[The Neverwar] [The Neverwar] Approved Yozi Trees.

Nishkriya

The Sword
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Metagaos - EAT EVERYTHING, EVEN DISTANCE AND EXISTANCE. If nothing else, get Weakness is Food.

Metagaos Charms


First Metagaos Excellency


Cost: 1m per die; Mins: Metagaos 0, Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: None


Metagaos is a devouring predator and a cunning hunter, and in his eyes all are prey. When he feeds himself, nothing is safe from his rapacious appetites. When others feed him, he receives blood offerings, he rewards initiative with growth. When desperate, the All-Hunger Blossom will devour himself, using self-cannabalism to transform, striving always to be more deadly than before. Metagaos is a host of deadly traps and plants, and can always inflict disease in a pinch. In the swamps of Metagaos, there can only be growth through feeding.


This Charm can enhance any action that either creates life or consumes, as the cycle of self-predation is a defining aspect of Metagaos. Actions involving sacrifice, typically a blood offering may also be enhanced by this Charm. Hunting and stalking resonate well with the themes of the All-Hunger Blossom's predatory themes, as do improving one's self. Finally, the All-Hunger Blossom's nature as a dominant creature may extend to social situations when asserting personal authority, although the authority from a title holds little power unless it was a title earned through establishing dominance.


Metagaos Mythos Exultant


Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Metagaos Excellency


First and last, Metagaos feeds. Whenever the Infernal receives a stunt reward for a successful action that qualifies for the prerequisite, he may opt to steal that reward from another character that was subject to the action. If there is no such subject, or the subject has none of that reward available, this Charm has no impact.


Sorcerous Initiation of Metagaos


Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent


Keywords: Sorcerous


Duration: Permanent


Prerequisite Charms: First Metagaos Excellency


Metagaos swells with life and power, deadly and hungry though that life and power may be. Any spell that improves the Infernal's physical capabilities costs 10m less. Metagaos gains only sustenance from substance, however, and with the exception of countermagic (which devours spells) the Infernal cannot learn spells that focus exclusively on that which lacks physical substance.


Ravenous Conquest Pursuit


Cost: 1lhl per 3m; Mins: Metagaos 0, Essence 2; Type: Permanent


Keywords: Obvious


Duration: Instant


Prerequisite Charms: None


There is no richer soil in the swamp than that tainted red with blood, as it feeds whatever may take root. When paying motes for anything that doesn't require the motes be committed, the Infernal may reduce the motes paid by paying health levels instead, at a rate of one lethal health level per three motes, to a minimum of zero motes. This effect is Obvious as the Infernal's body momentarily seeps red mist from his pores, the blood sent out into the surrounding air as an offering. If a Scourge or an Exalt with a similar ability attempts to hide the Obvious effect of this Charm, the health level cost is doubled as well as the mote cost.


Indomitable Predator


Cost: 1lhl per 1wp; Mins: Metagaos 0, Essence 2; Type: Permanent


Keywords: None


Duration: Instant


Prerequisite Charms: Ravenous Conquest Pursuit


Meer harm to flesh will not restrain the hunger of Metagaos; it will expand it if nothing else. This Charm functions similarly to its prerequisite, save that it allows lethal health levels to replace spent willpower on a one-for-one basis. Also unlike its prerequisite, the Charm is not Obvious, as force of will is entirely internal. Finally, this Charm may not alter the cost of Compassion or Temperance channels: Metagaos knows neither mercy or restraint, and as such their pursuit never comes easy to him.


No Greater Treasure


Cost: 2lhl per ingredient; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: None


Duration: Instant


Prerequisite Charms: Indomitable Predator


When the All-Hunger Blossom creates, he creates from himself. Should the Infernal ever require rare ingredients for artifact creation, he may pay 2lhl in place of one of these rare ingredients, the offering of blood being more precious than anything so mundane as a vitriol or a paradox given form. The first purchase of this Charm allows a single rare ingredient to be substituted, but each additional purchase allows an additional substitutions. These additional purchases have a minimum Essence one lower than the previous: The second purchase requires Essence 4+, the third Essence 5+, and so on.


Top Of All Food Chains


Cost: Varies; Mins: Metagaos 0, Essence 2; Type: Reflexive


Keywords: None


Duration: Instant


Prerequisite Charms: Indomitable Predator


Metagaos would rather devour his own body than allow it to become prey to another. When subjecting to a Shaping effect from a Charm or a mutation, the Infernal with this Charm may pay lethal health levels to prevent the Shaping or mutation. Charms require a payment of lethal health levels matching the minimum Essence of the Charm, while mutations are costed as follows: poxes and deficiencies cost 1 lhl to resist, afflictions and debilities cost 2 lhl, blights and deformities cost 4 lhl, and abominations require 6 lhl.


Aspect Of The Perfect Predator


Cost: 3m per mutation point; Mins: Metagaos 0, Essence 3; Type: Simple


Keywords: Desecration, Shaping, Sorcerous


Duration: One scene, one day, or Permanent


Prerequisite Charms: Top Of All Food Chains, First Metagaos Excellency


With nothing more than sheer desire to, the All-Hunger Blossom becomes deadlier. This Charm allows the Infernal to grant temporary mutations to himself, provided said mutations manifest in a manner aligned with the themes of swamps and predators. If the cost of this Charm is paid fully with motes, the mutations last for a scene. If paid for partially with health levels, they last an entire day. If paid for fully with health levels, the mutation becomes permanent and this Charm gains the Training keyword for that use, and the Infernal either pays or gains experience depending on whether the mutation is positive or negative. Naturally, acquiring overt external mutations makes this Charm Obvious.


Transcending Lesser Forms


Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Aspect Of The Perfect Predator, No Greater Treasure


The hunger of Metagaos is relentless because he must constantly feed new growth, new twisted wonders to inflict upon his prey. The Infernal may use his own body as a workshop to create grafts, which are automatically attuned and implanted in the Infernal upon completion. Construction materials are consumed orally, and the Infernal may do so without harm even with the most volatile ingredient, such as vitriol. The first purchase of this Charm treats the Infernal's body as a master's workshop, but subsequent purchases at Essence 4+ and 5+ convert it into a flawless workshop and ideal workshop, respectively.


Cauldron of Flesh and Blood


Cost: -; Mins: Metagaos 0, Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Transcending Lesser Forms


This Charm expands its prerequisite, allowing the Infernal to create biological artifacts within his body before ejecting it, unattuned, suffering a lethal health level of damage per artifact dot during the ejection process. Artifacts based on magical materials made this way cannot be made with magical materials other than vitriolic green jade or vitriolic black jade, but weapons may be caustic.


Genesis of Predation


Cost: -; Mins: Metagaos 0, Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Transcending Lesser Forms


This Charm expands its prerequisite, allowing the Infernal to use his body as a workshop for Craft (Genesis) to make carnivores. Male Infernals vomit up such monsters, while females may opt between vomitting up their creations or giving a live birth. Creatures made this way are always considered creatures of darkness.


Maw Of The Bloom


Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: None


Metagaos eats. At the first purchase, this Charm gives the Infernal the capacity to safely consume and digest any biological material, save for that which is diseased or poisonous. It additionally grants the Bite mutation at no cost, causing the Infernal's Clinch attacks to deal lethal damage. A second purchase of this Charm, also at Essence 2+, allows the Infernal to consumed diseased and poisoned materials without consequence, and adds the Infernal's Essence to the Accuracy and Damage of his bite.


Feast Upon (Shinma)


Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Maw Of The Bloom


The hunger of Metagaos is not bound to the material. When purchasing this Charm, the Infernal chooses one of the seven shinma listed below. This Charm supplements an attack action with the Infernal's Bite, with each activation implementing one of the special powers listed below. An Infernal may purchase this Charm as many times as there are available shinma to feed upon, and may activate different powers with multiple Charm activations without using a combo.


Nirakara: The form of the victim may be obstructive to the maw under normal circumstances, but a maw that can wrap around a victim's shape on a conceptual level is unhindered by physical barriers. Double the raw damage of the supplemented attack.


Nirguna: The Infernal eats not only what flesh there is, but the very existence of flesh where he bit. This attack deals aggravated damage.


Nirvishesha: An identity is difficult to bite off in pieces, but the Infernal still gets a taste. The supplemented attack roll doubles as a roll to read the intimacies of the target, with the successes checked against the difficulty for that roll and the target's physical DV seperately.


Nirvikalpa: Communication brings resolution, tranquility, peace... Communication must be consumed. This Charm adds a special poison to the Bite attack, with the following statistics: Damage 3*/Action, Toxicity (Essence), Tolerance -/-, Penalty -0. The poison deals no damage, but the victim loses the ability to communicate the way an Infernal suffering from Adorjan's Torment does whenever they fail the roll to resist Toxicity. If out of sight, the victim cannot even be heard.


Nishkriya: While the destruction of conflict would deny Metagaos the capacity to feed, there's no reason not to bite the fight out of his prey. If the supplemented attack hits, the victim must pay a lethal health level or lose a temporary point of willpower.


Nirupadhika: If the Infernal's enemies are the main course, than the distance between them is the entree. The Infernal swallows the distance between himself and the target of his attack, removing the Clinch tag from the supplemented attack and giving it a Range of (Essence x10) yards. This Charm activation is Obvious.


Dharma: There is nothing that one values that cannot be consumed by the Infernal with this Charm. Successfully damaging an enemy with this attack forces them to pay 1wp or lose an Intimacy of the Infernal's choosing as an Emotion effect. If the Infernal isn't aware of any of the target's intimacies, the lost intimacy is chosen at random.


Revisiting Old Wounds


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK, Obvious, Shaping


Duration: Instant


Prerequisite Charms: Feast Upon Nirakara


While Metagaos is never deliberately kind, it may consume things that are unwanted by others. This Charm supplements an attack action with a bite attack. Rather than rolling damage on a successful hit, total up the raw damage. Then, subtract existing wound penalties on the target from the raw damage as follows: a level of aggravated damage is worth two levels of lethal damage or four points of bashing damage, while a lethal level of damage is worth two levels of bashing damage. The wounds on the target used to neutralize the raw damage are healed, and the remaining raw damage (if any) is wasted. The Infernal then suffers lethal damage equal to half the raw damage subtracted this way. A second purchase at Essence 5+ allows the Infernal to safely digest the wounds.


Dragging Prey Out Of Sight


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Blasphemy, Combo-OK


Duration: Instant


Prerequisite Charms: Feast Upon Nirguna


Prey will hide in the herd, so the canny hunter separates prey from the herd. If a target is damaged by the supplemented attack, individuals other than the Infernal and those close to the target gradually forget about the victim, as though his identity were an expired resplendent destiny. A second purchase at Essence 5+ ensures that not even the victim's loved ones remember him, and if the victim dies the ghost will be without memories.


Feast Of A Lifetime


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Feast Upon Nirvishesha


The All-Hunger Blossom isn't content with the end of an individual's life when he eats them. If he's going to eat someone, he's going to eat an entire lifetime of them! The Infernal digests the lifetime consumed, allowing him to recollect the memories of the last target killed by this Charm with a successful Intelligence+Lore roll at a difficulty of the victim's Essence. A second purchase of this Charm at Essence 5+ allows the memories of countless victims to be retained, but the Infernal can never regain those lost before the second purchase.


Words Like Vipers


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK, Sorcerous


Duration: Instant


Prerequisite Charms: Feast Upon Nirvikalpa


When one feasts upon a shinma, fangs find their place within the domain of the shinma. This Charm supplements a social attack made by the Infernal. The very words of the Infernal are dangerous: Those that fail to resist them are exposed to a poison with the following stats: Damage (Essence)B/action, Toxicity 3, Tolerance -/-, Penalty -1. A second purchase at Essence 5+ changes it to lethal damage, increases the Toxicity to 4, and the Penalty to -3.


Predatory Dominance


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK, Emotion


Duration: Instant


Prerequisite Charms: Feast Upon Nishkriya


Conflict as a whole must remain so Metagaos may feed, but conflict against him is a desirable meal. This Charm supplements any attack action that the intended victim is aware of. If successfully struck, the victim must pay 1wp to resist unnatural mental influence to build an intimacy against opposing the Infernal. A second purchase at Essence 5+ causes the intimacy to be formed at full strength if the victim fails to resist even once.


No Place Is Safe


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK, Shaping


Duration: Varies


Prerequisite Charms: Feast Upon Nirupadhika


Distance in the swamplands of Hell are determined not by linear measure, but the attention and appetite of the Yozi that formed them. This Charm can supplement any roll or action involving travel time, reducing the time required by a factor of (Infernal's Essence+1) for the supplemented roll or, if there is no roll, a day's travel. The time travelled is not actually reduced, but the Infernal actually gnaws at the distance that is unneccesary to walk. Others may accompany the Infernal on this hastened journey, a group with a maximum Magnitude of the Infernal's Essence. A second purchase at Essence 5+ gives this Charm a Permanent Type and Duration, and eliminates the activation cost.


Hunter's Trophies


Cost: 4m; Mins: Metagaos 0, Essence 3; Type: Supplemental


Keywords: Combo-OK, Shaping


Duration: Instant


Prerequisite Charms: Feast Upon Dharma


Metagaos feeds not only on desire, but desirability. This Charm supplements a social attack to insult, accuse, or otherwise lessen the target. If successful, the target must pay 1wp (in addition to that to resist the social attack) or lose a dot in a Social Attribute of their choosing for the remainder of the scene. The Infernal then gains a temporary dot in the same Attribute for the scene as well. A second Purchase at Essence 5+ allows the Infernal to keep these temporary dots by paying the required experience as a Training effect, so long as the dots made permanent don't put the Infernal over normal maximums.


Scent The Elusive Prey


Cost: 5m; Mins: Metagaos 0, Essence 2; Type: Simple


Keywords: None


Duration: One Scene


Prerequisite Charms: Maw Of The Bloom


The Infernal may consume anything, even the immaterial, if he knows where to look. This Charm allows the Infernal to perceive and track spirits, even if they are immaterial.


Screaming Heavenly Morsels


Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Reflexive (Step 1)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Scent The Elusive Prey


The gods betrayed the Yozi, but Metagaos took it more personally than most Yozi. He had to make sure he could devour spirits beyond recovery, no matter where they hid. It was their mistake not to kill him, and one they would regret. This Charm allows the Infernal to strike immaterial spirits. A second purchase at Essence 3+ makes it so that if an attack enhanced by this Charm kills a spirit, it is permanently destroyed.


Food That Keeps On Feeding


Cost: -; Mins: Metagaos 0, Essence 5; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Screaming Heavenly Morsels


This Charm enhances its prerequisite, allowing the Infernal to draw sustenance from the spirit's Essence if it was worthy prey. If an attack enhanced by Screaming Heavenly Morsels kills a spirit, the Infernal may compare the spirit's Cult rating to his own. If the spirit's Cult is higher, the Infernal's Cult rating is temporarily raised to match it. This temporary rating lasts until the spirit regenerates or, if the spirit was permanently destroyed, until the prayers stop. In the former case the loss is sudden, in the latter case the absence is gradual, depending on how worshippers react to their patron's absence.


Prey Upon Predators


Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Maw Of The Bloom x2


The purchases of the prerequisite Charms allow the Infernal to consume poisoned and diseased materials without consequence, but offered no protection against other vectors of entry. This Charm allows the Infernal to assert dominance over the smallest predators in Creation, causing the Infernal to automatically succeed on Stamina+Resistance rolls against poison and disease. A second purchase at Essence 3+ grants the Infernal complete immunity to poison and disease, allowing them to carry them suspended without fear for himself or others. A third purchase, also at Essence 3+, allows the Infernal to reflexively inflict one of the poisons or diseases in the Infernal on a target hit with one of the Infernal's natural attacks.


Weakness Is Food


Cost: -; Mins: Metagaos 0, Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Maw Of The Bloom


The All-Hunger Blossom does not heal by regenerating damaged tissue, but by devouring it until only healthy tissue remains. The Infernal's natural healing is hastened by a factor of (Infernal's Essence.) A second purchase at Essence 4+ causes the Infernal to heal lethal damage at the same rate as bashing damage. A third purchase at Essence 6+ allows even aggravated damage to heal at the accelerated rate of bashing damage.


Evolve Or Die


Cost: 6m, 1wp; Mins: Metagaos 0, Essence 2; Type: Simple


Keywords: Combo-Basic


Duration: One Scene


Prerequisite Charms: Weakness Is Food


Anything in the swamp that bleeds either stops bleeding or stops breathing. While this Charm is active, the Infernal gains natural soak against aggravated, lethal, and bashing damage equal to the health levels of damage he currently suffers. A second purchase of this Charm at Essence 3+ adds non-bashing levels of damage to this extra soak a second time. A third purchase, also at Essence 3+, doubles the soak this Charm grants from aggravated damage.


Prey Are As Nothing


Cost: 3m; Mins: Metagaos 0, Essence 2; Type: Reflexive (Step 7)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Evolve Or Die


Before the might of predators, prey are as nothing. This Charm may be used in response to any attack, allowing the Infernal to perfectly soak all damage inflicted, the wound sealing as soon as it is formed. This Charm suffers from the Imperfection of the All-Hunger Blossom: The role of predator and prey must be constantly enforced, or roles may reverse. This Charm may not be used against attacks from sources the Infernal has not attacked himself in the last (Infernal's Essence) actions.


Death Is For The Weak


Cost: -; Mins: Metagaos 0, Essence 3; Type: Permanent


Keywords: Stackable


Duration: Permanent


Prerequisite Charms: Evolve Or Die


This Charm grants the Infernal five additional Dying health levels per purchase, and may be purchased up to Essence times. The first purchase of this Charm also prevents the character from suffering regular damage due to having damage in the dying health levels.


Insatiable Fanged Lotus Shintai


Cost: 30m, 2wp; Mins: Metagaos 0, Essence 5; Type: Simple


Keywords: Blasphemy, Form-Type, Obvious, Sorcerous


Duration: One Day


Prerequisite Charms: Evolve Or Die, Feast Upon (Shintai) x7, Indomitable Predator


The Infernal gains a sudden awareness of all the available meals in the existence surrounding him... And a sudden awareness that none of it will be enough to satisfy. Still, one must try, no? The very air trembles in fear of the Infernal, color drains from the world around him, and his teeth change from being merely deadly to a maw of deadly fangs in an unhinged and expanding maw. Embracing the hunger and the power of Metagaos grants numerous benefits:


-The capacity for the Infernal to feed is amplified to match his appetite, which is without measure. The cost to activate Feast Upon (Shinma) is 1m per power, and doing so does not count as a Charm activation. The Infernal also gains an eighth activation for the duration of the Charm, Feast Upon Advaita Iraivan. Attacks supplemented thusly are made at Speed 3. Finally, the Infernal may supplement any melee range attack with Feast Upon (Shinma.)


-When the Infernal would use lethal health levels as alternate payment for motes or willpower, he may use whatever sort of damage he should choose, and may combine sources to determine the cost paid. So, the Infernal may pay two aggravated health levels to activate Evolve Or Die, or a single bashing health level for three activations of Feast Upon (Shinma.)


-The Infernal's Bite has the Clinch Tag as optional, and increases the Accuracy, Damage, and Rate values by four. Whenever an Infernal would successfully deal damage with his Bite attack, he may reflexively pay 3m to heal a health level of damage.


Unlike most Sorcerous Charms, the Infernal may terminate this Charm prematurely.
 
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Cytherea - Good for compassionate Infernals and anyone who plans on tearing down in order to rebuild.

The Cytherean Urge: The Urge to Design


Cytherea first fashioned the world. Her blueprints laid forth the pattern to be Creation. Green Sun Princes and Akuma who follow the Mother are filled with a similar need to cast broad designs upon the world. These designs are generally positive in nature, though the Prince rarely observes the objections or suggestions of his lessers. After all, this is his plan and none other can quite comprehend its greatness.


High Compassion Cytherean Princes see the struggles in others' lives as flaws in the plan and bumps to be smoothed. They will reorder, rearrange and redesign all aspects of a loved one's life, just to give said loved one an ideal happiness -- at least as the Prince sees fit. The Prince knows best and the complaints of a lover are as the cries of an errant child to its mother. High Conviction Cytherean Princes are single-minded, driven individuals who are willing to break rules and perform harsh acts in the name of their design. Cytherea frowns on unnecessary violence but what isn't necessary in the name of their grand plans? High Temperance Cytherean Princes, like Compassionate Princes, have an invested interest in altering the lives of others, though Temperate Princes lead others to adhere to self-bettering or enlightening strictures. Only the Prince knows what is right and everyone else should follow. High Valor Cytherean Princes puruse their desires with force, be it in one on one duels or in the theatre of war. Fighting, conflict and courage are an art -- they do not delight in gleeful, senseless slaughter or thoughtless, destructive rage. Ultimately, their acts of violence yield something: a new kingdom, new boundaries, new rulership or a new weapon, etc.


Examples of Cytherean Urges


* Teach the misguided Storm Mothers to be accepting of all women


* Reform the culture of Nexus into one of asceticism and spiritual enlightenment


* Replace the Celestial Bureaucracy with something more Yozi-compliant


* Incite civil war within the Hundred Kingdoms so they will become a new and greater nation.


The Torment of Cytherea


Her Princes are her Children and, like any child, they step out of line and must be punished. Unlike the other Yozis, Cytherea feels no need to punish anyone but the guilty party. The Torment of Cytherea DOES NOT affect all those around the Prince, nor any Intimacies the Yozi disapproves of. The Mother shows her child the error of her ways by eliminating her ability to further her goals.


When the Prince accrues 10 points of Limit, she gains a number of botches equal to her Essence, as though she had violated an Eclipse Caste Oath. Good Luck Charms and other effects that prevent botches cannot save the character from her mother's punishment. The Storyteller should assign them to any dramatically appropriate roll any time during the subsequent scene. This Torment increases in severity as the Exalt grows in power. Naturally! An older, more powerful child should know better than to disobey. A mortal mother does not put her teenage son in "time out," after all.


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Cytherea's Charms


[Cytherea] Excellency


In Malfeas, there grows a tree the size of the Blessed Isle. At its roots extends a cave that plunges as deep as the mortal imagination can conceive and beyond. This is Cytherea, the Mother. Cytherea embodies the concepts of protection, design and motherhood.From her world-designing genius, the blueprints of reality were shaped, and in a combined effort with the other Primordials, they fastened a world within the Wyld. During the War, she fought back against the Exalted, not out of malice, fear or spite but for the love of her creation and for the protection of her design. Who knew what might happen if the gods succeeded in their rebellion? Creation might unravel and then all her would would be unmade, and she could not abide by that. Perhaps because of this, she fought harder than the other Yozis, though by nature she is a designer and an architect, not a warrior; but what good mother lets her disobedient children misbehave? Unnecessary violence and killing is detrimental to the integrity of the design, but this does not mean she is afraid to take punitive measures.


Her loss in the War was a willing self-sacrifice when the once-Primordial put Creation's wellbeing before her own so that no more damages would be wrought. She left behind a fragment of her genius so that Creation could be as it was. Now the tree and the cave rest in solitude within Malfeas. Cytherea yearns to return to her Creation and to implement the perfection that was. To do so would be tearing it from the ruinous hands of the gods and their Exalted. Of this, she is also unafraid. Her goals are of reclamation and restoration, not of torment and wrath. This, perhaps, puts her at odds with her Yozi siblings but she does not fear them, either.


Characters may apply this Charm to any actions in which they begin or further a productive goal supported by their virtues. Cytherea’s Excellency also assists actions that defend this goal, either through integrating potential dissenters into the design or removing them through physical force.


Cytherea considers success more important than her own wellbeing, thus it cannot be used to support any action in which the Infernal abandons their plans for whatever reason. Cytherea’s Excellency also cannot be used in any scene in which the Infernal has suppressed a virtue, the Mother of All is always true to her nature.


[Cytherea] Mythos Exultant


The Cytherea Mythos Exultant restores 1hl per stunt die to any wounded ally or object within [Essence] yards of the Exalt. If there are no damaged objects or wounded allies, the Infernal may heal herself. The Infernal may NOT heal herself before healing someone or something else.


Hubristic Creatrix Imposition: Once a session, whenever the Infernal treats another competent individual as a child who simply does not yet know the ways of the world by forcing them (physically, emotionally, socially or otherwise) into an act that the Infernal desires that they perform, she may roll her Conviction to reduce Torment.


Sorcerous Enlightenment of [Cytherea]


Cost: ---; Mins: Essence 3; Type: Permanent


Duration: Permanent


Keywords: Sorcerous


Prerequisites: First Cytherea Excellency


The elegant design of the Mother of Creation is a constant cycle of growth and rebirth. Spells that naturally create life or promote growth cost 10 motes and 1willpower less (minimum 5 motes 1 willpower) Spells that summon rather than create beings do not count.


Examples of valid spells include: Floral Ferry, Food from the Aerial Table, Invocation of the Living Ship, Sprouting Shackles of Doom, Summoning of the Harvest, Water from Stone and Benediction of Archgenesis.


Cytherea’s initiation limits the Infernal’s sorcery in two ways-


It may never be used to blight Creation, disqualifying the use of spells such as River of Blood or Curse of Unyielding Mist.


Any offensive spells must be capable of creating life among the destruction they create, for example Death of Obsidian Butterflies could take the form of a hail of razor sharp seeds- spells that cannot be modified to meet this requirement cannot be used.


New Keyword: Growth. Growth-Keyword charms must be used towards a productive means. This does not necessarily have to be positive, or physical, but should always lead to the design, development or production of something that had not previously been present. This must be a significant production. Simply changing someone's mind or inspiring a particular emotion is not enough--unless, of course, such at thing drastically change the world.(some charms grant additional effects if used with a Growth means) Growth charms cannot be comboed with Blasphemy charms


Afloat in the Sea of Mind


Cost: -- (1wp); Mins: Essence 1; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: None


The Cytherean Prince sees things with a unique duality: the way things are and the way they should be (or could be), much in the same way the Forest Witches do--but with much less delusion. The Prince's unnatural clarity grants him +1 DMDV against Illusion keyword effects and +1 sux to Awareness, Investigation and Perception rolls. This effect costs him 1wp, otherwise, his dual-vision imposes a -2 penalty to the same rolls.


Sharp Eye of the Designer


Cost: ---; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Afloat in the Sea of Mind


Those who see with the Mother's eyes understand that the "real" world is flawed and that just beyond the flawed "reality" lies the possibility of what COULD be. The Green Sun Prince may apply this unique understanding to reality. When confronted with the task of repairing something (not limited to items, this charm may be expressly used to heal or cure an individual or restructure a "broken" society) halve the total difficulty, round up. This does not decrease the amount of time needed to perform maintenance.


The Flowering of [Virtue]


Cost: --- (3m); Mins: Essence 2; Type: Permanent


Keywords: Growth, Obvious


Duration: Permanent


Prerequisites: Afloat in the Sea of Mind


The Mother blesses those who pour the whole of their hearts into their designs. Whenever the Infernal channels a virtue to further her greater designs (Thereby satisfying the Growth keyword), she may spend 3m to turn the dice into automatic successes. This must be purchased once per Virtue; subsequent purchases past the first cost 4XP. When this effect is used, the ground beneath the Infernal bursts forth with multicolored, alien blossoms, even if (and especially when) the ground is unsuited for plant life. A shower of unearthly petals fall from beneath the character if she is suspended in the air. Even cursory inspection reveals the flowers/petals are not native to Creation.


Resurgent [Virtue] Blossom


Cost: ---; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: The Flowering of [Virtue] (any)


The Prince centers herself and inhales deeply, causing the petals from The Flowering of [Virtue] to swirl around her. She then draws the unearthly petals into her, through her nose and mouth. If a roll augmented by The Flowering of [Virtue] succeeds, the character may restore that Virtue channel but may only do this once per activation of The Flowering of [Virtue].


Instruct the Ignorant


Cost: 2m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-Ok, Shaping, Touch


Duration: Indefinite


Prerequisites: Afloat in the Sea of Mind


The Prince spits in the dust and makes a paste, which he then smears over the eyes of his target. In the absence of available dust to spit in, simply covering a target's eyes will do. When she pulls her hand away or clears the mud off, the target is granted the full effects of Afloat in the Sea of Mind so long as the Prince commits 2m.


Scorned Leader Sabotage


Cost: 5m; Mins: Essence 3; Type: Simple


Keywords: Combo-Ok, Touch, Shaping


Duration: Instant


Prerequisites: Afloat in the Sea of Mind


No one's plans, no matter how well-laid, can be greater than those of the Mother and her children. The Green Sun Prince lays a hand upon her target (which may require a successful Martial Arts attack) and smiles warmly, knowing that no matter how great the target thinks himself, his efforts will ultimately turn to dust. On the target's next roll involving a mass-scale project (such as crafting an Artifact, wide-sweeping War or Socialize rolls or a Bureaucracy-based projects) the target is considered to botch spectacularly as though he had violated an Eclipse Caste oath. If the target actually ignored, scorned or disregarded the Prince's advice, he gains two more spectacular botches.


Skeins of a Greater Design


Cost: 10m; Mins: Essence 3; Type: Simple


Keywords: Combo-Ok, Shaping, Touch, Growth


Duration: Indefinite


Prerequisites: Sharp Eye of the Designer


The Infernal laces her fingers together and draws them apart before the eyes of a target, a shimmering pattern of iridescent strands spreading between her hands. She then touches the target and the threads entangle him for a moment before vanishing. As long as the Green Sun Prince commits 10m, the target benefits from the Infernal's Essence in automatic successes to any wide-scale project, such as crafting an Artifact 3+, or massive Bureaucracy or Socialize projects. Withdrawing the favor of the Mother (uncommitting the motes) is always disheartening and causes the target to lose 3 points of temporary Willpower.


Deconstructive Understanding


Cost: ---; Mins: Essence 4; Type: Permanent


Keywords: Growth


Duration: Permanent


Prerequisites: Skeins of a Greater Design


Upon learning this Charm, the Infernal may take any construct (social structures, military units and people are all valid constructs for this Charm) and break it down piece by piece, which takes the normal amount of time required to do such a thing. Once it has been torn apart and laid out before the Green Sun Prince in pieces -- either physically or metaphorically. She then gains an intrinsic understanding of how the construct worked. From then onward, the Infernal may rebuild or fashion new constructs in half the time it would regularly require.


Examples: Resurgent Cavalier, a Cytherean Prince steals a Common Warstrider from Lookshy and dedicates the time to taking it apart, piece by piece. When he decides to make his own, the project takes (1 month) rather than (three). Another Cytherean Prince might watch his patient die of a strange new disease which takes 2 weeks to fully treat. The next patient that contracts the disease can be cured in one. Yet another Prince establishes a civil war in order to tear a kingdom apart. If it took 20 years to found that kingdom, he can rebuild it into something new in 10.


Garden of Souls


Cost: 10m, 2wp; Mins: Essence 5; Type: Simple


Keywords: Combo-Basic, Shaping, Obvious, Sorcerous


Duration: Four Actions


Prerequisites: Scorned Leader Sabotage


The Infernal spreads her arms slowly, opalescent white light mingling with the green flames of her anima as she does so. This washes over all enemies within (Essence + Conviction) x 5 yards. The Cytherean Prince then rolls Willpower + Essence, as an attack roll against the targets caught within the radius. This cannot be dodged because of it's area of effect nature, but Leaping Dodges may be applied if and only if they would carry the victim outside of the affected area. Creeping vines slither upwards from the the ground and ensnare all affected targets and then begin to grow into the targets' flesh. This persists for four of the Infernal's actions. The results of being ensnared are as follows: the character cannot Move, Dash, or Jump (even reflexively) unless he succeeds at a Miscellanious Str + Athl or Res roll at a difficulty equal to (1 + the Infernal's Conviction). Breaking free still deals a single level of unsoakable lethal damage. For every attempt past the first, until the charm terminates, the difficulty increases by 2. So, 3 + Conviction on the second, 5 + Conviction on the third and 7+ Conviction on the fourth. Effects that perfectly negate ensnarement or grappling negate the effects of this Charm.


Trapped targets take the Infernal's Essence in dice of unsoakable lethal damage every tick until the charm terminates. If this should kill any victims, their bodies become blossoming trees that bear fruit the color of blood (or their anima, in the case of an Exalt). Consuming this fruit restores (the victim's Essence x 10) motes to the eater. The tree lasts forever, until cut down.


Of What Is and Isn't


Cost: 5m; Mins: Essence 2; Type: Simple


Keywords: Combo-Basic, Illusion


Duration: One Scene


Prerequisites: Afloat in the Sea of Mind


The Infernal flings her palm outwards and a spray of warm, salty water jets from her fingertips into the target's eyes. She makes an attack roll with (Charisma + Presence + Essence) OR (Perception + Martial Arts + Essence) vs the target's DMDV. If successful, moments later, ghostly images, flashes of light and sounds interfere with the target's perceptions as a result of his partial annointment into the Sea of Mind. For the rest of the Scene, the character is distracted by flashes of things that may or may not be there, imposing a (-Essence) internal penalty to all actions. The target may focus past this at the cost of 1wp an action or pay 3wp to ignore the Illusion for the rest of the scene.


An Army of Mist


Cost: -- Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Of What Is and Isn't


While using Of What Is and Isn't, a number of ghostly figures materialize within an affected target's vision. A number of misty copies appear equal to the Infernal's Essence and "attack" on the Infernal's Tick. The copies do nothing to the target, besides lower his DV as though he were affected by a coordinated attack. This means at Essence 4+ the infernal is guaranteed a surprise attack each round, unelss the target is immune to surprise or coordinated attacks. 1 wp will ignore the illusion per action. 4wp ignores the additional effects and those of the previous charm, for the scene.


Or Is It Real?


Cost: -- (2wp); Mins: Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: An Army of Mist


This enhancement removes the Illusion keyword from Of What Is and Isn't (Thereby also removing the -Essence penalty) and creating (Essence) mist clones who make real basic attacks against the target using the Infernal's base pools and DV. The coordinated attack penalty still applies. Each has the Infernal's base soak and may NOT be augmented with seaprate charms.


Each clone has only Essence x -0 health levels and vanishes if destroyed -- but any damage they may deal is very real. The infernal must spend 2wp upon activation to turn An Army of Mist's shades into a real threat. This does not activate if the wp is not spent. Activating this after the initial charm activation is a Simple action.


Shroud of Whispering Mist


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Growth, Compulsion, Illusion


Duration: One Scene


Prerequisites: Of What Is and Isn't


The Infernal draws a long, deep breath and fills her lungs with Essence. She then exhales and a thick cloud of clinging, cool mist billows from her lips. This mist swirls to fill an area equal to (Essence x 100) yards in diameter which then rapidly thickens, imposing a -2 external penalty to all sight-based awareness rolls. Where the mist settles, thick roots and vines sprout wildly from the ground, halving the distance anyone trapped within the radius can Move, Dash or Jump. Targets caught in the radius with DMDV less than the Green Sun Prince's (Wits + Essence + Conviction) simply cannot perceive him at all, so long as she stays within the area of effect. All others suffer her (Essence) internal penalty to attempts to find, attack, or defend against her. More importantly, while her targets are trapped within the mist, the Infernal may whisper the agenda of the Mother, which will subliminally reach the ears of all those within the area. Targets unaware of the Infernal automatically gain an Intimacy to an ideal design that the Infernal impresses upon them.


The Prince must make Social attacks against those who can perceive her, but targets defend with the penalty listed above. She may continue to give targets Intimacies of her choice until the scene ends, all targets move out of the area, or until the targets have gained a number of Intimacies equal to the Infernal's Essence. Moving out of the radius terminates the sight-based penalties, but does not make the Infernal easier to spot nor does it terminate any Intimacies gained. The inability to perceive the Infernal is an Illusion effect which may be ignored for 1wp for the scene. The impression of Intimacies is a Compulsion effect and 4wp dispels any Intimacies gained. Both are unnatural mental influence.


Of Worlds Native and Alien


Cost: --; Mins: Essence 2; Type: Permanent


Keywords: Combo-Ok


Duration: Permanent


Prerequisites: None


Cytherea designed the wonder that is Creation but was still unjustly banished into Malfeas. By the injustices of the world, the Prince was denied the glories of Creation and given a second chance by the mercy of the Mother. This permanently makes the Green Sun Prince register as both a native of Malfeas AND of Creation, which perfectly protects him from wards or detection specifically geared towards Creatures of Darkness or Denizens of Malfeas. He still takes aggravated damage from Holy charms.


