New Skill. You may make up another skill or add one from the list on page

    Add Ability. The player may choose another ability from their Daemon'sability list, (starting on page ) as long as they have the level that isrequired.

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    + 1 max HP

    New Skill

    Level up Ability

    New Skill

    Level up Ability

    + 1 max HP

    +1 max HP

    + 1 max HP

    Add Ability Add Ability

    New Skill

    + 1 max HP

    + 1 max HP

    + 1 Stat

    +1 max HP

    Level up Ability

    Level up Ability

    + 1 max HP

    Add Ability Add Ability

    Level up Ability

    New Skill

    New Skill

    + 1 max HP

    + 1 Stat

    + 1 max HP

    +1 max HP

    Level up Ability

    Add Ability Add Ability

    + 1 max HP New Skill

    + 1 Stat New Skill

    Level up Ability

    + 1 max HP

    +1 max HP

    + 1 max HP

    Add Ability Add Ability

    + 1 Stat

    + 1 max HP

    + 1 max HP

    New Skill

    +1 max HP

    Level up Ability

    Level up Ability

    + 1 Stat

    Add Ability Add Ability

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    2.5: Special Case

    special feats that have certain rules. They are listed here.

    In order for a Host to use their Daemon's ability, they must , which iswhen the Daemon turns into an intangible matter and enters the Hosts mind.This is when a host tries to combine with their Daemon in order to use theirabilities. This gives you the capability to use your abilities. As long as the player isnot , no roll is required for this. It is automatic. It give you

    works the same way.

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    Chapter 3

    References

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    3.1: Daemons

    Here is a list of them, along withtheir Abilities and bonuses:

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    Allows the Caster to listen to the thoughts ofthe target for a limited amount of time.

    The Caster deals 2 damage (+ PSI) to target.

    Causes the target to become slightly afraid ofthe Caster, causing the target to becomemore easily submitted to the Caster's will.

    Blocks any Psiodaemon eects on a group orindividual of targets.

    Gives everyone in the Area, except the Caster,the Phobia Eect.

    Allows the Caster to communicate with anyreasonable target through their mind.

    Dampens the target's emotions (emotion canbe specied), making them more calm and

    serene.

    Deals 1 damage to a target whenever they tryto perform an action as long as the ability is

    in eect.

    Amplies the target's emotions (emotionscan be specied), making either more

    passionate, scared, angry, etc.

    Causes the target to temporarily lose allsense and go completely Insane.

    While the target is sleeping, the Caster mayenter the dreams of the target.

    Allows the Caster to add a memory to thetarget's mind.

    Allows the Caster to control the mind andactions of the target.

    Allows the Caster to erase a memory fromthe target's mind.

    Creates an illusion in the minds of everyonein the area.

    Causes the target's mind to be temporarilyseparated from the rest of his body, rending

    him motionless, and unable to use any ofhis/her senses.

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    Allows the Caster to shoot a ball of re fromhis/her hands, dealing 2 damage (+ PSI).

    Creates knives of ame extending from theCaster's sts. Good for hand-to-hand combat.

    The Caster may warm up anything to anuncomfortably, or even deadly heat.

    Allows the Caster to ignite anything on re.

    Creates a large wall of ames, threateninganything that desires to cross.

    Creates a large amount of smoke to restrictvision and sight.

    Causes the Caster to shoot ames from hismouth, dealing 4 (+PSI) re damage to

    whoever it hits.

    Makes the Caster, and/or others near himinvulnerable to all heat and re.

    Allows the Caster to temporarily control thegrowth and direction of previously existing

    ames.

    Spontaneously causes an explosion to erupt.

    Propels the Caster in a desired direction,including up.

    Shoots a wall of ames that burns and lightsre to anything it touches, dealing 5

    damage.

    Shoots multiple reballs from the Caster'ssts, ying in multiple directions.

    Removes all water from an object, making itcompletely dry.

    Brings a large amount of hot magma from

    under the planet's surface to the surface.

    Allows the Caster to melt a targeted item,

    wall, pillar, anything that is meltable, and nottoo large in scale.

    Shoots a beam of super-heated plasma,dealing 6 (+ PSI) damage.

    Creates a large amount of re that deals 8 (+PSI) damage to everything it touches.

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    Creates a Ri that the Caster is sucked into,teleporting them to a desired, close by

    location. Around up to 100 .

    Lis and moves light objects with the Caster'smind.

    Creates a Forceeld that resists all damagedirected to what it is surrounding.

