Greensun Demon Homebrew: Progeny of the Pearlescent Handmaiden
Demon of the First Circle
Progeny of The Muliariz, the Pearlescent Handmaiden

The Bozirenky were made in the shape of comely women dressed in the most fashionable dresses and robes, with too big eyes and whose teeth are fused together and pointed in a manner akin to a squid's beak and they are also capable of changing the color of their skin and their hair, which floats through the air around as if they were submerged, to any color and pattern possible; this functions both as a form of camouflage and as a tool of vanity. Their arms are bunches tentacles from below the elbow that are far stronger and more dexterous than any human hand and are quite capable of pulping a man's skull through a steel helmet. They are creatures of refinement and grace though, and will not use such direct violence as first resort, preferring to use the power rumor and gossip, along with the occasional curse, to undermine and destroy their opposition.

They are intensely vane and ambitious creatures; they will always dress in the highest fashions and are constantly seeking to gain influence in the court of their progenitor and the ruthless desire to retain their stature. This combination breeds a paper thin ego and paranoia, they are quick to be insulted, among their own kind they practice a strict system of manners and protocols that allows them to work their strongest magics without inadvertently insulting one another. In the event that that they are offended enough, they will not show any outward sign of offense, but will work tirelessly to destroy and defame their enemy with poisoned words and curses.

The role of the Witches of the Sea is two fold; they serve their mistress as both ladies in waiting who bow to her every whim and desire and as powerful practitioners of the arts, they are Scryers, curse layers and potion brewers. In the sea surrounding the island city of the Pearlescent Handmaiden, covens of the Bozirenky divine the future by charting the stars of Malfeas as they shine through the waves and sufrf, cast curses on their rivals and bless their allies and their mother-queen.

Note and Abilities:These demons are popular among Summoners and Cultists alike for their beauty, social graces, they are pleasing to the eye, well spoken and friendly in their own formal manner. They are also skilled in several schools of thumathurgy; most of these demons will know several different thumathurgy rituals relating to astrology, curses , potions and blessings. Most will know about 3 or 4 Initiate level rituals, 2 Adept rituals and 1 Master level. The oldest of their kind, those who serve Muliariz herself, will know much more.

The can escape when a young socialite is left weeping and suicidal from a public humiliation. The demon shall come to the young woman in her darkest hour and teach her the arts of the demon realm so that she may blight her tormentors with curses and demons.

Limit conditions: these demons cannot stand to be slighted, insulted or belittled in any manner, and they take a point of limit each time they feel they have been wronged in anyway. This can range from not being greeted properly, if they are not served food or drink in the correct order or quality or if they believe that they have been improperly addressed.

Demon of the First Circle
Progeny of the Pearlescent Handmaiden
They sit upon a rock in the open ocean, beautiful men and women with fishtails instead of legs, who sing songs so breath-taking and hypnotic that no mortal captain could resist the urge to sail closer to hear their sweet, sweet music. Then, once the ship and its enthralled crew is close enough, their features turn predatory as shark teeth fill their mouths, their nails grow into grasping claws and their song turns ear piercingly loud, stunning everyone who can hear it and the Shr'illioa leap onto the vessel, kill the paralysed crew, eat their flesh and drink their blood, steal literally everything remotely shiny and sell or sink the ship to use as a house below the waves.

The Melodious Lures are singers and pirates without peer in the demon realm; their simple but effective strategy has worked well for them over the centuries, earning them a reputation for brutality. They are, however, not clever creatures. Their method of attack is more instinct than actual strategy, and they care little for the worth of goods, so long as it is shiny. They have on occasion passed up loot worth a fortune in favour of a shiny bauble

As an adde bonus, their singing helps keep Adorjan away.

Notes: they see use mostly by sorcerers looking for a pretty consort with a sweet voice, but they are also exceptionally useful for guarding aquatic locations and as an aid for piracy, for even without singing they are fearsome fighters in the ocean and on the decks of ships, not to mention their use as entertainers.

They can enter Creation when a crew of sailors sing a song really, really badly when their holds are full of shiny goods. The demon slips through a crack in the world to silence the offensive sound and to claim all of their goods.

These demons gain limit when presented with a shiny object which they are then denied the chance to take it.
 
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Jen Demon Homebrew: Na Lạc Ca, The Mist of Uncertainty
Yay, I finally write something ! Though I still can't think of a reason why an Exalted would want to summon her however.....

Na Lạc Ca, The Mist of Uncertainty

Demon of The Third Circle
Fifth Soul of The Ebon Dragon

Sometime, a Tomescu cries out in pain when it's neither at the start nor end of day. Wise demons, hearing these screams, quickly hide inside the bronze and basalt buildings of Malfeas, for the Mist of Uncertainty approaches. Ligier's light begins to dim as Na Lạc Ca's body embrace every streets and alleys in the neighborhood. Peeking out from the window frame made from Agatae shell, a landscape of black-white mist stretching out to infinity is all that a demon will see. To wander in Na Lạc Ca is dangerous, for the permanence of things are continuously changing inside her, a vendor table may become sentinel and grow wings while a Blood Ape can take one step forward and instead ends up on pressing its face Floviret's chest, or Isidoros's belly for those less unfortunate. The mist soon subsides as Na Lạc Ca takes her leave, changed things will remain that way however, which may be bad news for the serfs who are trapped in an alleyway that has lost the concept of beginning and end.

Those who can dispel Na Lạc Ca changing touch and walk freely in the mist can sometime meet her human form, wearing dark regal cloth, a pale and veiled woman appears from the mist, wisps of light circles around her. Na Lạc Ca may pass as a Ghost-blooded in Creation, if it's not for the fact that her lower body is a mass of black-white mist. The Mist of Uncertainty is a creature of beauty and poise, her manner is elegant, her movement graceful, the artist of Hell has tried for untold millennial to capture her fragile beauty and aloof smiles in their works.

The Ebon Dragon is not a creature of the living world, and thus Na Lạc Ca wishes to explore the nature of things, to discover the origin of wind and the source of love. If an individual ever encounter the Mist of Uncertainty in her human form, they'll usually saw a woman who is observing the impermanence of things or lost herself in thoughts of philosophies. Before the imprisoning of the Ebon Dragon, Na Lạc Ca want to know way of the Wyld and fairies, for Creation is the work of her master, an everlasting oasis that she can always explore later. Now, she desires the mysteries of Creation, for the Demon City is the Yozi themselves, and none in this Fallen Age can destroy them.
 
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Aaron Peori Demon Homebrew: Silent Hill
So I mentioned this write up earlier. I'm not entirely happy with it but here you go:

Valtiel, The Crucible of Torment
Fetich Soul of the Silent Wind

Few things are as feared as the Silent Wind Adorjan, whose presence destroys
even the greatest of demons as she scours Malfeas of life. Yet in her own way it
is possible to understand Adorjan and even to prepare for her. She may be driven
back with certain rituals and with music and noise. So while the Silent Wind is
feared she is feared in the same way all living things fear death, as an
inevitability that can not be ultimately stopped but that can be perhaps delayed
for now.

No such understanding exists of Valtiel. When Lillike was killed and Adrian with him,
Adorjan the Silent Wind inherited none of Adrian's desires or grudges, his
hatreds or capacity to obsess. All these things collected like dross in the wake
of the Silent Wind and out of them crawled a new fetich, gross and mutilated and
full of hatred and desire. Among all those things within him only Malfeas rivals
Valtiel for his rage. Yet Malfeas' rage is all-encompassing and impotent. His
hatred is for everything and everyone and nothing less than total revenge will
suit him and thus he can not be bothered to focus his attention on lesser
things. Malfeas is a burning fire that will consume the world.

