Dissolution Notes and Mark of Autochthon: Difference between pages

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__NOTOC__
{{ExaltedArtifact
== Banewarrens (8-10) ==
|summary = A magical mark over the heart, marking you as selected by Autochthon
|description = ''As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not.''


See [[Dissolution Notes Banewarrens]]
The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:


== The Malady (10-12) ==
* Any time your caste mark shows, Autochthon's mark is equally visible.
* Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
* Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
* Spirits of Autochthonia will notice the mark automatically.
* You can spend 2 motes to make the mark obvious to any onlookers.


See [[Dissolution Notes Malady]]
The mark provides the following benefits and drawbacks:


{{ #ifeq: {{CURRENTUSER}} | Wordman |
'''Will of Autochthon''': You gain an additional Nature of "Avatar". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your original Nature continues to work as normal. In addition, for any tests that directly further the goals of Autochthon, you may channel Virtues without spending Willpower.
== Goth Gulgamel (12-14) ==


=== Aggah-Shan's Journals ===
'''Cog in the Wheel''': When confronted with a situation that clearly advances the goals of Autochthon, if you want to act counter to those goals, you must ''fail'' an appropriate Virtue test to do so. This works like normal virtue suppression (core.130), so if you get any successes on this test, you either need to work toward Autochthon's goals or spend a point of Willpower to avoid doing so (solars and lunars also gain a point of Limit when they do this).


In the final room of the White House catacombs is Aggah-Shan's main living quarters. It is filled with research, concealed as the ledgers of the White House. (This is an elaborate head fake. The idea is that using the ledgers explains why there is tight security around them, but doesn't call attention to their true contents.) Centuries of ledgers are held in a shelf in the final room. In one of them is a bookmark made of lead covered in runes. When placed in one of the books, the pages "turn inside out" and reveal [[Aggah-Shan's journals]]. It is long reading, but contains the following:
'''Emissary of the Maker''': Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark; their reaction will depend on their opinion of Autochthon.


* He knows that Praemal is a prison. Originally a good wizard, he sought ways to break the prison open. His obsession drove him to more and more extreme acts, turning him evil and, ultimately led to his seeking of lichhood. It wasn't until becoming a lich that he learned ''why'' Praemal is a prison.
'''Lost in the Machine''': You gain a Background called "Precision", representing the depth of your connection to the Great Maker, and generally measuring how much humanity you have lost. Unlike most backgrounds, your Precision rating will likely change quite a bit, both up and down. This is explained in more detail below. You gain Precision at one dot immediately upon agreeing to the mark.  
* Details for the design of chaos machine
* References to the Fallen, the Dark Reliquary and Lilith. Mention of the powerful demons on the surface, but fairly lax security underneath. Need to plant seeds for future here.
* A lot of information about Goth Gulgamel, including a plan to penetrate it.
* Details of getting the Banewarrens key from House Vladim.
* Details of the three artifacts he wanted from the Banewarrens. Enough description such that locate object might work on the ''osseous redoubt''.
* Design of his phylactery (enough for locate object, even though that won't work).
* Hints in books leads to Goth Gulgamel, where Aggah-Shan has taken up residence, with the malady case.


=== Hit on the Knights of the Pale ===
'''Five-Fold Synchronicity''': All five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)


Even from within the Dark Reliquary, Lilith realizes that the Malady presents some unique opportunities, opportunities the Raguel would neither recognize nor sanction. She has thrown together a number of quick projects to take advantage of the chaos. Top of the list involves a strike to destroy some historical foes, the Knights of the Pale. Though she has long worked at crippling the organization with stealth and subterfuge, the Malady provides a chance to use brute force instead. With the Knights spread thin helping to protect people from the shambling hordes, their headquarters, Bladechapel, is largely undefended. Coincidentally, this happens to come at a time where a prior effort had just bore fruit.
'''Infinite Variety in Infinite Forms''': You gain the ability to learn combos instantaneously. You must still pay their xp cost, but learning a new combo takes no training time at all. You can even create them on the fly during combat. Each time you learn a combo in this way, you gain a dot of Precision (see below).