Demand the Obedience of Gaia's [Element] Dragon


Cost: ---; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Of Worlds Native and Alien


She Who Made the World exhibits her superiority over she who IS the World and commands that the Dragons bow their heads and avert their gaze before Creation's designer. This doubles the character's natural soak against the Element she purchased this charm for. This includes any natural hazards (avalanches, tsunamis, volcanoes, lightning storms, etc); unnatural hazards (Fair Folk powers, elemental themed behemoth attacks, etc); and magically created Elemental effects (Dragon-Graced Weapon, Elemental Bolt, Breath of the Fire Dragon, etc). Additionally, the Prince gains +3 dice to any Social Attack she makes against Elementals of the selected Element(s). This may be purchased up to 5 times, once per Element. Additional buy-ins beyond the first cost 4xp.


World-Maker's Wake


Cost: --- (5m); Mins: Essence 4; Type: Permanent


Keywords: Obvious


Duration: Permanent


Prerequisites: Demand the Obedience of Gaia's [Element] Dragon (any two)


Cytherea and her beloved have naught to fear from the hazards of her Creation. Reduce the difficulty of traversing through any Elementally difficult terrain (frigid tundras, blazing hot deserts, treacherous waters, steep cliffs, etc) to 1; nor do natural environmental penalties (high winds, driving rain, excessive heat, dense forests, etc) affect her. Natural sources of environmental damage simply do not harm her. All of the above make a very obvious show of swerving to avoid the character after bowing or making some other overt sign of respect. This does not apply to magical sources of environmental damage, save the Dragon Blooded anima banners, which also dodge the character and bow. For 5m, the Prince may extend the effects of this charm to all allies within [Essence x5] yards.


Sprouts of Necessity


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (long ticks)


Keywords: Sorcerous, Obvious


Duration: Instant


Prerequisites: Demand the Obedience of Gaia's Wood Dragon


The Infernal presses two fingers to her forehead and illuminates her Caste Mark. As she draws her hand away, a seed made of softly pulsing light appears in her palm. She then pushes the seed into the ground (actual soil is not necessary for this charm to function) where it dims and vanishes. The Infernal then makes a request of the plant, which may be for any one mundane thing that a Resources = to Infernal's Essence could buy OR enough food and water to satisfy a military unit with Magnitude equal to the Infernal's Essence. Six long ticks later, a three-feet tall plant bursts forth from the ground, blossoms with flowers alien to Creation and then bears a bizarre multicolored fruit containing the one thing requested OR with fruits to nourish the unit. Regardless of how much money the character COULD theoretically generate, this Charm cannot conjure anything innately magical--so, while it could give the Infernal a perfect suit of mundane superheavy plate, it could not give him a breastplate of Orichalcum. It could give him a warhorse of the most fine stock, but not a simhata. It could generate a palatial mansion but not a manse. It could make a skin of the finest Realm wine, but not even a cup of Celestial Wine. Some caution and forethought should be used while activating this Charm -- summoning a mansion in a small area might not be the best idea, or perhaps is an excellent way to cover an escape.


Life-Giver Restoration


Cost: 8m; Mins: Essence 3; Type: Simple


Keywords: Combo-Ok, Obvious, Touch, Sorcerous, Shaping


Duration: Instant


Prerequisites: Of Worlds Native and Alien


With but a touch, the Infernal can bring damaged things back to working order. The item must be missing significant parts for this to function (a daiklave might be missing half its blade, or a suit of armor all the major joint protection.) By touching the item, the Green Sun Prince instantly repairs it by replacing what was missing with living vines and strands of brass and silver wood. The Artifact is then considered repaired, but loses any Magical Material Association it may have had. At the Storyteller's discretion, it may become a Helltech artifact.


At Essence 3, Life-Giver Restoration may be used to cure amputations. This does not actually heal the damage but it does give the target a new and fully functional Artifact 1 Helltech limb. This does not require any attunement from the target. Any other minor properties beyond that are Storyteller discretion. Emerald Circle Countermagic will counter this.


Mother-and-Child Methodology


Cost: ---; Mins: Essence 2; Type: Permanent


Keywords: Growth


Duration: Permanent


Prerequisites: None


The Infernal dedicates herself completely to the grand designs associated with an Intimacy -- not the intimacy itself. Rather than dedicate herself to her kingdom, she dedicates herself to the world-spanning empire it could be, and the plans needed to get it there. Social attacks that try to sway the character from these ideals are considered unacceptable orders.


Aegis of Eternal Plans


Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4)


Keywords: Combo-Ok, Obvious, Growth


Duration: One Scene


Prerequisites: Mother-and-Child Methodology


The Infernal whispers the words of the Mother's designs which slip from her mouth as falling leaves inscribed with glowing Old Realm Glyphs. The leaves fall against her skin where they disappear beneath her flesh. If any skin is exposed, onlookers can see vines growing through the character's veins. They then sprout from her body in coiling patterns that spell out the words she initially spoke. The sprouts even poke through cracks in armor and spaces in clothing. Mechanically, this grants (+Essence) to all soaks and (+ 1/2 Essence, round up) to hardness, both of which stack with armor. Additionally, the living plants within her regrow as she takes damage, regenerating 1 level of Bashing an action and 1 lethal a minute.


Seed of Protection and Pain


Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4)


Keywords: Combo-Ok, Obvious, Touch, Shaping


Duration: One Scene


Prerequisites: Aegis of Eternal Plans


The Prince spits out a seed the size of a peach pit and presses it into the chest of her target, right above the heart. A willing target then benefits from the full effects of Aegis of Eternal Plans. An unwilling target first requires a successesful Martial Arts attack, but then rather than increase the target's soaks and hardness, it decreases them by the same margin as the growing vines push plates of armor aside to reveal weak points, which may reduce soak to 0. The target then takes 1 automatic level of bashing damage every action until Incapacitated or until he activates an anti-shaping effect. Perfect soaks negate the damgae, but must be used every time the character would take damage.


At Essence 4, the character may reflexively spend 1 wp to switch the benefits to detriment and vice-versa.


Compassionate Mother's Embrace


Cost: 5m or 10m; Mins: Essence 2; Type: Reflexive (Step 7)


Keywords: Combo-Ok, Obvious, Growth


Duration: Instant


Prerequisites: Mother-and-Child Methodology


The Cytherean Prince throws her arms wide at the sight of an incoming attack. This instantly and wholly disperses any and all damage that would have been dealt on Steps 8 through 10. This IS a soak defense and by nature it is applicable even against unanticipated attacks.


Imperfection of the World-Mother: Cytherea is a force of directed growth, an entity that works within an infinity of plans. Because of this, she does not react well to things that disrupt her plans, or force her to abandon them. Perfect defenses granted by Cytherean Charms cost more when she is reacting to another's plans instead of setting the agenda, or while she is being forced to abandon a design.


Mantle of a Mother's Love


Cost: ---; Mins; Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Compassionate Mother's Embrace


This allows the Cytherean Prince's Compassionate Mother's Embrace to apply to any other additional, adverse effects such as Crippling, Poison, Illness, Desecration, etc that may not require damage, but are accompanied by the Touch Keyword. A second purchase allows it to apply to Social charms that carry similar effects and the Touch keyword.


Dismissive Parental Chiding


Cost: 3m or 5m; Mins: Essence 3; Type: Reflexive (2)


Keywords: Combo-Ok, Social


Duration: Instant


Prerequisites: Compassionate Mother's Embrace


When faced with Mental Influence, the Infernal responds as a parent would to an unruly child -- perhaps sending them to their room (Manse?), asking what's really bothering them, grounding them or perhaps simply clucking her tongue and shaking her head. This makes the Prince's P or DMDV considered 1 higher than the successes rolled. This costs 3m vs Natural Mental Influence and 5m vs Unnatural Mental Influence.


Welcome Open Arms


Cost: --- (+3m); Mins: Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Compassionate Mother's Embrace


The Infernal clutches her target to her chest, or perhaps gives him a stern or meaningful stare that unnerves him. This extends the duration of Compassionate Mother's Embrace to one tick for an additional 3m.


Beloved Child Martyrdom


Cost: 2m; Mins: Essence 2; Type: Reflexive (Step 6)


Keywords: Combo-Ok, Obvious


Duration: Instant


Prerequisites: Mother-and-Child Methodology


With a glance, the Prince notices that someone is in grave danger and needs protection. In that instant, the Cytherean Prince vanishes and reappears before the victim so long as they are within ((Compassion + Essence + Perception)x2) yards. Obstacles do not impede this. The Prince then becomes the full target of the attack and must defend against it normally.


Now the Green Blade Rises


Cost: ---; Mins: Essence 5; Type: Permanent


Keywords: Sorcerous, Obvious


Duration: Permanent


Prerequisites: Beloved Child Martyrdom


Should a Cytherean Prince be killed by a use of Beloved Child Martyrdom, he does not truly die. Instead, his body transmutes into a sapling capable of containing his soul and Exaltation and takes root at the spot of his would-be death, protected from harm until the conflict that would have been his demise ends. For a number of months equal to his Essence, the sapling grows. It remains protected from the elements, but not protected from malicious tampering. However, recognizing the plant for what it is requires a successful Wits + Occult roll at an External penalty equal to the Prince's (Essence x2). Anyone with knowledge of this Charm suffers no such penalty. The plant, if uprooted, will survive (Essence) days without soil, sunlight or water. Destroying the plant is distressingly simple -- no more difficult than crushing an ordinary sapling. If the plant is destroyed in any way, the Exalt's soul washes instantly away into Lethe and the Essence returns to be reincarnated. If the plant survives, at the end of the (Essence) month incubation, the sapling suddenly becomes a tree, flowers, and bears fruit. One of these fruits burgeons and then splits open, revealing the Exalt, naked and reborn. The character loses a point of Permanent Essence and one of his Intimacies and MUST change his Motivation. This is a new beginning, after all. This Charm is considered Adamant Circle for the purposes of Countermagic.


The Mother of Invention


Cost: 5m; Mins: Essence 3; Type: Simple


Keywords: Growth, Touch, Social


Duration: Instant


Prerequisites: Mother-and-Child Methodology


Cytherea is not a mother in the human sense but a wellspring from whence ideas, concepts and plans swell. The Infernal may emulate her Mother's inspiration. She must touch her target (which may be as distant as a handshake or as intimate as copulation) who must be willing. When the target next sleeps, he dreams of the Mother and of Possibility. When he awakens, all his Conviction dice for wp recovery turn up as successes--if this would exceed his willpower, he gains the excess successes as points of temporary willpower which last until spent or until the end of the day, whichever comes first. He also then gains a Cytherean Urge, as determined by the Yozi herself. The Urge lasts as long as any other Motivation might last. The Green Sun Prince does not need to inform the target of this clause in order to use this charm.


Obedient Child Acquisition


Cost: --- (5m); Mins: Essence 4; Type: Permanent


Keywords: Servitude


Duration: Permanent


Prerequisites: The Mother of Invention


By purchasing this Charm, the Cytherean Prince always recognizes those she has given over to Cytherea via The Mother of Invention. Such fortunate targets are marked by a glowing green ring above their hearts, visible only to the Prince who used The Mother of Invention on them and any Cytherean Demons. By spending 5m, the Infernal may make the target perceive any of her Social Attacks as being in line with his Urge. Most targets gleefully obey the orders of their "elder sibling." However, if the social attack really isn't in line with the target's Urge, the target may spend 2wp to shake the Servitude effect and defend against the attack normally. This always unnatural mental influence.


Fostering Parent's Instruction


Cost: ---; Mins: Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: The Mother of Invention


In her travels, the Infernal finds someone worth teaching the ways of the world (but more importantly, the ways of the Mother). This person may be Exalt or mortal but must be human and must have an Essence rating equal or less than the Prince's. The Prince must spend a significant (2 hours or more) portion of her day with the student in order for this charm to function. While under the tutelage of the Infernal, the student subtracts 2 units of time from the amount of time something would normally take to train (i.e. 3 weeks only takes 1). If this reduces a factor to 0, he learns it instantly. He also subtracts 1XP from raising abilities and specialties and 2 from the cost of attributes, virtues and willpower. However this benefit comes with a cost. By accepting to be the Cytherean Prince's disciple, the target instantly gains an Intimacy to Cytherea (which may be eroded as normal) and loses -3 MDV against the Infernal for all intents and purposes which stacks with any other MDV penalty. If the students should ever ask to raise Essence, first he subtracts 5 from the total cost, which he may forego in order to raise it instantly. This, however, summons forth a 3rd Circle demon who squeezes out of the prison long enough to capture the target and drag him to Malfeas for presentation to Cytherea, in order to become Akuma. The Infernal does not need to tell her disciple the consequences before he chooses. All XP discounts are subtracted from the total cost. An Infernal may only have one fostered disciple at a time.


Verdant World-Mother Shintai


Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Growth, Obvious


Duration: One Scene


Prerequisites: World-Maker's Wake, Resurgent [Virtue] Blossom (Any)


Dropping to her knees, the Infernal lifts her eyes to the Heavens and cries out the glories of Creation's original and perfect design. Her consciousness splits in two, one half swelling and growing to the size of a large tree (roughly larger than a Royal Warstrider) and takes on the aspects of the Mother's iconic imagery. Eyes become pools of opalescent light, skin turns to layers of thick green bark, limbs become conglomerations of branches and vines, and so on. This half may freely focus on anything the character wishes and gains the following distinct advantages: The character soaks lethal with full Stamina and adds twice her Essence to all soaks. Armor is subsumed in the transformation and does not stack with this bonus. The character gains her full health level track as additional phantom -0's. These disappear as they are lost. The character's enormous size permits her to attack anyone within a radius of [Essence x2] yards as though they were at close range. Double her Strength for the purposes of Feats of Strength and dealing Damage.


The other half retains the Infernal's full statistics, but must dedicate at least part of her action to satisfying the Growth keyword, furthering her Motivation OR Urge. If she cannot do this, the Charm instantly ends. While the character takes such actions, she gains her Essence in automatic successes to the roll.


Both halves are considered fully separate entities. Killing one half does not kill the Infernal (though killing both halves will). They take onslaught and action penalties, suffer from poison and illness separately though both act on the same Tick and draw from the same mote pool. They may coordinate attacks with one another and teamwork other rolls. Each half may use Charms independently of one another, and the stunt rewards should be applied individually to both halves.


Player X stunts his Green Sun Prince tree-half flinging a Dynast across the scene to splatter messily against the wall and describes his human half fervently trying to repair the first age Ariship so he may finish the civil war he began in order to turn the warring nation into a fanatical Yozi cult. The Storyteller awards both 2 dice. Both succeed, and the Infernal regains 8 motes.


One half may not stray more than (Essence x 100) yards from the other. Any further, and the character must pay one automatic aggravated level of damage for every yard they are separated. If one is thrown or knocked back away from the other (such as with Solar Hero Charms), both travel the same distance but take no damage, unless for some reason they cannot reunite. In which case, they must pay health levels as if normally separated. This can be enormously inconvenient for the human half.
 
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Szorney - Good for stealth, health, and illusions. Stack Weakness Is Food and/or Wholeness Rightly Assumed with Broken Mirror Mending for ridiculous healing rates.

SZORENY


First Szoreny Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)


Keywords: Combo-Ok


Duration: Instant


Prerequisite Charms: None


This Charm functions identically to the other First (Yozi) Excellencies, except that its benefits only apply to actions that meet Szoreny's particular set of criteria. A description of Szoreny's purview follows.


Szoreny: The Silver Forest is patient and determined. He moves slowly, but inexorably towards his goal, like a tree root splitting a stone. He opposes sudden action unless it is necessary, instead preferring to work subtly. He plans far in advance and plans for every contingency. He turns seeming failures into successes.


Being less than infinite, Szoreny expands his influence, growing greater with each passing day and stubbornlyrefusing to give way to any. He is verdant and full of life. Where the other Yozis ignore or mistreat their lesser progeny, the Silver Forest is relatively benevolent, providing succor to those beneath him. However, he values conformity and seeks to impose his values on others.


The Silver Forest prefers to work by misdirection. He seeks to confuse his enemies and attacks unexpectedly. He poisons his foes, either physically or by slowly cutting off their social and mental resources. Where possible,others do his dirty work for him


Additionally, Szoreny's Excellency may always be used to enhance any Larceny action to create a disguise. Szoreny's chromed branches easily reflect the images of others.


Szoreny Mythos Exultant


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Szoreny Excellency


As with other versions of (Yozi) Mythos Exultant, this Charm enhances any stunt the Infernal performs that could benefit from the First Szoreny Excellency.


Silver Forest: Szoreny is a creature of patience, growing through failure until he reaches success. If the stunt fails, the Infernal still receives half the motes he would have gained from succeeding. The Infernal cannot choose to receive a point of Willpower instead.


Silver Gardener Spirit


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Szoreny Excellency


The Silver Forest grows forever, expanding to fill the wasted parts of Malfeas with vibrant, silver life. This Charm allows the Infernal to recover a number of motes equal to his Essence for every hour he spends spying on others, planning for the future, expanding his influence over others, or tending a garden.


Additionally, the Infernal gains an additional Peripheral Essence pool capable of holding 10 motes. Essence from this pool cannot be committed to artifacts or spells and can only be refilled by Szoreny Charms that restore motes.


Seeds of Victory Prana


Cost: 5m per task; Mins: Essence 4; Type: Reflexive


Keywords: Combo-Ok, Stackable


Duration: Indefinite


Prerequisite Charms: Szoreny Mythos Exultant, Szoreny Inevitability Technique


The Silver Forest's victories build upon seeming losses. When the Infernal commits Essence to this Charm, he chooses one task with a definite end, such as "Destroy Sijan," "Free myself from prison," or even "Defeat my rival in battle." For as long as the Infernal continues to commit Essence, every roll that he makes that furthers that goal that fails grants the Infernal a bonus success on all further rolls related to that task until he finally succeeds on a roll related to that task.


The successes from this Charm stack with each other, up to a limit of the Infernal's Essence, so an Infernal who fails three rolls related to his chosen task would receive three bonus successes on rolls that work towards the completion of that task. If he then succeeded on his next roll, all the accumulated bonus successes would then be lost.


An Infernal can commit Essence to this Charm multiple times, once for each task he defines, but separate tasks do not stack with each other and their number of accumulated bonus successes are tracked separately. If a roll would further two tasks at the same time, only the greater number of accumulated bonus successes would apply to the roll. However, a failure on such a roll would cause both tasks to accumulate a bonus success.


This Charm lasts until the defined task is completed or the Infernal chooses to end the Essence commitment. If the Infernal chooses to end the commitment early, all accumulated successes are lost; Reactivating the Charm later for the same task would start with no accumulated bonus successes.


Thousand Words Picture


Cost: 4m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-Ok


Duration: Instant


Prerequisite Charms: First Szoreny Excellency


Szoreny speaks with images as fluently as some speak with words. This Charm enhances a dramatic action by the Infernal to create any sort of image. It could be a doodle, a painting, or even a sculpture, so long as it is not normal script of any sort. As he creates the item, he encodes within it a message or a meaning which can be of any length. As long as the image's creation is successful, this meaning is immediately apparent to anyone who views the image. While a social attack may be encoded into the image, only one social attack may be encoded per image.


Alternatively, the Infernal can create the image in such a way that only a select few can understand its meaning. The Infernal is free to define as many or as few individuals or groups that can understand it, such as "My Coven," "The Scarlet Empress," or "The People of Nexus."


Mirrored Meaning Confusion


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-Ok, Illusion, Sorcerous


Duration: (Essence) days


Prerequisite Charms: Thousand Words Picture


Szoreny's mirrored surface reflects not only images, but concepts and meanings. When the Infernal invokes this Charm, he rolls (Manipulation + Socialize) against his target's Dodge MDV, adding a number of additional successes equal to his Essence but taking an external penalty equal to his target's Essence. The Infernal need not speak to his target, but he must be in his target's presence.


If successful, the target has the consequences of his social attacks reversed for the duration of the Charm's effect. His friends hear biting sarcasm behind his greetings, his closest lovers hear hatred behind his declarations of love, and attempts to insult his enemies get taken as compliments. As long as the Charm is in effect, all attempts to create or reinforce an Intimacy instead work to weaken that Intimacy or create a negative Intimacy, as appropriate. Attempts to create a compulsion to follow one course of behavior instead inflict a compulsion to do the opposite course of behavior.


This Charm is not Obvious, so the target is initially unaware of the effect it has on him, though he may become aware of the effect by observing its results. There is no way to surpress the effect, but it can be worked around. Unlike most sorcerous Charms, the Infernal can terminate this Charm's effect at will.


A second purchase of this Charm at Essence 5+ increases the duration to (Essence) weeks, while a third purchase at Essence 7+ allows the Infernal to make the duration indefinite.


Mirror Matches Movement


Cost: -; Mins: Essence 1; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: None


The Silver Forest needs no preparation to imitate another's face. Their movements are already his own. This Charm permanently removes the difficulty increase for attempting to disguise one's self as a specific person and also removes the difficulty increase for attempting to mimic that person without first spending several weeks observing the target.


Meeting Mirror Deflection


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-Ok, Obvious


Duration: Instant


Prerequisite Charms: Mirror Matches Movement


No matter how fast a man strikes, he cannot outpace his own reflection. With this Charm, an Infernal perfectly matches his foe's attack, so much so that their attacks meet and cancel each other. This is a perfect parry that suffers from the Imperfection of the Silver Forest.


The Imperfection of the Silver Forest


The Silver Forest shows the world a twisted reflection of all that stands before it. It is his greatest strength, yet it derives from his ability to understand his opponents' every move and duplicate them. Accordingly, Charms noted as suffering from the Imperfection of the Silver Forest must use the same Ability to defend against an attack as the attack was made with. Further, the Infernal must have at least one dot in that Ability to qualify. For example, an Infernal armed with only sword could not use Meeting Mirror Deflection to parry an Archery-based attack, nor could an Infernal who does not have at least one dot in Archery. If the attack to be defended against is a spell, the Infernal must at least be initiated into Terrestrial Circle Sorcery or Shadowlands Circle Necromancy. Stunts are allowed to improvise appropriate methods of defense, so an Infernal armed with only a sword could throw the sword as an improvised weapon to parry a Thrown-based attack using Meeting Mirror Deflection.



Mirror-Strike Counter


Cost: 8m; Mins: Essence 3; Type: Reflexive (Step 2 & Step 9)


Keywords: Combo-Ok, Counterattack, Obvious


Duration: Instant


Prerequisite Charms: Meeting Mirror Deflection


Those that strike a mirror do so at their own peril. Those that strike the greatest of mirrors are fools beyond measure. When an Infernal uses this Charm to defend himself, he mimics his opponent with exacting precision until, at the very moment the attack would strike, he becomes his opponent.


This Charm supplies a perfect dodge, subject to the Imperfection of the Silver Forest, in Step 2 of attack resolution. In Step 9, the attacker rolls his attack as a counterattack against himself. This includes the effects of any Charms the attacker may have used to enhance the original attack.


After the opponent attacks himself, the Infernal reverts to his normal appearance.


Shifting Quicksilver Visage


Cost: - (1m); Mins: Essence 2; Type: Permanent


Keywords: Illusion


Duration: Indefinite


Prerequisite Charms: Mirror Matches Movement


Szoreny uses no makeup to mirror others. By reflexively committing a single mote, the Infernal can use illusion to alter his appearance as though making a mundane disguise, except that it only takes a single instant to do so and requires no makeup or props. Further, the Infernal is not restricted in how high his effective Appearance can be.


This illusory disguise looks, feels, and even smells exactly how it should, based upon the Infernal's (Intelligence+Larceny) roll, so it cannot be detected simply by touching the disguised Infernal. The disguise lasts until the Infernal uncommits the mote.


Charm Concept: Szoreny and Disguises


After the Primordial War, Szoreny was turned upside down by his rough treatment at the hands of the Exalted. In protest to this, Szoreny now refuses to show a truly perfect reflection of anyone except his fellow Yozis upon any of his silver branches. Because of this, none of Szoreny's Charms can provide a perfect disguise. They can eliminate penalties and speed the process, but it will always remain possible, if only remotely so, that ordinary sense will pierce his disguises and see them for what they truly are.


Impossible Form Duplication


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Shifting Quicksilver Visage


The reflections of the Silver Forest know no limits to the forms that they may take. This Charm removes all penalties and difficulty increases causes by attempting to impersonate someone of a different gender, age, or body type. Further, this Charm allows the Infernal to use Shifting Quicksilver Visage to impersonate anything of approximately the same dimensions as the Infernal, even inanimate objects. The Infernal can just as easily impersonate a fat man as appear to be a small tree.


Mirror-Hall Misdirection


Cost: 5m; Mins: Essence 2; Type: Simple


Keywords: Combo-Ok, Obvious, Illusion


Duration: One scene


Prerequisite Charms: Shifting Quicksilver Visage


Images step free of Szoreny's branches to walk beside their original. On activating this Charm, the Infernal creates a number of illusory doubles of himself equal to his Essence. These doubles look exactly like the Infernal and nothing short of a perfect detection effect (not merely Essence sight) can tell them apart.


The Infernal can reflexively direct their actions, having them take any action he is capable of. The illusions are not real, however, so they cannot truly interact with anything. The doubles initially occupy the exact same position as the Infernal, but they can move at the same rate as the Infernal himself. This gives the appearance that the Infernal just separated into multiple copies when invoked.


The Infernal can pass through his own doubles without destroying them, but any other object that passes through them destroys them. They have the Infernal's Dodge DV, but no Parry DV.


The Infernal can only have one set of doubles at a given time. If he uses this Charm again, his existing doubles shatter like glass as the new set forms.


Shattered Mirror Defense


Cost: - (+3m); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Mirror-Hall Misdirection


Making illusions takes less than a thought for the Silver Forest. This Charm improves its prerequisite, allowing the Infernal to activate Mirror-Hall Misdirection in response to an attack as a Reflexive Charm by paying an additional three motes.


Instead of the attack hitting the Infernal, one of his illusory doubles takes the attack instead, while he and his remaining doubles are instantly shifted to any location within (Essence) yards he could reach by normal movement.


This provides an automatic dodge against most attacks, but cannot be used to defend against undodgeable attacks or unexpected attacks. If the attack affects an area and using Shatter-Mirror Defense does not remove the Infernal from the area, he is still affected.


Same Sword Reflection


Cost: 3m per duplicate; Mins: Essence 3; Type: Supplemental


Keywords: Combo-Ok, Obvious


Duration: Instant


Prerequisite Charms: Mirror-Hall Misdirection


The same image can reflect endlessly upon the Silver Forest's branches. This Charm duplicates the Infernal's attack with incomplete reflections, turning one blow or one arrow into many swinging swords or a hailstorm of shafts. Each duplicated attack costs three motes and the Infernal can duplicate his attack a number of times equal to his Essence score. Treat the original attack and the duplicates as a single attack for making an attack roll and applying DV, but if the attack hits, each duplicate deals damage seperately.


Tree Amidst Forest Camoflage


Cost: 5m; Mins: Essence 2; Type: <>


Keywords: Illusion, Touch, Combo-Ok


Duration: Indefinite


Prerequisite Charms: Mirror-Hall Misdirection


Finding the Silver Forest is easy. Finding Szoreny when he does not wish to be found is impossible. Upon activating this Charm, the Infernal causes the object or creature he touches (which could be himself) to become impossible to find by any means as long as it is near at least (11 - Essence) objects or creatures similar in appearance, such as a daiklave in a rack of swords, a single tree in a grove, or a single person on a crowded street. Note that this is based on appearances, so an Infernal disguising himself as a tree could not use this Charm to hide himself among humans. The affected creature or object must be fairly similar to those around it to be hidden by this, so a pine tree in an oak grove or a blood-drenched Infernal in full armor at a dinner party would be as obvious as they normally would be.


If another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed roll to maintain the Charm.


Lost in Reflection


Cost: 8m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Sorcerous, Illusion, Combo-Ok


Duration: (Essence) days


Prerequisite Charms: Tree Amidst Forest Camoflage


Those who displease the Silver Forest find themselves caught within his boundaries, cursed to wander lost until the Yozi chooses to spare them. When the Infernal invokes this Charm, he chooses a creature or a group of creatures with Magnitude no more than his (Essence - 2) that is within his sight. He rolls (Manipulation + Survival) against the highest Dodge MDV in the group, adding his Essence in automatic successes and applying a penalty equal to the group's Magnitude. If successful, the targeted group becomes supernaturally lost.


Any time an affected creature wanders more than 30 yards from where it was at the time it was affected, it loses all ability to tell direction and identify landmarks. It wanders lost for about an hour before returning to its original location. If anyone attempts to take pity on an afflicted creature and lead them somewhere, this Charm momentarily includes the would-be good Samaritan, causing both to wander lost before returning to their original location. This only persists for as long as they attempt to help an afflicted creature. As soon as they abandon the creature, they regain their ability to navigate. If another Charm contests this effect, add the Infernal's Essence in automatic successes to the opposed roll to maintain the Charm.


An affected creature can spend one Willpower to attempt a (Intelligence + Survival) roll against a difficulty equal to the Infernal's Essence. If successful, this Charm's effect is suspended for one hour. Wherever the creature reaches in that time becomes the creature's new original location for the purposes of this Charm. This Charm ends when the target has successfully navigated to a new location three times.


An Infernal with Essence 4+ can purchase this Charm again. Doing so allows the Infernal to reflexively renew the Charm just as it would end, if the Infernal so chooses. He need not have the original target or targets in sight when he does so.


Mirror-Maze Navigation


Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental


Keywords: Combo-Ok


Duration: Indefinite


Prerequisite Charms: Tree Amidst Forest Camoflage


Szoreny is never lost within himself. This Charm enhances any attempt by the Infernal to find a person, place, or object, guaranteeing success. The Infernal learns the distance and direction to the sought after person, place, or object. If the Infernal is attempting to track the target of this Charm, he automatically gets (his target's successes +1) successes on the opposed roll for the tracking contest. The Infernal must know exactly what he seeks or this Charm will lead him only to the nearest person, place, or object matching the general description he seeks. This Charm cannot read minds, so it cannot do things such as lead the character to someone who knows the answer to a question or lead him to his nearest unknown enemy.


If another Charm contests this effect, such as to keep a character hidden or untrackable, add the Infernal's Essence in automatic successes to the opposed roll to maintain the Charm.


Freed From the Mirror


Cost: 3m; Mins: Essence 3; Type: Simple (Speed 5, DV -1)


Keywords: Obvious, Touch, Combo-Ok


Duration: Indefinite


Prerequisite Charms: Mirror-Hall Misdirection


Szoreny's silvered bark reflects all, not only himself. When the Infernal invokes this Charm, he lays hand on some creature or object no bigger than himself and gently pulls its reflection away from it. The reflection comes free in the Infernal's hand as a physical object, identical in function to the original and almost identical in appearance. If a character is attuned to the original, it is automatically attuned to the mirror at no additional cost. Creatures mirrored this way create a lifelike but immobile statue of themselves. A successful (Perception + Awareness) roll against a difficulty equal to the Infernal's Larceny reveals some flaw in the appearance of the mirrored object that marks it different from the original.


A creature or object can only have one physical mirror in existence at a time. Attempting to use this Charm on creature or object already so mirrored automatically fails.


An Infernal with Essence 4+ can purchase this Charm a second time. Doing so removes the touch keyword from the Charm, allowing the Charm to be used on any creature or object within sight.


Wake the Mirror


Cost: - (+3m); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Freed From the Mirror


The Silver Forest's reflections are empty shells, waiting for Szoreny to fill them with purpose. This Charm permanently enhances its prerequisite. Whenever the Infernal uses Freed From the Mirror to create a mirror of a creature, he can increase the cost by an additional three motes to give the mirror a semblance of life. It can still be told apart from the original as normal for Freed From the Mirror and has no Charms, but otherwise has all the same statistics and mannerisms as the original, including whatever gear the original was carrying. If the original was attuned to an artifact, the animated mirror is attuned to its duplicate.


The mirror does not know any of the original's secrets or memories, but if engaged in ordinary conversation will attempt to respond suitably with information drawn from the Infernal's knowledge.


The animate mirror always follows the Infernal's orders without question and to the best of its ability. Animate mirrors are considered Extras and follow all appropriate rules. An animated mirror shatters like glass and crumbles to nothing when it dies or its duration ends.


Thousand Reflections Legion


Cost: 10m, 2wp; Mins: Essence 4; Type: Simple


Keywords: War, Sorcerous, Obvious, Combo-Ok


Duration: One scene


Prerequisite Charms: Wake the Mirror


The Silver Forest's myriad reflections are all the army Szoreny will ever need. When the Infernal invokes this Charm, he creates dozens of mirror copies of himself, all animated and capable.


These copies form up with the original as a unit of extras with a magnitude equal to the Infernal's Essence.


The copies are only extras and have no Charms, so they have a base Might of 1, but they are armed identically to the Infernal himself and attuned to their weapons (if necessary), which may increase their effective Might. The copies obey the Infernal's orders without question, so they have Drill 5 and need no relays in order to function as a cohesive unit. The unit has perfect morale and comes into existence in close formation.


Because so many doubles of the Infernal exist as part of the unit, all attempts to specifically target the Infernal with an attack suffer an external penalty equal to the unit's current Magnitude.


Image of Greatness Reflection


Cost: - (+5m,+1wp); Mins: Essence 4; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Wake the Mirror


Szoreny is the only mirror great enough to hold the image of his brother, Isidros. Lesser images are but a paltry thing beside his visage. This Charm permanently enhances Freed From the Mirror. As with Wake the Mirror, this Charm allows an Infernal to animate any creature he mirrors using Freed From the Mirror at an increased cost. However, the cost is greater, an additional five motes and one willpower instead of three, and the effect is greater. An animated mirror enhanced by Image of Greatness Reflection is a heroic character, even if the original was not not, and so is capable of stunts and has a full set of health levels.


As with Wake the Mirror, animate mirrors are attuned to all the gear they possess (if necessary), are unflinchingly loyal and obedient to the Infernal, and do not know any of the original's secrets, nor do they have the original's Charms.


One Tree Forest


Cost: 15m; Mins: Essence 5; Type: Simple


Keywords: Obvious


Duration: Indefinite


Prerequisite Charms: Image of Greatness Reflection


Though Szoreny is the Silver Forest, he is only a single tree. He is both one and many. Upon activating this Charm, the Infernal steps out of himself, creating an additional self. Both copies of the Infernal are the Infernal.


The new copy comes into being with copies of all the Infernal's mundane gear, but not his artifacts or other magical gear. The copies have separate health tracks, but share Essence Pools and a Charm activation - if one has activated a Charm and has not yet recovered from using it, the other can only activate that Charm. As long as one copy is alive, the Infernal lives. When one copy dies, its body shatters like glass and dissipates to nothingness, the Charm's duration ends, and the other becomes the Infernal. If one copy is aware of something, both copies are aware.


The additional copy lasts as long as the Infernal leaves the Essence committed to this Charm or until it is killed. If the Infernal chooses to uncommit the motes from this Charm, he chooses which copy shatters.


Quicksilver Sap Transfusion


Cost: - (1 lhl); Mins: Essence 1; Type: Permanent


Keywords: Obvious, Poison


Duration: Permanent


Prerequisite Charms: None


Szoreny's blood is quicksilver, deadly to all but those that suffer his benevolence. This Charm replaces the Infernal's blood with poisonous quicksilver. In addition to allowing the Infernal to use his blood as a poison, this renders the Infernal immune to the poisonous effects of Szoreny's quicksilver, allowing him to drink the stuff as though it was water, and to the poisonous effects of the quicksilver blood of any Infernal that also knows this Charm.


One lethal health level of the Infernal's blood is a single dose of poison, which deals 7L/minute damage, has a Toxicity of 3, and a Penalty of -3. There is no Tolerance for this poison.


The poison can be administered by injury or ingestion, so anything foolish enough to bite the character automatically ingests a dose of poison. An Infernal need only cut himself to apply this poison to his own weapons. The poison, exposed to air, stays potent for (Essence) days before becoming useless.