Valtiel is not. Valtiel hates you, you personally. His rage is cold and
intimate, cruel and vindictive. He hates all those things that make you weak or
petty. He hates your sins and your guilt. He torments you because he wishes
to transform you into something he may no longer hate, a being without sin or
weakness. Where Malfeas or the Silent Wind will kill you with casual disregard
at least they will have the decency to just kill you. Valtiel will pull himself
into your head, drag out your sins one by one and make your nightmares flesh.
Theoretically if one succeeds in purifying themself of all weakness and sin
while subject to his cruelties he will let them go, but few beings exist
without some weakness and if his victims should die while he "helps" them then
it only proves they were unworthy.

Valtiel takes the form of a white fog. In Malfeas she seeps into a neighbourhood
slowly, filling the area with her obscuring presence. Those demons who spot the
fog before it completely obscures their vision flee the area never to return.
Some of those who try to flee find their paths blocked by increasingly unlikely
obstacles. He hates cowards and takes great delight in frustrating those who
would flee from their own guilt. Once the white fog has filled the area it
becomes impossible to see more than a few feet in any directions. Buildings,
objects and people more distant become menacing shadows, twisted and distorted
in the distance into something unnatural but if you approach they return to
normal. Even the light of Malfeas or the Unconquered Sun fades, drained of all
vitality and turned a uniform grey. The Things That Dwell In Shadows may walk
about in this fog and many of the stupider ones crawl out of the underways into
this grey halflight to marvel at the splendor of the diffuse light which is the
closest they will ever come to seeing the sun again. Few survive long, for the
demons descended from Valtiel walk in the fog as well and few of them are kind.
When Valtiel fully manifests all music and noise in the area is suddenly snuffed
out. This is enough to send most demons into a full panic, and no attempt to
create music will work no matter how fevered the playing of the demon musicians.
Strangely enough Adorjan never journeys to a place her son is, despite the
only noise being the screams of the tormented. Perhaps the Yozi approves of her
sons work? Perhaps she is ashamed of what Valtiel represents? Some say she
is afraid, though such talk is certain to catch the Crucible of Torments
attention if he becomes aware of it.

Once Valtiel has fully manifested he starts picking victims. He allows his
lesser demons to kill and maim as they will. Those who do not survive the first
encounters are not worthy of his attention anyway. He locates those beings
within his borders that are full of the most sin and weakness (how he defines
these terms is a subject of much debate among scholars of Malfeas). Once located
these beings become subject to his special attentions. One by one they vanish,
dragged into his own specially created torments for them. The only warning sign
a victim has is the sudden blaring of horns and sirens.

Valtiel's victims vanish from the world yet remain in it. They find themselves in
a twisted reflection of their previous location, except the grey light has become
darkness. The walls become sheets of blackened metal or twisted metal mesh. The
floors are blackened by fires, or are black iron mesh walkways that hang
precariously over pits where all consuming fires burn far below. Everywhere
there is a stale and choking breeze, propelled by lazily spinning fans that are
embedded in the walls. The nightmare world is much like the normal world except
that everything safe and familiar has become dangerous and unfamiliar. Many more
of Valtiel component souls, including some of his second circle souls, walk in
this dark world and they wish nothing more than to harm the victim. Yet Valtiel
does not wish his victims to die, so he will scatter his world with weapons and
clues that the strong or intelligent will use to escape the clutches of his
progeny. In this dark world Valtiel forces the victim to confront their sins and
weakness and cut them out of herself. Sometimes he does this literally, carving
the guilt out of a victims brain and crafting it into a monster the victim must
destroy. Other times his whimsy makes the confrontation far more metaphorical,
the victim must follow a trail of clues to uncover what sin Valtiel has chosen
for them to confront and must symbolically divest themselves of it in some
manner. Valtiel prefers to isolate her victims from each other, but if he senses
that one victim's torment will symbolically enhance the torment of another he
will allow them to meet. Once the victim has burned away his weakness Valtiel
releases him back into the fog-shrouded "real" world there to wander aimlessly
until Valtiel has devised a new torment for him.

Valtiel takes a special joy in foiling attempts at moving about within him. Yet
he punishes those who try and remain in one place. His progeny demons will
appear more and more often eventually overwhelming even the most well
constructed fortifications. Yet the routes to go forward either in his fog
shrouded world or the otherworld of her subconscious are always circuitious and
frustrating. Broad boulevards are broken up by bottomless pits or other
impassable barriers. Hallways become blocked by random cages and doors, and even
the flimsiest door can not be forced by even the strongest victim. The keys to
these doors can only be located far away in areas full of demonic hunters or
behind elaborate, cruel and whimsical puzzles. Unintuitive routes are common and
very rarely can a victim return by the same path he arrived. Still for those
moving forward the number of torments descrease... at least physical torments.
Travelers in his realm, especially the otherworld, will often be subjected to
a near constant stream of disturbing noises and images but none will hurt you...
unless you linger too long and the demons come.


Summoning: (Obscurity 3/5) Summoners call forth Valtiel to punish those
who have wronged them. In most cases they must turn over the victim, whom
Valtiel takes with him to a sanctum Elsewhere where he crafts an especially
dangerous hell for them out of their personal demons. Very rarely has this
backfired on the summoner with the victim returning greatly improved by cutting
away his weaknesses. Some summoners wish to gain access to the relics that
Valtiel has hidden in his depths. Unless compelled by the summoner Valtiel
manifests in the form of a mist which will cover the entire region he is
summoned into. If forced to take a lesser shape Valtiel appears as a twisted an
mutilated humanoid who appears to have been either horribly burned or perhaps
had its flesh ripped off. It has no eyes or sexual organs and its arms and legs
have too many joints. It does not speak unless commanded to do so. When a mother
tries to burn her daughter to death for power Valtiel is sometimes drawn into
Creation, manifesting as both a fog and a fetus in the girl's womb. Every day
that Valtiel is forced to exist without inflicting torments on some victim he
gains one Limit.

Motivation: To eliminate weakness in the crucible of his hate. Valtiel's
intimacies include darkness, puzzles, traps and female children. He has negative
intimacies towards sin, weakness, cowardice and you, yes you personally.

Traits: As a Third Circle Demon, perhaps only second to Ligier.

Virtues:
Compassion 5, Conviction 5, Temperance 2, Valor 2

Sample Powers:

Sin Sensing Fog -- Valtiel can instantly and perfectly sense the greatest
sin or regret that any person within his fog possesses. This is always defined
from the perspective of the victim. Valtiel has no particular judgement on
murder, rape or other things mortals consider monsterous. If his victim has
murdered a thousand children without a care Valtiel doesn't care, what he cares
about is the time the victim abandoned his fellows to die and the guilt he has
been carrying regarding that ever since. Valtiel always senses the context of
this guilt in enough detail to best understand how to use it against his
victim. For mechanical purposes a "sin" is always something that the character
had to suppress his highest rated Virtue to do.

Otherworld -- Once Valtiel has selected a victim he can draw him into his
otherworld of torments and metaphor made flesh. This is a Shaping effect and is
otherwise treated as an Unexpected, Unblockable, Undodgeable effect for valid
defenses. The otherworld is not atually a place, the victim has been drawn
inside Valtiel and escape is all but impossible without powerful magic of the
Solar Circle specifically designed for that purpose. The otherworld is much like
a sanctum the size of the region the white fog of Valtiel covers. It looks like
the place he covers, but he may employ a variation of Wyld-Shaping with a base
pool of 25 dice an an increment per roll of one long tick as if he were in the
Deep Wyld. He can spawn any First Circle demon descended from him by spending a
number of successes equal to its Essence rating to do so.