During the Vallis Moon fiasco, the Knights captured an ally of the Dark Reliquary, a fiendish stone giant, attempting to convert an abandoned building in the Temple District into a temple to Ochremeshk. The Knights have imprisoned this giant in Bladechapel, interrogating him about his plans. Shortly after, Lilith heard that one of the servants in Bladechapel was cheating on his wife with a chaos cultist and, from this servant, information about the building was extracted. Lilith sent an imp to try to penetrate the building. It managed to get into the catacombs beneath it, but couldn't find where the giant was being held. It did, however, manage to overhear the password to the building's ''[[pfsrd-spell:f/forbiddance|forbiddance]]'' spell: "Lothian". Speaking this word on entry allows one to avoid damage (though teleportation is still prevented).
'''Deep Resonance''': You may enter an eight-hour trance that allows you to learn rapidly. While in the trance, each point of Willpower you spend compresses 100 hours of training into the trance. In any given trance, you may pay as much Willpower as you like, but may only train toward a single goal (e.g. learning one charm, improving a trait by one dot, etc.). After each trance, you gain a dot of Precision (see below).


Now that the Malady is running rampant, Lilith has assembled a group of demons, dæmons and devils to attack Bladechapel. They have several goals:
'''Opening the Mind's Eye''': You may name an additional Ability as a favored ability upon agreeing to take the mark.


* Make it clear to everyone that the Knights can't protect the people who have taken shelter from the Malady there.
'''Tapping the Source''': You gain five dots in a Background called "Source", representing your ability to exploit the connection to Autochthon for knowledge. Dots in this background can be spent to gain enlightenment in several ways. Spending a dot of Source permanently reduces its rating by one and buys any one of the following:
* Kill as many knights as possible.
* Corrupt the temple to Lothian.
* Break into the armory and steal or destroy ''holy'' and ''outsider bane'' weapons.
* Dismantle the chamber in the armory known to be able to destroy chaositech and other chaotic magic.
* Rescue the stone giant.
* Replace the drain plug on the personal bathtub of Dierna Hillerchaun with one on which is inscribed with a permanent ''[[pfsrd-spell:s/symbol-of-insanity|symbol of insanity]]'' which triggers any time it gets wet or is read.
* Destroy as much of the house as possible.


To that end:
* Immediately gain a specialty of your choice without paying xp or training costs.
* Reduce the xp cost of any training by four.
* You gain access to training in any one improvement that you would normally be able to learn without a trainer.
* Gain a "virtual trainer" for learning one restricted terrestrial or celestial martial arts charm (including forms, pinnacle charms, initial style charms and the Immaculate martial arts). Spending a dot in this way also gains a dot of Precision (see below).
* Solar exalted gain a "virtual trainer" for improving a [[Forgotten Suns: Science|Science]] by a dot, including any First Age science. Spending a dot in this way also gains a dot of Precision (see below).
* Sidereal exalted gain a "virtual trainer" for learning one sidereal martial arts charm. Spending a dot in this way also gains a dot of Precision (see below).
* Lunar exalted may drink the heart's blood of one standard size spirit, demon, elemental, wyld creature, or construct to add its form into their shapeshifting library. Spending a dot in this way also gains a dot of Precision (see below).


* 2 Hezrou - property damage
== Precision ==
* Shadow Demon - plant the symbol of pain
* Bearded Devil - go where needed
* Barbed Devil - go where needed
* 2 Carnage daemon - kill and terrorize civilians.
* 3 Mezzololth - corrupt temple
* 2 Babau: Go after weapons
* Imp: Led demons in. Necklace of fireballs.
* Fomorian Painbringer - wants to rescue prisoner? Open vault.
* Rhodintor (Sarycal) - destroy the anti-chaositech machine
* Stone Giant - prisoner?