The Charm is only Obvious while the character is bleeding, which reveals his shimmering silver blood.


Unyielding Argent Bark


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Quicksilver Sap Transfusion


Though not as physically potent as Malfeas, the Silver Forest has endured just as long. This Charm grants the Infernal an additional two -0 health levels.


Subtle Poison Style


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: up to (Essence) hours


Prerequisite Charms: Quicksilver Sap Transfusion


Those who feel Szoreny's wrath die slowly, often long after they think they have escaped his reach. This Charm allows the Infernal to set a delay on the onset of the poisonous effects of his blood. The Infernal can decide any amount of delay, up to (Essence) hours, as a reflexive action. Until the Infernal chooses to change it again, the delay remains fixed.


A second purchase of this Charm increases the length of the possible delay to (Essence) days. A third and final purchase allows the Infernal to delay the poison for as long as he wishes, be it minutes, years, or centuries.


Haunting Hallucination Infliction


Cost: - (6m, 1 lhl); Mins: Essence 2; Type: Permanent


Keywords: Illusion


Duration: Permanent


Prerequisite Charms: Subtle Poison Style


The effects of the Silver Forest's poison on the body are fearsome, but the wise fear its effects upon the mind even more. With this Charm, the Infernal can turn a single dose of his blood (one lethal health level's worth) into a carefully controlled hallucinogen by spending 6 motes. This hallucinogen does the victim no harm and can be delayed, as per Subtle Poison Style. Instead of dealing damage, the hallucinogen delivers a single social attack against the victim through vivid hallucinations (or lucid dreams, should it strike while the victim is asleep). This social attack is unexpected unless the victim wins an opposed roll against the Infernal. The victim rolls (Stamina + Resistance), while the Infernal rolls (Manipulation + Socialize). This hallucination can include social Charms, spent at the time the Infernal creates the hallucinogen.


Silver Sworn Bond


Cost: 10m, 1 lhl, 3xp; Mins: Essence 2; Type: Simple


Keywords: Combo-Ok, (Sorcerous; see text)


Duration: Instant


Prerequisite Charms: Quicksilver Sap Transfusion


Those that dwell in the Silver Forest are connected to it by bonds, some subtle and others much less so. With this Charm, the Infernal forges a bond of his own with any creature that he wishes by sharing with it a portion of his own blood.


The Infernal cuts himself as he uses this Charm and charges the spilled blood with Essence. This blood keeps its special properties for (Essence) days before spoiling. Unlike his normal blood, this dose is not toxic


A creature needs only drink the Infernal's prepared blood to experience the bond; it need not be willing or already loyal to the Infernal. Each use of this Charm only produces enough blood to affect one creature.


If the creature is a natural animal, it increases the Infernal's Familiar background by one. Once his Familiar background reaches a sufficient level to have the animal as a familiar, the animal becomes the Infernal's familiar. The animal gains an Urge to serve the Infernal once it becomes his familiar.


If the creature is a First Circle Demon, the creature immediately becomes the Infernal's Demonic Familiar, with the Background at one dot. The demon gains an Urge to serve the Infernal as it becomes the Infernal's familiar.


If the creature is already the Infernal's Familiar, it raises his Familiar background with that creature by one dot, to a maximum of five dots.


The Infernal still can have no more Familiars than his Essence. Using this Charm to make a new Familiar when the Infernal is already at his maximum causes the bond with one of the Infernal's other Familiars to break. The Infernal chooses which Familiar is freed.


If the creature is not a natural animal or a demon of the first circle, the bond does not have the strength to force service. Instead, the bond makes the affected creature more susceptible to the Infernal's influence as a Sorcerous effect. The affected creature suffers a -3 penalty to its Dodge and Parry MDVs against the Infernal's social attacks. This penalty remains for the affected creature's lifetime unless appropriate countermagic is used to dispel the effect.


Eyes Like Mirrors Oversight


Cost: 3m; Mins: Essence 3; Type: Simple


Keywords: Combo-Ok, Obvious


Duration: Indefinite


Prerequisite Charms: Silver Sworn Bond


Kagami, the City of Mirrors and Szoreny's fetich soul, watches Malfeas from inside every mirror's reflection. With this Charm, the Infernal emulates this, viewing the world through the eyes of those under his influence. When he activates this Charm, the Infernal picks one being who he has influence over. He has an instinctive understanding of which creatures he has under his influence, so he need not know a being's name or face to choose him, but he does not have any instinctive information about the location of any of those he has influence over.


Until the Infernal chooses to deactivate this Charm, he sees through the eyes of the chosen creature, observing everything that it sees. His own eyes glaze over silver, the only Obvious component of this Charm, making it impossible for him to see through his own eyes. The Infernal cannot use any Charms that enhance his own senses to improve the senses of his chosen vessel.


The chosen vessel has no awareness that he is being used in such a manner by the Infernal, nor is there any outward indication that the vessel is the Infernal's unwitting spy.


At Essence 4+, the Infernal can choose to hear through his vessel's ears when activating this Charm, but gives up the ability to hear with his own ears while doing so.


Charm Concept: Influence


To have influence over someone is to have a measure of supernatural control over that being.



An Infernal is considered to have influence over his Familiars, any creature affected by the Infernal's Silver Sworn Bond, any creature currently protected by the Infernal's Silver Branch Shelter, any creature still affected by the Infernal's Mirrored Intentions, any creature that has ever been affected by the Infernal's In the Master's Image, and any creature that has benefited from the the Infernal's Bitter Medicine Charm in the past (Infernal's Essence) days.



Additionally, an Infernal has influence over any creature currently bearing his brand (as per Magnanimous Warning Glyph), anyone who has been fed using his Locust Mana Plague or Spawning Pit Sanctification in the last (Infernal's Essence) days, anyone who still owes the Infernal a debt as per Verdant Emptiness Endowment, anyone who has benefited from the Infernal's Pattern-Reassertion Touch in the past (Infernal's Essence) days, any creature created by the Infernal's Constructive Convergence of Principles, and anyone under the effects of the Infernal's Unfair Excellence Endowment. Other Charms may also apply at the Storyteller's discretion, such as the Solar Charm Power Awarding Prana used by a Fiend.



Transcendent Toxin Internalization


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Quicksilver Sap Transfusion


The greatest of poisons can all be derived from Szoreny's sap and so are no danger to the Silver Forest. This Charm brings the Infernal to this realization, making him immune to all poisons.


A second purchase of this Charm makes the Infernal immune to all non-magical diseases and to all magical diseases with a Virulence less than the Infernal's Essence.


Any such poison or disease the Infernal may be suffering when he learns this Charm is immediately cured.


New Growth Meditation


Cost: -; Mins: Essence 1; Type: Permanent


Keywords: Stackable


Duration: Permanent


Prerequisite Charms: Quicksilver Sap Transfusion


Szoreny allows his branches to be cut, for they will always grow anew. This Charm speeds the Infernal's natural rate of healing.


An Infernal who knows this Charm always heals as though he is resting, even if engaged in strenuous activity.


Further, each hour counts as three hours of time for the purposes of determining the speed with which the Infernal recovers from bashing or lethal damage. This Charm has no effect on the amount of time it takes a character to recover from aggravated damage.


An Infernal can purchase this Charm multiple times to increase the speed with which he heals. His healing rate is [(Number of copies known x 2) + 1] effective hours for every hour that passes. He can have as many copies of this Charm as he has dots of Stamina.


Broken Mirror Mending


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: New Growth Meditation


Even if whole swaths of Szoreny's silver trees were felled, the Silver Forest would recover.


With this Charm, the Infernal becomes impossible to permanently maim. This Charm allows the Infernal to apply the accelerated healing granted by New Growth Meditation to his rate of recovery from any sort of Crippling injury. Further, if he suffers a Crippling effect that would not naturally heal, he heals the injury away over the course of four weeks. This is only the base time for healing otherwise permanent Crippling effects, so all Infernals will recover much faster than this.


For example, an Infernal has this Charm and only one copy of New Growth Meditation. He loses an arm, a normally incurable condition. Because of this Charm, he begins growing a new arm, which takes him only a little more than nine days to do so.


Bitter Medicine


Cost: - (1 lhl); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: (Essence) days


Prerequisite Charms: Transcendent Toxin Internalization


Szoreny is not only the source of the most potent poisons, but also the source of their antidotes and more. This Charm allows the Infernal to share the benefits of some of his Charms with others by sharing with them some of his own quicksilver blood.


The blood must be given willingly and causes no harm to anyone who consumes it, despite its normally poisonous nature. Instead, a creature who consumes the dose of blood gains the benefits of the Infernal's Transcendent Toxin Internalization Charm. If the Infernal knows New Growth Meditation or Broken Mirror Mending, the creature also gains the benefits of those Charms. These benefits last for a number of days equal to the Infernal's Essence.


The creature need not know what it is drinking, nor does it need to be willing to experience the effects of this Charm. The Infernal's blood will keep for (Essence) days before spoiling.


Rooted In Reality


Cost: 10m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-Ok


Duration: Indefinite


Prerequisite Charms: None


Szoreny stood unchanged in the depths of the Wyld long before the foundations of Creation were first laid. When the Infernal activates this Charm, he becomes immune to any Shaping effect that would alter his mind, body, spirit, or traits in any way. This includes instantaneous Shaping effects and any new alterations caused by long-term Shaping effects. This also protects the Infernal from any undodgeable or unblockable Shaping attacks. This immunity remains for as long as the Infernal commits Essence to this Charm.


This Charm does not extend its benefits to any piece of the Infernal's gear, nor does it extend to other characters. If the Wyld transforms his best friend into an avalanche of knives that then engulfs the Infernal, this does not directly alter the Infernal through Shaping, nor is it an attack if the Infernal's sword is transformed into a cotton ball - simply an undesirable effect.


Silver Branch Shelter


Cost: - (+5m); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Rooted In Reality


Szoreny watches over those he considers to be in his care, whether they wish his benevolence or not. This Charm permanently enhances its prerequisite. Whenever the Infernal activates Rooted In Reality, the Infernal can commit an additional five motes to extend this protection to all objects or creatures within (Essence x 5) yards.


The Infernal can reflexively choose to exempt any number creatures or objects from his protection if he wishes and at any time. As long as the Infernal continues to commit the necessary motes, he can later re-extend protection from Shaping effects as a reflexive action.


Mirrored Intentions


Cost: 5m, 1wp; Mins: Essence 3; Type: Supplemental


Keywords: Social, Shaping, Combo-Ok


Duration: Instant


Prerequisite Charms: Silver Branch Shelter


Like She Who Lives In Her Name, Szoreny values conformity, believing that he knows best how the world should work and seeking to impose those values upon those in his care. This Charm can enhance any attempt by the Infernal to create an Intimacy that the Infernal already has or erode an Intimacy that he lacks. If the attempt succeeds, it becomes unnatural mental influence that costs two Willpower to resist. If the target does not resist, the Intimacy is either instantly created or destroyed, as appropriate to the Infernal's attempt.


For example, an Essence 3 Infernal whose only Intimacies are an Intimacy of Hatred towards Nexus and an Intimacy of Loyalty towards Szoreny could use this Charm to instantly create an Intimacy of Loyalty to Szoreny, instantly create an Intimacy of Hatred towards Nexus, and instantly destroy an Intimacy of Love towards Fluffy Bunnies, among other possibilities.


This Charm does not work by persuading the target to believe differently than he does, but by literally changing the target's mind to be more in tune with the Infernal's own.


At Essence 4+, this Charm allows the Infernal to attack a mortal's Motivation directly, rather than an Intimacy. If successful, the victim must spend Willpower to resist if possible. If the victim cannot, the victim's Motivation immediately changes to match either the Infernal's own Motivation or the Infernal's Urge. The Infernal chooses which new Motivation to inflict.


In the Master's Image


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Shaping, Sorcerous, Training, Stackable


Duration: Instant


Prerequisite Charms: Mirrored Intentions


Szoreny's views about how the world should be extend beyond just how people believe, encompassing even how they should look and act. This Charm allows the Infernal to change not just a target's mind, but allows him to change the target's body and soul to match his own.


The Infernal can affect a single character or a group of characters with this Charm, so long as he has influence over every character he wishes to change. He does not need to be present for the duration of the change, nor does he even need to see his targets to affect them, so long as he has influence over them. As with Eyes Like Mirrors Oversight, the Infernal has an instinctive knowledge of which characters he has influence over.


The Infernal rolls (Willpower + Integrity), adding a number of successes equal to his Essence but taking an external penalty equal to the highest Essence among his group of targets plus the Magnitude of the group as a whole.


If successful, the group slowly finds one of their traits moving towards that of the Infernal. The trait can be any Attribute the Infernal wishes. Over the course of the next week, each affected character either loses a dot in the chosen trait (if the Infernal's rating is lower than the affected character's current rating) or gains a dot in the chosen trait (if the Infernal's rating is higher than the character's own). The Infernal has no control over which way the change occurs, only over which trait is changed. A single character can have up to the Infernal's Essence in ongoing transformations at a single time.


If an affected target's traits improve, he goes into experience debt, as normal for training effects. If his trait values worsen, he is fully refunded the experience for the lost traits but cannot naturally raise the degraded trait for (Infernal's Essence) weeks.


As a target's Appearance nears the same trait value as the Infernal's own, the target looks more and more like the Infernal, even changing hair and eye color. When a target's Appearance is the same as the Infernal's own, the target looks strikingly similar, to the point where the two could be easily confused by those not closely familiar with one or the other. Such characters are treated as though having an artificial three-dot specialty in impersonating the Infernal. This specialty does not count against the character's number of specialties, but does not stack with other specialties. Only the greater bonus applies.


This Charm can be purchased up to three additional times at Essence 4+. Each purchase allows the Infernal to change one of the following in addition to Attributes: Abilities and Specialties, Virtues and Willpower, or Mutations.


If the Infernal selects Mutations, he can give an affected character a mutation he himself already has or take away a mutation that the Infernal's does not have as a Desecration effect. All Infernals are innately Creatures of Darkness, so all Infernals can and must give that mutation as a precursor before any other mutation can be given. An Infernal who knows Quicksilver Sap Transfusion can give the full effects of that Charm as a single Abomination with the same name.


Into the Looking Glass


Cost: 1wp; Mins: Essence 4; Type: Reflexive


Keywords: Illusion, Combo-Ok


Duration: One scene


Prerequisite Charms: Silver Branch Shelter


Within his borders, Szoreny rules the senses. This Charm allows the Infernal to create illusions on a grand scale. This Charm can only be activated if the Infernal already has Rooted In Reality and Silver Branch Shelter active, but once activated, the Infernal can create life-like images, sounds, and even smells anywhere within the area protected by Silver Branch Shelter at will. These images, sounds, and smells are ephemeral; they cannot be touched or tasted. These illusions can be of anything the Infernal can imagine and can be directed to change or move as a reflexive action.


These illusions are not perfect, however. A successful (Perception + Awareness) roll against a difficulty of the Infernal's Larceny will allow any character to tell an illusion from a real object.


If the Infernal moves far enough that an illusion falls outside the effect of his Silver Branch Shelter, they shatter like glass and vanish, as do the rest of the illusions created by this Charm when the duration ends.


Frozen Reflection Mirror


Cost: - (5m); Mins: Essence 4; Type: Permanent


Keywords: Sorcerous


Duration: Indefinite


Prerequisite Charms: Into the Looking Glass


The Silver Forest's phantoms endure ages at the whim of Szoreny. This Charm enhances its prerequisite, allowing the Infernal to create illusions that last indefinitely. After creating an illusion with Into the Looking Glass, the Infernal may choose to spend 5 motes (uncommitted) to cause the illusion to endure indefinitely as a Sorcerous effect. The illusion can even leave the area of the Silver Branch Shelter without shattering into nothing. Unlike most Sorcerous effects, the Infernal retains the ability to reflexively end the effect.


However, an enduring illusion can no longer be altered by the Infernal; he loses all ability to control them, only retaining the ability to end them. The Infernal can set a looping sequence of events for the illusion to follow if desired, but once set this cannot be changed.


Color-Music Melody


Cost: - (5m); Mins: Essence 5; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Into the Looking Glass


Within the Silver Forest, one sense can become another. This Charm enhances its prerequisite, allowing the Infernal to create more real illusions and even turn one sense into another.


With this Charm, illusions created by the Infernal can be felt and tasted. They are still very ephemeral - anything more than a casual touch will pass right through them - but the Infernal could hold an illusory feast and few could tell the difference until they found themselves still hungry afterward.


Additionally. the Infernal can commit an five motes to this Charm to allow him to switch any two senses within the area of his Silver Branch Shelter. He could switch sight with touch, causing people to feel a painting's beauty at a distance, or switch touch with hearing, turning a courtesan's caress into an exotic melody. This effect cannot be made enduring using Frozen Reflection Mirror.


If the Infernal chooses to switch sight with any other sense, creatures unused to navigating by that sense take a -2 external penalties on all rolls while they remain within the affected area.


False Truth Reflection


Cost: 5m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Sorcerous, Combo-Ok


Duration: One scene


Prerequisite Charms: Color-Music Melody, Image of Greatness Reflection


Under Szoreny's branches, who can tell what is truth and what is illusion? An Infernal with this Charm can make his illusions fully real. This Charm can only be activated if the Infernal has Into the Looking Glass active. While this Charm lasts, any illusion made with Into the Looking Glass instead creates a real object, with all the properties that a normal, non-magical object of that sort would have. These objects can still be identified as being different from a normal object as per Into the Looking Glass, but that does not stop them from being just as solid. A solid object cannot be created in a location already occupied by another solid object.


Creatures created with this Charm are unmoving but lifelike statues unless the Infernal pays the cost to animate them using Wake the Mirror or Image of Greatness Reflection.


If the Infernal chooses to use objects created with this Charm to attack another, such as by creating a large anvil above an enemy or engulfing an opponent in a sudden inferno, the attack has the statistics listed below. His dice pool for the attack is (Wits + Larceny) and the Infernal whether the attack deals lethal or bashing damage at no penalty.


At the end of this Charm, all objects created by this Charm shatter like glass and crumble to nothing.


Conjured Object Attack: Speed 5, Accuracy +(Essence), Damage (Intelligence + Larceny)L or (Intelligence + Larceny)B, Defense +0, Rate (Essence), Range (Essence x 5) yards.


Conjured Object Clinch: Speed 6, Accuracy +(Essence), Damage (Intelligence + Larceny)B, Defense +0, Rate 1, Range (Essence x 5) yards.


Mirror-Madness Malediction


Cost: 8m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Combo-Ok, Shaping, Social, Obvious, Stackable


Duration: Instant


Prerequisite Charms: Color-Music Melody


Those who spend too much time within the Silver Forest risk their sanity. With this Charm, the Infernal can cause madness in a target with only a few words. The Infernal makes a social attack as part of using this Charm. That attack becomes unblockable. If successful, instead of having the normal effect that such a social attack would have, this Charm instead exerts a form of unnatural mental influence on the target that takes two Willpower to resist as the victim experiences a surge of vivid nonsense images, psychedelic lights, insane babbling noises, and other phenomena in a matter of moments.


If the victim fails to resist, the victim suffers a permanent derangement of the Infernal's choice. This derangement starts at only deficiency strength, but reapplication of this Charm on the victim can raise the strength of a derangement by one step, from deficiency to debility or from debility to deformity, instead of inflicting a new derangement. The Infernal chooses whether to inflict a new derangement or to strengthen an existing one.


This Charm is only Obvious to the victim.


Silver-Soothed Sanity


Cost: 10m, 2wp, 1 lhl; Mins: Essence 5; Type: Simple


Keywords: Combo-Ok


Duration: Instant


Prerequisite Charms: Mirror-Madness Malediction, Bitter Medicine


What the Silver Forest gives, it can also take away. This Charm allows the Infernal to distill sanity into a small amount of his own blood. The resulting dose is not toxic. Instead, any being who consumes it will be cured of any and all derangements and will be freed on any Compulsion and Servitude effects it may be suffering.


The Infernal's blood keeps for (Essence) days before spoiling. The creature who consumes it need not know what it is consuming, nor need it be willing.


Sorcerous Enlightenment of Szoreny


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous


Duration: Permanent


Prerequisite Charms: First Szoreny Excellency


Like his siblings, Szoreny can grant initiation into sorcery to an Infernal. Spells cast through the Initiation of the Silver Forest resonate with the natural illusions of the Silver Forest. Thus any spell that creates an illusion or disguise costs 10 motes and one Willpower less than normal to cast. Likewise, Szoreny is a being of growth and so any spell that manipulates the element of Wood or that causes or creates plant growth receives the same discount.


Examples of valid spells include Becoming the Wood Friend, Disguise of the New Face, Floral Ferry, Spoke the Wooden Face, Summoning of the Harvest, Sprouting Shackles of Doom, and Benediction of Archgenesis.


However, Szoreny shares the same appreciation of subtlety that She Who Lives In Her Name. Spells whose primary purpose is to deal damage cost 10 motes more than normal to cast. However, this does not apply to spells that deal damage through poison, as Szoreny is the author of poisons.
 
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Hegra - Good for messing with people's emotions and screwing with Fair Folk.

First Hegra Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: None


The Typhoon of Nightmares is always excited, a manic being who revels in the sensous. Her erratic moods are constantly shifting through the spectrum of emotions, and she is subject only to her whim. Hegra clings to her dreams because they are more pleasing than reality, and wishes to share her vision. She brings both inspiration and terror, disturbing the sleep of dreamers with unwanted revelations. Her wrath is less deadly than her carelessness, as her catastrophic storms cause massive collateral damage, without her knowing. Despite the exuberant rejoicing that her aimless passage through Malfeas brings, her mercy is just as unintended as her malice. She enjoys all that she does as if giving an artistic performance or playing a game, because she will not do anything which does not please her.


Characters may apply this Charm to actions that resonate with their emotions and passions, or acts of flamboyant and over the top vivacity. Actions that focus on style over substance or seem heroic are always better than those that are merely effective, as Hegra’s form is nothing but dreams and gossamer, shaped into her own self-image. Socially, she arouses passions and incites revolutionary changes, upsetting systems of oppressive control or restraint with out of control emotion. She exploits the feelings of others, using them to achieve her own satisfaction. This Charm can never enhance any action that conflicts with the Infernal’s own emotions or Intimacies, as Hegra values fantasy over reality and cannot place necessity above what she wants.


Hegra Mythos Exultant


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Hegra Excellency


Hegra’s rains bring madness, washing away the harsh realities of the world with their downpour. The Infernal may forgo the mote or Willpower awards of a stunt to cause a single character within (Essence x 10) yards to lose a point of Willpower, as a shaping effect. Characters with awakened essence may choose to instead spend motes equal to (stunt rating x 3).


Sorcerous Enlightenment of Hegra


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous


Duration: Permanent


Prerequisite Charms: First Hegra Excellency


The passage of the Typhoon of Nightmares warps and twists emotions. Spells create, alter, or influence emotional states, desires, or memories cost an additional point of Willpower to resist when cast with the Sorcerous Enlightenment of Hegra, if they normally require Willpower to resist. If the mental influence must be resisted multiple times, this increase only applies to the first such time any given character resists it. Hegra’s taboo bans the creation of material things, adding one Willpower to the cost of any spell that does so. If this is an ancillary effect of the spell, the Infernal may warp it away to avoid this ban, but she cannot do so if creation is the primary purpose of the spell. Summoning does not count as creating a thing, so the Infernal may freely bind demons and other beings to her will.


Ecstatic Passion Kaleidoscope


Cost: 5m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Emotion


Duration: One scene


Prerequisite Charms: None


Hegra subsists entirely on emotion, the whole of her being coalescing around her hysteric passions. Activating this Charm, the Infernal may instill herself with any emotion, passion, or feeling, exerting unnatural mental influence upon herself. The Infernal may add (Essence/2) dice to any action which resonates with that emotion, which does not count as dice added by Charms. This Charm also exerts the usual penalties of an Emotion effect–a -1 internal penalty on any action that does not resonate the emotion instilled, or a -3 internal penalty on any action that directly opposes that emotion. The Infernal must spend a point of Willpower to cancel this Charm before its duration ends, or if they activate it again to change the emotion it creates.


A second purchase of this Charm allows the Infernal to re-activate it as an innate ability. So long as it is already active, activating it a second time to change the emotion it creates does not count as Charm activation, and they need not pay a Willpower surcharge to do so. A third purchase of this Charm at Essence 5 allows the Infernal to waive its mote cost when activating it, and it extends its duration to Indefinite. However, they can never voluntarily cancel the effects of this Charm–they may change the emotion it instills with a subsequent activation, but cannot simply end its effects.


Extravagant Revelry Carnival


Cost: – (+1wp); Mins: Essence 2; Type: Permanent


Keywords: Emotion, Social


Duration: Permanent


Prerequisite Charms: Ecstatic Passion Kaleidoscope


Hegra’s rains slick the streets of the Demon City with alien passions and vivid memories, fomenting sensual hallucinations. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal activates it, she may pay a surcharge of one Willpower to roll (Charisma + Performance) against the Dodge MDV of all characters who can see her. Any character whose MDV is exceeded succumbs to the same Emotion effect as the Infernal, a form of unnatural mental influence that can be resisted for two points of Willpower. This Emotion effect lasts for one scene. They do not gain the bonuses of Ecstatic Passion Kaleidoscope; only the base penalties of the Emotion effect.


In addition, while Ecstatic Passion Kaleidoscope is active, the Infernal may enhance any social attack that would rouse the same emotion it instills. Doing so costs a point of Willpower for Performance-based attacks, or two motes for Presence-based attacks, and inflicts the same unnatural mental influence as above if the social attack is successful. The character must resist this influence separately from the social attack if the Infernal’s roll overcomes their MDV’s. Enhancing a social attack in this way does not count as Charm activation.


Emerald Ego Calcification


Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion


Duration: Permanent


Prerequisite Charms: Extravagant Revelry Carnival


Hegra is nothing but dreams and glamour, a knot of gossamer wrapped around itself. But she is not weak. At her core there is something stronger than dreams, stronger than bliss, stronger than chaos. Will. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to inspire confidence, determination, or resolve, she may pay six motes to append an additional Emotion effect. All characters who fail to resist the initial mental influence are filled with unshakable willpower. They double the bonuses they receive to their MDV’s against mental influence that opposes an Intimacy, Virtue, or their Motivation. In addition, whenever they spend Willpower to enhance an action, they add two automatic successes, rather than one.


Red Rage Incitement


Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion


Duration: Permanent


Prerequisite Charms: Extravagant Revelry Carnival


Blood flows when Hegra’s rain falls. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to inspire anger, rage, or hatred, she may pay six motes to append an additional Emotion effect. All characters who fail to resist the initial mental influence gain a single bonus die on all combat-related actions and Valor rolls. In addition, if multiple characters are affected, the Infernal may organize them into an unordered military unit. The Infernal may choose to take command of this mob, or leave it to its own rampaging hatred. This additional unnatural mental influence may be resisted for a single point of Willpower, but otherwise lasts for as long as the initial Emotion effect. Once the Emotion effect ends, mass units created by this Charm will dissolve and wander off.


Yellow-Bellied Cowardice Infliction


Cost: – (+6m); Mins: Essence 4; Type: Permanent


Keywords: Emotion


Duration: Permanent


Prerequisite Charms: Extravagant Revelry Carnival


Cowardly hearts quail at the thunderous roar of Hegra, succumbing to the countless exotic terrors of her rains. This Charm upgrades all Extravagant Revelry Carnival. Whenever the Infernal activates it to inspire fear, panic, or cowardice, she may pay six motes to append an additional Emotion effect. All characters who fail to resist the initial mental influence are overcome with fear, and must make a Valor roll each action. They may act normally if they succeed, but are left cowering and cringing if they fail, forced to take a Guard action. Mass combat units that succumb to this influence must instead check for rout each action, at a difficulty of 1. This additional unnatural mental influence may be resisted for a single point of Willpower, but otherwise lasts for as long as the initial Emotion effect.


Abundant Euphoria Apothecary


Cost: 1m or 10m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Emotion, Obvious


Duration: Instant


Prerequisite Charms: Extravagant Revelry Carnival


The Infernal formulates a potent mind-altering drug within their body, secreting it in a consumable form. They might vomit up a clutch of candy-colored pills, weep tears of pungent liquor or acrid coffee, grow herbs amid their hair, or any other form of internal alchemy they wish. Any form of drug may be produced by this Charm. The Infernal chooses an emotion to instill the drug with, and any character who ingests it automatically succumbs to that passion as a form of unnatural mental influence, costing two points of Willpower to resist. Activating this Charm for one mote produces a single dose, while for ten motes and a point of Willpower, the Infernal may produce enough drugs for a mass unit with a Magnitude no greater than her Essence. Regardless of the activation chosen, this Charm incurs a surcharge of one Willpower if the Infernal does not have Ecstatic Passion Kaleidoscope active and instilling the same emotion she imbues the drugs with.


A second purchase of this Charm renders the Infernal’s drugs extremely addictive. Any character who consumes a dose must pay a single point of Willpower or become hopelessly addicted. Whenever they have an opportunity to consume more of the drugs, they must succeed on a Temperance roll or else become obsessed with doing so, suffering a -3 internal penalty on all actions until they have taken a dose. They may ignore this penalty for a scene by spending a point of Willpower, or may spend a point of Willpower to forgo the Temperance roll, succeeding automatically. The initial addiction constitutes unnatural mental influence and must be resisted separately from the Emotion effect of the drug, but subsequent Temperance rolls to resist temptation are a form of natural influence. At Essence 5, the difficulty of the Temperance rolls increases to (Essence/2).


Virgin-Eating Seraglio Arts


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: Social


Duration: Permanent


Prerequisite Charms: Extravagant Revelry Carnival


To revel in the rains of Hegra is beyond all other pleasures. Having danced beneath the Typhoon of Nightmares and known the glories of her half-dreams, who can deny her? This Charm upgrades all Infernal Charms with the Emotion keyword, so long as exert the usual penalties for an Emotion effect on their victims. If the subject of such an effect attempts to exert his MDV’s against mental influence when doing so would be at odds with the imposed emotion–that is, if he would suffer a -3 penalty to his MDV dice pool from doing so–that mental influence is considered unnatural, regardless of its source. This includes even Emotion effects that target the Infernal herself. A second purchase of this Charm at Essence 4 increases its scope. Subjects of Emotion effects created by the Infernal’s Charms treat mental influence as unnatural if resisting it does not align with the emotion imposed on them, suffering the corresponding -1 penalty to their MDV dice pool.


Spirit-Cracking Bedlam


Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Compulsion, Emotion, Social


Duration: Permanent


Prerequisite Charms: Virgin-Eating Seraglio Arts


The Typhoon of Nightmares thunders in the minds of the mad, bidding them dance to her own strange passions. This Charm upgrades Virgin-Eating Seraglio Arts. Any mental influence that it would render unnatural now costs two points of Willpower to resist, rather than one. Exalts and other characters with a Limit Track may instead gain a single point of Limit for resisting it–even if they have already done so in that scene (this does not stack with the base Limit an Exalt gains for resisting unnatural mental influence for the first time in a scene). Even Exalts who are free of the Great Curse, and who do not normally gain Limit from resisting mental influence, still gain Limit from resisting valid exception. The Alchemical and Abyssal Exalted are notable exceptions to this rule–Alchemical Exals instead lose a point of temporary Clarity whenever they resist any valid mental influence, while the Abyssal Exalted are unaffected.


In addition, whenever a character enters Limit Break or Torment while subject to an Infernal Emotion effect that exerts the stand penalties, their normal Break or Torment is instead replaced with the effects of any Solar-type Limit Break that resonates with any one of the emotions that is imposed on them, chosen by the Storyteller. If there is no existing Limit Break that matches any of the emotions, the Storyteller may either create a suitably similar effect, or simply deem that the character enters their usual Limit Break or Torment, at his discretion. A character may spend a single point of Willpower to resist this unnatural mental influence, allowing their Limit Break or Torment to occur normally. Exalts who have been freed from the Great Curse are never subject to this effect.


Storm-Heart Tempest Infliction


Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Combo-Basic, Compulsion, Emotion, Social


Duration: Instant


Prerequisite Charms: Spirit-Cracking Bedlam


Hegra exists in unfeeling bliss, because she cannot bear to face her suffering. She wishes that all things were just as decadent and ecstatic as she is, that she might not have to be reminded of her true state. Activating this Charm, the Infernal rolls (Charisma + Presence) against her target’s Dodge MDV. If she succeeds, her target succumbs to an eruption of cathartic passion unless he spends two points of Willpower to resist this unnatural mental influence. An Exalt immediately enters Limit Break, and must spend a point of Willpower if they wish to exert partial control over their actions. However, this spontaneous Limit Break resets their Limit to zero, just as if it were a natural one. Infernals instead suffer Torment. Un-Exalted characters targeted by this Charm instead suffer a Solar Limit Break selected by the Storyteller from among those associated with the target’s highest Virtue. Mortals cannot partially control this Limit Break, and characters of awakened essence must still spend a point of Willpower to do so.


An Exalt who is not subject to the Great Curse may resist this effect without needing to spend any Willpower. However, he may choose to enter into Limit Break, choosing one from among those associated with his highest Virtue. If he does, he may partially control his actions without needing to spend any Willpower, and his Limit track is reset once it ends. The Alchemical and Abyssal Exalted are exceptions to this rule. An Alchemical who succumbs to this influence loses all points of temporary Clarity or Dissonance, his veneer of transhuman dispassion torn away in a torrent of strange emotions and cathartic release. The Abyssal Exalted cannot be affected by this Charm at all, as not even Hegra’s fantasies can wash away the darkness of Oblivion.


Indelible Prismatic Stains


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Ecstatic Passion Kaleidoscope


Hegra’s heart is as the storm cloud–sometimes illuminated by brilliant lightning, sometimes choked with dark rains, and sometimes still and tranquil. Just as the storm, there is nothing that can bind or fetter her passions. This Charm upgrades Ecstatic Passion Kaleidoscope. While it is active, the Infernal may treat any mental influence that would cause her to feel or experience an emotion, or gain an Intimacy based on an emotional context, that is opposed or incompatible to the emotion she has inflicted upon herself as unacceptable orders. A second purchase of this Charm at Essence 4 extends its benefits to all Infernal Charms she knows that exert an Emotion effect, so long as they carry the usual penalties for such effects. Any character subject to the mental influence of such a Charm gains the benefits of Indelible Prismatic Stains.


Soul-Crucible Diabolism


Cost: – (1m); Mins: Essence 2; Type: Permanent


Keywords: Emotion


Duration: Permanent


Prerequisite Charms: Ecstatic Passion Kaleidoscope


The poisoned souls of the Infernal Exalted overwhelm any mere venom. This Charm permanently upgrades Ecstatic Passion Kaleidoscope. Whenever the Infernal would be affected by any form of poison while it is active, she may pay a single mote to absorb it into her system, consuming it harmlessly. The resultant backwash of toxins produces a slight euphoria, and the Infernal must change the emotion instilled in her by Ecstatic Passion Kaleidoscope, though this does not count as canceling its effects.


Ignoring Senseless Babble


Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Social


Duration: Instant


Prerequisite Charms: Ecstatic Passion Kaleidoscope


Hegra’s bright passions numb her to the world outside, letting her dream away the absurdities of her imprisonment. This Charm may be activated in response to any form of mental influence, allowing the Infernal to perfectly dodge it. This Charm may defend against undodgeable mental influence. If the Infernal has Ecstatic Passion Kaleidoscope active, she may activate this Charm for a reduced cost of three motes against any mental influence that does not align with the emotion created by it, or for one mote against influence that is directly opposed to that emotion.


Sky-Crisis Strike


Cost: 2m; Mins: Essence 2; Type: Simple


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisite Charms: None


Blizzards of fancy and lightning bolts of erotic passion rain down from Hegra’s storm fronts, disasters as wonderful as they are destructive. Activating this Charm, the Infernal rolls (Charisma + Presence) as she hurls a bolt of prismatic lightning, a burst of gossamer ice, or some other form of emotional weather at a character within (Essence x 50) yards. Strong emotions draw down Hegra’s wrath, and the Infernal receives a single automatic success on the attack roll if she attacks a character who is subject to an Emotion effect that exerts unnatural mental influence. The base damage of this is attack depends on the stunt awarded to the Infernal’s attack, equal to (Stunt Rating x 5) lethal piercing damage. Attacks not awarded a stunt at have a base damage of only (Essence), to a maximum of 5L piercing.