Monster Of The Id -- Once a victim is inside his Otherworld Valtiel can
manifest the victims sins as a monster or other creature. The appearance and
personality of the monster are up to Valtiel but he prefers it if they just hint
at what they represent rather than being obvious. The spawned monster has a
Motivation and Intimacies related to the sin which created it. The monster has
the same stats as the character that it was birthed from, including Attributes,
Abilities, Virtues, Essence and Willpower but not Charms or artifacts (though
valtiel may use his Otherworld wyld-shaping to grant it equipment). It gains a
number of bonus dice on all rolls against the victim it was birthed from equal
to the Virtue the character violated when he commited his sin. The Monster of
The Id has a number of Spirit Charms appropriate for its Essence and Virtues and
one unique power for each dot of the violated Virtue. These powers have no hard
and fast rule but should be equivalent of Infernal Charms available at its
Essence level. Exalted victims find that the Great Curse resonate with the
Monster, granting it a number of additional unique powers equal to their current
Limit (it gains or losses these powers as Limit raises or lowers).

For example:
A Monster of the Id created for an Essence 3 God-blooded with Compasion 2,
Conviction 3, Temperance 2, Valor 2 would have 15 spirit Charms and 3 (for
Conviction) unique powers quivalent of Essence 3 or less Infernal Charms, while
a Monster created for a Solar with Essence 6, Compasison 5, Conviction 3,
Temperance 4 and Valor 2 and three Limit would have 26 spirit Charms and eight
unique powers equivalent to Essence 6 or lower Infernal Charms.

If a person ever kills their Monster of the Id they immediatly gain a number of
Willpower points equal to their Essence, even if this pushes them over their
maximum Willpower. The process is extremely cathartic. Exalted character can
reset their Limit track to zero instead of gaining Willpower (this is not a
conscious decision). The Monster of the Id can not exist outside the
Otherworld.

Essence: 10 Willpower: 10

Malakim, The Living Nemesis
Reflective Soul of The Crucible of Torment

Standing nearly seven feet tall, armed with a bloody reaver daiklave and clad in
blood-sppattered leather the demon known as the Living Nemesis certainly cuts an
intimdating figure. The worst part is that his face is never visible. He always
hides it behind a mask which betrays none of what is underneath. This mask looks
different to everyone who sees it, appearing as a barocque ornament to some and
to as a simple cowl to others. The only constant is that one can never see his
face beneath it.

The Living Nemesis never speaks, and barely communicates at all. His only method
of dealing with the world is violence which he engages in without malevolence or
even motive. It is simply the nature of the Living Nemesis to hunt and punish
and if he has doubts or questions none can understand them. The prefered prey of
the Living Nemesis are those creatures with regrets, whom he will target in
preference to all others. If no such beings are available (a rare occurence) he
will inflict minor violence on those who remain, nothing enough to cause them
actual harm but what comes across more as petulant bullying than actual hatred.
If he does encounter a person with regrets in his heart the Living Nemesis hunts
them implacably until he has caught them or they are forever beyond his reach.

Most of his time is spent inside the otherworld of the Crucible of Torment,
chasing down those victims who are unwilling or unable to deal with their
emotional weaknesses. He tends to leave those who have been specially selected
by his master alone, provided they continue to move forward through the Crucible
of Torment's passion play. Whether he does this consciously or not is unknown.
Occasionally the Living Nemesis exits his master to tred the Demon City, drawn
by an especially regretful demon. Few would presume to stand in his path, not
only out of fear of his personal prowess but they fear drawing the ire of the
Crucible of Torments should they harm the Living Nemesis.

The most persistent rumor regarding the Living Nemesis is that the Nemesis was
a Monster of the Id created centuries ago against some nameless victim but
that after slaying the cowardly fool it persisted despite all Valtiel's
expectations and proceeded to slay and devour Valtiel's Reflective Soul. The
truth of this rumor is unknown.

Summoning: (Obscurity 2/2) Summoners call forth the Living Nemesis to
destroy their enemies. He is poorly suited to any other task, though some
arrogant summoners called him forth as a bodygaurd or to ferret out those who
betrayed their master and felt guilt about it from their courts. If the Living
Nemesis encounters someone with true regrets and is prevented from punishing
them he gains a point of Limit.

Motivation: To punish the guilty. The Living Nemesis always has a
negative Intimacy towards his current victim and nobody can guess at his other
Intimacies.
Attributes:
Strength 12, Dexterity 5, Stamina 12, Charisma 3, Manipulation 3, Appearance 0,
Perception 5, Intelligence 2, Wits 2
Virtues:
Compassion 1, Conviction 5, Temperance 2, Valor 4
Abilities: Melee 5 (Swords + 3), Resistance 5, Integrity 5, Presence 1
(Intimidation +3), Performance 1 (Intimidation +3), Survival 5 (Tracking +3),
Investigation 5 (Uncovering Guilt +3), Awareness 5
Backgrounds: Cult 2, Backing (The Crucible of Torment) 5
Charms
Bane Weapon -- The Guilty
Destiny Sponsorship -- Against The Guilty
Divine Perogative -- Punishing The Guilty
Hurry Home -- The Crucible of Torment's Otherworld
Landscape Travel -- When Nobody Is Looking (x2 movement)
Meat of Broken Flesh -- The Guilty
Portal -- When Nobody Is Looking
Principle of Motion -- Nine Banked Actions
Sense Domain -- Guilt
Sheathing The Material Form -- Against The Guilty
Spirit Cutting
First (Ability) Excellency -- Melee, Survival, Investigation
Second (Ability) Excellency -- Integrity, Resistance, Awareness
Ox-Body Technique -- +4x-1, +4x-2
Essence Plethora -- +40 Motes
Reserve of Will -- +4 Willpower
Materialize -- Cost 80 Motes
Join Battle: 7
Attacks
Soak:
18L/24B (Bloody Leathers +12/+12)
Health Levels: 1x-0/10x-1/10x-2/-4/Inc
Dodge DV: 6 Willpower: 9 (13)
Essence: 7 Essence Pool: 155
Other Notes: Stroytellers who wish to make the Living Nemesis a
more intimidating opponent can say that it is indeed a former Monster
of the Id and that it retains some of its unique powers. These powers
would resemble the Infernal Charms Ablation Of Brass And Flame,
By Agony Empowered, Inner Devils Unchained (Phalegs), Cosmic Transcendance of
Convicton and Broken Silence Laughter Defense . They are not exactly
those Charms, and the he may not use any of them outside Valtiel's Otherworld.
The Living Nemesis can not speak or apparently communicate at all, but it
understands the orders of its summoners no matter what languages they speak.

Balseraph, The Lying Woman
Indulgent Soul of the Crucible Of Torment

Legends are whispered throughout Creation that those who can survive
the Crucible of Torment will be rewarded in way they can not imagine. The
legends say that those who can truly redeem for their sins and honestly
desire to put things right can exit the accursed land with the gift of
a second chance. Your loved one may be returned to you, whole and
healed no matter how you lost her and things can be better now.

The legends lie.

The most common way to encounter the demon Balseraph is in the fog of
the Crucible of Torment. She will appear in the form of a female loved
one who is dead, but there will be several things about her which are
just different enough that she can be mistaken for someone else. These
relative imperfections reflect the desires of the viewer. If one
wished their wife was more sexually aggressive Balseraph will appear
more inticing, if one wished his mother was more caring she will appear
more motherly, if one wished her general was more competent she will
appear more martial and so on.