=== The Pactlords of the Quaan ===
Being connected to the Great Maker tends to make you more machine like. While this provides some benefits, you also run the risk of losing your humanity entirely. Even creatures like the Alchemical Exalted, who are built for such things, can loose themselves to the machine. They measure this with a trait called Clarity, but it works a bit differently for you, being born human. Your loss of humanity is measured by a Background called Precision.


Two events related to the return (and later disappearance) of the Vallis moon have jolted the Pactlords of the Quaan into action. The first was the opening of the Banewarrens and subsequent location of (but failure to retrieve) the ''black grail''. The second was failure of the magic powering several potent traps within a section of Ghul's Labyrinth, leading to the Pact's discovery of the mural room allowing teleportation into Goth Gulgamel (see ''Ptolus'', pg. 421).
Precision is increased by tapping into the connection to Autochthon (as outlined above). Any time you gain a point of precision, you ''also'' gain a point of Limit or Paradox, as appropriate.


The primary backer of the mission into the Banewarrens, a scylla named Iariono, took a massive hit to her credibility and power within the Pact. Further, the death of the behold leading the mission has left a power vacuum which ambitious pactlords are rushing to fill. As this struggle plays out, loyalties are shifting, old scores are being settled and the Pact in general is in turmoil.
Embracing your humanity and human emotion in significant ways decreases Precision, represented as follows:


Meanwhile, having long sought a way into that particular section of Ghul's Labyrinth, a high ranking pactlord named Dronnmos (an advanced neothelid) discovered the mural room, and has since centered his operations around it. When the reports of the scouts sent into Goth Gulgamel reached Dronnmos, Iariono and several other pactlords, a mad dash erupted to get boots on the ground within the fortress.
* Any time you spend Willpower to channel a Virtue (core.129), and the resulting action is successful, you automatically loose a dot of Precision.
* Any time you use a stunt of two dice or more that reaffirms your humanity or expresses genuine emotion (joy, rage, pity, love), if the stunt succeeds, instead of regaining motes or Willpower, you may choose to loose a point of Precision.
* Significant emotional or social experiences may reduce Precision by a point.


Iariono largely won this race, tapping a gug priest of the demon-god Ochremeshk named Quiral to lead blood troll and hellfire giant members of his flock into the fortress to secure it and begin explorations of the Utterdark. At least, that is the story told to the rest of the Pact. Iariono is really hoping to find the ''staff of the magi'' floating in some detached room within the Utterdark. Also part of this mission is Vendarlik, the only survivor of the Banewarrens mission. Knowing the location of where the ''black grail'' was within the Spire relative to the apparent position of Goth Gulgamel, the mind flayer believes that it may be possible to get back to the ''grail'' from within the fortress.
Precision acts as both a blessing and a curse, with the following general effects:


Not willing to be muscled out of his own discovery, Dronnmos has attached a Zavayss, a noble salamander, and his followers to the mission, using the argument that they share the religion and love of fire with Quiral's flock. Zavayss watches Quiral and the exploration, reporting back to Dronnmos regularly. The salamander quite likes the environment within Goth Gulgamel and secretly plots to take Quiral's position.
* Precision rating is added to initiative rolls.
* Precision rating dice are added to any Temperance checks or Temperance channels.
* Precision rating dice are added to mostly mechanical Craft tests.
* Precision rating dice are subtracted from any Compassion checks or Compassion channels.
* Precision rating dice are subtracted from mostly creative Craft tests.
* Precision rating dice are subtracted from any social tests. This ''always'' includes tests involving Charisma, Manipulation, Socialize, Performance and Presence, but may include and test with a social component as well.
* Precision rating dice are subtracted from any defenses against social attacks.