Firmament-Shaking Cataclysm


Cost: – (+2m per effect); Mins: Essence 2; Type: Permanent


Keywords: Obvious


Duration: Permanent


Prerequisite Charms: Sky-Crisis Strike


Both Hegra’s anger and her passion shake the sky, cracking its very foundation. The Infernal may channel a Virtue to enhance Sky-Crisis Strike without needing to spend a point of Willpower. In addition, upon purchasing this Charm, the Infernal may choose any of the following upgrades to Sky-Crisis Strike. Additional upgrade may be learned for a cost of one experience point each, or one bonus point for two. An Infernal may choose to employ any of the upgrades she has learned when activating Sky-Crisis Strike, for a cost of two motes each. At Essence 3, the Infernal may pay 5 motes and a point of temporary Willpower to append all of the upgrades she knows to an attack.


Blinding Rainbow: Lashing ribbons of prismatic light emanate from the Infernal’s presence, too bright to behold. If the attack successfully hits, the target must succeed on a (Wits + Dodge) roll to avert her eyes or be dazed, suffering a -2 external penalty on all non-reflexive actions until her DV next refreshes, as a Crippling effect. If she succeeds on the roll, she suffers only a -2 internal penalty.


Blood Sirocco: Shimmering waves of oppressive heat distort through the air, charring the flesh of the Infernal’s victims. If the attack is successful, it inflicts a single additional level of post-soak damage.


Eldritch Rime: Countless flecks of diamond ice fly from the Infernal, numbing and freezing the flesh of those who struggle against the blizzard. If the attack is successful, its victim delays his next action for (Essence) ticks, to a maximum of 5 ticks, as a Crippling effect. This effect is non-cumulative, and does not stack with other similar effects.


Lightning Scourge: Shimmering lightning arcs from the Infernal’s fingers to her victim. Rather than merely halving the soak from her target’s armor, the Infernal reduces it to a third of its original value.


Whirlwind Strike: A roaring wind blows from the Infernal’s own breath, buffeting down all who stand against her. If the attack successfully hits, the target must roll to resist knockdown or fall prone.


One Hundred Colors Stain


Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Poison


Duration: Permanent


Prerequisite Charms: Firmament-Shaking Cataclysm


Hegra’s rains are tinctured with mortals dreams, and those who dance beneath them revel in alien visions. This Charm upgrades Sky-Crisis Strike. Whenever the Infernal deals damage to an enemy with it, they are drenched in streams of colorful rain, exposing them to a poison called Psychedelic Rain, with traits of Damage 2B, Toxicity 3, Tolerance –/–, Penalty -2. Each time a character suffers damage from the poison, he also loses a point of Willpower. If a character is reduced to zero temporary Willpower as a result of this, they gain a derangement of the Storyteller’s choice at the strength of a debility, often delusions or hallucinations.


In addition, the Infernal’s flesh itself becomes toxic. Any character that has prolonged contact with any of her bodily fluids is also exposed to the toxin. Touch is not enough to transmit the poison normally, but the Infernal may reflexively pay four motes to render physical contact with her of any sort–including being struck by an unarmed attack, or successfully hitting her with an unarmed attack–sufficient vector for it. Likewise, she may pay four motes whenever she activates any Infernal Charm that creates food, drugs, or any other ingestible substance to lace its products with poison–and she must succeed on a Compassion roll to avoid doing so whenever she activates a valid Charm, if she has the motes available. However, when transmitted through any of these secondary vectors, the poison has a Tolerance rating of the target’s (Stamina + Integrity)/1 hour. Each incident of exposure counts as only a single dose.


World-Drowning Cloudburst


Cost: – (+6m, 1wp); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Sky-Crisis Strike


The Infernal raises her hands up to the sky, calling down bolts of lightning or crushing rain. This Charm upgrades Sky-Crisis Strike. The Infernal may pay six motes and a point of Willpower when activating it to call down the attack from the sky, allowing them to target up to (Essence) enemies. He makes only a single attack roll for these, but calculates and rolls damage separately for each of them. At Essence 4, the Infernal may add additional targets for a cost of three motes each, in addition to the base surcharge of this Charm. Individual Extras may be added as targets for no mote cost. There is no limit to how many additional targets she may add this way, but the Infernal cannot target any character with more than (Essence) attacks, or (Essence x 3) attacks for mass units of Magnitude 3+.


Rainbow’s Blessing


Cost: 15m, 1wp, Mins: Essence 3, Type: Simple (Speed 6)


Keywords: Shaping, Sorcerous


Duration: One week


Prerequisites: World-Drowning Cloudburst


Hegra is the patron of storms, as much as she is the queen of kaleidoscopic emotions. This charm is the use of the former. When an Infernal activates this charm, she seeds the area with Hegran essence, which slowly rises into the air as multihued vapour. Starting within a few minutes, the area will receive regular rainfall for a week - enough water to sate the thirst of a group with magnitude equal to the Infernal’s essence. This water can be used for any other purpose water could be used for, and keeps indefinitely with proper storage. It tastes good to all palates, slightly tinted with a drinker’s favourite tastes.


However, the water’s Infernal origin affects those who drink too much. Whenever a character drinks the rainbow water, the scene counts as one scene spent building a positive Intimacy towards the concept of thoughtless joy, and a scene toward a second Intimacy of adoration toward the Infernal provider. Characters who have conflicting Intimacies that would interfere with this process find those feelings weakened by their drinks until nothing stands in the way of forming the new attachments.


While the characters continue to drink this water at least once a day, any Intimacy built or


attacked by the Charm can’t be lessened or rebuilt, respectively. After a day, the Intimacies may be affected normally. Once a character drinks only rainbow water for a full week, she


gains the Lacking Temperance mutation, along with the cosmetic side effect of bright, often rainbow coloured features, often hair and eyes. If the Infernal knows Extravagant Revelry Carnival, a second week of drinking nothing but rainbow water provides the Passion Kaleidoscope abomination to those lacking its effects. After a decade of drinking primarily rainbow water, these mutations become hereditary and breed true. Mating with normal humans only has a 10 percent chance of yielding mutated offspring.


Natural unintelligent animals who drink rainbow water gain all the standard effects from doing so. Such beasts still become adoringly worshipful to the Infernal who fed them,


though. If the Exalt drinks her own water, the Intimacy she gains toward herself is one of cheerful pride.


Passion Kaleidoscope Abomination


This abomination has similar effects to a triple purchase of Ecstatic Passion Kaleidoscope. The character does not gain the ability to change their own mood. Rather, any emotion they feel bears the full force of an Emotion effect enhanced by this charm, giving Essence/2 bonus dice to actions that resonate with that emotion, and a -1 internal penalty to actions not fitting that emotion, as well as a -3 internal penalty to actions directly opposing their emotion. They may not negate the effects of this mutation by spending willpower.


Vibrant Rainbow Chorus


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Sorcerous


Duration: Indefinite


Prerequisite Charms: Ecstatic Passion Kaleidoscope


The Infernal experiences emotion as a synesthetic chorus of music, from the violet strains of love to the bright red cacophony of anger. This perception allows her to know the dominant emotion of all characters she can perceive, and she may place any character’s emotions in context within the scene, if applicable. In addition, if any of a character’s Intimacies or their Motivation resonate with their current emotional state, they are made Obvious to the Infernal. The Infernal may perceive this with any of her senses, allowing her to benefit from this information even if she is blinded or deafened–she might taste the different flavors of emotion on the air, or feel their psychic vibrations. This does not allow her to ignore any of the usual penalties for sensory impairment, however.


A second purchase of this Charm grants the Infernal (Essence) automatic successes on all Awareness-based actions to perceive any character whose emotions he can detect with this Charm. However, he suffers an equal external penalty on all Awareness-based rolls to perceive things without emotions or whose emotions he cannot read. In addition, even if blinded or deafened, he may still use the synesthetic perception of this Charm in place of his lost senses, allowing him to visually or audibly perceive characters without the usual penalties of his impairment, so long as he can sense their emotions. He still suffers the normal penalties for perceiving anything with no emotions, or whose emotions he cannot detect. The perception granted by this Charm extends to (Essence x 100) yards when used in this way as an independent sense.


Ersatz Adventure Imagination


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: None


Sometimes Hegra never realizes she was ever in the Wyld, as her own fantasies and daydreams bring her just as much pleasure. Whenever the Infernal would suffer mutation from exposure to the Wyld, the Shaping effect is converted into an Illusion effect that exerts unnatural mental influence on her. She rolls to avoid mutation as normal, but may spend a single point of Willpower to resist it entirely. If the Infernal does gain any mutations, they function normally, as the chaos of the Wyld reacts to their hallucinated transformations. However, upon leaving the Wyld, all such illusionary mutations are terminated, bubbling away into kaleidoscopic essence as they are exposed to stark reality.


A second purchase of this Charm at Essence 3 extends its protection against any shaping effect used by a raksha. Though they still function normally, they may be resisted for a cost of one Willpower, and their duration is terminated as soon as the Infernal leaves the Wyld. If the Infernal is not in the Wyld when the raksha attempts to shape them, then any Shaping effect the employ is terminated at the end of the scene.


Creation-Denying Imagination


Cost: 1-6m, Mins: Essence 3, Type: Permanent


Keywords: None


Duration: Permanent


Prerequisites: Ersatz Adventure Imagination


If Hegra says she can fly, who will persuade her she is wrong? Certainly nothing so unimportant as the truth.


This charm enhances its prerequisite in two ways. Firstly, whenever they would suffer a random mutation, they may spend a number of motes equal to the mutation’s rank to choose the mutation they acquire instead, which may be any mutation of up to that rank.


Secondly, by committing these motes (A negative mutation may be kept for a 1m commitment, regardless of cost), they may retain these mutations indefinitely, her belief and essence insulating them from Creation’s reality.


A repurchase of this charm, requiring Essence 4, allows the Infernal to sustain a number of mutation points equal to her Essence with the commitment of two motes. She may not commit more motes than her temporary willpower, and loses mutations if her willpower falls below the number of motes she has committed.


Epic Saga Playground


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Ersatz Adventure Imagination


Hegra's presence suffocates all dreams lesser than her own, quashing them beneath the weight of her superior imaginative vision. This Charm upgrades Ersatz Adventure Imagination, extending its benefits to all Creation-born characters within (Willpower x 10) yards of the Infernal, allowing them to treat valid Shaping effects as Illusions if they please. However, they must either be subject to an Emotion effect created by one of her Infernal Charms, or have an Intimacy towards her, to receive this benefit. A second purchase of this Charm at Essence 5 extends its range to an entire waypoint, so long as the Infernal is within it. However, this does not function while the Infernal is within a freehold she does not control–within such a sub-reality, this Charm only provides its benefits within its base range.


Breath of Quicksilver


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Ersatz Adventure Imagination


Hegra’s dreams are not all her own. She breathes deep the constant fog of dreaming that arises from Creation’s mortal peoples, from the fantasies of the Wyld, from the slumber of her own fellow titans. The Infernal adds (Essence/2) automatic successes to all rolls made to recover Willpower after sleeping, as she experiences countless dreams in which she is many people. However, she still cannot ever regain more than (Conviction x 2) Willpower from any one roll. In addition, any effect that would prevent the Infernal from dreaming is of no use–even if she cannot dream, she can still revel in the dreams of others.


Mist-Sublimation Defense


Cost: 5m; Mins: Essence 2; Type: Reflexive (Step 5)


Keywords: Combo-OK, Obvious, Shaping


Duration: Instant


Prerequisite Charms: Breath of Quicksilver


Melting into a burst of colorful wisps, the Infernal flows around an attack even as it strikes them, reforming as it passes through. This Charm is a perfect dodge against any attack the Infernal is aware of, even undodgeable attacks. This defense occurs in Step 6, allowing her to dodge attacks that would otherwise have hit her.


This Charm is vulnerable to the Imperfection of the Typhoon of Nightmares. It may be used at any time, but the Infernal must pay a surcharge of two motes whenever they defend against an attack made by a character with more than three points of temporary Willpower remaining, or a surcharge of five motes when defending against a character with more than seven points of Willpower.


Eerie Phantasm Apparition


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple (Speed 6 in long ticks)


Keywords: Combo-OK, Social


Duration: Instant


Prerequisite Charms: Breath of Quicksilver


Hegra’s thundering disturbs the sleep of the Demon City, loosing clutches of nightmares and terrifying fantasies. The Infernal makes a Presence-based social attack, but does not actually speak aloud–indeed, her intended target need not even be there to hear her. Instead, the next time the target of the social attack sleeps, he is haunted by a phantasmagoria of bizarre dreams, conveying the social attack the Infernal made. He may only defend against the influence with his Dodge MDV, and suffers a -2 internal penalty to the pool used to calculate it. Using this Charm to target characters that the Infernal does not know is difficult–she suffers a -5 external penalty on the social attack roll if she has never met her target, or a -3 external penalty if she has only seen him or met him in passing, without any actual interaction. Making a social attack into a character’s dreams renders it unnatural mental influence, with a cost of one Willpower to resist. The Infernal can shape the imagery and symbolism of the dream as he chooses, and may use this to either grant his target a bonus die on the roll to recover Willpower upon waking, or inflict a -1 internal penalty on the same roll if they do not resist the mental influence.


Nightmares Reign


Cost: –; Mins: Essence 4; Type: Permanent


Keywords: Social


Duration: Permanent


Prerequisite Charms: Eerie Phantasm Apparition


Should Hegra ever become lucid enough to contemplate her own defeat and mutilation, all Malfeas would fall into nightmares. When the Infernal activates Eerie Phantasm Apparition, she may choose not to direct her dream-message to any one character. Instead, she rolls a single Performance-based social attack, an influence that is conveyed to all characters within (Essence) miles of her when they next sleep. This functions just as with a normal Eerie Phantasm Apparition, although the Infernal does not suffer penalties for sending dreams to characters they do not know. No character can be excluded from this sending, including the Infernal herself. A second purchase of this Charm at Essence 7 extends its range to (Essence x 100) miles, while a third purchase at Essence 9 extends its range to (Essence x 1,000) miles, allowing her to haunt entire directions with nightmares.


Figments and Childish Things


Cost: 6m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Illusion


Duration: One scene


Prerequisite Charms: Breath of Quicksilver


Hegra’s mists cloud perception, staining it with her colorful whimsies and make-believes. The Infernal rolls (Manipulation + Presence) against the Dodge MDV of any character she can perceive within (Essence x 10) yards. If she succeeds, she has free reign over her victim’s perceptions. She may create intangible illusions that deceive any of the senses, and it is equally easy for her to simply shut down the victim’s senses, stripping him of sight or hearing. A character may resist this unnatural mental influence for a cost of two Willpower, and may disbelieve an illusion if he is presented with definitive proof that is is false. The Infernal may choose to target additional characters with this Charm for a cost of two motes each, rolling (Manipulation + Performance). If he targets multiple characters, any illusion he creates is perceived by all of them–he cannot give each one their own individualized fantasies. At Essence 5, the range of this Charm increases to (Essence x 100) yards.


Exuberant Dream-Wisp Style


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Ersatz Adventure Imagination


Hegra’s storm clouds are a condensate of mortal dreams, pregnant with the gossamer of a thousand fantasies. The Infernal gains a pool of (Essence) gossamer, which is replenished at the beginning of each story. This gossamer is cumulative with other sources, but leftover gossamer is wasted when the Infernal’s pool is replenished. Whenever the Infernal takes an action that is enhanced by Infernal Charms, she may spend gossamer in place of Willpower to add automatic successes or channel a Virtue. Doing so renders the action Obviously magical, as the Infernal’s surreal fantasies bleed into reality. Any action taken in the Wyld can also be enhanced by spending gossamer.


Brood of Nightmares


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-OK, Shaping


Duration: Instant


Prerequisite Charms: Exuberant Dream-Wisp Style


Hegra’s nightmares birth monsters strange and beautiful. The Infernal may activate this Charm only when she sleeps, entering into a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal may shape her nightmares into an imaginary monster. This functions exactly as creating a living artifact with Craft (Genesis), except that the Infernal rolls her (Willpower + Essence), and the crafting interval is only eight hours. This action may be enhanced by Excellencies of Hegra as though the dice pool was a combination of (Attribute + Ability). All threshold successes gained are banked towards creating the Infernal’s nightmare monster. They are lost if the Infernal goes an entire season without activating this Charm to craft the nightmare, or if the Infernal begins crafting a different nightmare. No materials or facilities are needed for this form of crafting, other than the Infernal’s own mind, and she may ignore the normal Ability minimums needed for artifact crafting. This dream-crafting is fully compatible with other Charms and effects that alter or create dreams, though excessive use of them may flavor the appearance of the Infernal’s nightmare.


Once the Infernal has finished creating her nightmare monster, she must complete it by spending gossamer equal to its artifact rating, which takes the place of the exotic components needed to craft the artifact. However, these dream-things are real only to the Infernal, existing as hallucinatory companions. If she wishes to give one its own reality, she must commit two motes per dot of Artifact rating to it as a miscellaneous action, which does not count as Charm activation. Doing so causes the monster to appear, fully real, for the rest of the scene. This mote cost is waived in the Wyld. If a monster created by this Charm is killed, the Infernal cannot manifest it again until they have spent gossamer equal to its Artifact rating. However, any other form of harm or damage inflicted to a beast does not carry over between manifestations. Monsters manifested by this Charm are fully real constructs of essence and dreamstuff, not the petty glamour of the Fair Folk.


Waking Dreams Shintai


Cost: 10m, 1wp, Mins: Essence 5, Type: Simple (Speed 6, DV -0)


Keywords: Form-Type, Shaping


Duration: One scene


Prerequisites: Brood of Nightmares, Epic Saga Playground


Hegra lives a thousand lives, a thousand worlds lay bare before her. From her perspective, every one is as true as the others, every one merely a dream subject to her every whim. Nothing that happens here matters to her real self-she can wash away suffering and resist the temptations of a false world.


By realising this truth that reality is just another dream, the Infernal shapes it to better fit her desire.


· Whenever the Infernal would pay one willpower, she may instead pay two gossamer.


· She may create gossamer by committing five motes for each piece, and may not have more pieces at one time than her permanent essence.


· She may create beings and items from gossamer, paying one gossamer for each dot of resources they would cost. Beings, creatures, and items with no resource cost cannot be created, and magical beings and items may never be created. The Infernal chooses the statistics of creatures and beings where they differ, including motivation and intimacies. Where it matters, beings are mundane or even extras. Creatures and objects created last as long as five motes are kept committed to them per point of gossamer used for their creation. If they are kept real for long enough, they can begin to sustain themselves. Objects take one month of existence per dot of resources to become real and return their motes to their creator. Beasts and creatures take one year per dot of essence. Sentient creatures and beings take five years.


· She may wash away the false pain of the world at a rate of one bashing level for a single mote, one lethal level for three motes, or one aggravated level for ten motes. She may substitute one gossamer for five motes, or one willpower for ten.


These effects may only be used while the Shintai is active, except for creations which she retains commitment for.


Scrumptious Delirium Banquet


Cost: 5m, 1wp per point of gossamer; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Shaping, Touch


Duration: Instant


Prerequisite Charms: First Hegra Excellency, Exuberant Dream-Wisp Style


Hegra’s storm-body abounds with wisps of dreams and gossamer lightning, a delectable treat for the Fair Folk. In the days before Creation, she would laugh and laugh as the raksha gorged themselves to death on her primordial essence. The Infernal may use this Charm to bestow gossamer upon a character, paying a single point of Willpower for each point of gossamer granted. She may choose to pay gossamer she personally possesses in place of Willpower. Characters incapable of using gossamer cannot benefit from this Charm at all.


Unfortunately for the Fair Folk, all the gossamer made by this Charm is flavored with primordial essence. A little is a tasty treat for them, but too much of it will corrode their essence flows from the inside-out. If the Infernal bestows an amount of gossamer on a raksha exceeding half the rating of their highest feeding grace with a single activation of this Charm, the raksha explodes in a conflagration of prismatic light and synesthetic fantasies, dying instantly. Non-heroic raksha explode if fed even a single point of gossamer by this Charm. The rainbow-slick residue left behind the explosion can be consumed by a single character, allowing them to recover a single point of Willpower or gossamer as they enjoy the delicious remains of the fae.


Excessive Splendor Wonderland


Cost: 15m, 1g+; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Shaping, Sorcerous


Duration: Indefinite


Prerequisite Charms: Scrumptious Delirium Banquet


The Wyld once roiled and bubbled as Hegra passed through it, twisted into the strange fantasies of her dreaming. Activating this Charm, the Infernal invests up to (Essence) points of gossamer into a waypoint, staining the chaos of the Wyld with primordial energies. Waypoints that are part of a freehold the Infernal does not control, or that are part of an Unshaped, cannot be targeted. The saturation of gossamer turns the waypoint into a sensual paradise for the raksha. They may sense the transformed waypoint from (Essence) waypoints away, and must succeed on a Temperance roll to avoid journeying to it, and must likewise do so to leave it. Within the transformed waypoint, raksha double the rate at which they respire essence, and add dice equal to the amount of gossamer spent on this Charm to all shaping actions they make. These dice count as being added by Charms.


Little do the Fair Folk realize that the sorcerous paradise created by this Charm is actually a death trap. A raksha within the waypoint suffers an unsoakable level of aggravated damage at a certain interval, as poisonous gossamer corrodes his essence patterns. The interval for this damage is determined by the amount of gossamer invested by the Infernal–once a month for one gossamer, once a week for two gossamer, once a day for three gossamer, once at the start of each scene for four gossamer, and once each action for five gossamer. With ten gossamer invested, this damage occurs once per tick. Raksha killed by this Charm dissolve into shimmering residue, as with Scrumptious Delirium Banquet. Even as the raksha realize that the waypoint tears them apart, they must still suppress their Temperance to leave it.
 
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Isidoros - Good for building The Hulk and screwing both gravity and Sidereals.

First Isidoros Excellency


Cost: 1m per die; Mins: Essence 1; Type: Reflexive (Step 1 for attacker, Step 2 for defender)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: None


Isidoros is reckless, implacable, and never changes from his course. He is that which acts upon the world, and in acting upon the world, changes it. He acts with unstoppable force todefy his foes, overcoming extraordinary opposition. He exults in senseless destruction, bringing to bear immense strength for strength’s own sake. He cannot conceive of failure and only grows angrier when confronted with a foe he cannot best, striving again and again to crush them underfoot with inexhaustible tenacity. Isidoros abides by no limitations, be they fetters, laws, or fate itself. He shatters impassable barriers and bears immense burdens to obtain what he desires. Inexorable and fanatical in all endeavors, he knows no shame, acting without regard for others.


Characters may apply this Charm to any action that uses strength or superior ability to conquer their enemies, do away with obstacles, or simply show off his own might. Isidoros changes the world to fit his desires, and his unbridled arrogance and megalomania can abide by no lesser vision. This Charm cannot aid any action performed at the behest or command of another, nor can it aid any indirect action–the Infernal must accomplish his goals himself, not through others. He must take pride in all his victories, making his supremacy known to all who witness the compelling arguments of his absolute might.


Isidoros Mythos Exultant


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Isidoros Excellency Isidoros overcomes all limitations, angrily surpassing anything that might restrain him. Whenever he is awarded a stunt, he may add that stunt's rating to his effective (Attribute + Ability) or (Essence + Trait) rating for the action to determine how many dice he may add with Isidoros' excellencies.


Borne by the Boar


Cost: –; Mins: Essence 1; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: None


Isidoros has strength to crush all opposition, strength to bear all burdens. An Infernal with this Charm adds his Essence to his Strength for purposes of calculating his dice pool for feats of strength and the range of any thrown attack he makes with an improvised weapon (including throwing clinched opponents). This Charm may be purchased a maximum number of times equal to the Exalt’s Essence rating, with each purchase stacking to cumulatively increase the Infernal’s effective Strength rating.


Broken Worlds Crumble


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Borne by the Boar


Isidoros hurls about the mountains and towers of Malfeas with his passing, haphazardly crushing countless millions in his wake. The Infernal may treat any improvised weapon he wields as having Accuracy of +0, and reduces the (Strength + Athletics) pool needed to throw an object by one die for each purchase of Borne by the Boar he has. He may roll (Strength + Athletics) in place of (Dexterity + Thrown) for the attack roll with any improvised object, and may enhance any such attack with Isidoros Charms. A second purchase of this Charm at Essence 5 allows the Infernal to treat all improvised weapons as having an Accuracy of +3, and to multiply the base range of any Thrown attack he makes with an improvised weapon by ten, before any additions from Borne by the Boar.


Face-Crushing Hoof


Cost: 2m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Borne by the Boar


Isidoros crushes all opposition underfoot, not even noticing what he has done. This Charm enhances any Melee or Martial Arts attack. If the attack successfully deals at least one level of damage, then its victim is stunned until his next action.


A second purchase of this Charm at Essence 3 allows the Infernal to spend a single additional mote when activating this Charm. Doing so increases the penalty from being stunned to the Infernal’s Essence, and extends the duration of the stunning to (Essence) actions.


Brutality of the Unmatched Beast


Cost: 7m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Face-Crushing Hoof


The Black Boar knows nothing of restraint or mercy, committing atrocities with blissful ignorance. This Charm doubles the post-soak damage dice in Step 8 of any Melee or Martial Arts attack. If the attack deals any levels of damage to the Infernal’s enemy, they are knocked back one yard for each level of damage suffered, plus an additional yard for each purchase of Borne by the Boar the Infernal has. A second purchase at Essence 4 allows the Infernal to activate this Charm reflexively in Step 8 of attack resolution. Doing so costs an additional point of temporary Willpower, and renders this Charm’s effects Obvious, as the Infernal brims with the world-shattering strength of the Black Boar, cracking the earth beneath his feet. He may treat Brutality of the Unmatched Beast as a reflexive Charm for purposes of Combos.


Blind Cataclysm Tread


Cost: 5m, 1wp; Mins: Essence 3; Type: Reflexive (Step 10)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Brutality of the Unmatched Beast


Those caught in the path of Isidoros cannot hope to survive. The Black Boar is not without occasional mercy, but he cannot offer it to those too small to see. The Infernal may activate this Charm when he damages an opponent who is either stunned or knocked prone, converting all post-soak damage dice to levels of lethal damage as he gleefully maims them.


Constellation-Shattering Spite


Cost: 5m (+1wp per astrological effect); Mins: Essence 4; Type: Reflexive (Step :cool:


Keywords: Combo-OK, Ineffable, Shaping


Duration: Instant


Prerequisite Charms: Brutality of the Unmatched Beast


Isidoros is vast beyond destiny’s power to contain him. Its fetters strain and snap in futile defiance of the Black Boar. This Charm enhances a Melee or Martial Arts attack. If it successfully hits and deals at least one level of damage to its victim, all Sidereal astrology effects placed upon that character become Obvious to the Infernal’s senses. He may choose to shatter any or all of these astrological effects, spending a single point of Willpower for each one he chooses to negate. At Essence 5, the Infernal is able to trample over even true Destiny. He becomes capable of stripping away the Destiny background from characters who possess it, for a cost of of one point of Willpower for each dot of the background removed. Furthermore, he may render the victim of his attack permanently outside of fate by spending an amount of Willpower equal to their Essence. The Infernal may activate any of these options simultaneously, so long as he has sufficient Willpower to spend on them.


Broken Zodiac Catastrophe


Cost: 15m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Ineffable, Obvious, Shaping, Sorcerous


Duration: Indefinite


Prerequisite Charms: Constellation-Shattering Spite


With one stamp of his mighty hoof, Isidoros can set the stars asunder in the heavens, cracking the firmament of the world. This Charm is a feat of strength performed to break reality. As the Infernal activates it, the sky above him shatters, black cracks spreading across the heavens to mark his domain. He may crack the reality of an area that spans up to one square mile for every five dice of his (Strength + Athletics) pool, though shattering reality in an area greater than ten contiguous square miles is a Blasphemy effect. Adjacent areas whose fates are shattered by this Charm combine to form a single collective territory. Shattering the fate of a land immediately consigns ownership of it over to the Infernal, as he marks his territory with the destruction of destiny. He cannot contest the ownership of land possessed by a character of awakened essence, although the remainder of this Charm’s effects function normally regardless. All Charms with the Fate keyword cost a single mote more within the marked territory, and gain the Obvious keyword. Black cracks split the essence and anima of any Exalt who activates such a Charm, revealing their manipulations for the Infernal to see.


The land that lies beneath the shattered sky is considered outside of fate. All characters within it must make a (Essence + Willpower) roll each month, at a difficulty of the Infernal’s Essence, or be rendered outside of fate. Mortals and animals do not receive a roll to resist. Demons of the first circle are always considered to be outside of fate within the Infernal’s domain. Such characters return to fate if they spend a month or more outside of the Infernal’s territory. Appropriate countermagic can dispel the Infernal’s machinations, returning the land to fate’s domain and revoking the warlock’s ownership as the cracked sky is healed and mended. In addition, a character capable of crafting destiny may heal the rift with an (Intelligence + Craft [Fate]) roll at difficulty 10, although doing so requires that they both know the precise location of the rift and have access to the Loom of Fate. Furthermore, any usage of sorcerous countermagic will add a number of successes to the roll. Emerald Countermagic will add 3, Sapphire countermagic 4, and Adamant countermagic 5.


Wrath Answers Fools


Cost: 3m; Mins: Essence 2; Type: Reflexive (Step 9)


Keywords: Combo-OK, Counterattack, Social


Duration: Instant


Prerequisite Charms: Face-Crushing Hoof


Isidoros cannot be persuaded from his course. Pleas and entreaties only ever convince him to destroy whatever annoyance seeks to bargain with him. The Infernal may activate this Charm in response to any mental influence. He makes a Melee or Martial Arts counterattack against the character who exerted the mental influence, responding to their persuasion with violence. All characters who observe the attack roll Join Battle once the mental influence is resolved, ending the social combat, and shifting the scene into normal combat ticks.


Sky-Twisting Geometries


Cost: 3m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Obvious, Sorcerous


Duration: Instant


Prerequisite Charms: Borne by the Boar


With a threatening gesture or a shouted curse, the Infernal may shatter anything that offends his sight. This Charm enhances a feat of strength to break or lift an object, allowing the Infernal to make it from a range of (Essence + Strength) yards. He may not target items in active use, including attuned artifacts. If he successfully breaks an object, it shatters on the spot. If he successfully lifts it, he may either have it fly to his side or hand, or else move it up to (Essence + Strength) yards. He may choose to attack an enemy by flinging the object at them, in which case it is treated as a Thrown attack. The Infernal rolls his (Essence + Strength + Athletics) for the attack roll. At Essence 5, the range of this Charm is increased to ([Essence + Strength] x 5), while at Essence 7 it becomes ([Essence + Strength] x 10). At Essence 10, the Infernal may use it on anything within his sight, allowing him to truly twist the heavens. Any bonuses to thrown attacks from Borne by the Boar are invalid when using this charm.


Cosmos-Shaking Stride


Cost: 3m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK, Obvious, Sorcerous


Duration: One scene


Prerequisite Charms: Sky-Twisting Geometries


Isidoros carves a path wherever he wills to go, stamping his hoof-prints into the face of the moon or the dome of the sky. The Infernal may choose what direction is “down” relative to his orientation as he wishes, allowing him to traverse any surface with ease. He may walk up walls, cross ceilings, or perform similar gravity-defying feats as he pleases. However, the Infernal must have stable footing on a solid surface in order to traverse it in defiance of gravity. Without that, he will fall to the ground as usual. At Essence 5, the Infernal may walk with nothing beneath him, allowing him to tread on air itself. He does so in the same way and with the same ease he walks on ground. He can still suffer from unstable footing due to wind or other buffeting forces while walking on air, as normal, but does not lose the ability to do so because of unstable footing. However, if he is knocked prone while walking on air, he falls, and cannot avert his descent with this Charm. A second purchase of this Charm at Essence 4 grants the Infernal its benefits permanently.


Strength is Destruction


Cost: –; Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Borne by the Boar


Isidoros cannot help but crush all things with his passage–he cannot restrain the quaking of his footfalls, or the vastness of his strength. The Infernal may perform feats of strength as a miscellaneous action, allowing him to lift or break objects in combat. However, their own strength exceeds their power to control. Whenever they wield or use any item as a non-reflexive action, they must succeed on a (Dexterity + Athletics) check, or else unwittingly apply their full (Strength + Athletics) pool in a feat of strength to break that item. The difficulty of the roll is equal to the number of copies of Borne by the Boar that the Infernal knows. Succeeding on the roll allows the Infernal to wield or use that item safely for the rest of the scene. Attuned artifacts are exempt from this hapless destruction. A second purchase at Essence 5 allows the Infernal to perform feats of strength as reflexive actions. There is no limit on how often he may attempt a feat of strength, but he may not make more than a single reflexive feat of strength against a given object in a single action. Whenever he touches an object, he must roll his (Dexterity + Athletics) to avoid accidentally breaking it, as above. Succeeding on the roll allows the Infernal to touch that object without any risk of it breaking for the rest of the scene–or, for worn objects, for as long as he carries it.


Cowing the Lowly


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: Social


Duration: Permanent


Prerequisite Charms: Borne by the Boar


None can look into the lightless eyes of the Black Boar and not see their own doom. Any social attack the Infernal makes against a character with a Valor of 2 or less is considered unnatural mental influence, and costs two points of Willpower to resist. If a victim enhances their MDV’s by channeling Valor, they may ignore this effect. An Infernal with Essence 4 may use this Charm to intimidate any character with Valor 3 or less, while at Essence 6 he may menace anyone with Valor 4 or lower.


All Things End in Blood


Cost: 6m, 1wp; Mins: Essence 3; Type: Reflexive (Step 1)


Keywords: Combo-Basic, Emotion, Obvious, Social


Duration: One scene


Prerequisite Charms: Cowing the Lowly


Cowards fall first before the Black Boar, their strength shattered by their faltering courage. When Isidoros snarls and stamps his hoof, he puts the mettle of his foes to the test. To see him is to fear. Whenever the Infernal makes an attack or social attack against a character whose Valor is less than his Essence, he gains a single automatic success on the roll. In addition, characters with a Valor of 1 halve their Parry DV and Parry MDV against attacks made by the Infernal, too cowardly to raise up arms in their own defense or argue against him. This Charm may be resisted for a cost of three points of Willpower. Characters with Valor 5 may instead channel a point of Willpower through their Valor to resist. The Infernal gains no benefits against characters who have resisted this unnatural mental influence.


Hero-Breaking Glare


Cost: 8m; Mins: Essence 4; Type: Supplemental


Keywords: Combo-OK, Social


Duration: Instant


Prerequisite Charms: All Things End in Blood


Isidoros commands the world that it might be what he wishes, and none dare defy him. This Charm may enhance any social attack or mental influence the Infernal makes or exerts, rendering it unblockable and undodgeable and adding (Essence) automatic successes. However, a character who enhances their MDV's by channeling their Valor may still apply them against the Infernal's influence.


Defiant Force Unswayed


Cost: –; Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Borne by the Boar


So long as the Black Boar can stand, he can never be shaken from his course. Whenever the Infernal would be knocked back, thrown, or otherwise forced to move against his will, he subtracts his (Strength + Athletics) from the total number of yards he would be forced to move. If this reduces the total to 0 or less, then the offending effect is negated entirely. The Borne by the Boar Charm increases the Infernal’s Strength rating for this calculation as if it were a feat of strength. A second purchase allows the Infernal to negate any effect that would forcibly move him against his will by spending a single mote. Doing so is an Obvious effect, as the Infernal seems to become become truly immovable, all force crushed against his unshakable will. This has no effect on supernatural means of movement, such as banishment or teleportation.