    Creates a Ri that the Caster and all nearbyare sucked into, teleporting them to a

    desired, far away location.

    Turns the Caster temporarily invisible. Lis and moves medium-weighing objectswith the Caster's mind.

    Lis and moves the Caster with the Caster'smind. Whenever the holder of this ability fails a

    Dodge roll, or a roll that would have beendetermined by reex, the player may cast this

    as well to dodge.

    Opens a Ri to the Abyss. Purgers oencome through the other side.

    Sends the target's spirit on a temporary tripthrough the Abyss. Hopefully without killing

    him/her.

    Lis and moves multiple selected objectswith the Caster's mind.

    Allows the Caster to change their body intoanything. The change is permanent. The

    Caster must cast this again in order to returnto true form.

    Creates a Suppressor, preventing any Ris

    from opening from inside the area.

    Summons comets that rain down on the area,

    dealing lots of damage.

    Lis and moves any weight of objects withthe Caster's mind.

    Makes a group of targets temporarilyinvisible.

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    Temporarily add +1 STRStrength Bonuses arestackable

    Changes the size of the Caster to eithernormal, twice the size, or half the size.

    Temporarily add +1 STR and +1 max HPStrength Bonuses arestackable

    Temporarily add +1 STR and +2 max HPStrength Bonuses arestackable

    Allows the Caster to have damage dealt to atarget dealt to the Caster instead.

    Temporarily add +2 STR and +2 max HPStrength Bonuses arestackable

    Allows the Caster to give a target part oftheir HP. Removes all Phobia eects on the Caster.

    Raises a Stone wall to protect people whotake cover behind it.

    Aer an attack is successful, this may be castto ignore all armor the target is wearing.

    Cast for the target to regain 5 HP. Self can betargeted.

    When attacked, this may be cast, and whensuccessful, the damage directed towards the

    Caster is directed to the Attacker instead.

    Temporarily add +3 STR and +3 max HPStrength Bonuses arestackable

    When attacked, this may be cast, and whensuccessful, half of the damage directed

    towards the Caster is absorbed.

    When cast, multiple targets around youtemporarily gain +3 STR.

    When attacked, this may be cast this toignore all damage. Can be cast once whilebeing attacked, even if being attacked by

    more than one person.

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    Creates a large ash of light that temporarilyblinds everyone in the area.

    Creates an extremely loud sound that

    temporarily deafens everyone in the area.

    Creates a large cloud that makes it impossibleto see anything while covered by it.

    Prevents the Caster and/or other target(s)from being eected by loud sounds and

    bright light.

    Darkens the area in which it is cast. Brightens the area in which it is cast.

    Controls the movement of existing shadows.No movement from the source of the

    shadow is required.

    Prevents the Caster from being capable ofproducing any sound.

    Allows the Caster to be able to see no matterwhat light level there is.

    Shoots out a beam of light that deals 4damage (+ PSI) to what it hits.

    Makes a targeted shadow tangible, allowingit to deal damage, and pick up items.

    Causes a targeted Shadow to becomesentient, being able to talk and think for

    itself.

    Shoot out a ripple of tangible shadows,knocking everyone in the area besides the

    Caster, o their feet.

    Shoots a powerful, inaudible sound, withsuch force that can break down walls, and kill

    people. Has a bit of a kick.

    Changes the gravity in the area. Makes itstronger, weaker, and/or changes the

    direction in which the gravity in the area

    pulls.

    Changes the gravity of an individual, or agroup. Makes it stronger, weaker, and/orchanges the direction in which the gravity

    pulls on the targets.

    The Caster releases a loud sequence of ashesof light and loud sounds, rendering all whoare not protected blind and deaf for quite a

    while.

    Temporarily makes a group of targets

    incapable of producing any soundwhatsoever.

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    Summons an undead minion that has 3 HP.Only one minion of the same level may be

    existing at a time.

    When cast the Caster rolls a d6. On 4-6, yougain 5 HP. On 1-3, however, you lose 4 HP.

    Turns the Caster temporarily invisible. Summons an undead minion that has 5 HPand 1 STR. Only one minion of the same level

    may be existing at a time.

    Gives everyone in the Area, except the Caster,the Phobia Eect.

    Summons an undead horse that the Castermay use as a mount.

    Captures the Target as a spirit, which may beput away and dealt with later.

    When cast, the Caster may communicatewith the spirit of a selected deceased

    individual.

    Summons and undead minion that has 7 HPand 2 STR. Only one minion of the same

    level may be existing at a time.