Dronnmos also convinced a pair of blue dragon allies (Usieth and Okthun) to donati a dozen [[dvontoi]] to the endeavor. The dragons insisted on entering the fortress themselves to "oversee" the operation. Unbeknownst to Dronnmos or Iariono, the dragons couldn't care less about the mission, instead intent on mating and hatching their brood within the confines of the fortress.
In addition, as the rating increases, the more mechanical your personality becomes:


While Aggah-Shan was none too pleased to see the Pact's intrusion into Goth Gulgamel, the lich has come to an understanding with the Pact presence. They have provided the lich an occasional minon to probe the Ageless Titan for information. Meanwhile, the pact is cheering on the [[Malady]] for removing so many humanoids, but otherwise giving the lich a wide birth.
: {{Dots|1}} - No noticeable changes, but the character's thoughts are often more coldly logical.
: {{Dots|2}} - Mannerisms convey a sense of distraction and a faint disdain for mortals and mortal frailty. Less patience for people.
: {{Dots|3}} - Notably inhuman. Movements and speech become clipped and laconic, replacing courtesy with efficiency. Mortals are never pitied and are largely ignored. At this level, the character's original Nature is ignored, no longer capable of regenerating Willpower.
: {{Dots|4}} - Humanity is a distant memory. Mortals are treated like resources, to be used as efficiently as possible. Enjoyment, desire and other feelings no longer exist. At this level, the character loses the ability to channel Valor and Compassion entirely.
: {{Dots|5}} - An utterly alien extension of the Machine God. The character has free will and is not a drone, but will consider the needs of the Machine God over its own. At this level, the character automatically fails Compassion rolls and can no longer roll to resist the Will of Autochthon (see above).


=== The Cult of Ochremeshk ===
Precision can be reduced to zero, but the trait itself will remain as long as the mark does. Precision may not increase over five dots; attempts to do so simply fail.


The cultists being employed by the pact have their own agenda outside the pact. Dedicated to Ochremeshk (see ''Ptolus'', pg. 623), they seek to free him from his prison, then present him with a Goth Gulgamel already prepared for his use. So far, they have converted an alter room within the fortress to the demon prince, but have no real leads on how to free him.
|instances =  
 
|rating = 5
=== Motivations ===
|commitment = 0
 
}}
Summing up the above, here are the movers and shakers in and about Goth Gulgamel:
 
* Aggah-Shan, lich (CR 16): Wants the ''entropy sphere'', so needs to get past the titan. Also exploring the Utterdark.
* Quiral, savant gug cleric (CR 16): Secure Goth Gulgamel and protect the exploration of the Utterdark. Support Iariono's interests. What he really wants, though, is to free Ochremeshk, and is preparing Goth Gulgamel to be the demon's seat of power.
* Zavayss, noble salamander (CR 12): Supervise exploration of the Utterdark. Support Dronnmos's interests. Though intended to act as a check on Quiral, he also worships Ochremeshk, and is helping Quiral prepare the site for him.
* Vendarlik, mind flayer (CR 8): Wants to gain entrance to the Banewarrens to get the ''black grail''. Secondarily, he is ambitious, having already claimed most of the beholder's clout for himself and trying to keep Iariono from falling.
* Dronnmos, advanced neothelid (CR 18): Not present, but looking to exploit Goth Gulgamel and his control of the mural leading to it for all he can. As a Pactlord, ultimately wants to destroy all humanoids. Would like to see Iariono eliminated.
* Iariono, advanced scylla (CR 18): Not present, but looking to use Goth Gulgamel to restore her prestige within the Pact. As a Pactlord, ultimately wants to destroy all humanoids. Would like to see Dronnmos eliminated.
* Ochremeshk, demon prince (CR 20): Unaware any of this is happening.
 
=== Adrift Rooms ===
 
''Some old school random table action for the rooms cut loose into the utterdark.''
 
When anyone casts out into the Utterdark, there are 1d3 rooms floating near them, each d100 feet away. Rooms have their own gravity, but may be oriented differently compared to a universal frame of reference. Roll a d6; the room is oriented as the d6 is, where the 1 face is the floor.
 
Room map chosen from among a set of room battlemaps.
 
 
== Dark Reliquary (15-18) ==
 
* Hint somehow leads to dungeons under Dark Reliquary. Probably journal entries about the sleeping gods and how what the Fallen want to do about them doesn't match what Aggah-Shan wants.
 
== Dreaming Realm (15-18) ==
 
* Go with the idea that Harrow Elves are created by severing an Elder Elf's connection to dreaming. Maybe the entropy sphere is involved somehow?.
 