Earth-Shaking Stomp


Cost: 3m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisite Charms: Defiant Force Unswayed


Fools rush in where Isidoros treads. Activating this Charm, the Infernal stomps on the ground, causing it to quake beneath his footfalls. He rolls (Strength + Athletics) as an attack against all characters within (Essence x 2) yards, plus one yard for each purchase of Borne by the Boar he has. The attack has a damage of (Strength + Essence)L, and all characters damaged by it are knocked prone. However, a character must stand on the same surface as the Infernal to be hit by the attack–characters who are airborne, or who are otherwise not in contact with the ground are unaffected. This attack may be enhanced by Isidoros Charms as if it were a hand-to-hand attack. At Essence 4, the Infernal may spend an additional two motes when activating this Charm to unleashing a devastating force with a thunderous clap of his hands or a deafeningly loud shout. Doing so allows him to dispense with the need to stomp on whatever surface his enemies stand on and allows the attack to radiate out in a sphere of (Essence x 2) yards, rather than on the same surface to said distance.


Unlimbered Tusks of Adamant


Cost: 3m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Borne by the Boar


Isidoros cannot conceive that anything could ever oppose him–and thus, nothing can. This Charm enhances a Melee or Martial Arts attack, causing the Infernal’s weapon to glisten with the black luster of Isidoros’s own tusks. The attack becomes piercing, and ignores its victim’s Hardness. A second purchase of this Charm at Essence 4 allows the Infernal to activate it reflexively in Step 8 of attack resolution for a cost of two additional motes. He may treat Unlimbered Tusks of Adamant as a reflexive Charm for purposes of Combos.


Who Dares Defy Me?


Cost: – (1m); Mins: Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Borne by the Boar


Isidoros cannot yield, even as he assails an immovable object with unstoppable force. He can only redouble his efforts. Whenever a character activates a Charm that has a Flaw of Invulnerability, the Infernal may reflexively spend a single mote to learn that Charm’s flaw. If they commit that mote, they gain one automatic success on any attack roll against that character that exploits the assessed Flaw of Invulnerability. The Infernal may only commit the mote to a single character’s Flaw of Invulnerability at a time. Whenever an attack the Infernal makes is defended against by a Charm with a Flaw of Invulnerability, the Infernal gains a single point of Limit. He may only gain Limit in this way once per scene.


Single-Minded Stubborn Boar


Cost: 3m; Mins: Essence 3; Type: Reflexive


Keywords: Combo-OK, Social, Stackable


Duration: Indefinite Prerequisite Charms: Who Dares Defy Me?


Once Isidoros has made a decision, there is no force in all the world that can change it. Whenever the Infernal makes a decision, he may activate this Charm. Doing so causes him to instantly gain an Intimacy towards that decision. So long as he commits the essence, any mental influence that opposes that Intimacy or that would cause him to change that decision is treated as an unacceptable order. However, the Infernal himself may not oppose his decision or change his mind without first breaking his commitment or eroding the Intimacy.


Once this Charm’s duration ends, the Intimacy remains, but possesses no special properties. Intimacies created by this Charm may be eroded normally (and doing so ends this Charm’s duration). The Infernal rolls his Conviction in each scene he attempts to erode one, gaining Limit equal to the successes rolled from the trauma of changing his mind. The Infernal may activate this Charm to reinforce up to (Conviction) decisions at any one time.


A second purchase at Essence 5 allows this Charm to be activated as an innate ability. The motes spent to activate it are not committed, and its duration changes to Instant, causing any Intimacy created by it to be permanently reinforced. However, he must erode any Intimacies created by this Charm if he wishes to remove them, as he can no longer deactivate this Charm normally. The Infernal may still not activate this Charm more than (Conviction) times; he must erode an Intimacy created by this Charm if he wishes to reinforce another decision once he has reached this maximum.


A third purchase at Essence 9 allows the Infernal to dedicate himself to any number of decisions, without any maximum. However, whenever he makes a decision, he must fail on a Conviction roll in order to not activate this Charm, and gains a single point of Limit for doing so. In any scene in which the Infernal attempts to erode an Intimacy reinforced with this Charm, he does not roll his Conviction normally, but instead gains Limit equal to his Conviction.


Invincible Colossus Stature


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: Stackable


Duration: Permanent


Prerequisite Charms: None


Isidoros is a giant, towering above the buildings of the Demon City. This Charm permanently grants the Infernal all the benefits and drawbacks of the Large mutation. He gains a dot in both Strength and Stamina, an additional -0 health level, and at least a foot of height.


At Essence 3+, the Infernal can purchase this Charm a second time, increasing its effects to that of the Huge mutation. He gains an additional dot in both Strength and Stamina, an additional -1 health level, and at least two additional feet of height.


A third purchase of this Charm at Essence 4+ further increases this Charm's effects to that of the Giant mutation. The Infernal gains a third additional dot in both Strength and Stamina, an additional -1 health level, two additional -2 health levels, and at least an additional three feet in height.


A final purchase of this Charm at Essence 5+ raises increases the benefits to that of the Colossus mutation. He gains six feet in height, a fourth additional dot in both Strength and Stamina, an additional -1 health level, and an additional -2 health level.


The dots of Strength and Stamina granted by this Charm are not considered to be dice added by Charms, nor do they count against the Infernal's normal maximum value for Attributes or for determine the experience cost to raise Strength or Stamina.


For example, an Infernal with Essence 3 and Strength 4 purchases this Charm twice. His Strength becomes 6, but he can still raise his Strength by an additional dot and the experience cost to do so would be 16 experience points instead of 24.


New Mutation: Colossus


This abomination is the equivalent of taking the Large Mutation four times. The creature grows to three times the size of the largest examples of his species. This mutation confers four dots of Strength and Stamina, as well as additional health levels: -0 x1, -1 x3, and -2 x3.


Unhearing Giant Stance


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: Social


Duration: Permanent


Prerequisite Charms: Invincible Colossus Stature


Those who stand beneath Isidoros are of no consequence, their pleas heard only when it suits the massive titan.


This Charm grants the Infernal a bonus to his Dodge MDV equal to the number of size categories by which he exceeds his social attackers.


Quote:


Charm Concept: Size Categories


Several Isidoros Charms care about the relative size differences between the Infernal and others around him. The following broad categories and examples should be used to classify such when dealing with such Charms. In ascending order of size:


Miniscule - Humans with the Miniscule mutation, Cats


Tiny - Humans with the Tiny mutation, Dogs


Small - Humans with the Small mutation, Wolves,


Medium - Normal humans, Deer, Dolphins


Large - Humans with the Large mutation, Gorillas, Lunars in Warform


Huge - Humans with the Huge mutation, Lunars with Devastating Ogre Enhancement in Warform, Rhinos,


Giant - Humans with the Giant mutation, Mammoths, Yeddim, Tyrant Lizards


Colossus - Humans with the Colossus mutation, Alchemical Exalted with Essence 6+, Characters piloting Warstriders


Towering Titan Condescension


Cost: 5m; Mins: Essence 3; Type: Simple


Keywords: Combo-Ok


Duration: Indefinite


Prerequisite Charms: Invincible Colossus Stature x2


Sometimes, Isidoros feels the whim to spare those beneath him instead of crushing them underfoot. At those times, he chooses to take a smaller form.


Upon activating this Charm, the Infernal can reduce his height, down to his original size if he so chooses. This allows the Infernal to once more blend in with ordinary humans and removes and size related penalty to disguise rolls, but does have the drawback of reducing his effective size category, which may weaken other Isidoros Charms.


Using this Charm, however, does not remove the benefits that his great size may grant him, like additional dots of Strength and Stamina or additional health levels. This only affects his size.


Footsteps Like Earthquakes Prana


Cost: 4m; Mins: Essence 3; Type: Reflexive


Keywords: Knockdown, Combo-Ok, Obvious


Duration: One action


Prerequisite Charms: Invincible Colossus Stature


The Black Boar that Twists the Skies shakes the foundations of the Demon City with just his footsteps.


While this Charm is active, anyone who is within (Essence) yards of the Infernal while he is moving must check for knockdown. Add the number of size categories by which the Infernal's size exceeds the victim's to the difficulty to resist knockdown.


Stone Breaking Step


Cost: 5m; Mins: Essence 4; Type: Extra Action


Keywords: Combo-Ok


Duration: One action


Prerequisite Charms: Footsteps Like Earthquakes Prana


Those who fall beneath Isidoros's hooves are crushed like the insects they are. An Infernal with this Charm active can make a reflexive kick attack against every prone opponent that he walks over. The Infernal adds a number of bonus dice to the attack roll equal to the number of size categories by which the Infernal's size exceeds the victim's size.


The Infernal may only make kick attack per pass over a particular foe, but making more than one pass across a particular opponent is perfectly permitted, allowing the Infernal to trample a particularly hated foe into pieces.


RECKLESS DEVISTATION


Cost: 1m per die


Mins: Isidoros 1, Essence 2


Type: Supplemental


Duration: Instant


Keywords: Combo-OK


Prerequisites: None


Isidoros cultivates no notion of strategy; reckless brutality is his only tactic. This Charm may enhance any Melee or Martial Arts attack. The Infernal may forgo a number of dice from the attack roll up to his Essence, spending one mote for every die given up. If the attack hits, he gains one automatic success on the damage roll for every die given up.


UNYIELDING SIEGE OF STEEL


Cost: 8m


Mins: Isidoros 1, Essence 3


Type: Simple


Duration: Instant


Keywords: Combo-OK


Prerequisites: Reckless Devastation


No wall or fortification offers refuge when the Black Boar rampages across the world, nor can any armor preserve its bearer from the wrath of the Green Sun Princes. The Infernal makes an attack that targets both an enemy and his armor. For every level of damage dealt to the enemy, the bashing and lethal soak (but not hardness) of their armor is reduced by one (this reduction occurs in step 10 of attack resolution, so the armor uses its full soak value against the attack). Mundane armor remains damaged until it is repaired; artifact armors regain their full soak values at the end of the scene. The reduction in soak from this Charm is cumulative, and a mundane armor whose soak is reduced to 0 is destroyed (although artifact armors cannot be destroyed by it). This Charm cannot reduce natural soak.


BATTLE MAIDEN’S DOWNFALL


Cost: 2m


Mins: Isidoros 1, Essence 2


Type: Reflexive (Step 2)


Duration: Instant


Keywords: Combo-OK


Prerequisites: Reckless Devastation


Even the mightiest of the Exalted find themselves powerless against Isidoros. His all-devouring hunger drains away even the very Essence from their attacks. This Charm negates any dice added by Charms to an attack roll against the Infernal.


ULTIMATE BOMBASTIC VILLAINOUS MONOLOGUE


Cost: 5m


Mins: Isidoros 1, Essence 2


Type: Simple


Duration: (Essence) actions


Keywords: Combo-OK, Compulsion, Social


Prerequisites: None


Isidoros’s arrogance is legendary, for his infinite nature leaves him incapable of conceiving of anything greater than he. His children embody this ego, commanding awe-struck silence from your foes. The Infernal rolls (Charisma + Presence) as a social attack against one foe, declaiming a arrogant exclamation that brooks no response. If the attack beats the enemy’s highest MDV, then they are shaken by the Infernal’s majesty, and can take only guard actions for the next (Essence) actions. Spending a point of willpower allows them to ignore this compulsion for a single action.


SHATTERED CONSTELLATION HOROSCOPE


Cost: 10m, 1wp


Mins: Isidoros 1, Essence 2


Type: Simple (Dramatic Action)


Duration: Indefinite


Keywords: Shaping, Sorcerous


Prerequisites: None


Isidoros gloried in the breaking of the Mask, watching as Fate began to unravel and twist in Creation. His Infernal children can take advantage of Creation’s damaged Fate to conceal themselves from mortal memory. This Charm grants the Infernal the effects of the Sidereal’s Arcane Fate. This grants him immunity to the Arcane Fate of other Sidereals–but they are not immune to his.


At Essence 3, this Charm can be used to affect another character, in which case it gains the Touch keyword. The character cannot have an Essence greater than that of the Infernal, and if they are unwilling, the Infernal must roll (Intelligence + Occult), at a difficulty of the character’s Essence.


At Essence 4, this Charm can extend the Arcane Fate to an entire social unit, at a cost of an additional 15 motes. He must either lead the social group of successfully touch the group’s leader. The leader cannot have an Essence greater than that of the Infernal, and if they are unwilling, the Infernal must roll (Intelligence + Occult), at a difficulty of the unit’s Magnitude plus the leader’s Essence. If used on a social unit, each member must have the Charm dispelled individually; dispelling it from one member does not affect any others.


RAVISHING THE MAIDENS


Cost: 5m, 1wp


Mins: Isidoros 1, Essence 2


Type: Simple


Duration: Indefinite


Keywords: Obvious, Touch


Prerequisites: Shattered Constellation Horoscope


Isidoros both hates and lusts for the Maidens–if he had his druthers, he would consume them utterly, at once annihilating them and becoming one with them. For now, he satisfies himself with the masturbatory pleasure of corrupting their work, undoing what Fate has wrought. With this Charm, the Infernal touches a single character, and learns all ascending or descending destinies that have been laid on them (though not any resplendent destinies). They may then choose one and attempt to negate it, rolling (Intelligence + Occult) at a difficult of the (Essence + College) of the destiny’s creator. If the Infernal succeeds, then that destiny’s effects are negated for as long as the Infernal keeps the Essence committed.


A second purchase at Essence 4 allows the Infernal to grant this Charm the Sorcerous keyword, at the cost of 5 additional motes. He does not have to commit the Essence spent, and the destiny is negated until the Charm is dispelled (the countermagic must be cast on the target of the destiny).


TEN THOUSAND FACES


Cost: 5m


Mins: Isidoros 1, Essence 3


Type: Simple


Duration: Indefinite


Keywords: Fate, Sorcerous, Touch


Prerequisites: Ravishing the Maidens


Just as Isidoros consumes all things, so do his children consume the selves and destinies of Creation’s lowly mortals to conceal themselves. By using this Charm on another character, the Infernal can consume and devour their name. Only the Infernal can speak, think, or write that person’s name with specific reference to them, although the victim, any character who had an intimacy (whether positive or negative), or any character whose Essence is greater than yours can spend one point of Willpower to ignore this restriction for one scene.


In addition, an Infernal has consumed a mortal’s identity, he can forge it into a resplendent destiny. The Storyteller determines which colleges the stolen identity corresponds to enough to be made into a resplendent destiny of, and the Infernal chooses which college to use. They do not make a prayer roll or effect roll to create the resplendency; instead, the Infernal rolls their (Essence + Occult); the number of successes is the Endurance of the resplendent destiny, minimum one. The duration of the resplendent destiny is indefinite, ending only if its Endurance is exhausted or if this Charm is dispelled. The resplendent destiny functions as a perfect disguise of the victim of this Charm.


The victim’s name is only regained once this Charm is dispelled, or once the resplendency’s Endurance is exhausted. While an Infernal can steal the identity of any number of victims at one time with this Charm, they may only ever have a single resplendent destiny gained through it.


FORCEFUL SEDUCTION OF THE STARS


Cost: –


Mins: Isidoros 1, Essence 4


Type: Permanent


Duration: Permanent


Keywords: None


Prerequisites: Ravishing the Maidens


Isidoros does not merely unravel the strands of Fate–he twists and reweaves them, warping the nature of cause and effect to destroy all reason and purpose of the world. This Charm permanently enhances Ravishing the Maidens. Whenever the Infernal uses it, he may spend an additional willpower to subvert the destiny, rather than simply negating it. A subverted destiny has its providence reversed for the duration: an Artless Prodigy Blessing becomes a Sloped-Floor Curse; a Blissful Idiot Blessing becomes a Ruin Without Failure Curse; a Hound-Chases-Rabbit Blessing becomes a Heart-Piercing Curse; a Fortified Spirit Blessing becomes a Name-Destroying Curse; and vice versa.


NO MORE HEROES


Cost: 10m, 1wp


Mins: Isidoros 1, Essence 3


Type: Simple


Duration: Instant


Keywords: Fate, Obvious, Touch


Prerequisites: Shattered Constellation Horoscope


It is the nature of Isidoros to unravel fates, to undo destiny. With but a touch, he can strip a glorious destiny from a hero, leaving him barely a man. This Charm allows an Infernal to unravel a mortal or Exalt’s destiny. If used against an Extra, it automatically kills them, the thread of their destiny irrevocably snapping. If used against a Heroic Mortal, they become an Extra, their heroic fate stripped away (however, they cannot be killed by a futher use of this Charm). The Exalted are only partially hindered by this Charm–even Isidoros cannot destroy their shards of exaltation. However, they lose the ability to use excellencies or to regain willpower (but not motes) from stunts for the rest of the scene.


THREADS ON ANOTHER LOOM


Cost: –


Mins: Isidoros 1, Essence 3


Type: Permanent


Duration: Permanent


Keywords: None


Prerequisites: Shattered Constellation Horoscope


Within the infinitely vast heart of Isidoros, their lies a dark twin to the Loom of Fate, upon which every being that dwells outside of Fate is marked by a single strand. However, the Black Boar despises the tyranny of predestination, and thus all strands upon his Loom are spun, measured, and cut only by their own volition. His favored Infernals are marked on this dark Loom by threads of glistening Malfean brass, and only they have authority to have new threads fashioned for the Creation-born. This Charm permanently enhances the Infernal’s Shattered Horoscope Constellation Charm. Whenever they use it, they may spend an additional 10 motes and 1 willpower to instead remove the Charm’s target from Fate. The Sidereal Exalted alone are immune to this effect.
 
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Elloge - Good for communication and stealth

There are three Elloge variants, all of which are a bit short and mesh well together. You may mix-and-match from these, making logical substitutions like The Author Apart as a replacement prerequisite for other charms.


Variant 1






First Elloge Excellency


Elloge is the mother of narrative and the teller of the story that is life. It is under Elloge that heroes triumph, villains fall, and reality favours the epic. Equally, it is Elloge who sees the evil empire rise and the hero’s parents cut down. Elloge always knows the best story, and works towards it regardless of her own ends. Elloge, more than her siblings, understands interactions, the better to write her vision of the world into being.


The Storyteller’s Excellency may be invoked on an action where the Infernal disregards his safety to aim for the best narrative, as well as an action where she deliberately acts in the expected manner. It cannot be used on an action where the Infernal defies his expected place in the scene. These could (but could not, depending on context) include situations such as the young hero accepting the villain’s offer to join him, the princess refusing his affections after her rescue, or seeing a chance to utilise an Act of Villainy and not doing so. In addition, the excellency is inapplicable to an action attempting to hide knowledge. Stories want to be told.


Her excellency is always valid on an action earning a stunt rating of two or greater – doing something well is more important than doing the right thing.


Elloge Mythos Exultant


Elloge’s displays of power are works of beauty, choreographed sequences that would make the celestial deity of the art weep in jealousy. Whenever she stunts, those that see her are driven to help tell her tale. She may make an immediate, free undodgeable social attack using a pool of Charisma+Linguistics, with additional successes equal to the level of her stunt. A successful attack instills a positive intimacy towards their role in the scene, as perceived by Elloge. This intimacy can be eroded normally, and vanishes by the end of the scene. Before bonus successes, a single willpower negates the effect of this Mythos on a character for the scene.


Sorcerous Enlightenment of Elloge


Elloge is subtle, often working through others. Her magic is largely used to this end.


Spells that cause emotion or control of others, as well as those that facilitate communication, have their cost reduced by half, while spells that cause grand manipulation of the environment, such as directly damaging spells, have their cost increased by the same amount. Ellogian spells often include images of runes, words, and script, sometimes even spelling out the purpose of the spell. (A successful Int+Occult roll with difficulty 4-spell’s circle tells a viewer the basic gist.) These persist for a small time after the initial casting, but fade away for non-Obvious spells.


Ascendency Mantle of Elloge


No storyteller has power without an audience, and Elloge is no exception. Her Ascendency Mantle functions only as long as she knows widespread fame, represented by a background such as Infamy at at least four dots.


Foolish Youth Relinquished


Elloge knows how many stories begin and end with the act of mercy, however foolish it may be for the one who does it. When her champions allow those who hate them to live and escape, Elloge rewards their mistake.


Whenever the Infernal has a foe in her power, and chooses not to kill them, but to let them leave and do as they wish, her player may roll dice equal to her Conviction, reducing the character’s Limit by one point per success.


The Urge to Express


Elloge’s heart is that of stories, endless tales that repeat again and again. Her urges seek to show these stories to the world, and to tell all those that she meets of the irresistible narratives that encompass every existence.


Sample Urges include-


Convince the Dragonbloods of Lookshy that they are naught but bit players.


Tell the world the secret of the Emissary of Nexus.


Convince the realm that the Immaculate Dogma is a lie.


The Torment of Elloge


Elloge knows that all stories are about interaction, and that one being alone can do little. Those she hates are punished with loneliness and self-doubt.


The Infernal immediately gains an intimacy of distrust and hatred towards himself, replacing any intimacy she already possesses.


Anyone who possesses a positive intimacy towards the Infernal gains a negative one. Usually, they will continue working with her, but will do so spitefully and unwillingly.


After a week has passed, the effects fade, with the Infernal’s self-confidence returning and her friends returning to her-if the meantime hasn’t destroyed them.


Every Word is Mine


Cost: - Mins: Essence 1, Type: -


Keywords: None


Duration: Permanent


Prerequisite Charms: First Elloge Excellency


All words are Elloge, and in turn, Elloge is all words.


An Infernal with this charm understands all meaningful language.


She still does not understand magical glossolalia, which is only gibberish, but can seamlessly switch from one language to another, even if she has never encountered it before. This applies to anything which can reasonably be described as speech, but not to body language.


The Words Within Life


Cost: - Mins: Essence 2, Type: -


Keywords: None


Duration: Permanent


Prerequisite Charms: Every Word is Mine


While Elloge concerns herself entirely with words, to the Sphere of Speech, everything is words. With this charm, the Infernal can communicate using otherwise byzantine methods. She may say ‘run!’ with a high singing note, paint an argument in the air with her fingertips, or dance her desire into visibility. This functions as long as the target possesses at least one dot in the ability you set.


This charm allows the Infernal to communicate using any ability she can stunt. As a baseline, any artistic expression - painting, sculpture, dance, song, oration - is always allowed. As a side benefit, this makes it difficult for a foe to notice or interpret hidden messages, raising the difficulty by one, and forcing them to use the chosen ability to meet that difficulty.


With an Essence 3 repurchase, the Infernal can communicate with anyone and anything. While some beings and objects may not understand what she says - rocks, for example - she is still communicating with them.


A separate repurchase, also requiring Essence 3, allows the Infernal to choose an Attribute instead of an ability, allowing anyone with a rating of 3+ in that ability to understand.


A second repurchase allows her to choose any virtue (for those with three dots of that virtue) or Essence (anyone with enlightened essence.)


Dabbling in Other Forms


Cost: - Mins: Essence 3, Type: -


Keywords: None


Duration: Permanent


Prerequisite Charms The Words Within Life


While this charm is a favourite of many Infernals, Elloge rarely makes use of it, preferring to remain linked to her beloved words.


This charm expands all Elloge charms that specifically derive benefits from the character’s Linguistics, allowing her to utilise other ‘Artistic’ abilities instead.


She may replace Linguistics with another ‘artistic’ ability. Artistic abilities are those that create and express. Craft is the most obvious, allowing an Infernal to utilise paintings, sculptures, or calligraphy as their medium. Performance, used to sing, dance, or merely orate, is the next. Stunts lend themselves well to alternate abilities - imagine an Infernal who utilises Craft (Fate).


Narrator’s Insight


Cost: 4m, Mins: Essence 1, Type: Simple (Speed 3, DV-0)


Keywords: Combo-Ok


Duration: One scene


Prerequisite Charms: None


The storyteller understands those in the story as well as they do. She can tell who is important and who isn’t, and can, with practice, discern the trustworthy from the villainous.


By spending four motes, she may tell whether anyone she looks upon is an extra, a normal being, or a heroic being. With Essence 4, she may also detect whether they possess enlightened essence.


A repurchase of this charm, requiring Essence 3, allows the storyteller to sense if anyone she looks at has an Intimacy towards her, and whether it is positive or negative.


This charm upgrades automatically at Essence 4, becoming Indefinite.


Shipper’s Compatibility Index


Cost: 2m or 1m, Mins: Essence 2, Type: Reflexive


Keywords: Combo-Ok


Duration: Instant


Prerequisite Charms: Narrator’s Insight


by looking at a pair of people, the Infernal judges their opinion of each other, and how much they have in common. The Infernal becomes aware of what intimacies they have towards one another, if any, and how many of their virtues are within a dot rating of each other, although not which. She also becomes aware if they have mutually exclusive Motivations, but not what they are. This charm costs 2m normally, but is reduced to 1m while the Infernal is under the effects of Narrator’s Insight.


Without Essence 6, the Infernal may not target herself with this charm.


The Story Begins


Cost: 5m, Mins: Essence 3, Type: Simple


Keywords: Combo-Ok, Emotion, Social


Duration: One day


Prerequisite Charms: Shipper’s Compatibility Index


Often, Elloge finds that other people refuse to see what she does, and act towards the best interests of the story. This charm targets a pair who the Infernal has previously targeted with this charm’s prerequisite. The two receive an intimacy towards one another with a context of the Infernal’s choice.


If they already possess an intimacy towards the other person, the Infernal must make a social attack using Attribute+Linguistics, with bonus dice equal to half her essence. This attack is unblockable without stunts or charms. Success overwrites the intimacy, while failure negates the charm’s effects on that target.


This intimacy lasts for a single day with magical intensity, but then fades normally. Some Infernals, and occasionally Elloge herself, use this charm as a form of matchmaking, and pride themselves on finding couples who then sustain the intimacy. However, targets may negate their intimacy be spending one willpower, before bonus successes.


Expert’s Textual Analysis


Cost: 3m, Mins: Essence 3, Type: Simple


Keywords: Combo-Ok


Duration: Instant


Prerequisite Charms: Narrator’s Insight


Elloge finds it easier to understand writing than reality. Therefore, she writes reality, and then reads the writing.


Elloge looks at a target, and puts ink to parchment without moving her eyes. She writes for one action, and then has a description of that character. She may analyse it, attempting to read motivation or use other similar actions.


At Essence 4, this charm upgrades, grants her (Linguistics) bonus successes on these attempts.


A repurchase, requiring E5, expands this charm. He may write descriptions of more than one target, adding one mote to the cost and one to the speed per target. With a one willpower surcharge, the number of additional motes he pays is the magnitude of the social unit he can study instead, in preparation for similar actions attempting to read loyalty or policy.


A separate repurchase, requiring only E3, allows an Infernal to pay a two mote surcharge as she writes a description. If she does, the description includes everything that could be determined using essence sight - she recognises supernatural creatures with Essence 4 or greater as such, as long as they aren’t disguising it, and all active charms are rendered obvious. However, to correctly interpret the effect of unknown charms, or to determine the strength and aspect of a character’s essence, he must make an Occult+Intelligence roll, as described in All-Encompassing Sorcerer's Sight.


Writing On The World


Cost: - , Mins: Essence 3, Type: Permanent


Keywords: Shaping, Obvious


Duration: Permanent


Prerequisite Charms: Expert’s Textual Analysis


So many times, an author is caught off guard with no tools to record their ideas. With this charm, this problem no longer occurs. The Infernal can write down his thoughts on the very air, or summon paper and ink from the aether.


In the former mode, he may write with speech or hand, and the words remain until the end of the scene or his dismissal. While he may do this freely, there is always the risk that someone else could read what he says.


Self As Subject Understanding


Cost: -, Mins: Essence 3, Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Expert’s Textual Analysis


Even the best writers sometimes desire a place in their own world, but to write themselves, they must know themselves - something that makes many people quite uncomfortable.


This charm allows the Infernal to analyse themselves through writing using this charm’s prerequisite. Obviously, reading one’s own motivation is of no use, but analysing this paper causes all unnatural mental influence currently applied to the Infernal to become obvious to her.


As a benefit, no command that would bar the Infernal from writing succeeds, being considered an unacceptable command. (With Dabbling In Other Forms, this also applies to any artistic ability the Infernal has at least two dots in.) This means, amongst other things, that the Infernal cannot be commanded not to use this charm.


A repurchase of this charm, requiring Essence 4 and Redrafting the World, allows the Infernal to write her own way out of the chains upon her mind. As a persistent effect, she may spend 4m to shatter any mental influence that is placed on her, as long as she is aware of it. She may do this even if she would be prohibited from doing so.


For a 2m surcharge, the Infernal may write her own dialogue - for herself or a willing being (extras are always willing) - that perfectly parries a social attack. This may apply even against an unblockable social attack.


Redrafting The World


Cost: 1wp, Mins: Essence 4, Type: Supplemental


Keywords: Combo-Ok, Social


Duration: Instant


Prerequisite Charms: Expert’s Textual Analysis


Elloge thinks it much easier to just edit a character until they are useful, rather than having to persuade them herself. To this end, she has thoughts and ideas enter their mind.


Using a description obtained from this charm’s prerequisite, she writes in her argument, and describes how her target accepts it.


Wherever the target is, they hear the Infernal’s words as she writes them. This is treated as a normal social attack, using Charisma+Presence, with the Infernal using Linguistics instead of Appearance. They may reply or ignore it as normal with their MDV. The Infernal may only use a description in this way until their attacks first fail, at which point their mastery of the piece is ruined, and they must write a new description as described in that charm. (This also allows the target only a single counterattack.)


While an Essence 5 repurchase removes this limitation, it also means the target can freely respond, and attempt to convince the Infernal of their own beliefs.


A second repurchase, requiring the E5 repurchase of Expert’s Textual Analysis, allows the Infernal to rewrite large groups. This is a Charisma+Performance roll, with the Infernal using Linguistics instead of Appearance, and may target the group as a normal performance attack, or, if the target constitutes a social group, in Mass Social Combat. It is affected by the other repurchase of this charm, if the Infernal has it.


The Author Apart


Cost: 5m Mins: Essence 3, Type: Simple


Keywords: Illusion, Combo-Ok


Duration: One scene


Prerequisite Charms: Narrator’s Insight


The author is everpresent in her work, but, for the largest proportion of the time, is invisible and untouchable. Drawing on this, she fades into the background. Noticing the Infernal’s presence if they hide, or thinking that they’re important, is impossible without a great expenditure of will, or tremendous insight. A successful Wits+Awareness roll, with difficulty equal to the Infernal’s Essence plus half their linguistics, reveals them, as does the expenditure of four willpower.


Whenever the Infernal takes any action that is neither walking or writing, resisting the charm is lowered to a 2wp cost, and the difficulty drops to merely the Infernal’s essence. With Dabbling in Other Forms, use of those abilities is protected as writing.


Mundane attempts to draw attention to the character, including natural mental influence suffer an external penalty equal to the Infernal’s Essence. Unnatural mental influence, and charm enhanced NMI apply normally, negating the effects of this charm until the Infernal is no longer under attention. (Eg, out of sight, out of mind.)


A repurchase of this charm, requiring Essence 5, allows the Infernal to pay a one willpower surcharge to remove the latter limitation. If the Infernal takes any action that directly impacts another character, such as opening a door that the guard would suffer for guarding incorrectly, the cost to resist and the difficulty to notice is lowered as above. When actually making an attack, whether physical or social, the target or targets automatically notice.


A separate repurchase of this charm, also requiring Essence 5, allows the Infernal to spend an additional two willpower surcharge to stop her anima banner from affecting attempts at stealth. Music fades into the background, bright lights become soothing flickers, and flickering energy is but a warm touch.


Ardent Villain Command


Cost: 3m Mins: Essence 3, Type: Supplemental


Keywords: Combo-Ok, Obvious, Social


Duration: One scene


Prerequisite Charms: Narrator’s Insight


This charm supplements an order, telling a single target what their role is. This could be ‘cruel hearted matriarch’, ‘bimbo princess’, ‘adoring fan’ or anything else. This command is rendered unnatural mental influence, and costs one more willpower to resist than it otherwise would. If it succeeds, they gain three bonus dice on any action which supports this characterisation, which counts towards their dice caps, but suffer a -3 internal penalty from any action that opposes it.


This charm may be used in combination with Redrafting the World. It remains obvious to the target only.


An Essence 4 repurchase allows this charm to be activated while using The Author Apart without breaking that charm’s stealth, even for the target. When used in this way, the attack has a 1wp surcharge, but is unblockable and loses the Obvious keyword completely.


Narrative Imposition Proclamation


Cost: 6m, 1wp Mins: Essence 4, Type: Supplemental


Keywords: Combo-Ok, Obvious, Social


Duration: One scene


Prerequisite Charms: Ardent Villain Command


With this charm, the storyteller proclaims the narrative that she desires from the scene, and all those who come near must listen. Narratives are ideas such as ‘a revolution against the king’ or ‘a brawl in the pub’. Storytellers are suggested to accept any narrative that has benefits and penalties for both sides, and to deny anything truly one-sided, unless the Infernal has put in truly intense effort to setting it up.


She makes a charisma+performance roll, with bonus successes equal to her Linguistics. All those convinced must attempt to support this narrative. Resisting costs a base of two willpower, before bonus successes.


Regardless of the social attack, all characters in the scene gain additional dice on any roll to play any valid role within the story equal to half the Infernal’s Linguistics, while suffering an internal penalty of the same size to anything that contradicts the narrative. These dice do not count towards dice caps. Those who failed against the initial roll must pay one willpower to act contradictory to the story, with the influence breaking when they have spent willpower equal to the initial cost to resist. Those who succeeded against the original social attack, are free to follow it or not, gaining dice or suffering penalties as appropriate. It is obvious to everyone in the scene both what the narrative is, and who is telling the story.


With Essence 6 and the performance repurchase of Redrafting the World, this charm may be used with that charm, in which case the source of the effect is Obvious only to those affected by the initial social attack. The narrative remains obvious to all.


With Essence 6, the Infernal may buy this charm a second time. If they do, it may be used while the Infernal uses The Author Apart, without affecting that charm’s stealth. Doing so carries a 5m surcharge, but the attack becomes unblockable, and the social attack loses the Obvious tag completely.


Rocks Fall


Cost: 2m Mins: Essence 2, Type: Simple (Speed 5, DV-1)


Keywords: Combo-Ok, Obvious, Shaping


Duration: Instant


Prerequisite Charms: Narrator’s Insight


The Infernal’s favoured tools are the characters that litter the world, but the world of her story can substitute in a desperate situation.


This charm creates an attack using the environment. It uses Charisma+Linguistics, rather than Dexterity+(Ability), and has an accuracy equal to half the Infernal’s Essence. Its base damage is equal to her Charisma+Essence, but gains a bonus equal to twice the stunt bonus gained on her attack roll. This damage is lethal, but can be made bashing with a fitting stunt. It also deals Aggravated damage to Fae, due to their shared affiliation with narrative. It can only cause effects that have some relation to the scene at hand-lightning does not strike from a clear sky, but a rockfall is a constant danger in a quarry.


To begin with, this charm is utterly obvious. The Infernal’s actions are clearly the ones that caused the effect.


A repurchase of this charm, requiring Essence 3, improves this charm. Firstly, a suitable attack is not immediately obvious as an action of the Infernal’s.Viewers, including the target, must make a Wits+Linguistics check, with difficulty equal to the Infernal’s Linguistics, to determine that he caused the attack.


Secondly, the Infernal can create effects that do not fit the environment, flukes of fate and seeming impossibilities striking her foe. With this use, she may create attacks as abstract as strangling someone with their bad grammar, or truly impossible attacks similar to those granted by Principle Invoking Onslaught. When she does this, she becomes Obvious as the source.


A second repurchase changes this charm’s duration to indefinite. When used in this way, the charm is a reflexive action, costing ten motes. It allows the Infernal to utilise Rocks Fall at will, whenever she could make a normal attack. It also lets her parry with the environment, the same odd coincidences and illogic protecting her. These attacks use the following profile.


Speed 5, Accuracy +(Essence/2), Damage (Charisma+Essence+2Stunt)L/2, Defense: (Stunt), Range: (Essencex30), Rate: 3, Tags: O


A third repurchase, requiring the E5 repurchase of The Author Apart, allows Rocks Fall to be used while that charm is active without automatically breaking its effects. Attacks made from this stealth are not considered unexpected, but targets affected by that charm’s stealth must succeed on their check or pay one willpower to recognise you as the source.