    Summons an undead minion that has 10 HPand 3 STR. Only one minion of the same level

    may be existing at a time.

    When cast at the beginning of a turn, theCaster may perform 2 more actions.

    Summons 7 undead minions that have 6 HPand 1 STR.

    When cast on a dead body, the Caster mayenvision a short time before the corpse died.

    When cast, it brings back a target from thedead with half the HP.

    Makes the Caster intangible, allowinganything to pass through him/her, such as

    walls and bullets.

    Summons a familiar that cannot attack, butcannot be seen by anyone besides you. This

    familiar may collect items, eavesdrop onconversation, or whatever the GM allows.

    When cast, the Caster has a vision that s/he istalking to a spirit, that oers him/her

    guidance.

    Summons an undead minions that has 15 HPand 5 STR. Only one minion of the same level

    may be existing at a time.

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    3.2: Antagonists

    types of creatures that the players will be ghting against.GM, refer to here for dierent types of creatures. If any other Antagonists enterthe battleeld that you make up, make up traits for them, such as HP, STR, MOB,

    etc. Antagonists get no

    A large wolf-like creature with longclaws and no eyes. How it knows you're

    there, no one knows.

    : 35: 5

    : 0: 0

    03+2

    When cast, the Ripper shoots out its long tongue, and everythingit touches receives Poison and 3 damage.

    A fast, small creature that latches ontothe back of others' heads. It then madlycontrols them, using their abilities and

    weapons.50402

    When cast, the Corrupter jump up, latching onto the head ofanother, taking control of them.

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    A tall, lanky, terrifying creature thatabsorbs dead bodies to become them,acting just like them and being able to

    use their abilities.120

    035

    When cast on a dead body, the Deceit absorbs the corpse, turninginto its form.

    When the Deceit is in a form, this may be cast for the Deceit toturn into its true form, dissolving the previous corpse inside itself.

    A bulky, strong creature that uses itsfreakishly deformed, large sts to maul

    its victims.255300

    +3

    NONE

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    A usually skinny man or woman whoheals his/her teammates.

    : 20

    : 0: 1

    : 23

    When cast, the Cleric may restore 5 HP to any target, includinghimself.

    A large, strong man who deals a lot ofdamage and can take a lot of damage.

    : 30: 3

    : 2: 0

    12+1

    Aer an attack is successful, this may be cast to ignore all armorthe target is wearing.

    A feared mage that is rarely seen. Cantemporarily make it impossible for aHost to merge with his/her Daemon.

    : 25: 0

    : 1: 2

    3

    When this is Cast on a Host, the target cannot Merge with his/herDaemon for some time.

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    3.3: Skills, Phobias, and Diculties

    Gunnery Blades Brawling Climbing

    Stealth Jumping Disguise Persuasion

    Magic Hunting Religion Plasmology

    Abyssians Basic Construction Liing Navigation

    Endure Healing Physics Martial Arts

    Acrobatics Armor Invention Hacking

    Gears Piloting Driving Escape

    Locks Mimicry Mining Pickpocket

    Mounts Survival Cras Maneuvering

    Empathy Falling Parrying Clubs/Maces

    Etiquette Hypnotism Astronomy Biology

    Chemistry Robotics/AI Cooking Engineering

    History Smuggling Technology Mythology

    Achluophobia- Fear of darkness.Acrophobia- Fear of heights.Agateophobia- Fear of insanity.Agliophobia- Fear of pain.Agoraphobia- Fear of open spaces or of being in crowded, public places like markets. Fear of

    leaving a safe place.Arachnephobia or Arachnophobia- Fear of spiders.Autophobia- Fear of being alone.Aviophobia or Aviatophobia- Fear of ying.Bacteriophobia- Fear of bacteria.Ballistophobia- Fear of missiles or bullets.Claustrophobia- Fear of conned spaces.Demonophobia or Daemonophobia- Fear of demons.Emetophobia- Fear of vomiting.Gephyrophobia or Gephydrophobia or Gephysrophobia- Fear of crossing bridges.Hemophobia or Hemaphobia or Hematophobia- Fear of blood.Herpetophobia- Fear of reptiles or creepy, crawly things.Hoplophobia- Fear of rearms.

    Illyngophobia- Fear of vertigo or feeling dizzy when looking down.Iophobia- Fear of poison.Kakorrhaphiophobia- Fear of failure or defeat.Ligyrophobia- Fear of loud noises.Malaxophobia- Fear of love play. (Sarmassophobia)Necrophobia- Fear of death or dead things.Ochlophobia- Fear of crowds or mobs.Ophidiophobia- Fear of snakes.