== Jabel Shammar (19-20) ==
 
|}}
 
{| class="wikitable"
|-
! d100
! Occupant
|-
| 01-25
| unoccupied
|-
| 26-29
| banshee
|-
| 30-32
| dybbuk
|-
| 33-36
| frost worm
|-
| 37-40
| giant, frost (3-5)
|-
| 41-42
| golem, brass (1-2)
|-
| 43-45
| golem, iron (1-4)
|-
| 46-49
| golem, stone (1-4)
|-
| 50-54
| nightwing (1-2)
|-
| 55-59
| shadow mastiff (3-8)
|-
| 60-75
| shadows (7-12): 50% chance being led by greater shadow
|-
| 76-84
| spectre (7-12)
|-
| 85-93
| wight, frost (7-12)
|-
| 94-95
| winterwight
|-
| 96-00
| wraith, dread (1-3)
|}
 
 
{| class="wikitable"
|-
! d100
! Contents
|-
| 1-41
| empty
|-
| 42-75
| trap
|-
| 76-89
| story clues
|-
| 90-99
| [[pfsrd:magic-items#Table-Random-Magic-Item-Generation|random treasure]]
|-
| 00
| artifact:<br/>&nbsp;1 = ''[[pfsrd:magic-items/artifacts/minor-artifacts/knucklebone-of-fickle-fortune|knucklebone of fickle fortune]]''<br/>&nbsp;2 = ''[[pfsrd:magic-items/artifacts/minor-artifacts/runeslave-cauldron|runeslave cauldron]]''<br/>&nbsp;3 = ''[[pfsrd:magic-items/artifacts/minor-artifacts/hourglass-of-shadows|hourglass of shadows]]''<br/>&nbsp;4-5 = card from the ''[[pandemonium deck]]''<br/>&nbsp;6 = ''[[pfsrd:magic-items/artifacts/minor-artifacts/staff-of-the-magi|staff of the magi]]''
|}

Revision as of 19:08, 27 January 2009

As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not.

The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:

  • Any time your caste mark shows, Autochthon's mark is equally visible.
  • Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
  • Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
  • Spirits of Autochthonia will notice the mark automatically.
  • You can spend 2 motes to make the mark obvious to any onlookers.

The mark provides the following benefits and drawbacks:

Will of Autochthon: You gain an additional Nature of "Avatar". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your original Nature continues to work as normal. In addition, for any tests that directly further the goals of Autochthon, you may channel Virtues without spending Willpower.

Cog in the Wheel: When confronted with a situation that clearly advances the goals of Autochthon, if you want to act counter to those goals, you must fail an appropriate Virtue test to do so. This works like normal virtue suppression (core.130), so if you get any successes on this test, you either need to work toward Autochthon's goals or spend a point of Willpower to avoid doing so (solars and lunars also gain a point of Limit when they do this).

Emissary of the Maker: Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark; their reaction will depend on their opinion of Autochthon.

Lost in the Machine: You gain a Background called "Precision", representing the depth of your connection to the Great Maker, and generally measuring how much humanity you have lost. Unlike most backgrounds, your Precision rating will likely change quite a bit, both up and down. This is explained in more detail below. You gain Precision at one dot immediately upon agreeing to the mark.

Five-Fold Synchronicity: All five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)

Infinite Variety in Infinite Forms: You gain the ability to learn combos instantaneously. You must still pay their xp cost, but learning a new combo takes no training time at all. You can even create them on the fly during combat. Each time you learn a combo in this way, you gain a dot of Precision (see below).

Deep Resonance: You may enter an eight-hour trance that allows you to learn rapidly. While in the trance, each point of Willpower you spend compresses 100 hours of training into the trance. In any given trance, you may pay as much Willpower as you like, but may only train toward a single goal (e.g. learning one charm, improving a trait by one dot, etc.). After each trance, you gain a dot of Precision (see below).

Opening the Mind's Eye: You may name an additional Ability as a favored ability upon agreeing to take the mark.