Deus Ex Machina


Cost: 5m Mins: Essence 2, Type: Reflexive (Step 2)


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: Rocks Fall x2 (Indefinite)


When she is in enough danger, Elloge’s standards slip. Rocks jump to defend her, storms form in a midsummer desert, and perfectly timed coincidences save lives.


An impossibly fortuitous coincidence perfectly parries a single attack. This is a perfect defence that may block the unblockable, but bears the Imperfection of the Sphere of Speech. As an additional benefit, it is not immediately obvious that the Infernal is the cause of the defence.


Imperfection of the Sphere of Speech


Elloge cares for stories above all else, and a beautiful story deserves to triumph. Her perfect defence bears a surcharge in motes equal to twice the value of the stunt awarded to the attack. In addition, three die stunts add a three willpower surcharge.


Omniscient Narrator Shintai


Cost: 14m, 1wp Mins: Essence 4, Type: Simple (Speed 6, DV-0)


Keywords: Blasphemy, Form-Type, Shaping


Duration: One scene


Prerequisite Charms: The Story Begins, The Author Apart, Redrafting the World


With this charm, the Infernal expands. She dissolves into a metaphysical idea, expanding over Essencex50 yards. In this state, she is immaterial and invisible, and benefits from the same massive size as an Infernal utilising the Greater Shintai of the Endless Desert:


She is incapable of dodging attacks from smaller beings, but cannot take more than one level of damage from them in any given attack, unless it covers a full tenth of her size. In mass combat, she always enjoys the full +3 magnitude bonus, unless fighting a similarly scaled foe.


While in this overarching state, many of her charms are improved.


She enjoys the benefits of the Author Apart automatically, for as long as the charm lasts, exactly as described in that charm, including any repurchases she possesses.


She may use the charm Expert’s Textual Analysis on anyone within her area as a reflexive action with no cost.


The willpower cost to resist The Story Begins becomes equal to half the Infernal’s Essence.


She may use Redrafting the World for 4m, Ardent Villain Command for 1m, and Narrative Imposition Proclamation for only 1wp.


As a downside, the Infernal must give himself a role in the scene, as if with Ardent Villain Command. He converts the dice granted by that charm, as well as by Narrative Imposition Proclamation, into successes. However, she is incapable of acting in a way that does not fit her role, or against acting against the narrative, as surely as an Akuma cannot act against his urge. As a note, not all acts qualify either way. An act is not ‘either disallowed or enhanced.’
Variant 2

The Ellogian Urge - The Urge to Express


People do not truly understand each other. They do not truly know each other, because communication is imperfect outside of Elloge's own body. They must settle for the imperfections of mortal language. This drives those afflicted with Elloge's Urge to madness, as they strive to find greater and more perfect means of expressing their thoughts to others. Their art projects are grand and terrifying, achieving a beauty that is both marvelous and incomprehensible. To make the outside world see the inner world is the goal of all who have the Ellogian Urge, but it is futile; none shall ever achieve that perfection... or will they?


Sample Urges:

  • Paint a perfect representation of the suffering of the Yozi, such that all may understand their torment.
  • Write a text of demonic lore surpassing the wisdom of the Broken-Winged Crane, and ensure that it hasbetter narrative structure
  • Create a sculpture out of the corpses of the entirety of Lookshy, creating a monument to the ushering of the Third Age


The Imperfection of the Sphere of Speech


Elloge comprehends the world in terms of narrative structure. To her, people act in predictable ways,


allowing her to defend from their attacks. However, when people defy her expectations, she finds herself paralyzed, unable to defend herself. Any Charm which carries the Imperfection of the Sphere of Speech cannot be used against an opponent who has knowingly worked against their own Motivation in the past scene.


Act of Villainy: Loving Self-Sabotage


Infernals who favor Elloge understand her love of a good story, even if that story goes against her own interests. The Infernal must intentionally fail to correct a problem or flaw in himself, his tools or his plans, and explain to another person why, according to his role in his narrative, he must not correct that problem or flaw. He then rolls (Conviction), with each success reducing his Limit by one. And Infernal may take advantage of this Act of Villainy only once per plan; confessing to the same flaw multiple times loses its gravity, after all.


The Torment of the Sphere of Speech


Those who earn Elloge's wrath suffer her greatest curse: she retracts their ability to communicate,


ensuring they can only speak or write in incoherent glossolalia. All speech is garbled and random; all written words become unreadable. All rolls that require written or spoken language automatically fail for one day. Worse, this effect is contagious; all who share an Intimacy with the Infernal or who are within (Essence x 10) yards of the Infernal for more than a minute become similarly afflicted.


Universal


First Elloge Excellency


Cost:1m per die; Mins:Essence 1


Type: Reflexive (Step 1 for attacker, Step 2 for defender)


Keywords:Combo-OK


Duration: Instant


Prerequisite Charms: None


The First Elloge Excellency adds dice to enhance valid actions using the same costs and rules as other First Excellencies, except as stated here. If the action or value enhanced uses only an Attribute or an Ability, but not a combination of the two, the dice limit is (Used Trait + Essence). The italicized words and phrases in the description below provides the core themes of Elloge's purview.


Each time the Infernal or Akuma increases her Essence, this Charm must be re-purchased as a Training effect. Thus, no Infernal may have fewer purchases of any given First Excellency than her Essence at any time.


The Sphere of Speech is romantic, given to flights of fancy and becoming lost within herself . She is invisible to those outside of her, while her inner world is complex and rich beyond imagination. She perceives the whole world through the lens of narrative, understanding relationships through archetypes and themes. She seeks to build connections between people to create a more unified narrative. She dictates reality around her, but admires introspection and self-exploration. She also enjoys paradox and self-contradiction, as it creates more complication and greater depth in her stories.


To Elloge, words are what they represent, and she does not distinguish between symbol and symbolized. She speaks only truth, though it is the truth of stories, rather than of cold-hard fact. Facts that are inconvenient to her stories are edited out of existence, as Elloge seeks to create the perfect story. Her narrative structure dominates the Wyld, as her narrative holds the greatest power over those entities which exist outside of Creation's law.


This Charm may be used to enhance any action in which the Infernal uses words or language as a part of his task, or which is used in an act of self-expression. This Charm may also be used to encourage a narrative that the Infernal enjoys, or to develop relationships, whether or not she is a part of that relationship. This Charm cannot be used in any action to make someone act in a way that is antithetical to their character, or to inhibit any act of self-expression which is in accordance with an archetype or narrative she wishes to foster.


Finally, Elloge has an obsession with marriage and children, and as such this Excellency may be used in any action to facilitate romance or aid in protecting children.


Elloge Mythos Exultant


Cost: –; Mins:Essence 3


Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Elloge Excellency


The Yozi revel in the exercise of their purview, drawing power from the very strategies they use to


spread that power through Creation. As with any (Yozi) Mythos Exultant, no action may be enhanced by more than a single Mythos Exultant. Whenever the Infernal succeeds while stunting on an action that could benefit from the appropriate Excellency, she may choose to receive the alternate reward listed below instead. Characters may partake of these awards even if they did not use the pertinent Excellency to assist the action, just so long as doing so was an option.


Above all others, Elloge understands the beauty of a well-crafted narrative, and she believes it important that others share her understanding. Any who perceive an Infernal make a two- or three-die stunt enhanced by this Charm and have a Dodge MDV less than the number of successes gained on the stunted roll must spend a point of willpower or gain an Intimacy towards the Infernal as appropriate to the situation (as decided between the player and ST). This is an Emotion effect and counts as unnatural mental influence. All Intimacies created through this Charm fade after one week, unless they are reinforced through other means.


Sorcerous Enlightenment of Elloge


Cost: –; Mins: Essence 3


Type: Permanent


Keywords: Sorcerous


Duration: Permanent


Prerequisite Charms: First Elloge Excellency


By the power of the Primordials, Creation came into existence, as did the elements, deities, and life itself. Sorcery is this power, filtered down through fractured glimpses of understanding that cannot begin to describe the intricate elegance of the universe. To be a sorcerer is to be mad with jagged shards of cosmic awareness and with will and might enough to impose that madness upon the world.


This Charm grants the Infernal the shallowest fragment of supernal wisdom, enough to learn and cast spells of the Emerald Circle. This Charm may be re-purchased a second time at Essence 4+, and a third time at Essence 5+, granting access to Sapphire and Adamant Circle Sorcery.


As this knowledge is granted by Elloge herself, the spells the Infernal may access via this Charm are by nature limited; however, some sorceries are so in tune with Elloge's nature that they are easier for the Infernal to cast.


Beneficial spells dealing with communication, whether by enhancing it or allowing it when before it was unavailable, all receive a 10m, 1wp cost reduction (the Willpower cost of a spell may not be reduced to below 1wp in this way). Examples of such spells include Infallible Messenger, Commanding Presence of Fire, Empathic Wind, and Eye of Alliance.


While Elloge is a superlative communicator, she is often locked into action by her own stories. She may not cast spells that will cause a target to act antithetically to their Motivation (some uses of Sorcerer's Irresistible Puppetry, for instance) nor may she utilize Sorcery with an effect opposing an active Narrative she has invoked or contrary to a Role she is playing. If she has knowingly acted against her Motivation in the scene, she adds a 1wp surcharge to all Sorcery.


Additionally, all spells learned via this Charm must utilize the themes and imagery of Elloge – however, as Elloge's stories change, so does her imagery. Sorcery learned via this Charm must be cast with whatever imagery is most thematically appropriate to the situation at hand. If Elloge has declared a Narrative in the area, the imagery and themes will match the Narrative she has invoked in some way (either by upholding it or subverting it). If she is playing a Role, then that Role's thematics take precedence over that of the Narrative. If she has neither a Role nor a Narrative active, then her sorcery utilizes Elloge's native imagery of words and stories – Death of Obsidian Butterflies might manifest as a storm of stone shards, each with letters etched upon them (were someone to assemble the shards into order, they would find a story; perhaps one unrelated to the moment, but perhaps the story of some other way those precise injuries could have been inflicted upon the spell's target). This imagery and theme do not change the mechanical elements o the spell in any way (except by allowing different Stunts to be made).


This shift in imagery is noticeable to the canny observer, however – for Emerald Circle spells, those with Occult 1+ may make (Wits + Occult) rolls at difficulty 5 to recognize the taint. For Sapphire Circle spells, the difficulty is 3, while for Adamant Circle spells the difficulty is only 1. Spells with Holy effects may notbe learned by Infernals, nor may Infernals utilize the demon-summoning spells of other Exalts (however, Infernals do have access to their own versions of demon-summoning spells).
Variant 3

Act of Villainy: Proud Mastermind Gloat


Elloge is the author of glories and sorrows, but her light hand in events frequently makes her unnoticed and steals away the credit she is due. When the Infernal reveals his participation or direction in previously established events that trouble his opponents, he may roll his Temperance and reduce his Torment by one for each success he receives.


Words Given Life


Cost: -- Mins: Essence 2 Type: Permanent


Duration: Permanent


Keywords: None


Prerequisites: None


When He Who Bled the Unknown Word died, the instrument with which he scribed his will into reality was destroyed. Elloge remembers what it is for things set down on parchment and etched in stone to have meaning, but they seem so static and hateful and dead as such. Let them take on life, then, through her.


With this charm, the Infernal loses the ability to read in any conventional sense. He may at any time comprehend a written work within his eyesight, but this is an Obvious effect that can be noticed by anyone present with a successful Wits + Awareness roll: Letters coil into ideographic representations of their actors, and play out their meaning before his eyes as they chant in a soft sing-song of themselves; this aids the Warlock's comprehension even as it confuses spectators, and the Infernal multiplies his reading speed by (his Essence x 5); the bizarre dramatization occasionally elides details: he may remember the actions of a novel as clearly as normal, but specific turns of phrase--unless markedly abnormal--go unnoticed. When he ceases to examine the writing, it reverts to its prior shape.


Twisting Echoes Remain


Cost: 4m Mins: Essence 3 Type: Simple


Duration: Instant


Keywords: Sorcerous, Obvious


Prerequisite Charms: Words Given Life


After examining a body of written work with Words Given Life, the words remain tangled. The Infernal rolls Wits + Linguistics to encode a written work he reads, adding his Essence as bonus successes. Phrases become looped and illogical, sentences repeat mindlessly, and letters transpose and flip themselves into a bizarre cipher.


The Infernal himself may still understand this work as before, as can any reader who possesses this charm, or entities under the effect of one of the Infernal’s Edits. But for anyone else, the text becomes impenetrably complex.


Character Distillation Rewrite


Cost: 4m Mins: Essence 3 Type: Supplemental


Duration: Instant


Keywords: Emotion, Combo-OK, Edit


Prerequisite Charms: Twisting Echoes Remain


This charm supplements a social attack. If the attack succeeds, the Infernal may redefine one of the target's intimacies of which she is aware. The new context must be related; the Infernal could not turn a man to hate his lover--unless their Intimacy was in the context of, say, "Tempestuous Passion"--but she could render Pure Love into Platonic Fondness, Burning Desire, or Worshipful Awe, among others.


NEW KEYWORD: EDIT


Several of Elloge's powers change motivations or natures of the things they effect. However, Elloge does not like to revisit the alterations she has made. A charm with the Edit power innately includes an Illusion effect, which the Infernal cannot resist in any lasting sense without preventing the charm from functioning. This Illusion compels the Infernal to believe that they have in some way revealed or clarified a pre-existing truth intrinsic to the target, rather than created a new reality themselves. As such, they cannot use a charm with the Edit keyword to alter a previous Edit of theirs. They can defy this illusion for a scene for the cost of a willpower point.


A Brilliant Revelation


Cost: 6m, 1wp Mins: Essence 3 Type: Reflexive


Duration: Instant


Keywords: Illusion, Sorcerous


Prerequisite Charms: Twisted Echoes Remain


This charm allows the Infernal to affect anyone who has witnessed them use a charm with the Edit keyword in the scene. By spending the mote cost of this charm, the witness applies the effects of the Edit keyword to herself, coming to believe completely that what the Infernal has shown them is and always has been the truth. This may affect memories as well, but only to the bare minimum required to bring them into line with the effects of the charm used. Like the Infernal himself, the target may spend a point of willpower to force themselves to acknowledge what is might not be what always was, but unlike the Warlock targets who spend three willpower like this break free of this charm's effects permanently, and cannot be brought to believe the same illusion twice.


Stolen Guilt Confession


Cost: 5m Mins: Essence 3 Type: Supplemental


Duration: Permanent


Keywords: Sorcerous, Illusion, Edit


Prerequisite: Character Distillation Rewrite


This charm supplements an Investigation-based social attack. The Infernal asks a target a question about the past, and treats his MDV as though she were asking about a preferred rather than actual truth. This doubles all penalties he might take from appropriate Intimacies, Virtues, or Motivations. If asked if he had successfully seduced the object of his affections or murdered a hated rival, for instance, he would at least take a -2 to his MDV from his intimacy towards said person.


If the target's MDV is overcome, he immediately suffers from an Illusion effect that the question he was just asked to verify was true. He believes it in the face of all contradictory evidence and denial unless he spends two willpower points to remember a more disappointing reality.


Hero-Summoning-Devil Call


Cost: 8m, 1wp Mins: Essence 3 Type: Simple


Duration: Instant


Keywords: Sorcerous, Emotion, Edit, Blasphemy


Prerequisite Charm: Stolen Guilt Confession


No character exists in a vacuum. The lawman must have outlaws, the knight must have his lord, and the suitor must have an object for his affections.


The Infernal makes a statement of purpose--for herself or another--and in so doing forces the world to support that narrative. She rolls (Manipulation + Performance); among those who listen, a single target whose MDV is overcome becomes instantly develops an Intimacy toward the notion the Warlock puts forth.


If the Infernal possesses Becoming the Unmasked, she may freely spin her new actor out of the stuff of the world as a Shaping effect for a +2m charge. Be it nemesis, mentor, or lover, the new creation appears somewhere in the surrounding area, albeit in an unobserved spot. Such entities exist as Heroic Mortals whose very Motivation is bound up in fulfilling their role.


These ersatz antagonists exist until their work is done and their motivation is completed; at the end of that scene, they fade from existence.


Gifted Polyphony Voice


Cost: -- Mins: Essence 1 Type: Permanent


Duration: Permanent


Keywords: Obvious


Prerequisites: None


The Infernal's own voice as it was at the moment of her Exaltation is silenced forever. Unlike Adorjan, she does not lose her voice so much as trade one for ten thousand. She gains a bonus of (Her Essence) dice to precisely replicate any sound or voice and speech pattern she has heard, regardless of age, gender, or dialect. If she does not maintain at least a tiny amount of focus, however, her voice slides across a pastiche of lands and languages as she speaks, alternating with sentences, words, and syllables without her own notice.


Forceful Script Adjustment


Cost: 3m, 1wp Mins: Essence 3 Type: Simple


Duration: One Scene


Keywords: Sorcerous


Prerequisites: Gifted Polyphony Voice


Sometimes actors do not act as they should. Elloge knows better, though, and is happy to keep the story on track.


The Infernal rolls Charisma + Presence against the MDV of a target within (Her Essence x 10) yards. If she succeeds, she replaces the spoken words of the target with her own voice and choice of words. She is aware of what the target says, inasmuch as she could comprehend their language, and may opt to translate the words in real time to another language, or replace them with whatever she desires. The target is as aware as anyone that his voice is being replaced, but has no immediate recourse to stop the effect save to stop speaking--this charm in no way compels action on the behalf of its beneficiaries--but suspicious onlookers may roll Wits + Awareness at a difficulty of the Infernal's Essence to notice that the words of the target of this charm do not directly correspond to the movements of their mouth.


Paper Tiger Roar


Cost: 8 motes Mins: Essence 2 Type: Simple


Duration: Instant


Keywords: Obvious, Illusion, Emotion, Combo-OK


Prerequisites: Gifted Polyphony Voice


The Infernal may falsely imitate any voice-based attack charm she has heard as an Illusion effect. This includes effects she does not have access to, such as Demon-Wracking Glory, Lion's Roar Rebuke, and Withering Phantasmagoria. These do not actually inflict harm or other effects upon those who hear them, but she may roll (Wits + Performance) and compare the result to listeners' MDVs. Those whose mental defenses are overcome are convinced the Infernal has employed the charm in question, or are at least familiar with the results they should suffer, if not the charm itself. For those who should be affected by such an attack, their survival is clearly the result of their own luck--truly not something repeatable--and immediately develop an Intimacy of Fear against the Infernal.


New Truths Revealed


Cost: 8m, 1wp Mins: Essence 4 Type: Simple


Duration: Instant


Keywords: Shaping, Combo-OK, Touch, Sorcerous, Edit


Prerequisites: Character Distillation Rewrite, Forceful Script Adjustment


Mortals frequently claim themselves to be of no interest, of no importance. This disappoints the Sphere of Speech. It would be much better if they were, in fact, more than they appeared, even if they didn't realize it themselves.


The Infernal rolls Wits + Performance, and compares the result to her opponent's MDV. She may apply any remaining successes as though they were a disguise roll which the Infernal immediately perfectly negates, pulling away a wig, or tearing a sleeve away to reveal a prisoner's brand. The changes may be relatively drastic--legendary success could theoretically "reveal" Dace to have been Faka Kun in disguise through heavy use of makeup, stilts, and surprisingly concealing clothing, though this would neither remove Faka Kun from existence elsewhere, nor alter Dace's Dawn Caste Exaltation, Traits, or his memories. This charm does not in and of itself allow for gross changes to the physical form, such as mechanically significant mutations or crippling effects. However, Health Levels required to inflict a crippling injury are reduced by 1 when using this charm, striking away a leg that had always been wooden, or knocking out a glass eye. An Infernal may theoretically strip away or apply the appearances of advanced age, but for any such beneficiary within Fate, it does not forestall or advance their meeting with Saturn.


Short of similar magics, this charm is difficult to negate; the Infernal has permanently "revealed" the true face of someone, and barring other magics the target is stuck with their new form. For the same reason, this charm cannot be sorcerously countered after it is completed.


Becoming the Unmasked


Cost: (+3m) Mins: Essence 5 Type: --


Duration: Instant


Keywords: Illusion, Emotion


Prerequisites: Stolen Guilt Confession, New Truths Revealed


It bothers Elloge at times that she goes to the trouble of revealing someone's true identity, only for them to protest! This is just wrong. Perhaps they should be brought up to speed. The Infernal may spend three disguise successes while using New Truths Revealed to create an entirely new identity for her target to live in. If the target does not resist--requiring a single willpower point--the Infernal creates a new identity and history for them, and spins a small handful of Extras (No more than her Essence) out of the stuff of the cosmos to give the disguise verisimilitude. The target ceases to be, for any metaphysical purposes, the person he was; his traits remain as they were, and he may remember factual snippets of his former life--such as a proud warrior realizing he has a brilliant grasp of modern medicine--but lacks reference or care as to where the knowledge came from. The Infernal may also spend successes on a 1-for-1 basis, treating each success as a scene eroding or building an intimacy.


The Illusion effect of this charm may be fought off later for the cost of four willpower points. The Intimacies laid down require either other magics or their own natural processes of erosion and building to restore.


An Infernal with this charm may always spend two motes as a non-charm use, allowing them to stunt charms laying mutation, training, and shaping effects as being applied with these trappings in addition to those of the Yozis whose charms she employs.
 
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Oramus - Good for driving men mad by speaking to them, and a mental equivalent of Loom-Snarling Deception. I recommend Crimson King Shintai for outright F*** YOU BAD GUY!

FIRST ORAMUS EXCELLENCY


The Dragon Beyond The World is beyond comprehension and enigmatic, old beyond all others. He keeps his wisdom to himself and disregards conventions. The Ourobouros Border of Reality is the ultimate boundary and defines possibility, encircling that which is. He is at home with paradox and mocks dualities. His crazed nightmares are wondrous and contain disturbing beauty along with insanity-sparking revelations.


The Infinite Doorway to All Terrors is alien and eccentric, creating beautiful and maddening artwork, the Stranger In The Pallid Mask serving as a source of limitless inspiration and impossible genius that defies the odds, for he sees what others cannot. The Final Shore of Comprehension is a doorway to terror and knowledge best left unspoken, for the truths of Oramus are not for others to know. There is no force that can stay or bind the Inverted Firmament of Crazed Stars save himself, for he is more real than any other thing.


The seven wings he bears beat and fan the tides of Chaos, yet Oramus is not of the Wyld - his origin can never be known for he defies definition, laughing at the shinma and existing everywhere in some form, the horror and madness he drags around himself and carries in his unparalleled artworks a source of wisdom best unsought for.


This Excellency may always be used for any action associated in any way with the number seven or its multiples, any action which defies conventions or in the production of artwork. It may not be used under coercion - Oramus is his own creature and disregards hierarchies.


ORAMUS MYTHOS EXULTANT


Older and stronger than reality itself, the Dragon Beyond the World waxes with the imposition of his Will upon the world. Any stunt that resonates with the First Oramus Excellency grants two Willpower instead of one.


SORCEROUS INITIATION OF ORAMUS


The boundary to end all boundaries, Oramus’ magic is particularly suitable for Spells that destroy or bypass barriers, reducing the cost of such magic by 10m, 1wp. Examples include Open the Spirit Door, The Parting of the Seas and The Violent Opening of Closed Portals. Disgusted with the gods and the Exalted, he does not wish to imitate their ways of rulership and commandments. Any Compulsion, Servitude or Total Control component of a Spell is ignored. Examples include Curse of Slavish Humility, parts of Threefold Binding of the Heart and most applications of Droning Suggestion.


THE ORAMAIC URGE - THE URGE TO CREATE


The Urge of Oramus is to create some new world-changing thing, a wonder whose invention rocks the world and drives all either to imitate or rail against it. High-Compassion Oramaic Princes are driven to create new races and species to populate Creation or the Demon City, while High-Conviction Princes are urged to make new magical and technical developments. High-Temperance Princes are usually compelled towards the production of artwork, while High-Valor Oramaic Princes are driven to create nations and empires and spread them over the face of Creation.


Examples of Oramaic Urges:


*Create a new breed of invasive plant to choke the forests of the East.


*Compose a symphony so alien to audiences that it causes riots in the streets of the Blessed Isle.


*Build a new weapons system that utterly reshapes Creation's paradigm of warfare.


*Forge a new empire, capable of challenging the Realm, in the Threshold.


THE ORAMAIC TORMENT - ENTANGLING DRAGON-COIL CONFINEMENT


The Torment of Oramus causes the Infernal to undergo a panicked feeling of unbearable confinement and claustrophobia for one scene, acting in all respects as the Heart of Tears Limit Break. In addition, the same feeling imprisons a random positive Intimacy (said Intimacy must be a single being - if no such Intimacies exist this extension has no effect) for one scene.


ACT OF VILLAINY - GRASPING AND HOARDING SECRETS


The Dragon Beyond The World keeps his understandings mostly to himself, holding them tightly within his wings and giving them to others where and when he chooses. Whenever an Oramus-favoured Prince is asked to reveal secrets he keeps to an ally (which may be another Coven member) or henchman and does not, he rolls Conviction and decreases Limit by the number of successes. In addition, when he makes said allies/henchmen do something (without explanation of the context they are acting in) that furthers his schemes he rolls Conviction and reduces Limit by the number of successes x 2.


Imperfection of the Dragon Beyond the World


The terrible power of the Beyond is inimical in the extreme to the mundane realities of Creation, but then again, the reverse is also true; they cut through each other like hot knives through butter. A Charm with this Imperfection is inapplicable against non-magical attacks or damage from non-magical sources. Additionally, activating a Charm with this Imperfection warps the Infernal with impossible energy, halving her DVs and setting her soak and Hardness from any magical source to 0 against non-magical attacks until her DV refreshes.


Greater Imperfection of the Dragon Beyond the World


So soaked is Oramus in impossible power that it permanently infects his constitution. Any Charm with the Imperfection of the Dragon Beyond the World becomes permanent and is considered to be active at all times, even against unexpected attacks, at no cost; however, the DV of the Infernal drops to 0 against non-magical attacks or sources of damage, and the Infernal's soak and Hardness from any source is always 0 against such things.


Concept: Magic


Magic is, in some small measure, an extrusion of the impossible into the real. empowered anything empowered by magic carries a small part of what Is Not with it at all times, and can be thwarted by the same. Anything that is enhanced by Essence, whether through a Charm, a spell, or the expenditure of motes, counts as magical, as do Artifact weapons and armor, weapons or armor formed by a Charm or spell, or an attack that is otherwise composed of Essence. For example, an attack supplemented by the First Melee Excellency is magical, as is the Godspear attack of the Five Metal Shrike and a melee attack from a Lunar with Claws of the Silver Moon active. Beings with Essence 10 are always magical, as are beings with any mutations or Derangements, the Raksha, attacks from any being that has used an Essence effect to passively boost an Attribute or Ability used in the attack, attacks from an Exalt in Limit Break, and any environmental damage that occurs in the Wyld. As an exception to the general rule regarding magical attacks, an attack supplemented only by Ghost-Eating Technique is not considered magical; Oblivion hungers for Primordial life and will not be denied.


BEAUTIFUL IN MY WAY


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: Emotion, Obvious



Duration: Permanent



Prerequisite Charms: None



Oramus is alien - he is Other in a sense that none of the other Yozis can match. And yet he possesses an eerie, strange beauty that draws demons to his perpetually bound self like moths to a candle flame. On purchasing this Charm the Infernal's Appearance is increased to 5 - but it is an alien beauty, and fascinating others as they are drawn unstoppably into its orbit. Every scene the Infernal spends with another character counts as Unnatural Mental Influence devoted to building an Intimacy of rapt fascination in that character.



She may spend 2 points of temporary willpower (reduced to 1 point for positive Intimacies) to not cause this effect in a given character for a scene.






SECRETS OF THE SELF HELD FAST


Cost: 7m, 1wp; Mins: Essence 2; Type: Simple


Keywords: Social, Combo-OK, Obvious



Duration: Instant



Prerequisite Charms: Beautiful In My Way



When Oramus is asked his cause for action, in the most case his only response is a wry, knowing smile that hides his actions in a veil of enigmas and riddles. The Infernal may invoke this in Social Combat as a Perfect Defence against any attempt to read her Motivation, her body language disappearing and the sole expression on her otherwise neutral face a knowing smile that seems to mock the interrogator as he struggles to discover her intentions.



This Charm is subject to the Imperfection of Oramus.






ASSUMPTION OF MU


Cost: -; Mins: Essence 2; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Secrets of The Self Held Fast, First Oramus Excellency



Ask what Oramus is, and you will receive no answers. Ask what he is not, and you will receive them all. Any action or ability that reveals something about the Infernal automatically succeeds, but instead reveals that some other thing, which must be plausible and fitting with the question asked (as determined by the Storyteller), is false. Against Charms, this effect usually results in a roll-off, to which it provides (Essence) bonus successes. If possible, this Charm returns a different negative each time.



Example: Bob the paranoid Slayer uses Insignificant Embers Intuition on John the puny Malefactor. Normally, the Charm would reveal that John has Essence 2, but if he wins the roll-off, it Bob will instead learn that John doesn’t have Essence 3, leaving him wondering if John is weaker than his own Essence 3, or outweighs him at Essence 4+. Paranoid as fuck, Bob continues to check, eventually eliminating each step from 4 to 10, at which point he has spent 18 motes, and John frustratedly asks his teammate why he didn’t just ask about it.






MASQUE OF HOLLOW FACES


Cost: 9m, 1wp; Mins: Essence 3 (Repurchase Essence 5); Type: Simple


Keywords: Social, Illusion, Sorcerous



Duration: Indefinite



Prerequisite Charms: Secrets of the Self Held Fast



The mind of Oramus is a riddle wrapped in a mystery inside an enigma, and grasping what he thinks or cares about is a truly challenging task, beyond even the greatest savants of the First Age.



The Infernal may create a false Motivation and set of Intimacies which appear to all intents and purposes (including Charms which read such things) to be the reality of the matter, but have no real correlation with the actual contents of his mind. The number of false Intimacies he may build are equal to (Willpower + Compassion), and this mental disguise may be removed or donned as a Reflexive action, remaining there so long as motes remain committed to maintaining the mask or until Emerald Countermagic is used to dispel it.



A repurchase at Essence 5 allows the Infernal to have as many such hollow personalities as his Permanent Essence, with a maximum of 7, and to switch between them as a Reflexive action.






NAME SHROUDED UNDER VEILS


Cost: -; Mins: Essence 3 (Repurchases Essence 4/5); Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Masque of Hollow Faces



It is the sole pleasure of Oramus in his imprisonment that he may mock those who propose to know his true name, for in actuality he has seven impossible ones, and all the other monikers, titles and sobriquets mortals create can never properly describe or define his true and utterly paradoxical nature.



This Charm permanently upgrades Masque of Hollow Faces. In addition to the mental disguise it creates, the Infernal may take a new name as part of it which to all Charms and other techniques for telling the truth is his actual name. This name must maintain a level of verisimilitude - a name which rings false to others will not work for such purposes.



At Essence 4 a repurchase will allow the warlock's fake moniker to be a title of some description, say, 'the Lady' or somesuch.



A repurchase at Essence 5 allows the Green Sun Prince to assign a name to each of the fake personalities he creates, hiding his true identity under a great number of veils.






FALSE IDENTITY INTERNALISATION


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Masque of Hollow Faces



Oramus may hide his innermost nature just as well as he decieves others to his name and personality, for what men see of him is never the whole picture or the uttermost truth - such things he never deigns to reveal, for what he holds to himself he always has power over.



Masque of Hollow Faces is permanently upgraded by this Charm - it may display a different set of Virtues than the Infernal actually possesses, to those beings capable of sensing such things. This set is equal to the number of points the Infernal spent on Virtues during character creation (but must be allocated differently, no Virtue taken below 3 dots).






NIGHTMARES GLANCED THROUGH THE MIND'S EYE


Cost: 7m; Mins: Essence 3; Type: Simple


Keywords: Emotion, Shaping



Duration: Instant



Prerequisite Charms: Masque of Hollow Faces



The nightmares of Oramus seep into the warlock's mind, not strong enough to yet appear in his dreams but still enough for a glimpse to serve as a mental defence against his enemies, should they seek to break his mind.



When the Infernal uses willpower to throw off Unnatural Mental Influence, he may give the person delivering the influence, provided he is present within 10 x Essence feet of the Green Sun Prince, a flash of the impossibilities of Oramus' nightmares bursting through his mind as a Shaping effect. This is also an Emotion effect building an Intimacy of terror applied to the Infernal.






MULTIPLE ORIGINS INTERTWINING


Cost: -; Mins: Essence 4; Type: Permanent


Keywords: Illusion, Shaping



Duration: Permanent



Prerequisite Charms: Name Shrouded Under Veils, False Identity Internalisation



The story of Oramus has many origins written for him, and none and all are true at the same moment, so that none know the beginning of his tale or the details of his genesis.



Anyone trying to recall a piece of information about the warlock's past history must make a (Wits+Integrity) roll to defeat the aura of falsehoods and half-truths which surround the details of his genesis. If failed, they recall a plausible-sounding yet utterly misleading string of circumstances in which he is a central figure.






INSANE GRACEFUL MOVEMENTS


Cost: 7m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Social, Combo-OK, Obvious



Duration: One Scene



Prerequisite Charms: Beautiful In My Way



Oramus moves in ways which are impossibly graceful, their alien geometries drawing all eyes to him and eliciting a feeling of terrible beauty about him - at least, they would if he were not bound inside his own broken wings.



This Charm works for one scene, making the warlock the fulcrum of attention as these eerie and beautiful movements hypnotise and fascinate all around her. They function to make all her social attacks Unnatural Mental Influence for the duration of the scene, which may be resisted as normal.






HORROR AND BEAUTY AS ONE


Cost: -; Mins: Essence 3; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Insane Graceful Movements



The beauty of Oramus is found in his horror and his horror in his beauty. Given enough time, the two become indistinguishable.



When the warlock uses Insane Graceful Movements, it causes an Emotion effect building simultaneous Intimacies of horror and reverence as they see disturbing, uncanny flashes of alien terror and beauty in her movements. This is an Obvious effect.






SEVEN SIGNIFIERS OF SELF


Cost: -; Mins: Essence 4; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Secrets of the Self Held Fast



Upon purchase of this Charm, the Infernal gains seven distinguishing features (decided between the Storyteller and the Player) which define him as himself and no other being. They are Obvious to Charms such as All-Encompassing Sorcerer's Sight, appearing as tendrils of rainbow essence curling about the warlock. They enforce a -2 penalty on any attempt to Impersonate the Infernal.






GLIMPSED THROUGH A WARPED MIRROR


Cost: 14m, 2wp; Mins: Essence 5; Type: Simple


Keywords: Shaping, Sorcerous



Duration: One Scene



Prerequisite Charms: Seven Signifiers of Self, Masque of Hollow Faces



Oramus is a dragon with seven wings. He is also a temple with seven minarets, an ourobouros-serpent of seven colours, a galleon with seven masts anchored to a single pearl, and many more besides. These are facets of the true Oramus in all the infinite realities where he is manifest - they are the selves he is in many other worlds.



On using this Charm, the Infernal shifts shape to an alternate version of himself (he may have his Permanent Essence of these in readiness for use) - he may be a scholar, a martial artist, a businessman or even an animal such as a peacock or eagle. Forcing himself to take the shape of what he could have been in another world is taxing however, and he may only maintain this capability until the next Scene.



The Infernal always maintains the seven signifiers of who he is in some fashion on his body, for otherwise he would not be himself. They remain Obvious as the prerequisite.



The Charm's effect may be broken early by the use of Sapphire Countermagic.



Ululating Nightmare Wings


Cost: -; Mins: Essence 2; Type: Permanent



Keywords: Emotion, Obvious



Duration: Permanent



Prerequisite Charms: None



Sleeping in his eternal prison, Oramus’ seven wings stretch in invisible directions, touching the minds of all around him with horror beyond horrors. When the Infernal sleeps, he projects an aura of night terrors, reaching between (Essence * 20) and (Essence*200) yards, Infernal’s choice. Those who sleep within this area are plagued by dreams of impossible realities, cyclopean dimensions and horrors beyond Time itself, waking in pools of their own sweat. Upon waking, they take a -1 internal penalty to their Willpower recovery roll, plus -1 for each subsequent hour they began in the grasp of the Dragon Beyond the World, to a maximum of one plus the number of consecutive nights they’ve spent sleeping under the Charm’s effect.