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    Pathophobia- Fear of disease.Phasmophobia- Fear of ghosts.Technophobia- Fear of technology.Thanatophobia or Thantophobia- Fear of death.

    A one is a very easy task to accomplish, so it doesn't happen very oen.

    A two is an easy task. It happens occasionally, but still, not very oen.

    A three is a moderate task. It takes some skill, but not much. This is the averagetask.

    A four is a hard task. This requires a fair amount of skill, and oen stress, shock,injuries or danger has something to do with this.

    A ve is a very hard task. Only experts should attempt this. If the player wouldhave a very hard time succeeding while accomplishing a task, and oen stress, shock,injuries or danger has something to do with this, then it would be ave.

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    3.4: Weapons, Armor, and Items

    . That's why they were made. To use,take the number next to it and add your STR to it, and add that to a rollon a d6. That is how much damage you deal.

    : A +2 weapon will deal 2 + STR damage.

    Just a simple plasma pistol used forshooting the guts out of your enemies.

    A sword that can slice your enemies

    clean in half.

    A whip made out of plasmic energy.

    What more could you ask for?

    A small gun that will stun your

    enemies. It has to recharge, however.

    A sword made out of pure energy,which will never break.

    Shatter weapons split the bullet they

    re into countless smaller ones. Ouch.

    Claws that you put on both of yourhands to make Fist-Fighting a little

    more interesting.

    A blunt object with an exceedinglylarge end that will knock someone's

    teeth out. Especially since it's made ofplasma.

    Claws made from pure energy. Theywill never break, and they help you

    beat someone up.

    A sword that will leave behind shardseverywhere it slices. Ouch. It's stuck

    inside of you.

    It's as bad as it sounds. Thisrocket launcher is a brutal weapon that

    will put millions more shards than apistol. Ouch again.

    A rare weapon that will drain themagical powers out of the target for

    their next actions. Has to recharge fora while.

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    the most vital part of your body. To use, if youget attacked successfully in the head, the number to the right reduces thedamage by its value.

    : A thug strikes you in the head with a club that deals 3 damage. Yourhelmet has a 1, so it only deals 2 damage.

    This thin cloth hat barely protects

    you. It's just for luck.

    This helmet is weak, but it's better

    than nothing.

    This device attaches to your neck andputs a small force eld around yourhead. Hooray! You look ridiculous!

    This helmet is the average metal,

    providing medium protection.

    This incredible invention will turn

    your head intangible most of thetime. Get a four or higher on a d6

    to have it work. OtherMINe, it's just 3armor.

    A strong helmet. The best of the best.

    Use by subtracting the amount of damage by the number when attacked inthe body. (anywhere besides the head)

    This is what normal people wear. You

    are not normal.A weak metal that's rusty and stupid

    looking. But it's better than thoseclothes.

    It puts a force eld around your entirebody! Idiotic!

    A normal metal that most warriorswear. Hooray

    This armor reects anything that hits

    it most of the time. Works the sameas a Passer.

    Strong armor. What else is there to

    say?

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    , but expensive. They can li large objects, crushanything, throw reballs and lasers at people not really, but still.

    To use, just have the player be able to use the ability that comes with theglove like a normal action.

    These gloves give you +1 STR

    while you're wearing them.These gloves let you freeze time

    temporarily, giving you an extra actionbefore anyone else acts. Relatively

    long cool down.

    These gloves let you climb upanything. Even sheer walls.

    These gloves can freeze anything and

    control ice.

    These gloves are just like armor. 4armor.

    These gloves let you control rocks andthe Earth beneath your feet.

    Pretty much as cool as the gloves. They give you allsorts of useful abilities and stu. You can equip two at a time.

    This accessory gives you the ability tojump higher and farther. Be sure to

    wear a helmet

    This gemmed necklace gives you anextra die when doing a stealth action

    or casting .

    This ring will save you when in yourmost distress, by teleporting you to

    the nearest town! Only works when

    desperately needed.

    This stone lets you bring someone (orsomething) back to life. Of course, the

    someone (or something) must have

    lived once before. One use only.

    This bracelet restores your HP to itsmaximum whenever. Even when

    you're dead. One use only.

    This brace give you armor. 3 armor.

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    Chapter 1

    The World & Quests

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    On the planet Aporia, humanity lived peacefully, incredibly advancing intechnology for over 3,000 years until that day.