Tapping the Source: You gain five dots in a Background called "Source", representing your ability to exploit the connection to Autochthon for knowledge. Dots in this background can be spent to gain enlightenment in several ways. Spending a dot of Source permanently reduces its rating by one and buys any one of the following:

  • Immediately gain a specialty of your choice without paying xp or training costs.
  • Reduce the xp cost of any training by four.
  • You gain access to training in any one improvement that you would normally be able to learn without a trainer.
  • Gain a "virtual trainer" for learning one restricted terrestrial or celestial martial arts charm (including forms, pinnacle charms, initial style charms and the Immaculate martial arts). Spending a dot in this way also gains a dot of Precision (see below).
  • Solar exalted gain a "virtual trainer" for improving a Science by a dot, including any First Age science. Spending a dot in this way also gains a dot of Precision (see below).
  • Sidereal exalted gain a "virtual trainer" for learning one sidereal martial arts charm. Spending a dot in this way also gains a dot of Precision (see below).
  • Lunar exalted may drink the heart's blood of one standard size spirit, demon, elemental, wyld creature, or construct to add its form into their shapeshifting library. Spending a dot in this way also gains a dot of Precision (see below).

Precision

Being connected to the Great Maker tends to make you more machine like. While this provides some benefits, you also run the risk of losing your humanity entirely. Even creatures like the Alchemical Exalted, who are built for such things, can loose themselves to the machine. They measure this with a trait called Clarity, but it works a bit differently for you, being born human. Your loss of humanity is measured by a Background called Precision.

Precision is increased by tapping into the connection to Autochthon (as outlined above). Any time you gain a point of precision, you also gain a point of Limit or Paradox, as appropriate.

Embracing your humanity and human emotion in significant ways decreases Precision, represented as follows:

  • Any time you spend Willpower to channel a Virtue (core.129), and the resulting action is successful, you automatically loose a dot of Precision.
  • Any time you use a stunt of two dice or more that reaffirms your humanity or expresses genuine emotion (joy, rage, pity, love), if the stunt succeeds, instead of regaining motes or Willpower, you may choose to loose a point of Precision.
  • Significant emotional or social experiences may reduce Precision by a point.

Precision acts as both a blessing and a curse, with the following general effects:

  • Precision rating is added to initiative rolls.
  • Precision rating dice are added to any Temperance checks or Temperance channels.
  • Precision rating dice are added to mostly mechanical Craft tests.
  • Precision rating dice are subtracted from any Compassion checks or Compassion channels.
  • Precision rating dice are subtracted from mostly creative Craft tests.
  • Precision rating dice are subtracted from any social tests. This always includes tests involving Charisma, Manipulation, Socialize, Performance and Presence, but may include and test with a social component as well.
  • Precision rating dice are subtracted from any defenses against social attacks.

In addition, as the rating increases, the more mechanical your personality becomes:

- No noticeable changes, but the character's thoughts are often more coldly logical.
●● - Mannerisms convey a sense of distraction and a faint disdain for mortals and mortal frailty. Less patience for people.
●●● - Notably inhuman. Movements and speech become clipped and laconic, replacing courtesy with efficiency. Mortals are never pitied and are largely ignored. At this level, the character's original Nature is ignored, no longer capable of regenerating Willpower.
●●●● - Humanity is a distant memory. Mortals are treated like resources, to be used as efficiently as possible. Enjoyment, desire and other feelings no longer exist. At this level, the character loses the ability to channel Valor and Compassion entirely.
●●●●● - An utterly alien extension of the Machine God. The character has free will and is not a drone, but will consider the needs of the Machine God over its own. At this level, the character automatically fails Compassion rolls and can no longer roll to resist the Will of Autochthon (see above).

Precision can be reduced to zero, but the trait itself will remain as long as the mark does. Precision may not increase over five dots; attempts to do so simply fail.

Instances

Game Information

Summary: A magical mark over the heart, marking you as selected by Autochthon
Rating: ●●●●●
Commitment: 0