Balseraph will claim to be another innocent victim of the Crucible of
Torments and will latch onto her chosen victim for "protection". She will
follow the unfortunate around, weaving her Charms around his heart. The
victim will find his memories of his lost loved one fading and slowly
being replaced by memories of Balseraph chosen form. She will insinuate
herself into the passion play created by the Crucible of Torment, playing
the role of victim or saviour as the victim desires. She will act as guide
and companion, always pushing the victim into more and more danger but
never quite more then he could handle (although if he dies she will
simply move on without a care).

Eventually he will completely accept her and escape the Curcible of Torment
with her, leaving Valtiel's fog. For a time she will play the perfect dark
mirror of the loved one that was lost, filling the person's soul with joy
and healing old wounds... but there is always something odd about
her and eventually the victim sees through her deception to her true form.
At that point she tears his body and soul apart and returns to the Curcible
of Torment to await her next victim.

Balseraph represents Valtiel's desire to forgive and forget. She is drawn
to those who wish to avoid pain by forgetting the past. She indulges the
whim to never face your darker nature, until eventually the deception turns
sour and she takes on her father's nature and destroys those who were
never able to overcome their regrets. Because of this, Valtiel can not say
no to her. Rumors in the First Age persisted that some Exalt had actually
truly won her heart with his overwhelming commitment to live without regrets
and she assumed the form of her dead wife until she was slain defending her
mate during the usurpation. The truth of this rumor is highly suspect.

In her true form Balseraph appears as a mutilated woman bound to a iron-framed
bed with barbed wire and chain. She uses tendrils of barbed wire to climb
across cielings and to lash those who have seen through her deceptions at last,
viciously torturing them to death as slowly as possible.

Summoning: (Obscurity 4/5) Summoners call forth Balseraph out of greif
and the desire to be with a loved one they have lost, even if they know it is
a lie. Some summoners enjoy her carnal pleasures, and she rivaled Mara in her
conquests during the First Age. Vindictive summoners call her forth to inflict
her on their enemies. When summoned she always appears in a form appropriate for
her summoner or her victim (if the summoner is calling her to torment another).
If neither applies she appears in her true form, which causes her great
discomfort. Every day she must remain in her true form she gains a point of
Limit. Balserpah may not be accidentally released into Creation, but when
someone murders their wife and regrets it she may draw them into the white fog
of the Crucible of Torment and if he survives that place she may leave with her
into Creation should she desire it.

Motivation: To remove grief by replacing lost loved ones and, failing
that, murder. Her Intimacies are toward Valtiel, Widows and Widowers,
Nightmares, her dead First Age lover (if she exists) and she has negative
intimacies towards The Living Nemesis.


Attributes:
Strength 2, Dexterity 8, Stamina 2, Charisma 1, Manipulation 12, Appearance
Varies*, Perception 5, Intelligence 4, Wits 7
Virtues:
Compassion 5, Conviction 4, Temperance 1, Valor 2
Abilities: Martial Arts 5 (Whips +3), Integrity 4, Performance 3,
Presence 6 (Seduction +3), Lore 2, Medicine 4, Occult 3, Awareness 3,
Athletics 1 (True Form +3), Larceny 6 (Impersonation +3), Dodge 4, Socialize 5,
Linguistics Varies*
Backgrounds: Backing (The Crucible of Torment) 3, Cult 4
Charms:
Form Reduction Technique -- If she reduces her Essence to 1 she is
indistinguishable from a mortal using any magic less potent than Eye of the
Unconquered Sun. Even All Encompassing Sorcerer's Sight only grants a +1 die
bonus to see through her illusion.
Host of Spirits -- Summons crows, bats or ravens to harass her opponents
Hurry Home -- The white fog of the Crucible Of Torment
Landscape Travel - May move along walls or ceilings as easily as the ground in
her natural shape
Measure The Wind
Memory Mirror -- Memories of lost loved ones
Mind-Knife Sacrement -- Removes inconvenient memories about the person whose
form she has assumed
Sense Domain -- Those who have lost a female loved one
Shapechange -- Takes the form of a female loved one who is dead or lost forever
Stoke The Flame -- Longing or Lust
Wine of Infinite Heartbreak -- Those who have been seduced by her illusions
First (Ability) Excellency -- Martial Arts, Presence, Socialize
Second (Ability) Excellency -- Larceny
Third (Ability) Excellency -- Integrity, Dodge
Divine (Presence) Subordination -- Maintaining her chosen role
Materialize -- Cost 75 motes
Martial Arts -- Laughing Wounds Style (All Charms)
Join Battle: 11
Attacks
Punch Speed 5 Acc 14 Dam 2B Def 15(8) Rate 3
Kick Speed 5 Acc 13 Dam 5B Def 11(6) Rate 2
Clinch Speed 6 Acc 13 Dam 2B Rate 1
Barb Wire Whip Speed 4 Acc 16 Dam 7L Def 18(9) Rate 4
Soak: 9L/10B (Iron Framed Bed +8/+8, only in true form)
Health Levels: 1x-0/6x-1/6x-2/1x-4/Inc
Dodge DV: 9 Willpower: 9
Essence: 6 Essence Pool: 105
Other Notes: Balseraph always has Appearance 1 dot higher then the form
of the person she has stolen, since she can not help but be a little more
perfect then they were. In her natural form she has Appearance 0. She may wield
her barbed wire whip in both her adopted and true forms, in her adopted form she
wields it by holding it like a normal whip, in her true form she gains the
benefits of the Multiple Arms mutation 4 times (reducing all multiple action
penalties by 4) as the barbed wire whips serve as her multiple limbs. She can
speak whatever languages the person whose form she is adopting could speak. Her
Cult rating does not come from prayers to herself. Whenever someone offers
prayers to a dead woman who soul has passed into Lethe or Oblivion Balseraph
steals the Essence.


Phaleg, The Penitent Ones
Progeny of the Living Nemesis

When a mortal is drawn unawares into the Curcible of Torment it is rare for them
to ever escape, not even death offers a release. Such mortals are hunted down by
the Living Nemesis. He terrorizes them, drives them into a corner and finally
pins them to a floor or wall with his great knife. Then he grabs their skin and
rips them inside out, sealing them away inside a prison of their own skin then
pours virtiol into their hearts until all that is left of the human is pain and
regret.

The Phaleg appears as a grotesque parody of a human figure. The entire upper
torso has been turned inside out, with the skin warped around it like some
horrific straightjacket sealing the arms and head inside. Only a single hole
exist through which one can hear the laboured sobbing of the Penitent One's
voice. The demon can spit vitriol from this orifice as their only form of
defense.

The Phaleg shamble mindlessly around inside the white fog and otherworld of the
Crucible of Torments. When Valtiel moves to a new location the Phaleg move with
him, drawn along in his wake like detirus in a breeze. Often Phaleg are the
first type of unusual demon a victim caught in Valtiel's clutches will
encounter. The demons are drawn to fear and despair and mindlessly attack any
living being that wanders near, but are quick to forget about those who show no
fear.