    That day in which they started to appear.Ris, portals to another world called the Abyss started opening, and

    horrifying creatures, which were later called Purgers, came through, murderingevery human they lay eyes on. All of society was nearly thrown into the ruin.

    Other creatures that came through the Ri, called Daemons, meant theHumans no harm. They came through, running away from the Purgers as well.However, terror lled the humans, since they knew not that the Daemons wereno threat to them. The Daemons bonded to humans, making them their hosts.

    Hosts of Daemons were granted supernatural abilities from their type ofDaemon.

    There are 6 types of Daemons:

    However, the Humans didn't see that the Daemons were on their side. Aerall previous Government had been dissolved, the new theocracy formed, called

    .

    believes the Abyss, and everything that comes from it, is pureevil. Hosts and Purgers are killed on sight. It is better for a man to be wicked,but part of the Restoration, than to be extremely kind, and a Host.

    Hosts were quickly dehumanized, believing to have been completely taken bytheir Daemons.

    continue to massacre humans, their Ris only opening at night.They stay aer dawn, however, killing as many humans as they can before they

    themselves are killed. They seem to target Hosts specically, however. It seemsas though they have a hatred towards the Daemons. No one knows the truepurpose of the Purgers, but all fear them.

    live mostly in Wastelands making their residence in Enclaves,buildings in where groups of Hosts live together. The Restoration dares notattack these Enclaves because of the great number of Hosts there. They avoidthem as much as they can.

    The Hosts live in true anarchy. They work crimes against The Restorationtogether, trying to stay alive.

    What do the Purgers have to plan against Aporia?

    What mysteries does the Abyss hold, and what can be done to stop it?

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    1.1: Aporia

    Earth before the horror started. Extremely advancedin Technology and existing in complete peace, the human race thought that noworry could ever come upon them again.

    Utopia had been achieved, and what could stop that?

    However, the humans had no knowledge of the truth of the Multiversetheory. Once the Purgers came through the Ris, the whole world was throwninto complete panic. Humanity had forgotten about stress; about sorrow.

    The apocalypse had arrived, and they had no chance. Cities were ruined,massacred, and the world's population decreased. You can still see the tallskyscrapers and buildings remaining today. However, none occupy them, andthey are aged.

    Now, hundreds of years later, Aporia is covered in ruins, and such hate andconfusion lls the air, that most of humanity doubts that a Utopia could ever beachieved again.

    Occasionally, artifacts remaining from the previous civilization can bediscovered. These items are usually powerful weapons, armor, and accessories.As the GM, you will have to make these up.

    The Ascended were the humans that were greatly advanced in technologyand has their great cities. Now, The Ascended are gone, and only the Aporiansremain.

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    1.2: The Abyss

    mysterious, twisted world, full of nightmares, and the true fearof individuals. Most brave venturers to this world oen end up going completelyinsane. As a wasteland full of disease, death, and fear, it is the most terrifyingthing to enter existence. Players usually have a continuous Phobia eect in this

    world.The Abyss centers its creations and hallucinations around the witnesses' fears.

    The subconscious of beings in the world are read, and created as true horrors. Aconstant nightmare, the Abyss is feared by all.

    is the place in the Abyss in which the Spirits of Hostsreside aer death. Any deceased Host can be reached here.

    If your players, for some reason, travel to this world, think of the mostdisturbing things you can think of. This will help you describe this world. Lots ofdead bodies, hallucinations, blood, disturbed spirits with their mouths stuck openin a scream, stu like that. It's just plain scary.

    A constant fog covers the world, and Purgers can be found in every corner.

    The Abyss is the result of corruption. A group of creatures, called theEternals, cursed the world with a Crystal guarded by a terrifying creature calledthe Elder Purger. No one knows for sure if it exists, but legend says it does. TheDaemon's Overlord protected his people from being corrupted aer the Eternalsrose to power, but that didn't last long aer the Purgers, creatures who used tobe the natives of that universe before it was corrupted, quickly attempted todestroy the Daemons' cities.

    The only way to break the curse is to destroy the Crystal being guarded by theElder Purger. This is an extremely dicult task, considering that you have to killthe Elder Purger to get to it.

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    1.5: The Daemons

    that originated in the world of theAbyss. They, for unknown reasons, (wink, wink) were not twisted in the Abysslike the Purgers.

    They had incredible cities, artifacts, and temples dedicated to their Gods.They became extremely advanced and peaceful, trusting in their Divinity andreligion.