When touching (per the Touch keyword) any single target, the Infernal may spend a single mote, marking their minds with his power (this manifests as an invisible 0-point mutation) as a Shaping effect. The penalties someone so marked suffer from the Infernal’s Ululating Nightmare Wings never rise above -1.



Midnight’s Shadow Scars


Cost: 10m; Mins: Essence 3; Type: Simple



Keywords: Desecration



Duration: (Essence) nights



Prerequisite Charms: Ululating Nightmare Wings



In Oramus’ shadow dwells more than fear, there is a madness there, as real and alive as can be. Activating this Charm, the Infernal specifies a package of derangements worth no more than (Essence) mutation points. When next she sleeps, anyone affected by her Ululating Nightmare WIngs gains this package at a rate of one mutation point per night (in an order of the Infernal’s choice). For Essence-wielders, this effect is Crippling and lasts seven weeks. For mortals, it is permanent. The Infernal may choose not to affect those she has marked with Ululating Nightmare Wings’ second effect.



If the Infernal also has Pyreflame Footlights, she may exchange any number of mutation points for an equal number of dots in Whispers.



Waking Dreamer Paradox Existence


Cost: - (1m); Mins: Essence 2; Type: Permanent



Keywords: None



Duration: Permanent



Prerequisite Charms: Ululating Nightmare Wings



Though he slumbers deep, the mind of Oramus is not confined to unconsciousness. This Charm is a permanent alteration to the Infernal’s dreams. While asleep, his mind awakens in a dark place of impossible forms and That Which Is Not. In this state, he may perform any purely mental activity, from planning to rigorous mental exercises, and is considered to have any basic tools save those containing information he does not know. In addition, a thin line of ephemera connects him to the rest of his form, informing him instantly of anything that happens to his body, and allowing him to wake instantly at any time by spending a single mote.



Touch of the Eldest


Cost: - (1wp); Mins: Essence 2; Type: Permanent



Keywords: Dream, Social



Duration: Permanent



Prerequisite Charms: Waking Dreamer Paradox Existence



The Solar Host has bound Oramus as securely as can be done, preventing his every hope of egress. Nevertheless, the Dragon Beyond the World finds ways, however small, to move around and through his cages. While asleep, the Infernal senses the number and rough location (down to a precision of 100 yards) of people affected by her Ululating Nightmare Wings, as well as identify any of them she has tagged with that Charm’s secondary effect. In addition, by spending a single point of Willpower, she may reach out with her mind to them, communing with them for a single Scene in a landscape of shared dream-images. In this scenery, neither party may physically harm the other, and either may end the scenario at any time by spending one Willpower to wake up.



Sublectic Beast Invocation


Cost: 15m, 1wp; Mins: Essence 3; Type: Simple (Dramatic Action)



Keywords:
Combo-OK, Shaping


Duration: Instant



Prerequisite Charms: Midnight’s Shadow Scars



Oramus’ nightmares birth monsters strange and beautiful. His earliest dreams were influenced by the madness of the Wyld, and the embodiment of everything he was not. The first product was a shadow, a darkness that infested the war-games of the Fair Folk and Primordials. When the Infernal next sleeps, she enters a fitful nightmare that imposes a -1 penalty on her roll to recover Willpower. However, the Infernal draws the potential of her nightmares into an imaginary monster. To use this Charm, the Infernal kneels and entreats the madness of reality in Old Realm, necessitating she know the language and make a successful prayer roll (target number -1 for every Derangement she possesses, including Nightmare Fugue Vigilance). Her words spread as an invisible ripple through the cosmos, entreating a monster to rise and serve the will of Oramus through her. The summoned beast is drawn bodily into the slipstreams of the cosmos, arriving (10 – Essence) minutes later. While the Charm remains active, the monster is enchanted as follows:



• It must obey the Infernal like a bound demon without regard for its own safety. This Servitude can’t be broken by spending Willpower.



• It understands all commands the Infernal speaks to it in Old Realm and can execute those commands as though it had minimum Intelligence 2.



• The Infernal can command it at a distance via successful prayers as though the beast knew First Oramus Excellency.



The creatures summoned are statistically identical to Fair Folk Cataphractoi or Diplomats, at the discretion of the Infernal. Separate activations can bind multiple creatures. With Essence 3+, the Infernal may also summon natural animals warped into Wyld Mutants. The player selects desired mutations that can’t encompass more positive mutation points than (the Infernal’s [Willpower + Essence]) + (the creature’s total number of negative mutation points).



With repurchase at Essence 3+, the warlock can entreat the nightmares of Creation or the Wyld at night (or the horror of the Demon Realm at any time), summoning an unbound member of any non-aquatic First Circle demon race (but not a specific demon) from any realm of existence. The Charm enslaves these demons normally, but is preempted by spells that summon or bind enchanted demons.



A third purchase at Essence 5+ allows the summoning of any specific non-aquatic Primordial behemoth smaller than a geographic entity (i.e. no Lintha Ng Oroo). This follows the timing and location restrictions for First Circle demon summoning. The Charm only brings the behemoth to the warlock and doesn’t grant control unless the warlock’s Essence is greater than its. If other creatures smaller than the behemoth are in physical contact with it when it answers the summons, they are carried along. Behemoths are unique and powerful; most are massive, nigh-immortal entities capable of challenging Celestial Exalted.






What Is and What Should Never Be


Cost: —; Mins: Essence 2; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: None



The Dragon Beyond the World only ever sees that which Is Not, the beings, concepts, and stranger things fundamentally forbidden to Creation by the nature of the Shinma chosen to define it. What stupefying wonders and bright horrors are there to behold! Compared to these, the material of Creation is as dross and ash, an unfit subject for meditation. By his deeds shall the Impossible Dragon sing this truth. The Infernal becomes the gatekeeper of unearthly magnificence, gaining a Stunt Pool equal to the sum of his two lowest Virtues. As with a Raksha Stunt Pool, the Infernal may draw dice from this pool to supplement any action, including an action that would not normally qualify for a stunt (the Storyteller always has first preference for granting stunt dice to an action). No action may have more than three stunt dice applied to it in total, whether from the Storyteller, this Charm, or a combination of the two. Successes granted by any stunt dice are treated as normal stunt dice successes that can activate (Yozi) Mythos Exultant benefits. This Stunt Pool automatically refreshes at the beginning of each story. Additionally, stunt dice that are retained through Oramus Mythos Exultant can be added to the Stunt Pool, up to the Stunt Pool’s maximum. An Essence 3 repurchase of this Charm increases the Stunt Pool to the sum of the Infernal’s highest and lowest Virtues, while an Essence 4 repurchase increases the Stunt Pool to the sum of the Infernal’s two highest Virtues. A final repurchase at Essence 5 increases the Stunt Pool to the sum of all of the Infernal’s Virtues.



However, dwelling on the insane, terrible beauty of the Beyond has a price; as the Infernal’s attention is drawn towards the Beyond, she finds it harder to focus on the mundane things of Creation. The Infernal suffers an external penalty to all Perception and Awareness rolls equal to her permanent Essence while in Creation.






Reality-Raking Claws


Cost: 5m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Crippling, Obvious



Duration: One Scene



Prerequisite Charms: What Is And What Should Never Be



Those things which fascinate or anger Oramus, he erases, that their memory might serve as his muse and comfort. Upon hitting the target, an attack supplemented by this Charm leaves a small crack in the target, a jagged, otherworldly thing that shines from within with alien light. Should they die or be destroyed while this crack remains on them, the crack spreads, covering their body entirely in a matter of moments before they explode in a fine shower of rapidly dissolving dust. This effect completely annihilates both body and soul of any target with less than Deathlord immortality as a Shaping effect (bypassing most Shaping defenses due to technically occurring after the target’s death), leaving but a faint trace of intangible Essence that ties around the Infernal’s soul. The Infernal may use these Traces when crafting, infusing her creations with the essential nature of her fallen foe, treating them as an exotic component much the same in nature as they themselves could have been. She may tie up to seven Traces to herself at a time, and may reflexively discard any Trace she holds at any time.






Play the Music, Light the Lights


Cost: 10m, 1 wp; Mins: Essence 2; Type: Simple


Keywords: Sorcerous, Shaping, Combo-OK, Obvious



Duration: One scene



Prerequisite Charms: What Is and What Should Never Be



How can these mobile lumps of clay stand to live in such drear? Oramus shall give them a glimpse of profound horror, such that they shall never forget the powerful dramas enacted just beyond their vision! The Infernal creates a Wyld zone, centered on her, with a radius of [permanent Essence x 100] yards. At Essence 10, this changes to a radius of (permanent Essence) miles and becomes a Blasphemy effect. Countermagic targeted at the center of the Wyld zone dispels it. The Wyld zone has all the characteristics of a Bordermarch, becoming a Middlemarch at Essence 3, Deep Wyld at Essence 4, and Pure Chaos at Essence 5.






Impresario’s Sure Hand


Cost: —; Mins: Essence 2; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Play the Music, Light the Lights



It is not proper for a director to become entranced by the scenery and lose sight of the production. The Infernal becomes perfectly immune to effects of exposure to the Wyld, including mutation and Wyld Addiction.






Sheltering the Troupe


Cost: 2+m; Mins: Essence 3; Type: Reflexive


Keywords: Shaping, Combo-OK



Duration: One scene



Prerequisite Charms: Impresario’s Sure Hand



Be In rare moments of relative sanity, the Lord of Not sees the value of protecting useful friends from the wrenching beauties of the Beyond. The Infernal can extend the protection of Impresario’s Sure Hand to any number of targets at a cost of 2m per target. An Essence 4 repurchase extends the duration of this protection for a number of weeks equal to the Infernal’s permanent Essence.






Calculating Dho-Hna Angles


Cost: 0+m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK



Duration: Instant



Prerequisite Charms: What Is and What Should Never Be



Through his unfathomable power and profound madness, Oramus can defy the Shinma for brief periods of time to impose alien principles and paradoxical truths on an unsuspecting reality; who can hope to defend against that which has no precedent or referent to the possible? A physical attack supplemented by this Charm becomes unexpected, with no chance for the victim to engage in a roll to remove this label. Only Charms or similar magical effects that explicitly remove the unexpected label, such as Threat Monitoring Excitement, can allow the target to defend normally. An Essence 4 repurchase permits this Charm to be used to supplement Social Attacks. This Charm has a tiered cost. If the Infernal is in Creation and Yu-Shan, it costs 8m. In the Bordermarches or the Underworld, it costs 4m. In the Middlemarches or Malfeas, it costs 2m. In the Deep Wyld, it costs 1m. In Pure Chaos, it costs 0m.






Dreams of Air and Darkness


Cost: +3m; Mins: Essence 3;Type: Supplemental


Keywords: Combo-OK, Obvious



Duration: Instant



Prerequisite Charms: Calculating Dho-Hna Angles



The Dragon Beyond the World was feared by all who opposed him, and rightly so; what can shelter you from that which is only as tangible as a dream, yet horribly real? This Charm follows all of the same rules as its prerequisite, including costs, but permits the supplemented attack to ignore any bonuses granted to the target’s DV by cover. An Essence 4 repurchase allows the Charm to ignore natural soak and any soak and Hardness from a non-magical source as well.






Deadly Trompe l’oeil


Cost: 5m; Mins: Essence 3; Type: Supplemental


Keywords: Combo-OK, Obvious



Duration: Instant



Prerequisite Charms: Calculating Dho-Hna Angles



During the Primordial War, many were the Exalted hosts who thought to attack Oramus from afar or to engage him in guerilla hit-and-run battles. They were…disappointed to discover that the Impossible Dragon did not honor such concepts as “distance.” This Charm permits the Infernal to attack any target who attacked the Infernal during the scene, regardless of the distance between the Infernal and the target. The Infernal does not actually move as a result of this Charm; she simply draws upon exotic and alien formulations to fold and pierce the concepts of space and distance for an action (although the sympathetic link created between the Infernal and the target at the moment of the Infernal’s attack permits the target to counterattack the Infernal, if applicable). When used against a Charm that imposed an arbitrary amount of distance between the Infernal and the target, such as Swallowed in Eternity, a roll-off is required. An Essence 4 repurchase of this Charm permits the Infernal to attack such a target even if the target is in another plane of existence from the Infernal.






Actors in a Child’s Play


Cost: —; Mins: Essence 3; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: What Is and What Should Never Be



What delight the Impossible Dragon takes in the Raksha! While they are still lesser, pitiful beings, at least they struggle in their feeble ways to comprehend the majesty of the Beyond. Oramus honors them by joining in their little games. The Infernal may choose to engage in Shaping Combat with a Raksha, as described in Graceful, Wicked Masques. For these purposes, the Infernal’s rating in each Grace corresponds to the Infernal’s applicable Virtue plus the Infernal’s permanent Essence score. In the unlikely event that the Infernal is defeated in Shaping Combat, the Infernal is affected like any other Creation-born entity.






Painted Wooden Swords


Cost: 4+m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Obvious



Duration: One scene



Prerequisite Charms: Actor in a Child’s Play



The Raksha must forge their weapons, monsters, and conjurations out of the vital essence of what defines them; Oramus is not so limited. The Infernal conjures a Shaping Combat weapon or armor into existence by paying 4m plus the Artifact value of the weapon or armor in question. The weapon or armor produced by this Charm is only useful in Shaping Combat; a conjured behemoth, for example, cannot be set free to rampage across Creation and is not built with mutations.






Bright Costumes and Bold Makeup


Cost: 4m; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Illusion



Duration: Indefinite



Prerequisite Charms: What Is and What Should Never Be



History records that Oramus was a mighty dragon with seven limbs, but he was never constrained by so petty a concept as shape. By activating this Charm, the Infernal may appear as anything she desires as an Illusion effect. Changing her appearance requires reactivating the Charm. Seeing through this Illusion requires the viewer to spend Willpower equal to the Infernal’s permanent Essence (maximum of 5 Willpower); once a viewer pierces the Infernal’s illusory shape, the viewer cannot be affected by this Charm again in the Scene. The listed cost is for activations of this Charm outside of the Wyld; in the Wyld, this Charm is free.






Pyreflame Footlights


Cost: 15m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Shaping



Duration: (Permanent Essence) days



Prerequisite Charms: What Is and What Should Never Be



The Neverborn are pure examples of the impossible made actual; the Primordials could not die, and yet a number of them now suffer in agony forever in death without end. Owing to this, Oramus finds them unhealthily fascinating and remains the only Yozi who will treat with them (besides the Ebon Dragon, who transgresses all bounds of propriety).



Upon activating this Charm, the Infernal gains a temporary rating in Whispers equal to her permanent Essence score, and may use Sorcerous Enlightenment of Oramus to imitate Necromancy spells as well as Sorcery spells for the Charm’s duration. However, while this Charm is active, the Infernal loses the ability to regain Willpower through any means other than stunting, as her nightmares are haunted and warped by the eternal dying screams and curses of the Neverborn.






Dancer in Infinite Silence


Cost: —; Mins: Essence 4; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Pyreflame Footlights



As the Lord of Not conversed with his dead siblings in dreams, he discovered to his great surprise that the twisted world spawned from their nightmares contained within it a faint spark of the blazing inferno of the Beyond, for it was a thing that could not be, and yet demonstrably existed. This Charm upgrades Pyreflame Footlights. While that Charm is active, the Infernal considers the Underworld and all denizens native to the Underworld, such as ghosts, to be magical (see "Magic").






Flowers Bloom Like Madness


Cost: 6m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Obvious, Shaping



Duration: Instant



Prerequisite Charms: None



Kimbery fancies herself a great artist of grand guignol atrocities, and Autochthon was only tolerated by his brethren because of his abilities as the Great Maker, but no Primordial could match Oramus for the sheer, impossible splendor of his works, each one as unique as a snowflake, as precious as a jewel falling into a still pool of water, and as deadly as cold steel. This is only just; Oramus was inspired by the nightmare un-scapes of the Beyond, and nothing can behold such sights without penalty.



The Infernal automatically acquires bonus successes on any Craft roll equal to the Infernal’s permanent Essence. An Essence 4 repurchase of this Charm further reduces the required time between each Craft roll, if applicable, to (1/permanent Essence) the required time. However, all of these bonuses only function if the Infernal is creating a unique item. A stunningly-original garden or a sword the likes of which Creation has never seen would be eligible for the bonuses; recreating such things would not be. Furthermore, whenever an Infernal activates this Charm to supplement a Craft roll, the Infernal becomes subject to a Derangement of the player’s choice for the remainder of the scene, provided that it is not a Derangement that already afflicts the Infernal (although a player is permitted to re-select a partially-controlled Limit Break Virtue Flaw, upgrading it to the full uncontrolled version).






Muse of Unearthly Delights


Cost: 10m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Obvious, Shaping



Duration: One scene



Prerequisite Charms: Flowers Bloom Like Madness



Oramus is a generous soul, willing to impart stunning visions of the Beyond to those capable of appreciating the soul-wrenching vistas. That such an experience is invariably damaging to the mortal mind is something he either does not realize or does not consider important; demonic scholars continue to debate this issue. The Infernal acts as a wicked muse for another person within sight of the Infernal, granting that person successes to a specific kind of Craft roll. Upon activation of this Charm, the Infernal learns what, if any, score the target has in Craft, and the Infernal determines the Craft specialty to which the bonus successes are applied (successes cannot be allocated among multiple Craft specialties without multiple activations of this Charm). The same restrictions regarding the unique nature of the Crafted result as imposed by Flowers Bloom Like Madness apply to this Charm. In addition, the number of successes granted equals the bonus point cost of a Derangement mutation, chosen by the Infernal, that is imposed on the target at the same time as the bonuses. Both the bonuses and the Derangement last for the remainder of the Scene.



Because the Charm is Obvious, the target intuits that insanity will go hand-in-hand with the gift. Those who do not wish to trade lucidity for artistry may resist the effects of this Charm by paying 1 Willpower. Doing so immunizes the target from the effects of this Charm for the remainder of the Scene. An Essence 5 repurchase causes the successes granted by a successful activation of this Charm to be permanent. The imposed Derangement also becomes permanent as a Desecration effect and imposes the Creature of Darkness mutation on the target at the same time as the Derangement, if the target does not already possess it.






Bafflement of Shining Scales


Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK, Obvious



Duration: Instant



Prerequisite Charms: Flowers Bloom Like Madness



The most powerful weapons and Charms levied against the Impossible Dragon during the Primordial War failed against the alien powers he could marshal; attacks would be swallowed up by impossible angles, wasted as Oramus fractured reality such that he would be both killed and untouched at the same time, and otherwise thwarted in an endless number of ways. Then one day a young Solar, the sole survivor of an ill-fated expedition against the Dragon Beyond the World, exhausted, bereft of Essence and without Artifact weapons, swung her fist against Oramus in a last and desperate act of defiance. The limits of this power were finally revealed.



The Infernal perfectly parries any attack she is aware of, even if it is unblockable. The Infernal can stunt this parry with an appropriate description of the impossible way the attack failed. This Charm suffers from the Imperfection of the Dragon Beyond the World.






Words that Twist Like Daggers


Cost: 2m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Shaping, Sorcerous



Duration: Instant



Prerequisite Charms: None



Those who talk with Oramus do so as gingerly as those who once warred against him, for it is in the nature of the Impossible Dragon to spread madness like the clouds spread rain. A social attack supplemented by this Charm becomes unnatural mental influence. If the target of the Infernal’s social attack does not successfully resist the attack, the Infernal may choose to impose a Derangement of the Infernal’s choice on the target in addition to any other effects of the successful social attack. This Derangement lasts until the end of the scene. At Essence 4, the Derangement can become permanent as a Desecration effect at the Infernal’s discretion if the Infernal successfully attacks the target with this Charm a number of times in the scene equal to the bonus point value of the Derangement in question; the Derangement is still temporarily imposed upon the first successful use of this Charm in a Scene, and subsequent uses simply build towards the Derangement’s permanence.



As the Infernal increases in power, this Charm becomes even more fearsome. At permanent Essence 5, the number of successful attacks required to impose a Derangement are halved (rounding down). Finally, at permanent Essence 7, the Charm becomes permanent and automatically supplements all of the Infernal's social attacks at no cost, regardless of whether the Infernal desires this effect or not.






Soul-Eroding Production


Cost: —; Mins: Essence 3; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Words that Twist Like Daggers



The masques, plays, operas, exhibitions, and other events sponsored by Oramus before the Primordial War are still famous even today among the denizens of Malfeas, sending the audiences insane with joy at the spectacles of pure artistry wrought by the Lord of Not.



This Charm permits Words that Twist Like Daggers to supplement a Performance-based roll against any number of targets that are in the Infernal’s presence. An Essence 4 repurchase permits Words that Twist Like Daggers to be used remotely by the Infernal on any witness to a unique piece of art that the Infernal has created, such as a painting, sculpture, book, or play (including a play created by the Infernal that is being performed in the Infernal’s absence). The Infernal subliminally becomes aware of when such a piece of art is being viewed by a sapient being or beings (although no information about the viewer is conveyed) and can choose to initiate a social attack (based on Performance for multiple viewers) supplemented by Words that Twist Like Daggers against those viewers. A further repurchase at Essence 5 permits the Infernal to teleport to the location of the artistic piece through which she channeled a social attack at an additional cost of 5m.






Soothing Balm of Insanity


Cost: 1m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK



Duration: Instant



Prerequisite Charms: Words that Twist Like Daggers



The changeability of Oramus’ perspective was a byword among his Primordial brethren; he seemed to be a veritable kaleidoscope of madness. The Infernal may activate this Charm in response to any successful social attack or mental influence. The Infernal perfectly parries the successful attack. The Infernal then imposes a Derangement on herself with a bonus point value that is equal to or greater than the amount of Willpower that would have been required to cancel the attack’s effects; a Derangement that qualifies as a Deformity will substitute for any amount of Willpower. This Derangement remains for the rest of the Scene. The Infernal cannot impose a Derangement on herself that she already has; if that is the only option, this Charm fails. However, the Infernal can re-impose a Partial Limit Break Virtue Flaw, which then becomes the fully-uncontrolled version.






Fractured Mind Empowerment


Cost: —; Mins: Essence 3; Type: Permanent


Keywords: None



Duration: Permanent



Prerequisite Charms: Words that Twist Like Daggers



Oramus has no use for sanity, as he has long since discovered the power that can be reaped from shattering his own lucidity to let the mad power of the Beyond flow through him. The Infernal gains an Overdrive pool of up to 15 motes. Initially empty, the Infernal can fill the pool by imposing a Derangement on herself as a free action. Doing so adds the values of the Derangement in bonus points as motes to the pool. Additionally, this value is added again to the pool each time the Infernal acts in accordance with the Derangement, at the Storyteller's discretion. For example, an Infernal who flurries to waste an attack on an imaginary foe during combat would gain 2 overdrive motes for mimicking the Delusions Derangement. Any Derangement gained by this Charm remains in effect for the rest of the Scene.






Ornamental Lunatic Pyre Shintai


Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Shaping, Sorcerous, Form-Type, Obvious



Duration: One scene



Prerequisite Charms: Play the Music, Light the Lights; Bright Costumes and Bold Makeup; Words that Twist Like Daggers; Sorcerous Initiation of Oramus



Oramus is not content merely to transmit the glory of the Beyond. His abysmal madness and horrifying power concentrates the experience as a prism focuses a ray of light through this, the least of his Shintai Charms, intensifying the experience many times over. Mortals caught up in the experience very quickly become broken, twisted, mewling wretches, hopelessly addicted to the limitless possibilities of the Wyld.



Upon activating this Charm, the Infernal bellows forth a gout of bright colors in all hues possible and impossible, which consumes her body instantly in a glittering bonfire of blazing, shimmering rainbows. The Infernal may activate Play the Music, Light the Lights at no cost at the same time she activates this Charm; the Wyld Zone created by this Charm radiates out from the Infernal at all times. She also may use Bright Costumes and Bold Makeup each tick at no cost and without counting as a Charm activation to constantly change her form. Additionally, this Charm grants the following benefits. First, the difficulties for the Wyld Exposure and Wyld Addiction rolls for any person other than the Infernal who is caught within the bounds of Play the Music, Light the Lights increases by the Infernal’s permanent Essence; Essence-users may offset this penalty for any required Wyld Exposure roll by spending motes on a one-for-one basis, if they are not already immune to the Wyld’s effects. Second, each target must make a Wyld Exposure and Wyld Addiction roll on each of their action ticks while they remain within the bounds of Play the Music, Light the Lights (succeeding at a Wyld Addiction roll prompted by this Charm does not grant the target the normal +1 bonus for future rolls over a number of months as described on page 288 of Exalted). Finally, while this Charm is active, the number of successes required to mirror any spell using Sorcerous Enlightenment of Oramus is halved, rounding down, and the number of times the Infernal may use Sorcerous Enlightenment of Oramus is increased by the Infernal’s permanent Essence.






Crimson King Shintai


Cost: 30m, 2w; Mins: Essence 5; Type: Simple


Keywords: Combo-Basic, Shaping, Form-Type



Duration: Indefinite



Prerequisite Charms: Touch Of The Eldest, Actors In A Child's Play, Calculating Dho-Hna Angles, Glimpsed Through A Warped Mirror



Pity poor Oramus, for if he could activate this charm his troubles would cease. Alas, the Incarna decreed that only his most restrictive jouten would be admitted into the realms of the real. Green Sun Princes face no such bindings, and may call forth their bloody majesty into Creation at will, transforming themselves into a cape of billowing red fluid draped around a humanoid emptiness, crowned with a wreath of Crimson fire.



While using this charm the Infernal must pay a 3 mote surcharge on the cost of any charms not belonging to Oramus.



In this form, the Infernal can be everywhere and nowhere. The Infernal adds his Essence in automatic successes to all awareness rolls and may reflexively move to any point he can see by spending 1 mote. This movement effect does not grant the Infernal any special ability to dodge attacks and only takes effect after any attacks against the Infernal made on that tick have been resolved. This ability does instantly and perfectly end any grapple that the Infernal is subject to, and this power does NOT suffer the imperfection of the Dragon Beyond the World. Furthermore, the Infernal can reflexively hold any damage he suffers Elsewhere, committing one mote for a bashing level, two motes for a lethal level and three motes for an aggravated level. The Infernal can transfer these wounds in step 10 of combat resolution the instant he would normally suffer them and can hold them for up to the duration of this charm. The infernal heals these wounds even while they are Elsewhere at normal rates, after healing any wounds on his health track. Such wounds always count as wounds on the -0 track.



While wearing the crimson crown the Infernal has dominion over many unreal kingdoms. The Infernal always counts as being part of a mass combat unit with magnitude at least equal to that of the creature or unit attacking him for the purposes of calculating magnitude penalties (before taking account of bonuses for formations), and always forces a rout check on enemies damaged by the Infernal or his unit (charms or effects that would normally prevent rout force an Essence roll off). The Infernal always counts as being leader of a social unit with a magnitude equal to his Essence and a policy the same as his motivation. The magnitude of this social unit can never be reduced, but if its loyalty is reduced to zero the Infernal must still capitulate to the social attack that brought it to this point. Loyalty is then restored as if the social unit’s magnitude shrunk.



Finally, any troops routed by the Infernal or his unit, or any targets reduced to zero willpower by the Infernal’s social attacks, can be added to the Infernal’s kingdom as a shaping effect. The subjects are dragged screaming (often by tentacles) to realms beyond, never to return. Spirits subject to such effects never are never reborn and demons count as dead for the purpose of fetich death and similar effects, and targets taken beyond never leave ghosts. Celestial Exaltations do find their way back to Creation after an indeterminate time. At Essence 8, this power transcends reality itself and no longer counts as a shaping effect.
 
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Baal Shazash - Credit to @WarDragon for, well, a Dragon.

The Draconic Urge (Urge to Hoard)


The Dragon Astride the World is covetous of his possessions, and jealous of his privileges. These Urges all concern gathering wealth, knowledge, and/or power to oneself, even if the Infernal would otherwise care nothing for such. Sample Urges include:


*Become the richest person in the world.


*Steal Raksi's collection of sorcerous writings.


*Never do anything for free.


*Rebuild the Jade Prison, and fill it with every Celestial Exaltation save your own... then use it as your throne and power battery.


Torment of Baal-Shazash


For one full day upon accumulating 10 points of limit, the Draconian becomes incredibly territorial and possessive, certain that everyone around him is plotting to steal from him. His weapons, his wealth, his land, his secrets – they want it all. He shuns all contact with others, and becomes incapable of doing anything other than vigilantly guarding everything that he considers his own. He will not sleep, pursue other goals, nor move to another location unless he thinks it safer for his treasures. He will not even eat if food is not readily at hand. Anything that his paranoia might interpret as an attempt at theft or trickery, no matter the source, will be met with excessive force.


First Baal-Shazash Excellency


Cost:1m per die; Mins:Essence 1; Type:Reflexive (Step 1 for attacker; Step 2 for defender)


Keywords:Combo-OK


Duration:Instant


Prerequisite Charms:None


The Dragon Astride the World is avaricious and proud, utterly ruthless in defense of his ever-expanding hoard. His mighty draconic bodyinspires awe and fear in lesser creatures. He values wealth both for its own sake, and for the power it brings. Nor is he limited to mere coinage; his hoard includes knowledge, as well as land and the people upon it.


Fortunately for his subjects, he is a relatively benevolent tyrant, at least so long as his power is unchallenged. After all, the state of his hoard reflects upon him; he does not linger idly over his wealth, but works to improve his dominions, and feels pained at their diminishment. The Consuming Fire is even willing to practice self-denial, so long as it is in the name of delayed gratification. His patience is limited, however, and any foolish enough to rob him, or threaten his pride, will be purged with talon and flame.


This Charm can be used to enhance rolls used increase or protect the Infernal's wealth and power (except when doing so could lead to greater loss later), and and for manipulating fire as a tool or weapon. Strangely, it can also be used with games of skill and chance, even when they are not played for high stakes; Baal-Shazash is enamored of such diversions, and can rarely resist a bet. He cannot use his Excellency to disguise himself, or hide his presence or goals; the Dragon Astride the World is too vain to cloak his majesty in subtlety.


Baal-Shazash Mythos Exultant


Cost:—; Mins:Essence 3; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: First Baal-Shazash Excellency


The Wyrm of Avarice hoards even such ephemeral goods as luck and good fate, miserly withholding them until the moment of greatest profit. Whenever the Infernal would gain dice from a stunt that could benefit from the Baal-Shazash Excellency, he may instead store those dice for a later date. If he does so, he receives all the other normal rewards for his stunt, but not the stunt dice.


Instead, at any point after his DV next refreshes, he may expend any and all stored stunt dice on an action; that action's dice pool acquires all of the stored dice, which are not dice added by Charms (the action benefits from its own stunt as normal). All stored dice must be expended at once, though the Infernal can immediately begin storing dice again after doing so.


The Infernal may store no more than (Essence x 3) stunt dice at once in this way. All stored dice are lost at the end of the scene.


Ascendancy Mantle of Baal-Shazash


Cost:—; Mins:Essence 5; Type: Permanent


Keywords: Native


Duration: Permanent


Prerequisite Charms: First Baal-Shazash Excellency


As much as he denies it, Baal-Shazash is a fundamentally vain and avaricious being, strengthened by wealth and praise. Excess dots of Essence are lost, as per Ascendency Mantle of Cecelyne, whenever the Infernal's total dots in Cult, Followers, and Resources drop below the boosted rating, or any one of these backgrounds is at 2 or less.


Sorcerous Enlightenment of Baal-Shazash


Cost: —; Mins: Essence 3; Type: Permanent


Keywords: Sorcerous


Duration: Permanent


Prerequisite Charms: First Baal-Shazash Excellency


The Dragon Astride The World is a creature of burning pride. Any spells that use fire to cause damage deal half-again as much damage before counting attack successes. Non-damaging fire spells cost 10m, 1wp less to cast (minimum 5m, 1 wp). Spells which deal with flames only by being warped do not count. In his vanity, he disdains the petty conveniences needed by lesser beings. Spells that create vehicles or temporary shelter, quicken mundane travel, or create food or disguises, cannot be used (permanent structures, being a form of wealth, are allowed, as is teleportation).


Knightbane Strike


Cost: 1m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisite Charms: None


To Baal-Shazash, an opponent's armor is only a minor impediment. This Charm grants the supplemented attack the Piercing tag, and causes it to completely ignore hardness from armor. An Essence 3+ repurchase, which also requires Rending Dragon Claws, allows the Infernal to pay a 1m surcharge to apply this effect to every attack in a flurry.


Rending Dragon Claws


Cost: 3m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK, Obvious


Duration: One Scene


Prerequisite Charms: Knightbane Strike


A dragon needs no weapon other than his own mighty body. Upon activating this Charm, the Draconian's hands glow red, as if with great heat, flesh and bone running like wax for a split second, as they are reforged by his will into a more suitable form. When the glow fades, human fingers are replaced by vicious, scaled talons. This allows him to block lethal or ranged attacks without a stunt, and replaces his punch attack with the following statistics:


Speed 5, Accuracy +3, Damage +6L/2, Defense +3, Rate 4, Tags: N, O


Though this is still a natural attack (and thus compatible with most Martial Arts styles), it does not stack with spells or mutations that enhance an unarmed attack's traits. If Knightbane Strike is used with these claws, it causes the attack ignores 2 points of natural soak in addition to its normal effects.


Scouring Inferno Breath


Cost: 4m; Mins: Essence 3; Type: Simple (Speed 4, DV -2)


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisite Charms: Rending Dragon Claws


What better shows the essence of a dragon, than the fire in its heart pouring forth? The Infernal's eyes blaze with light as he inhales deeply, then breathes out a cone of roaring flame up to (Essence x 10) yards long, Essence x5 yards wide and high. A single attack roll (using Archery or Occult, at the Infernal's option) is applied to all creatures in the area, and deals a base damage of the Infernal's Stamina + Essence with Overwhelming 2. Regardless of the number of targets hit, other Charms used to enhance the attack need be paid for only once. This attack ignores soak from nonmagical armor.


Any creature killed or object destroyed by this attack is burnt to clean ash, with only indestructible possessions remaining; this does not prevent a spirit's resurrection. Flammable objects not destroyed outright catch fire and burn normally.


If the Infernal knows Principle-Invoking Onslaught, he may purchase a Heretical upgrade for this Charm for 2 xp. This allows his breath attack to manifest as any form of instant-duration destructive phenomenon he wishes, for a surcharge of 1m. This is primarily a stunting aid, though it also allows him to bypass protections against fire.


Funeral Pyre Exhalation


Cost: -; Mins: Essence 3;


Type: Permanent


Keywords: -


Duration: Permanent


Prerequisite Charms: Scouring Inferno Breath


The dead have no place in the living world. They are parasites, leeching off resources that rightly belong to the living... and to Baal-Shazash. This problem has an obvious solution; fire cleanses. This Charm upgrades its prerequisite in the following ways:


*the Infernal's fiery breath deals Aggravated damage to creatures of death;


*the ashes of creatures or objects destroyed by his breath can be used to ward away ghosts in the same manner as salt;


*if the Infernal burns the entire surface of a Shadowland between sunrise and sunset, he cauterizes the wound in Gaia's flesh, closing the Shadowland permanently.


External Heart Firestorm


Cost: +10m, 1wp; Mins: Essence 4;


Type: Permanent


Keywords: Obvious, Sorcerous


Duration: One scene


Prerequisite Charms: Scouring Inferno Breath


The Dragon's heart is fire; though he breathes that fire out upon his foes, it is still a part of him. By paying a 10m, 1 wp surcharge on Scouring Inferno Breath, the Infernal can cause the blast of fire to linger as an environmental hazard, even in the absence of flammable materials. The firestorm deals the Infernal's (Stamina + Essence) damage, with a trauma of (Essence), and burns for the remainder of the scene. The Infernal can have only one such firestorm at a time, and can move it up to three times his normal movement speed as a Speed 5, diceless miscellaneous action. The Infernal is immune to his own firestorm.