Summoning: (Obscurity 5/5) There is very little reason to summon a
Phaleg. They make poor soldiers or gaurds and have few useful skills. They can
sense fear and despair, but are too mindless to serve as hunting hounds. Phalegs
can not enter Creation on their own and are rarely encountered apart from the
Crucible of Torments. The only advantage a Phaleg offer is it never resists
being bound, automatically assuming the Slave template.
Motivation: Share their misery with others.
Attributes:
Strength 2, Dexterity 2, Stamina 2, Charisma 1, Manipulation 1, Appearance 0,
Perception 1*, Intelligence 2, Wits 2
Virtues:
Compassion 1, Conviction 1, Temperance 3, Valor 1
Abilities:
Martial Arts 1 (Body Slams +1), Thrown 5 (Acid Spit +3), Survival 1 (Inside
Valtiel +2), Dodge 4, Stealth 3 (Hiding +2), Linguistics Varies*
Backgrounds: None
Charms:
Acid Spit -- As dragon susprise, spits Vitriol
Hurry Home -- The Crucible of Torment
Sense Domain -- Fear and Despair
Materialize -- Cost 30 motes
First (Ability) Excellency -- Thrown
Second (Ability) Excelleny -- Stealth
Third (Ability) Excellency -- Dodge
Join Battle: 2
Attacks:
Body Slam Speed 6 Acc 5* Dam 2B, Def 5(2)* Rate 1
Acid Spit Speed 6 Acc 10* Dan 4L Rate 1 Range 10 yrds (5m, 1wp per attack)
Soak: 3L/3B (Twisted Flesh +2/+1)
Health Levels: 1x-0/3x-1/2x-2/1x-4/Inc
Dodge DV: 4* Willpower: 4
Essence: 2 Essence Pool: 40
Other Notes: Phalegs are Blind, and thus suffer a -2 external penalty on
all rolls that require vision, including most combat rolls and DVs. Phalegs are
almost always Extras.

Ophiel, The Surgeons of Nightmares
Progeny of The Lying Woman

When the Lying Woman assumes the form of someone's lost love she must eventually
abandon it. When she does the Essence of her deception gathers in the mists of
Valtiel and eventually forms into a Ophiel. Whenever the Curcible of Torments
leaves a section of the Demon City it invariably leaves behind a number of the
Ophiel. As such they have spread across the whole of Malfeas, using their
peculiar skills to earn a living. The Ophiel can cut painful or disturbing
memories from their subjects, though their surgery inevitablty involves cutting
the living flesh of their patients.

Ophiel appear as breathtakingly beautiful women, wearing revealing white outfits
that are often splattered with blood. Their faces are always hideously
mutilated, and each one is mutilated differently. Some have had their eyes cut
out, others had their faces burned or ravaged as if by a wild animals claws or
had surgical masks and bandages melted into their features. Some have their
heads on backwards. Some of the more self-important ones wear elaborate malfean
porcelain masks to conceal their disfigurement, others revel in their
hideousness. When they move their motions are jerky and accompanied by
popping sounds. In motion they appear as if someone had seen what a human being
appeared like on the outside but hadn't quite grasped how they are put together
inside.

Ophiel are drawn to people who have negative memories, whether memories of pain,
loss, fear or despair. Those that have escaped the mists of Valtiel know to curb
their desire to cut these memories from their victims, those still inside the
mists do not seek their patients permission first.

Once a Ophiel has cut out a painful memory they process the dreamstuff into a
special elixir which grants strength to those who imbibe it. They care little
for this ampules and have been known to drop them in the oddest places.

Summoning: (Obscurity 2/3) Ophiel are often summoned to remove painful
memories from their masters. Wise summoners also draw forth a Sesseljae before
the Ophiel starts her work. Some use her to create her ampules, which she has no
use for in the Demon City. Those that can stand their faces find the Ophiels
excellent couretsans, though their tastes run to the violent. Some summoners use
the Ophiel to cut out selected memories from their victims, not just painful
ones. Though forcing a Ophiel to remove a non-painful memory causes the Ophiel
to gain a point of Limit.
Motivation: To cut out painful memories.
Attributes:
Strength 1, Dexterity 2, Stamina 1, Charisma 5, Manipulation 1, Appearance 5*,
Perception 2, Intelligence 2, Wits 1
Virtues:
Compassion 4, Conviction 4, Temperance 1, Valor 2
Abilities: Melee 4, Integrity 2, Presence 2, Performance 2, Resistance 2,
Craft (Water) 5, Medicine 2, Occult 2, Lore 2, Awareness 1 (Light Sources +3),
Dodge 3, Socialize 2, Linguistics 1 (Native: Old Realm, one other)
Backgrounds: None
Charms:
Creation of Perfection -- Work With Painful Memories (see Touch of Eternity)
Hoodwink -- Effects any being sexually attracted to the Ophiel
Memory Mirror -- Painful Memories
Mind Knife Sacrement -- Removes memories, however for each success required on
the roll the demon must inflict one lethal health level of damage. If the demon
has already damaged the victim this scene, it can use this Charm after the
attack.
Principle of Motion -- 8 Banked Actions
Sense Domain -- Painful Memories
Spirit Cutting -- The Ophiel can operate on even immaterial spirits
Touch of Eternity -- Once the Ophiel has cut out a number of painful memories
equal to 10 health levels (one lifetimes of memories; see Mind Knife Sacrement)
the Surgeon of Nightmares may forge it into a special elixir called an ampule.
This costs the demon 15m, 2wp. The elixir created will remain potent for 10
years, granting anyone who drinks it ALL the benefits of a Touch of Divinity
(except the reduced aging) until the potion loses potency.
First (Ability) Excellency - Melee, Dodge
Second (Ability) Excellency - Craft, Medicine
Third (ability) Excellency - Melee
Materialize -- Cost 60m
Essence Plethora -- +30 motes
Reserve of Will -- +2 willpower
Join Battle: 2
Attacks
Punch Speed 5 Acc 3 Dam 1B Def 4(2) Rate 3
Kick Speed 5 Acc 2 Dam 4B Def 0(0) Rate 2
Clinch Speed 6 Acc 2 Dam 1B Rate 1
Scalpel Speed 5 Acc 8 Dam 5L Def 7(4) Rate 3
Improvised Club Speed 5 Acc 3 Dam 7B Def 6(3) Rate 2
Soak: 4L/4B (Blood stained uniform +3/+3)
Health Levels: 1x-0/5x-1/5x-2/1x-4/Inc
Dodge DV: 5 Willpower: 8 (10)
Essence: 4 Essence Pool: 110m
Other Notes:*Despite their deformed faces the Ophiel are quite stunningly
beautiful. Still humans often find their faces disturbing and thus those who do
no conceal their face behind a mask have effective Appearance 1 (but 5 for the
purpose of resisting social attacks).
 
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EarthScorpion Ghost Homebrew: Shades
Credit for this basic idea goes to... someone. Probably Revlid, knowing how much of his original Underworld Revision I've internalised.

In essence, though, these shades basically exist to smooth over the fact that given the nature of ghosts in my revised deathly stuff, you are not going to have ghosts that are happy to be farmers. Ghosts be cray-cray, yo. A society of ghosts is about as divergent from a living society as a society of demons.

Now, that's not entirely desirable. We do want ghosts to be strange and weird, but it's probably not a great idea to make every deathly society into Sadako, Alma, Beetlejuice, and the Woman in Black locked into a box. But I don't want to allow "I'm a ghost and I'm happy to be a farmer". Hence, the solution is to use the connections between the Underworld and memory to make a class of scenery-people (also, scenery animals).

This has the added advantage that if they're memories of Creation, they're going to spawn mostly close to Creation. Which incentivises conflict in the Underworld, because the powers in the lands of the Dead are older ones - like all those 700 year old Shogunate ghosts. Hence, there's a good reason for them to invade the shallower domains and take their shades as tribute.



Shades

The Underworld is a land of memories as well as a land of death. Its geography is made of recollections and nostalgia. But a location is more than its physical description; a location is its people and its society and its feel. Therefore, just as an Underworld forest is filled with the memory of trees, so too is an Underworld town full of the memory of people. These walking, moving memories are known as shades.