    His name was the Overlord. His subjects loved him, andbelieved him to be a divine creation.

    They were powerful, with incredible abilities and power.

    is a group of Daemons that, aer the Overlord'sdeath, took control of the Daemon government. They claim that the Overlord'sspirit still communicates with them, giving them guidance and advice. However,a large portion of the Daemon population does not believe they have anyguidance.

    The members of the Council were the ones who rst told the Daemons totravel to Aporia.

    The Daemons themselves don't even know what happened to their world.Centuries ago, the Abyss was a beautiful, unharmed world, able to sustain life.

    Then they awoke one day to a horror. Their world was full of pollution,toxic gases, and pure nightmares. The Council quickly spread the word to ee,and the Astrodaemons opened Ris for their people to travel to. The Daemonsknew about Aporia before, and they believed the humans could help them.Sadly, many didn't believe in the Council, and decided to stay behind.

    However, the Purgers came and destroyed the creations cities of theDaemons, desolating their sacred land, and also killing many of them. TheDaemons who escaped quickly le to Aporia, nding a Host as fast as they could.

    Daemons are unable to use their powers in other Universes without beingbound to a Host.

    These creatures are real, and they tangible. They do not change anythingabout their Host except give them powers when merged.

    The Purgers followed the Daemons through the Ris.

    The reason the Purgers want to kill the Daemons is because the Eternalscontrol them, and the Eternals are angry that the Daemons escaped their curse,and so they want all of the Daemons dead.

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    1.3: The Restoration

    of humans that have not yet been killed, or beenbound to a Daemon.

    by a man called The Prophet. He despises the Abyss

    and all Hosts, and has no tolerance for them. If any Restored (member of theRestoration) is caught harboring a Host, they will be put to death along with theHost.

    n the only in-tact city in the world. This city is calledSanctuary. It is regulated, law-enforced, and governed by the Restoration. Thiscity is an astounding metropolis, over-crowded with citizens and trac. It hasgiant walls with high security surrounding it, over the entire metropolis is aSuppressant.

    A suppressant is a forceeld that keeps Ris from opening inside. Thisprevents Hosts from teleporting in, and Purgers from entering Aporia inside ofthe city.

    as fail-safe defensemechanism against the Purgers. They brainwash them, break them down andcrush them to humility. These Hosts are almost always Ragers. The Restorationonly uses them when necessary, and when they aren't using them, the Hosts aretreated as animals, chained in sealed cells, given barely any food, and beatenoen.

    of Faundor is enormous. Thousands of Restoredparticipate in it, and they oen venture out of the city, hunting down Hosts andPurgers, going on month-long massacres. They are highly trained to ghtagainst Purgers, and against Hosts.

    . Theybelieve that they are wrong about that Hosts, and that the Purgers are the onlyones who are a threat.

    They are oen the ones who harbor Hosts in Faundor, keeping them safe andalive.

    Some humans have formed a small rebellion against the Restoration. Nobodybelieves that this rebellion will succeed, considering the strength and power ofthe Restoration.

    Over a hundred people are killed by the Restoration each day.

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    1.4: The Hosts

    before they became Hosts. The Daemonchooses its Host, and most Hosts wake up to see their Daemon in their room.

    When they are bound, Hosts usually feel fear, and despair. They know theywill never be accepted into society, and most likely killed, or tortured if

    discovered. Being a Host is incredibly depressing. Oen their entire families arekilled by Purgers breaking through the Suppressant, or by the Sanctity itself.

    in large buildings called Enclaves, owned by mencalled Lords. The majority of Enclaves lie in the Wastelands, an impossibly largedesert into which no sane person attempts to enter.

    is referred to as .

    , their spirit travels to the Abyss until they awaken. This iswhy Hosts usually avoid sleep. While sleeping, the Host feels as though they areawake, but participating in the horror that the Abyss presents them. Read moreabout the Abyss to understand what goes on.

    among Hosts. Hosts who have gone completelyinsane from sleep or from too much ghting are called

    Most Enclaves occasionally have mandatory Sanity tests, where everymember of the Enclave is required to answer a bunch of strangers. These areused to prevent Ragers from cracking inside the Enclave. If the member takingthe test answers the questions angrily, jokingly, or just insanely, they will bedetermined as insane. If an Enclave member is found to be insane, they arebrought outside the Enclave and killed immediately.

    are out to kill them. They try to surviveas much as they can.

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    1.5: Quest 1: Descensi