karonus Posted January 21, 2016 Report Share Posted January 21, 2016 Has anyone ideas on how long Unholy Beacon lasts or ways for sentient undead to break the hold. Quote Link to comment Share on other sites More sharing options...
karonus Posted January 23, 2016 Author Report Share Posted January 23, 2016 The reason for asking this question is that a character graverobber adopting the undead status failed his save vs unholy beacon. Quote Link to comment Share on other sites More sharing options...
solkan Posted January 23, 2016 Report Share Posted January 23, 2016 Which publication is Unholy Beacon in? Edit: Whoops, there it is in the Fated Almanac. I'm confused how the grave robber adopted the undead status, though. That doesn't appear to be in the Fated Almanac... Quote Link to comment Share on other sites More sharing options...
zeeblee Posted January 24, 2016 Report Share Posted January 24, 2016 The Graverobber can count as Undead in addition to Living whenever they like via Macabre Infusions. I think the interaction between Macabre Infusions and Unholy Beacon depends on how you read the rules. "If he wishes" is an instance by instance basis. Ie, can choose to both benefit from one aura which benefits undead while also choosing not to suffer from an aura that hurts undead. In this case the character can choose which undead-tagged abilities actually work, and thus wouldn't have to suffer Unholy Beacon. "If he wishes" is a universal on/off switch. Ie, if you want to benefit from a good aura, then you also have to suffer from the bad aura. If the character wants to count as undead, then has to be vulnerable to Unholy Beacon. At this point we also hit a sub-conditional. While under control of Unholy Beacon the character can still choose to turn off Macabre Infusions, and thus lose beneficial undead status, but also be regain action control. While under control of Unholy Beacon the character has absolutely no control over Macabre Infusions, and is thus indefinitely lost to mind-control. I would personally run it as 2.1: character treats Macabre Infusions as an on/off switch, but as it's not an AP-gated ability, can effectively shut off Unholy Beacons effects on them whenever they like. Quote Link to comment Share on other sites More sharing options...
solkan Posted January 26, 2016 Report Share Posted January 26, 2016 Ah, that's what the issue is. I think originally I looked at that and assumed it was more 1.1, but it does seem like one of those things you'd want to set up as a slippery slope--by the time undead start treating you like undead, you probably end up susceptible to undead targeted abilities at reduced effects. Thinking about it for a bit, now I'd be more tempted to go with 2.2, and make up an on-going challenge to break free (target number based on plot demands), if the character had been dipping into the undead effects a lot. Personally, I'd do the same for any 'fate interested' undead characters that got snared by an unholy beacon, because "You win against the intelligent undead, it's your slave forever" is just boring. The whole point of the intelligent undead is that they're not mindless slaves... Otherwise, at worst on-going charm, not mind control. The character's not "completely" undead, after all, so it shouldn't have the complete effect. 1 Quote Link to comment Share on other sites More sharing options...
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