Lashing Wyrm-Lord's Tail


Cost: 2m, 1wp; Mins: Essence 3;


Type: Simple


Keywords: Combo-OK, Obvious


Duration: One scene


Prerequisite Charms: Scouring Inferno Breath


To stand behind a dragon is as dangerous as before; this Charm continues to evolve the weak human form into a fitting vessel for the power of the Dragon Astride the World. His coccyx bursts into flame, stretching and growing new, scaled flesh as the fire extends outwards, finally guttering out to leave the Draconian with a reptilian tail roughly as long as he is tall. This new limb is prehensile, acting with his full Strength, but -2 Dexterity for acts of fine manual manipulation (due to lacking fingers; accuracy in combat is not reduced). In combat, it has the following statistics:


Tail slap Speed 5, Accuracy +2, Damage +9B/2, Defense +2, Rate 1, Tags: N, O, R


Tail constrict (Clinch) Speed 6, Accuracy +2, Damage +7B/2, Defense —, Rate 1, Tags: C, N, O, P, R


These ratings do not stack with spells or mutations that enhance natural attacks. For a 2m surcharge, the Draconian can make a single reflexive tail attack on the tick he activates this Charm.


Unfurling Wings of Fire


Cost: 5m; Mins: Essence 3;


Type: Simple (Speed 3, DV -1)


Keywords: Combo-Basic, Obvious, Sorcerous


Duration: Indefinite


Prerequisite Charms: Scouring Inferno Breath


Once the heart's fire is ignited, it buoys up heavy flesh and bone, and can be used to reshape a frail human form into something more... suitable. The Infernal briefly doubles over in pain as flames erupt from his shoulder blades and travel outward, searing the shape of his wings into the world. Seconds later, the flames die to wisps and embers, dancing along newly the formed appendages for as long as the wings exist. Any mundane clothing or armor on his torso not specially made to accommodate this transformation is destroyed.


This permits the Infernal to use Move and Dash actions to travel through the air at three times his land speed before any other modifiers, or thirty times in a vertical dive. Outside of combat, the wings cover ground at ([strength + Essence] x 10) miles per hour of flight. Alternatively, he may move at a reduced speed of ([strength + Essence] x 5) miles per hour, in which case he does not accrue fatigue and regains essence at four motes per hour, as if he were at ease.


This Charm can be ended either by Countermagic, or by activating it again at the normal cost. A second purchase at Essence 5+ changes the Charm's type to Reflexive, and reduces the cost by 3 motes. At Essence 7, the second purchase upgrades automatically, reducing the mote cost to 0, and removing the Sorcerous keyword entirely.


Prey-Scything Swoop


Cost: 4m, 1wp; Mins: Essence 3;


Type: Extra Action


Keywords: Combo-OK, Obvious


Duration: Instant


Prerequisite Charms: Unfurling Wings of Fire


The talons of Baal-Shazash reave entire armies of puling mortals. This Charm can only be used while its prerequisite is active and the Infernal is flying. It allows him to dive down and move up to his full flight speed, striking any enemies within his reach on the path (to a maximum of Essence + 2 attacks). He may turn to strike additional enemies, but no more than a total of 90 degrees during the entire movement. This magical flurry ignores rate and multiple action penalties, and uses only the highest DV penalty of all attacks made, but immediately ends if the Infernal stops moving, touches the ground for any reason, or strikes an individual enemy more than once.


Alternatively, the Infernal can focus his wrath on a single, worthy foe. This works similarly, except that the first attack in the flurry must be a clinch. If he successfully grapples the target, and is capable of lifting it with a feat of strength, he flies off with it, directing the remaining (Essence + 1) attacks against that one enemy as he goes. If he misses the grapple or cannot lift the target, the remaining attacks are wasted.


Scorched-Earth Strafing Run


Cost: +5m, 1 wp; Mins: Essence 4;


Type: Permanent


Keywords: -


Duration: Permanent


Prerequisite Charms: Prey-Scything Swoop


Claws and fangs are all very well for playing with one's food; but what a dragon truly wishes destroyed, he burns. This Charm upgrades Scouring Inferno Breath, granting it a new mode of use. While Unfurling Wings of Fire is active, the Draconian can pay a 5m, 1 wp surcharge on Scouring Inferno Breath, in order to move his full flight speed in a straight line, while breathing out flame, affecting everything within (Essence x 5) yards of his path on either side, or (Essence x 10) yards on only one side.


This Charm synergizes with External Heart Firestorm; when they are used together (costing a total of +15m, 2 wp), the entire area affected by Scorched-Earth Strafing Run is ignited as an environmental hazard until the Infernal's next action tick, at which point it dwindles to the base area of his Scouring Inferno Breath.


Gem-Studded Scales


Cost: —; Mins: Essence 2; Type: Permanent


Keywords: Hardy


Duration: Permanent


Prerequisite Charms: Rending Dragon Claws


The Consuming Fire adorns himself in wealth; that the gems and precious metals embedded in his hide bolster his scales is merely a pleasant side benefit. A character with this Charm adds his dots in the Resources background to his natural bashing and lethal soak. A second purchase at Essence 5+ grants him a natural Aggravated soak equal to his natural Lethal soak. Whether he actually has jewels and coins grafted to his skin, or merely partakes of their essence is at the Infernal's discretion.


Hoard-Bound Hide


Cost: 5m (+1wp); Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Hardy, Obvious, Sorcerous


Duration: One Scene


Prerequisite Charms: Gem-Studded Scales


A dragon must defend his hoard; a wise dragon can convince the hoard to reciprocate. The Infernal grows a thin layer of gemstone scales, in the colors of his anima, that completely cover his skin. This grants him a natural bashing and lethal Hardness rating of Essence + Stamina + Resources. There is a single weak point in this defense, a flawed gem that will shatter the entire structure if struck correctly; this weakness can be located with a difficulty 5 Perception + Larceny roll, and struck with a successful called shot, ending the Charm. It also ends the first time the granted Hardness is overcome by raw damage. In either case, the Charm can be reflexively reactivated by paying the normal cost with a 1 wp surcharge.


Obdurate Adamant Scales


Cost: 8m; Mins: Essence 2; Type: Reflexive (Step 7)


Keywords: Combo-OK, Hardy


Duration: Instant


Prerequisite Charms: Gem-Studded Scales


Even the mightiest weapons will rebound from the scales of the Dragon Astride the World. This charm is a perfect defense, reducing raw and final damage of an attack against the user to 0, as it ineffectually bounces off his diamond-hard skin. This Charm carries the Imperfection of the Dragon Astride the World.


Imperfection of the Dragon Astride the World said:


No matter how great the dragon, how impervious his armor, there is always a chink, an uncovered soft point which a canny foe can exploit. If a charm with this Imperfection is used to defend against an attack benefiting from Aim dice, it suffers a surcharge equal to the number of ticks the attacker spent aiming, to a maximum of +3m.


Greater Imperfection of the Consuming Fire


Baal-Shazash is a creature of fire, and direct force. Watery essence can douse his flames, and flow around his strengths to attack his weaknesses. Any attack made with a weapon composed of black jade, or pure water-aspected Essence, imposes a +3m surcharge on charms bearing this Greater Imperfection. If both Imperfections are exploited on the same attack, the charm fails outright.


Whiff of Greed and Fear


Cost: 3m; Mins: Essence 2; Type: Reflexive


Keywords: Combo-OK


Duration: Indefinite


Prerequisite Charms: None


This Charm acts as the Solar Charm Keen (Sense) Technique, though applying only to smell. It also grants the following enhancements:


*First, the warlock automatically knows whether any creature within (Perception x 100) yards is currently suffering from a fear-based Emotion effect, or has a fear-based Intimacy towards any other creature or thing present.


*Second, he knows the Resource value and approximate location of the most valuable item within (Perception x 100) yards.


*Third, the +2 die bonus to scent rolls increases to +(Essence) against fearful characters, or those carrying more than Resources 3 worth of possessions.


*This Charm carries a drawback, as well; while active, the Infernal's predatory, rapacious instincts draw closer to the fore of his mind. He suffers a -1 internal penalty to Compassion and Temperance rolls, and -1 MDV against social attacks exploiting his desire to prey on perceived vulnerabilities.


Secret Hoard Pillow


Cost: -, Min: Essence 2, Type: Permanent


Keywords: None,


Duration: Permanent


Prerequisites: Whiff of Greed and Fear


The Dragon may only find comfort in the proximity of his unlimited riches, snoring peacefully upon a heap of gold. As long as the Infernal sleeps in direct contact with any amount of objects he owns whose total cost is higher than his permanent Essence, he adds his Resources rating to Conviction rolls made to regain Willpower from rest. When forced to sleep away from his possessions, the Infernal is sick with worry, and suffers a -1 internal penalty to said roll as he twists restlessly.


Golden Heart's Blood


Cost:—; Mins: Essence 3; Type: Permanent


Keywords: Native


Duration: Permanent


Prerequisite Charms: Secret Hoard Pillow


Wealth is power. Baal-Shazash takes this ancient truth, and makes it literal. The Infernal gains a 10-mote Peripheral Essence pool, which refills one mote for each hour spent cleaning and admiring, or resting in physical contact with, his personal possessions worth at least Resources 4.


Wealth-Begets-Wealth Understanding


Cost:3m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK, Social


Duration: Instant


Prerequisite Charms: Whiff of Greed and Fear


The lure of riches is a powerful enticement; no one knows this better than the Wyrm of Avarice. This Charm functions as Irresistible Salesman Technique, save that it can only be used when the Infernal is offering a bribe or payment as part of his social attack, rather than enhancing a deal or encouraging a course of action.


Avaricious Assayer's Adeptness


Cost:- (1wp); Mins: Essence 2; Type: Permanent


Keywords: None


Duration: Permanent


Prerequisite Charms: Wealth-Begets-Wealth Understanding


A dragon knows his hoard... and it is never enough. This Charm enhances the Infernal's appreciation of riches in two ways. First, an Infernal who knows this Charm adds half his Essence in automatic successes to appraise the Resources value of an object, and may do so reflexively if he can physically touch it. By spending one willpower, he can perfectly appraise every object he can see as a Miscellaneous action.


Second, the Infernal reacts differently to social attacks against him which include bribes, offers of payment, or other monetary value. If the offer is equal to (Infernal's Resources - 2) or less, he gains a +2 MDV bonus against it, insulted by the paltry tribute. If it is equal to (Resources - 1) or more, however, he takes a -1 internal penalty to MDV, as his own greed pushes him to accept.


Gather the Fatted Herd


Cost: -; Mins: Essence 2;


Type: Permanent


Keywords: -


Duration: Permanent


Prerequisite Charms: Avaricious Assayer's Adeptness


Baal-Shazash is too discerning to let any possible source of value slip by him... even mortals understand the concept of owning one another. This Charm allows the Infernal to claim and enforce metaphysical ownership of other living, sentient creatures. Exactly whom he can own is ultimately up to the Storyteller, but as a rule of thumb, any character that is subordinate or servile towards him (see Shards of the Exalted Dream, pg. 33) can be considered his property.


For purposes of interacting with other Baal-Shazash Charms, humans have a Resources value of either their Essence, or the cost to buy them as slaves on the open market, whichever is higher. Groups of humans have a collective Resources cost equal to the groups rating as Followers. God-blooded, Dragon Kings, and similar non-Exalted Essence users cannot be owned unless the Infernal's Essence is at least double their own, and are always considered Resources 5. First-Circle demons are considered owned as long as they are bound. Demons of the Second or Third circles can only be owned if they are the Infernal's own souls. Gods, elementals, and the Exalted can never be owned.


Conspicuous Consumption Privilege


Cost: 1 wp (+1 Limit); Mins: Essence 3;


Type: Simple (Dramatic action)


Keywords: Obvious


Duration: Instant


Prerequisite Charms: Gather the Fatted Herd, Golden Heart's Blood


Dragons are ravenous creatures, never more so than after a long slumber or taxing battle. This Charm allows the Draconian to devour his personal possessions to restore his body and Essence. For every object (or person) he consumes, he rolls its Resources value, and regains non-Aggravated health levels or motes equal to the successes. Motes gained in this manner can only be placed in his Overdrive pool, or the 10m pool gained from Golden Heart's Blood. Anything swallowed with this Charm is almost instantly burned by his internal fires, taking up no space in his stomach and never emerging as waste. Each such lavish meal requires at least one long tick to fully consume, or more for larger chunks. In the vanishingly rare event he consumes a N/A-rated Artifact, his health levels (even Aggravated wounds) and all mote pools are fully restored. Destroying wealth in this manner, however desperate the need, is emotionally wrenching for the Infernal, and he gains a point of Limit the first time he consumes something rated Resources 3+ in each scene.

Sidebar: Pricing the Priceless.


Many Baal-Shazash Charms reference the Resource value of objects, and the Wyrm's greed is limitless, far outstripping even the Guild's avarice. If a character accumulates so many riches that even Resources 5 does not reflect his true purchasing power, consider using the Wealth background, found in Dreams of the First Age: Lords of Creation. Each dot of Wealth is equivalent to a Resources rating 2 dots higher, and can raise the effective value for these Charms above 5.


Magical treasures are some of the most valuable; indeed, the greatest of wonders typically cannot be bought for any price, or at least inspire vicious bidding wars in the sumptuous halls of the Guild or brass streets of Malfeas. A determined collector, however, can put a price on almost anything. In general, Artifacts, Manses and Hearthstones can be considered to have a Resources cost equal to their rating + 2, with 4- and 5-dot wonders costing Wealth 4 and 5, respectively. The ST can adjust this up or down for particularly common or sought-after items. Artifacts that are themselves rated N/A are truly beyond price, and each one is a special case as relates to these Charms.


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Fueling Jealous Fires


Cost: -; Mins: Essence 4;


Type: Permanent


Keywords: Native, Overdrive


Duration: Permanent


Prerequisite Charms: Avaricious Assayer's Assessment, Scouring Inferno Breath


Greed and pride are the foundations of Baal-Shazash's power; when either his hoard or his dignity are diminished, his fury rivals that of Malfeas. This charm provides an Overdrive pool with a capacity of fifteen motes. This pool begins to fill any time the Draconian rolls Join Battle, and is aware of the presence of at least one enemy who has stolen from him or challenged his authority in the past. The number of offensive motes gained are equal to the Resources value of his stolen property, or the Essence score of the defiant character. He gains an additional offensive mote on each action tick that he remains engaged with valid enemies, and two offensive motes upon killing such a target. Furthermore, any charms used against these thieves or rebels that are paid for entirely with overdrive motes receive a 1m discount.


Heart-Wracking Countenance


Cost:5m; Mins: Essence 2; Type: Reflexive (Step 1 attacker, Step 2 defender)


Keywords: Combo-OK, Social


Duration: Instant


Prerequisite Charms: Whiff of Greed and Fear


The sight of the Dragon can still a mortal heart; Baal-Shazash himself fears nothing. This Charm adds half the Draconian's Essence to his effective Appearance when making or resisting a social attack intended to instill or take advantage of fear. The maximum Appearance bonus or penalty to enhanced attacks is doubled.


Valor-Crushing Assertion of Dominance


Cost: 5m, 1wp; Mins: Essence 3;


Type: Simple (Speed 4, DV -1)


Keywords: Combo-Basic, Compulsion, Emotion, Obvious


Duration: Instant


Prerequisite Charms: Heart-Wracking Countenance


To look upon Baal-Shazash, to hear his mighty voice, is to know fear. With an aggressive statement of his authority, or a terrifying roar, the Draconian rolls his Charisma + Presence + Essence against the Dodge MDV of all creatures within Essence x 10 yards. Bonuses and penalties from Appearance apply as normal for a social attack. All characters whose DMDVs are exceeded by this attack must spend Willpower to resist as normal for a social attack, or instantly lose one Valor channel and gain an intimacy of "Terrified Awe" towards the Infernal. Any character who resists, whether by a sufficient DMDV or expenditure of Willpower, is immune to further use of the Charm for 24 hours, and gains a +1 bonus to MDVs against the Infernal for the same period.


Stilling Timorous Hearts


Cost: -; Mins: Essence 3;


Type: Permanent


Keywords: Emotion


Duration: Permanent


Prerequisite Charms: Heart-Wracking Countenance


Draco Tyrannis revels in the terror of his lessers, and they quail as they attempt to strike him down. Any character with a fear-based Intimacy towards the Infernal takes a -2 external penalty to physical attacks against him, and to DVs against the Infernal's attacks. In addition, each scene of combat against him counts as a scene reinforcing the Intimacy in question. This is an unnatural Emotion effect that costs (Infernal's Essence, max 5) Willpower to resist for a scene; the only permanent protection is to remove the fearful Intimacy.


Apocalypse Fire-Wyrm Shintai


Cost: 15m, 1wp; Mins: Essence 5; Type: Simple


Keywords: Blasphemy, Form-Type, Obvious


Duration: One Scene


Prerequisite Charms: External Heart Firestorm, Scorched Earth Strafing Run, Obdurate Adamant Scales, Heart-Wracking Countenance


Witness the might of the great Wyrm, unveiled from pathetic human flesh. Witness the incarnate rage of Baal-Shazash. Witness doom. Roaring his fury and indignation at those who would defy his power, the Infernal unleashes the fire of his heart, letting it consume and reforge him into a perfected new form. His anima flares to its full, totemic height, and his body dissolves into it, giving substance to the blazing light. This storm of Essence coalesces into Primordial draconic flesh, transforming the Infernal into a massive dragon of mountainous scales and living flame. The exact details of his dragon form's appearance are up to the Infernal, and can even change as he grows and evolves, but his total length is always (Essence * 10) feet. However he chooses to shape himself, the transformation bestows the following changes:


*all worn or carried equipment is banished Elsewhere for the duration of this Charm;


*the Warlock's new form is quadrupedal, with talons rather than hands, giving a -2 external penalty on rolls involving manual dexterity and fine manipulation (attacks and parry DV are unaffected);


*his increased size adds his Essence to his Strength for purposes of feats of Strength, damage, and controlling a clinch;


*he gains +20B/20L soak, and his natural Hardness is set to 10B/10L if it was lower;


*if his Charisma or Appearance are lower than 10, they are raised to 10 for purposes of inflicting fear (cannot be used with Heart-Wracking Countenance, counts as dice from Charms);


*he grows wings and can fly as per Unfurling Wings of Fire;


*he gains a natural bite attack with Speed 5, Accuracy +3, Damage +10L/3, Defense +0, Rate 1, Tags: C (same statistics), N, O;


*any Baal-Shazash Charms that give a natural attack may be activated as part of the same Charm activation as the shintai, for a flat cost of 1m each;


*all of his attacks automatically benefit from Knightbane Strike at no cost;


*flames constantly pour forth from his body, subjecting any creature adjacent to him to an environmental hazard, as per External Heart Firestorm;


*the base cost of Scouring Inferno Breath is reduced to 0m, and its maximum area is increased to (Essence x 100) by (Essence x 50) yards. The Infernal can spend 1m when using his fiery breath to spare any number of mundane objects in the area with a Resources cost of 3+ that he chooses from harm.
 
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Sacheveral - I have my reservations about this one.

Lucky Fool Rides the Swift Horse


Cost: 3m or 1wp; Mins: Essence 1; Type: Reflexive (Step 2)


Keywords: Combo-OK


Duration: Instant


Prerequisites: None


Sacheverell has seen the cities of Creation gasping out in plumes of smoke, and he has seen all that he and his sisters created wiped away, and he has seen himself swallowed by Oblivion whole. Do you think he is caught unawares by your fist or orichalc? The Infernal’s senses twist, her ears perking, her eyes shifting around as though in a state of REM, and even her tongue slithers as he tastes the air. This Charm enhances any attempt to dodge a single attack. Add the character’s Wits to his MDV total. If the attack is unexpected, treat it as though it were not. At Essence 2 and for one point of Willpower, the Infernal treats all unexpected attacks as expected for the rest of the scene.


Blind Beating the Blind Technique


Cost: 1m; Mins: Essence 2; Type: Supplemental


Keywords: Combo-OK


Duration: Instant


Prerequisites: Lucky Fool Rides the Swift Horse


When the Jurigae stare up from their roottopped tents at the stars, they say: "here are two sets of stars. The twinkling stars are open eyes, and they see not. The lightless stars are asleep, and they see." This Charm allows an Infernal to ignore blindness penalties for any one action. A second purchase of this Charm allows her to ignore any such penalties automatically. A third purchase allows the Infernal to sense all nearby immaterial beings, but only while her eyes remain shut.


A Knock on the Gate of Horn


Cost: 1wp + 5m per roll; Mins: Essence 3; Type: Simple (Dramatic Action)


Keywords: Combo-OK


Duration: Instant


Prerequisites: Blind Beating the Blind Technique


Sacheverell has never seen a possibility. He has seen only that which shall be. Those who watch over him, however, are presented with hermeneutic difficulties. This Charm can only be activated when the Infernal is asleep; seeking the answer to a yes-or-no question, she receives a dream which, properly interpreted, means "yes, unless..." or "no, unless..."


The Green Sun Prince spends 1 Willpower and slumbers for at least an hour, at which time she becomes immersed in his dreaming state and cannot be awoken unless physical harm that does at least 1lhl is inflicted upon her. Her dreamtime is an extended dramatic action that takes one hour per roll. Each hour, she pays the mote cost of the Charm and rolls her (Perception + Investigation) to interpret the dream. A single success gives a basic “yes or no,” while each subsequent success grants knowledge of a single circumstance that might contribute to causing a different result, even if it is only altered in regards to specific details.


It remains, of course, the case that the thing will or will not come to pass, for the second clause itself is, indeed, predetermined, but it is the nature of limited beings to cope with limited perceptions.


You Lead


Cost: 5m; Mins: Essence 3; Type: Reflexive (Step 1)


Keywords:


Duration: Instant


Prerequisites: Blind Beating the Blind Technique


Like a Dynast paired with a ravishing courtier at a formal ball, those who follow Sacheverell know the moves they and their partners shall make. The Infernal activates this Charm at the beginning of an action. She envisions every motion and change to her surroundings moments before they happen. At this point all other characters present who will act during the next six ticks must declare what their next action will be. The Green Sun Prince can then act accordingly to take advantage of her forearming. All characters forced to dictate their actions must play them out unless, of course, they are left unable to. A second purchase allows the Infernal to foresee other actions not taken by characters, such as a tree falling or a trap being sprung.


Portent of the Wakeless Dream


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Combo-OK, Blasphemy, Sorcerous


Duration: One scene


Prerequisites: A Knock on the Gate of Horn


All things shall pass into eternal sleep. So it has been seen. Sacheverell wishes to spare us of this, but his charges are not always completely merciful. The Infernal curses her opponent, speaking the circumstances of his death in the secret language only he knows when he babbles in his sleep. This acts as an unnatural social attack that uses the Infernal’s (Manipulation + Presence). This curse has the following effect:


· The target is afflicted by a vision of his own death, which seeps through his every sense. He sees, hears, smells, tastes, and even feels his death occurring. He suffers a -1 internal penalty to all rolls for the rest of the scene.


· As his will falls apart in the face of the certainty of his death, the target crumbles in the realization of his own mortality. He must spend twice the requisite Willpower when performing any action that requires Willpower expenditure. This includes spending Willpower to gain automatic successes.


· Though Portent of the Wakeless Dream does not kill in and of itself, the wounds and afflictions that come to bring about the target’s demise break his psyche and begin to manifest upon the body. Inflicting damage upon him brings out these stigmata, which can take the form of additional lacerations, extreme aging, or a physical illness that may include coughing, hives, a fever – whatever is appropriate to the illness from which he shall someday die. Double the post-soak damage of all attacks made against the target.


· Finally, as the victim of this curse is enveloped in her own tormented passing, he becomes susceptible to the promise of redemption, of rescue from his fate. He halves her mental defense values (rounded down) against all social attacks.


It is perhaps not surprising to learn that many who have suffered this curse were tormented by the knowledge that they would die not years from then, but moments later as their Infernal assailants tortured them into insanity before ripping their own lives from them.


Walking in the Land Without Strangers


Cost: 3m, 1wp; Mins: Essence 3; Type: Simple


Keywords: Combo-OK


Duration: Instant


Prerequisites: Blind Beating the Blind Technique


Sacheverell is alien to all. None are alien to Sacheverell. When among those whom one does not yet know, the Green Sun Prince can close off her senses and opens the lidless eye inside to see into that of another. Her very heart speeds and slows to a hellish, cacophonic beat until it finds a rhythm to match. Once it does, two hearts beat as one. Upon activating this Charm the Infernal knows the Motivation, Virtues, and Intimacies of the person whom she will next meet. Walking in the Land Without Strangers does not work on individuals with whom the Infernal is already familiar, for they have already shrouded their hearts with words and deeds. A second purchase of this Charm makes it Reflexive (Step 1 or Step 2, as applicable).


Bliss is Ignorance


Cost: 3m; Mins: Essence 2; Type: Supplemental


Keywords: Obvious


Duration: Until next action


Prerequisites: Lucky Fool Rides the Swift Horse


To dream is terror: knowing what one shall bear. To live is to actually bear it, and that is ten thousand times more tragic. Crawl back into sleep; face the night if you cannot the day. The Infernal's body acquires a little bit of insubstantiality as she shrugs off the pain of her wounds. She shuffles in a sleepwalking gait, half in the waking world and half in the world of unconscious manifestations. Until her next action, she ignores all wound penalties. For a second purchase the Infernal automatically ignores all wound penalties while she is asleep.


Lighting the Contraband Candles


Cost: -- ; Mins: Essence 1; Type: Permanent


Keywords:


Duration: N/A


Prerequisites: None


When the disciples of other deities light their candles and recite their prayers, they may presume their god awake. Here a problem. So it was that in Prehistory, when he was active, Sacheverell stole ten thousand words from the body of Eloge and pronounced them the language of sleep. This Charm allows an Infernal to talk to sleeping individuals (for instance, Sacheverell) as though they were awake, enabling her to make Charisma-based social attacks. Their audience does not necessarily gain the ability to respond. While a target’s mental defense values no longer apply due to inability to respond or refuse persuasion, the effects of social attacks take twice as long as normal to inflict. For instance, building or eroding an Intimacy requires a number of scenes equal to twice the target’s Conviction.


Baby Babble Defense


Cost: 4m; Mins: Essence 2 Type: Reflexive (Step 2)


Keywords: Combo-OK


Duration: Instant


Prerequisites: Bliss is Ignorance, Lighting the Contraband Candles


Next to the awful truth of what is to pass, all temporal speech is lies, babble coming from an infant. The Infernal’s mind temporarily drifts into the dreamtime world, where all thoughts and events meld into one. Others’ words become disjointed, breaking against her ears like a tide against the rocks. She perfectly dodges a single social attack, even if it is considered undodgeable.


The Scapel of Horn


Cost: 3m, 1wp; Mins: Essence 2; Type: Simple


Keywords:


Duration: One scene


Prerequisites: Lighting the Contraband Candles


The Yozis may visit anyone in their dreams. This is because of what they call a gift from Sacheverell, taken from his ungrasping hand as he snored. He appears to bear them no grudge for it. This Charm allows a sleeping Infernal to talk with another sleeper as per Lighting the Contraband Candles, wherever they are. The Infernal must first slumber and seek out his intended target; this requires a simple (Intelligence + Occult) roll, which automatically fails if the target is not asleep. Once inside the target’s dream, the sleeper may respond back, although he does not automatically know that the Infernal is real. The Infernal appears in the sleeper's dream, but does not control it and cannot examine it carefully before it evaporates. Unlike its prerequisite, the target’s mental defense values apply to all social attacks, though they are considered unnatural.


The Saw of Ivory


Cost: -- ; Mins: Essence 3; Type: Permanent


Keywords:


Duration: N/A


Prerequisites: The Scapel of Horn


Sacheverell, knowing only truth, mutilated from the ability to imagine the new, is incapable of understanding lies. Those who lie in his name, therefore, will go unpunished - at least by him (until he wakes? Inconceivable!). The Infernal may now make Manipulation-based attacks to sleepers using Lighting the Contraband Candles and the Scapel of Horn. In addition, when appearing in a sleeper’s dream as with the latter Charm, she may appear to them as that which she is not, shaping her appearance to disguise her nature. She may appear as someone familiar to the sleeper, but the attempt at disguise requires regular rolls to maintain the façade. The Infernal may also shape her immediate surroundings to her liking, though as she passed through the sleeper’s dream, her alterations become insubstantial and fade quickly. As normal, all attacks made in the dreamtime world are considered unnatural.


Hacking Down the Gates of Horn


Cost: 6m, 1wp; Mins: Essence 3; Type: Permanent


Keywords:


Duration: N/A


Prerequisites: Walking in the Land Without Strangers, The Saw of Ivory


Sacheverell does not send messages. One simply happens, on occasion, to see dreams which are true, and on those occasions, one's mind and Sacheverell's are alike. This allows an Infernal walking into another's dream to assert control over it, presenting the vision she likes. She may shape parts of the sleeper’s dream freely, from her own manifestation to the setting of the dream to the sleeper’s own appearance. Oddly, the boundaries of the shaping are limited to the imagination and experiences of the sleeper himself. Someone raised in the North who has never heard of a tyrant lizard cannot have one conjured up in his subconscious. The Infernal, however, can pull props from the target’s own thoughts. These can be as specific or general as the shaper wishes; he can choose to call upon a specific person he knows the sleeper has encountered or invoke visions of, for instance, the sleeper’s lover, dead father, or greatest enemy without the Infernal ever having known them. No physical harm can be done to the sleeper while in the dream, though attacking the sleeper in his own dream is treated a social attack with the most direct end result being the loss of a Willpower. She may also explore the psyche of the dreamer as with Analytical Modeling Intuition.


Unplugging the Horn Dike


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple


Keywords: Sorcerous


Duration: One day


Prerequisites: Hacking Down the Gates of Horn


Sacheverell was hacked into pieces, stuffed inside the mutilated bodies of his siblings, and shown a vision of his - and everything's - death. In wake of this, what violation is conceivable? This Charm allows an Infernal to attempt the possession of any person whose dream he has invaded. She must first break into the sleeper’s mind and shape his dreams such as to bind the sleeper’s greater psyche using Hacking Down the Gates of Horn. Afterward, the Infernal spends the cost of this Charm and a contest of wills is made utilizing the Infernal’s (Intelligence + Presence + Essence) versus the sleeper’s (Intelligence + Integrity/Presence + Essence). If the sleeper wins, the Infernal is ejected from his mind and must wait until the next new moon to re-enter the target’s dreams. If the Infernal wins, she takes control of the target’s mind and body wholly. Upon awakening, she maintains complete autonomous command over the sleeper’s mind and body until the next nightfall. During her time inside the sleeper, she can recall his memories as well as perform any action that he is capable of. As a miscellaneous action, she may bring up a memory or thought inside his mind by concentrating on what might be there. For instance, if she concentrates on thoughts of his spouse, she can glean a mental image of her as well as her name. Further actions are needed to recall specific memories or details. The Infernal loses all of her own Charms, but may use any that the sleeper knows. Should the body in which she is inhabiting die, she is ejected from its mind and returns to her own body, suffering three unsoakable lethal health levels in the process. While she is controlling the sleeper, her own body remains asleep wherever she left it. If it suffers one lethal health level, the Infernal is called back to it and immediately awakens inside her own body.


The Locked Bedchamber


Cost: 2m; Mins: Essence 1;Type: Simple (Dramatic Action)


Keywords:


Duration: Instant


Prerequisites: None


All across Creation there are people who chain themselves to bedposts - or who were chained there by others. So too with Sacheverell, although the reasons in his case are - at least we assume - quite different. The Infernal may sleep as long as she likes and not be woken up by her own circadian rhythm, storing up her energy for as long as necessary - for when he wakes (ha! he shall not) who knows how long it shall be before he goes to sleep again? For every two hours that she sleeps beyond normal, the Infernal can remain awake an extra hour without suffering penalties from fatigue. The maximum number of hours she can extend herself using this Charm are equal to her Stamina + Essence.


The Floating Bed


Cost: 4m; Mins: Essence 2; Type: Supplemental


Keywords:


Duration: One night


Prerequisites: The Locked Bedchamber


It is the nature of his punishment that despite his retreat into sleep, Sacheverell must still come into contact with what masquerades as reality. The Infernal with this Charm may, sleepwalking, attempt to do what she would otherwise do when awake, although all normal penalties apply. She can utilize this Charm a number of consecutive nights equal to her Essence. Attempts to go beyond this incur a derangement and loss of a Willpower dot for one week.


The Flying Bed


Cost: +1wp; Mins: Essence 3; Type: Permanent


Keywords:


Duration: N/A


Prerequisites: The Floating Bed


If past and future are a false opposition, how stand up and down? This Charm allows a sleepwalking Infernal to sleepfly instead. The Flying Bed upgrades its prerequisite Charm. For an additional point of Willpower, the Infernal becomes marginally insubstantial. She may still interact with physical objects, but the force of gravity that holds her down loses much of its sway over her. The Green Sun Prince floats groggily around, and for all intents and purposes appears asleep, except that she continues to perform actions as per normal. Attempts to attack her still work of course, but she does not suffer knockback or knockdown and when faced with heights drifts slowly downward, undaunted by falls. She also glides over the ground such that she overpasses low impediments and obstacles.


The Invisible Bed


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple


Keywords:


Durations: Instant


Prerequisites: Bliss is Ignorance, The Floating Bed


Walls are erected to separate things, but Sacheverell sees the universe as an integrated whole. To pass through one is a simple matter of that simplest act of passivity - falling. The sleeping Infernal lies back against a wall and falls through it as though it were immaterial. After activating the Floating Bed, the Infernal can temporarily become wholly insubstantial, passing through a solid wall or door as though it were naught but a dream. She must relax against it first, however, and when she makes it through, she lands completely prone.


Only the Mind Moves


Cost: 12m, 1wp; Mins: Essence 4 Type: Simple


Keywords: Sorcerous


Duration: One night


Prerequisites: The Flying Bed, The Invisible Bed


Nothing ever changes. No one ever moves. The sleepwalking Infernal pivots on her feet, making the appearance of the world around her rotate faster and faster before her closed eyes, if indeed she sees it at all, until what is before her is the illusion of yet another location. Her dream self appears wholly insubstantial close to nearby sleepers in a location of her choosing. Though she passes through objects and is effectively dematerialized, she can be sensed by those who are asleep, who hear her as though she were entirely corporeal and will wake up if she becomes a distraction. The Infernal can explore the area freely, but must remain within (Essence) miles of someone who is asleep. She cannot push herself out beyond these boundaries, and should a sleeper somehow move, she is tugged along until she enters the range of another sleeper or chooses to end the Charm and re-enter her own body.


Nothing With One


Cost: 4m; Mins: Essence 2; Type: Reflexive (Step 2)


Keywords: Combo-OK


Duration: Instant


Prerequisites: Bliss is Ignorance


A dreamer's body is as nothing. It has been transcended. It is indefinite. The Infernal's body becomes hazy, allowing a dodge against any physical attack, even a normally undodgeable or unexpected attack. This Charm is vulnerable to the Imperfection of He Who Sees the Shape of Things to Come.


Dream-Body Shintai


Cost: 12m, 1wp; Mins: Essence 4; Type: Simple


Keywords:


Duration: N/A


Prerequisites: Unplugging the Horn Dike, Only the Mind Moves, Nothing With One


How is it that Sacheverell sees all that and only that which is true? This is the answer: it is the world we inhabit that is the dreams of Sacheverell, nothing more and nothing less. The Infernal's body is now as useless an illusion of meat as any other to her, as the whole world becomes a dream. She may possess it as normal but otherwise has no connection to it, and its po dies with it, whenever that may be; even when she has no connection to any bodies, she exists still as an entity in the world of dream, dancing from one person's psyche to the next. She now carries her Exaltation with her, and any body that she possesses will have her Charms on top of the Charms it currently possesses. If she is ever reduced to zero Willpower her hun and Exaltation are tossed to the seven winds as normal.
 
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