Shades are not ghosts. Ghosts are the lingering souls of once-living beings, held to the mortal coil by a refusal to die - or by fell magics that bind them. A shade exists because the living and the Dead remember a location as having people dwelling in it. They are mobile scenery, part of the pallid imitation of life the Underworld pretends to. A shade does not think, does not feel, does not love or laugh or cry. They are the teeming masses in the background, the recollection of being surrounded by people and of seeing animals in the fields.

In some domains, one can walk through the lands of the Dead and see very few Dead. Shepherd shades herd shade sheep. Faceless villager shades pick at the ground, harvesting pomegranates and pale grapes from orchards. When the lords of death and the greater Dead war over domains, the shades within are part of the landscape, to be seized by the victor. Lesser Dead capture and corral them like beasts, selling them to other domains or taking them for their own personal use. The shades do not care, as long as they can do what they must. They are the ultimate downtrodden masses; without will and without want.

Shades are one of the key indicators of the proximity of a domain to Creation. A healthy domain has fresh shades coming into existence, for the memories of mortals shape the land. Once a domain is cut off from the living world, however, this flow slows to a trickle, as now only the pallid and distorted memories of ghosts bring them into being. The shades that do come into being are warped and twisted - memories of memories of people, rather than memories of people. And this cycle continues as a domain sinks lower and lower, and the shades grow more and more warped. These domains must resort to trade or invasion to take fresh shades from more healthy settlements, and this is a major cause of wars in the Underworld. The Shogunate powers of the lands of the Dead are buoyed up by countless shades taken in tribute, forming a mismatched underclass from many modern societies.

If it were not for shades, the society of the Dead would likely lock up. Ghosts only linger when they have some great driving urge that allows them to hold off the lure of Lethe. They all have great and terrible wants; the need to get revenge on their killer, the need to protect their children, the need to drag young men down to drown in stagnant water. This is not a mindset conducive to subjugating one's desires to another's. Shades, on the other hand, exist to fulfill whatever recollection brought them into being, and so clean floors, rebuild structures, and maintain the slowly mouldering memory-realm.

There is much necromancy and deathly thaumaturgy that invokes or draws on shades. Perhaps the most famous are the lavish sacrificial rituals of thanotic kings, that ensure that an abundance of shades that wear the face of the sacrificed men and beasts form in the Underworld. When a necromancer would animate a corpse without binding a ghost into it, she crams a shade down its throat to get a shambling, stupid servant. Shade servants are sent to carry messages to a target or bear a carefully crafted curse.

Shade Mechanics

Shades no not have true Attributes or Abilities. Instead, they have a small number of Style dice pools, almost always rated at 5 or less. Shades cannot take actions outside their Styles. A soldier shade might be able to fight, but it cannot fix a barn or herd sheep. Shades cannot learn and do not gain XP, and only have a sense of self-preservation if it is in-theme for one of their Styles. They are always Enlightenment 0.
 
Aaron Peori Homebrew: Resonance
I think going straight to death is a bit too much but I really do like the idea that the Abyssals, more so than any other Exalted, have to work towards some goal or else they suffer horrific consequences of which 'death' is just one of the flavors of bad. This, obviously, suggest it ties directly into Resonance.

So, what is Resonance? Basically, Resonance isn't the will of the Neverborn or Deathlord's being mad at you or any sort of cosmic punishment for being nice to people. Resonance is, put simple, the fact that you are dead and nothing can prevent that. Every breath you take is a violation of the natural order, a transgression against existence itself. You breath in living essence and you respire out Resonance, the discordant reverberation of the cosmos as it creeps towards demise.

Characters would naturally accumulate Resonance not as punishment for being too human, but just automatically all the time. You'd work out some level of workable for a gameable amount. One/day may be too much but one/month is too little... probably about one per week sounds about right. Or maybe you can hold it off by doing typically Abyssal stuff. If you're in the Underworld or a Shadowland your Resonance is one/month, if you are in Creation (or another realm) but surround yourself with the trappings of death its one/week, if you're in Creation but denying your nature you get one/day.

You also gain Resonance from Sin. That is, from denying your Virtues. Whenever you succeed on a Virtue roll but decide to act contrary to the Virtue you get one Resonance. By denying your self, the passions that keep you moving, you speed up your return to the grave.

Players would then have ways of draining Resonance dots. All Abyssals get two baseline options; kill a sapient being (-1 Resonance) or act to further their Motivation (-1 Resonance whenever you would regain a wp from your Motivation). Ghosts, noteably, don't count as sapient beings so even if your Abyssal lives in a cave in the Labyrinth eventually he will be driven out of it by the pull of the grave on his soul.

If an Abyssal hits ten Resonance he starts suffering progressive penalties and if he stays at 10 Resonance too long he dies.

However, you would also get, in each of the Abyssal Charm trees, various ways of spending Resonance. Hmmm...

I'm going to steal an idea from oWoD demon here and suggest that all, or perhaps simply the majority, of Abyssal Charms have two modes of effect. There is the Natural effect, and the Resonant effect. The natural effect if what you get when you expend the normal costs of the charms (motes, wp, health levels, whatever). The Resonant Effect allows you to spend 1 Resonance to get a more powerful but also more transgressive and horrible version of the effect.

I could even see effects that voluntarily increase Resonance in certain ways or allow you to 'spread the love around' as an effect.

For example:



Irresistible Succubus Style
Cost: 5m, 1wp Type: Simple Duration: Indefinite
Keywords: Emotion, Resonant, Combo-Ok
Mins: Appearance 5, Essence 3 Prereqs: (something)

The Lord of Noble Shadows path guides the Abyssal with the fascination of death, the uncanny attraction of all things doomed to die with that moment of final doom. This Charm is activated when the Abyssal and one other consenting creature share a moment of intimacy; physical, emotional or otherwise. It can include any passion so long as the process takes at least a few minutes of close interaction.

The Abyssal rolls Appearance + Presence versus the targets Dodge MDV, adding his Essence in bonus successes. If successful the target immediately develop an Intimacy towards the Abyssal tinged by the Emotion their brief affair imposed. From there forward so long as the motes remain committed the target suffers a -3 internal penalty on any roll that would act against the Abyssal and a +1 die bonus on any action that supports the Abyssal or their stated goals. The target may resist this effect by spending 1wp to ignore it for one scene and shakes it off entirely when they have spent (Essence, maximum 5) wp in total.

Resonant Effect: By channeling the charnel power of the grave the Abyssal does not just inflict an Emotion on their target but drains a bit of their vital force as well. This effect must be accompanied by a symbolically violent act to culminate the encounter. Drinking blood is the most common expression but not the only.

The victim of this Charm gains an Resonance track filled with one permanent Resonance point and now counts as a Creature of Darkness if they didn't before. The Abyssal no longer needs to maintain Commitment to this Charm so long as the victim has at least one dot of Resonance. While bewitched the victim becomes pale and wane and more prone to sickness and ill health, this is visible but not Obvious as a charm effect (Diff 3 Perception + Occult or Diff 5 Per + Medicine roll to determine the cause). The victim suffers -(current resonance) external penalty on all rolls to resist hardship and disease as well as daily rolls to recover WP unless they have indulged their emotional intimacy with the Abyssal in the previous day. When working to further the intimacy or the Abyssal's stated goals they become a frenzy of mad energy, gain +(their current resonance) successes on all actions. However they also suffer one bashing health level of damage for each such scene of frenzied activity.

The Abyssal may terminate this Charm at any time by engaging in the same action as the initiating action and drawing all current Resonance from the victim into himself.
 
Aaron Peori Setting Homebrew: Necromancy, The Broken Enlightenment
Necromancy: The Broken Enlightenment

A History of Necromancy

When the Primordials forged Creation from the inchoate chaos that existed before time they forged a language of understanding with which to cooperate. This process made all things possible, time and space and life and death and all the facets of existence. The shinma were fixed by their efforts and the elements and the fabric of the Loom of Fate spun from their essence. The full understanding of this method is beyond the capability of all but the Primordials themselves, even the greatest Twilights of the High First Age could only decode the simplest arrangements of this language of will-working. This process was called Sorcery.

It was not enough.

Nobody knows who it was that journeyed through the deepest and most dangerous realms of the Underworld, who navigated the rivers that had grown impassably violent and dense that far from the sanity of Creation or who wandered the unspeakable horrors of the Deep Labyrinth to come across the tombs of the dead Primordials; the Neverborn. It is known what their goal was.

The idea was simple; scholarship of the secrets of the highest tiers of Sorcery, beyond even the Adamant Circle into the realm which the Primordials themselves used to forge all existence, was impossible because so much of it had been lost in the Primordial War. Perhaps the breaking of the Primordials into the Yozi had shattered their capacity to employ their most useful secret. Perhaps the Three Spheres Cataclysm had burned away most of its vocabulary. Perhaps the dead and sunken Primordial corpses, which existed beyond the reach of these events, could be mined for hidden secrets.

The conspiracy which cracked open the tombs of the dead yet dreaming corpse-titans and turned their fitful nightmare influence loose upon the Underworld came to be called the Black Nadir Concordant. They succeeded in finding a truth that was not contained in Sorcery, a way of manipulating raw Essence and will that defied the limitations of Sorcery. Truly it seemed they had stumbled upon the secret of exceeding even Exalted understanding and standing as peers to the ancient Primordials themselves.

They were wrong.

Long before the full understanding of what they had unleashed was achieved the practice of Necromancy had spread throughout the First Age. Mystery cults and illegal research projects began to appear faster than the Deliberative could suppress them and entire regions broke ties with the Deliberative to practice the black science openly. Horrific experiments multiplied and inflicted lasting and seemingly unhealable wounds on the geomancy of Creation. By the time of the Usurpation the true cost of Necromancy was being explored even as the Deliberative began to ponder legalizing it. Some say this was one of the more dire causes for the Dragonblooded uprising. Others claim that the continued spread of the practice throughout the Shogunate was only possible because the Terrestrial Exalted could not police it as well as the Celestial Exalted had been able to. Certainly the aberration that was Mamara's Fell was beyond any Necromantic experiment before it.

What is Necromancy?

The Black Nadir Concordant was attempting to bypass the limits of Sorcery in their explorations. In a way, they succeeded. In a far more important way, they failed utterly. Sorcery can been seen as the utilization of a system designed by the Primordials to found Creation, of which Sorcerers gain only a very limited understanding. In effect, all Sorcerers are driven slightly mad by their Initiations into Sorcery as their entire worldview is sent askew. It is said that Sorcery changes the Sorcerer as much as the Sorcerer changes the world. Perhaps an exaggeration, but one that is useful enough that it is common wisdom among the more reputable Sorcerous Academies.

In principle, Necromancy is nothing more than another form of Sorcerous initiation, much like the more common Salinian School or the Infernal Enlightenments available to Infernals and Akuma. A creature that learns a Necromantic Initiation is just like any other sorcerer. They conjure the same spells in the same manner as any other Sorcerer. The spells are twisted and distorted by the Necromantic Enlightenment in the same manner a Infernal distorts a spell through their patron Yozi's understanding of Sorcery. Whereas a Salinian Sorcerer would conjure a swarm of obsidian butterflies and Malfean Sorcery would conjure a plague of brass wasps, a Necromancer would evoke a cloud of razor sharp bone locusts. Instead of brass skin a Necromancer would transform their skin into the desiccated leathery flesh of a mummy. The Sorcerer may travel in a miniature tornado but a Necromancer is carried across the earth atop a monstrous carpet of skeletal arms that burst forth from earth in front of him, fling him over obstacles and snatch projectiles from the air. None of these aesthetic differences effect the underlying mechanical effects of the spell. Players are encouraged to come up with their own variations on these spells with Storyteller approval.

Like Sorcery, the Necromantic Enlightenment is broken up into three levels designed as Charms, available at Essence 3, 4 and 5. Colloquially these are called the Shadowland, Labyrinth and Void Circles but this is an affectation not a statement of meaning. Any creature capable of achieving the equivalent level of Sorcery can learn Necromancy of the same level with some caveats. Countermagic (or equivalent effects) of the appropriate Circle operates equivalently between the various forms of Enlightenment. An Adamant Circle Countermagic will disrupt a Solar Circle Sorcery as much as a Void Circle Necromancy, Sapphire Countermagic is equally effective against Celestial Sorcery, Labyrinth Necromancy or God-Machine Weaving and so on. Unless explicitly detailed otherwise in the Charm which grants access to Sorcery any Sorcery spell may be learned by an equivalent Necromancer and vice versa at the same level of Enlightenment. A Shadowland Necromancer can learn a version of Open the Spirit Door as easily as a Terrestrial Sorcerer can learn the Rune of Sweet Passing. Some spells will be easier or more efficacious if cast using one form of Enlightenment or another as outlined in the individual Enlightenment Charm learned but in principle there is no other limit unless spelled out by that Charm.

The primary weakness, and benefit, of Necromancy is that learning Necromancy does not actually manipulate Essence in the same way that Sorcery does. Instead it creates Resonance. It is impossible to employ Necromancy without becoming tainted by this dissonant energy. All beings that learn any Necromancy Enlightenment Charms gain a Resonance track if they did not already have one. This track starts empty but learning certain Necromancy spells earns Resonance points and certain extremely potent spells grant Resonance dots as well. Most beings do not have a way of naturally expelling Resonance. Only Abyssal Exalted can natively reduce their Resonance track, all others must do so through certain spells and rituals. These rituals are well known to the Immaculate Order and most exorcists across Creation and are difficult to perform secretly without extensive preparation. Any creature with one or more dots of Resonance is considered a Creature of Darkness, with all the penalties that entails. Because of this Necromancers are extremely secretive and rare, most Exalted consider losing access to many of their most potent Charms to not be worth it, as well it makes them a target of suspicion for their peers. Necromancy is illegal and punishable by death in both the Realm and Lookshy.

Necromancers who do not have a native Resonance track or other condition that imposes penalties for Resonance instead suffer the following effects: For every two dots of Resonance they have they suffer a -1 external penalty on rolls to regain Willpower from rest as their sleep is filled with disturbing images. The only way to regain Willpower once they have achieved 10 Resonance is to fulfill a Motivation, which tends to make Necromancers dangerously obsessed.

Infernal Exalted may never have a Resonance track or Resonance points. The very nature of the Essence that empowers them abhors and rejects such an event. Any Charm or other supernatural effect that would induce such a state that manages to pierce all other defenses the Infernal uses fails and instead causes the Infernal to gain one Limit. If the Infernal attempts to voluntarily induce a Resonance Track or Resonance points on themselves the attempt fails painfully, causing one Aggravated Health Level and one Limit dot for each such dot of Resonance they would have gained.

This obviously means that Infernal Exalts may not gain Necromancy Enlightenment (or use spells that gain Resonance or cost Resonance). However, as it is the nature of the Ebon Dragon to transgress boundaries those who study the Sorcerous Enlightenment of the Ebon Dragon may gain some limited understanding of Necromancy.

An Infernal may learn the Charm Ultimate Darkness Internalization, activating it to transform his Essence in a way that allows him to count his Ebon Dragon Enlightenment Charms as equivalent Necromancy Charms. However, he still does not gain a Resonance Track or Resonance Points. Gaining Resonance points in this state instead causes one level of Aggravated Damage and a point of Limit that may not be removed until the Infernal returns to his natural state. Effects which require the expenditure of Resonance instead cause one Aggravated Health Level and a point of Limit.

The Ebon Dragon, in his magnanimity, has made a version of this effect available to all Yozi in the creation of Akuma. Such Akuma are explicitly divorced from the Yozi's usual soul architecture and as such gain a Resonance track and Resonance points as normal for a Necromancer. These Necromantic Akuma are more dead than alive, and most Yozi see them as horrific abominations to be destroyed on sight though a few keep such experimental creatures secret for their own purposes. Rumors persist, despite all of Cecelyne's efforts, that Malfeas himself has sealed away an unspeakable monster within his most hidden vault that once might have been the remnants of his dead fetich.

The Profane Truth of Necromancy

Given the limitations and dangers of Necromancy why would one ever study it? For some, it is seen as not a choice. For almost all Abyssal Exalted, as well as a certain percentage of Dragonblooded and Lunar Exalted who have acquired Resonance by being too close to the Underworld, learning Necromancy is easier than Sorcery and the dead are easier to entreat than elementals or demons. Many mortals can not find a teacher willing to guide them through Sorcerous Initiation but Necromancers are always on the outlook for people willing to pursue knowledge or power at any cost.

The other major reason to study Necromancy is that many Necromancers seek to transcend the limits of Sorcery. The ultimate goal of many Necromancers is to defeat the fundamental laws of Creation, to defeat Death and Time. Necromancy is an act of transgression against existence, a profane rejection of the very laws of time and life. Necromancy sickens Creation, violating the established order. Whereas a Sorcerer manipulates the laws of essence in ways both expected and unexpected the Necromancer causes those laws to break down and shatter. In this way, the Necromancer hopes to undo Death.

Of course, no Necromancer has ever succeeded. If it is even possible to succeed, such a feat would need to break all of causality and destroy the Loom of Fate and murder the shinma themselves. Such insanity is not worth contemplating, but for the Necromancer this reasoning is a fiction meant to deceive. They are convinced that some experiment, some research, will allow them to bypass the laws of samsara and ascend to transcendence. In effect, Necromancy tends to attract those who have exhausted all other avenues in the pursuit of the impossible, the desperate or the mad.

Mechanically what this means is that while Necromancy is still limited to the absolute mandates of Sorcery (no effecting Celestial events without the permission of the Incarna, no time travel, no bringing back the dead) it has a lot more wiggle room than Sorcery does. However this wiggle room comes at a cost. Any effect which exceeds the normal limits of Sorcery is going to induce a point of Resonance on the Necromancer when he learns the spell, and the casting of spells which greatly violate natural law tend to accumulate between 1 to 3 Resonance (depending on the Circle) when cast. In effect this means that a Necromancy spell can be slightly more powerful than its Sorcery equivalent in terms of area of effect, duration, raw damage and so on (no more than half again as powerful if it accumulates 1 Resonance per Circle of the spell).

Necromancy that accumulates Resonance is also subject to two limitations that normal Sorcery is not. First, it is hated by the Unconquered Sun. Any Necromancy effect that accumulate Essence when learned or cast is weakened when exposed to direct sunlight, typically by about half its area of effect, duration, raw damage and so on. This effect also extends to the green light of Ligier, who hates Necromancy with a fervor that borders on madness for reasons he is unwilling to explain. This does not effect Necromancy cast in Autocthonia, the Deep Wyld, the Underworld or other places where the full light of the sun does not shine. Further, any spell of the Labyrinth or Void Circle that is cast is considered a Blasphemy effect (see Infernals, page 103) that may draw down the ire of Heaven. Such effects may be hidden if cast in a Shadowland or otherwise shielded with sufficient Trappings of Death. Frequent use of Necromancy will also permanently damage local geomancy and causality in a region, though the effects of this are best left to the storyteller and should serve more as plot device than as punishment. It would take years of high level magic to do permanent damage to a region.

One of the most frequent tools in any Sorcerer's toolkit is the summoning spell. Whether calling demons, elementals or the restless dead it is the nature of sorcerer and the necromancer to surround themselves with spirits and otherworldly beings. As with all things, the version of enlightenment you use can effect this greatly.

Most sorcerers, those who have reached enlightenment through the Salinian, Devonian or Silurian method, may summon demons, conjure elementals and call up the restless dead with the appropriate spells of the appropriate circles. Exalted sorcerers may bind demons and compel elementals, but they may not bind the spirits of the dead using normal Sorcery. Ghosts and other creatures of death are not bound by Primordial surrender oaths and thus can not be task or abissically bound. However the Sorcerous version of Summon Ghost does allow the Sorcerer to engage in the usual battle of wills; if successful the ghost so summoned must remain in the summoning circle until either the next sunrise or until the sorcerer releases it. Further the sorcerer can send it back whence it came at any time so long as it remains in the circle. Any bargain struck with the restless dead within the circle is sealed as if it were an Eclipse Oath with Essence equivalent to that needed to cast the spell. Banishment spells work as normal.

Infernal sorcerers, both Exalted and akuma as well as Infernal cultists, can summon and bind demons based on the Laws of Cecelyne (as discussed in the Infernals book). They may also conjure elementals but may not bind them, as the elementals were freed from Primordial control by the Surrender Oaths. However you may seal them within their binding circle with the usual clash of wills until the next sunrise or the sorcerer releases them. Any bargains established with the newborn elemental are sealed as if by an Eclipse Oath of Essence equal to that of the binding spell. However, they have no power over the dead. An Infernal Sorcerer may not learn Summon Ghost or higher Circle equivalents, nor do their Banishment spells effect the dead. Those who have learned Ultimate Darkness Internalization may summon ghosts in the same manner as regular sorcerers while under that Charms effects, doing so does not cause damage or Limit to accumulate. However they will be unable to conjure or oath bind elementals in this state, and any oaths they have will immediately dissolve the moment they activate Ultimate Darkness Internalization as if the Infernal had broken it.

Necromancers may summon and bind the restless dead in the same manner as most sorcerers summon and bind demons and subject to the same limits. This summoning manipulates the Resonance of the unquiet dead to twist their Motivation into one compatible with the Necromancer's binding. For the ghosts the summons feels astonishing similar to the call of Lethe and they naturally resist it, thus all ghosts resist binding instinctively even if they are otherwise friendly with the summoner. Demons may be called using the Summon Demon spells, but may not be bound. Instead if they are defeated in a contest of wills they are compelled to remain in their summoning circle until the next sunrise or the summoner releases them, and they may be banished so long as they are contained. Any bargains reached between a Necromancer and a demon will be enforced as the equivalent of an Eclipse Oath with an Essence equivalent to the minimum required for the summoning spell. Necromancers may not conjure or bind elementals. The Resonance effect is incompatible with any attempt to create life in this way.
 
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Aaron Peori Ghost Sorcery Homebrew: Initiation
Initiation

Creation is a world suffused with magic, where wonders are commonplace and Essence is free for the taking. The Primordials, in their efforts, devised a technique by which they may share their efforts and construct their masterpiece. This language of existence is baked into every mote of Creation and all things connected to it. By understanding some fraction of this mastery, the student may manipulate and distort existing magic to pervert and redirect its form to his wishes. The power of Charms flows from the capacity of the user to impose their own soul onto the world, while other methods twist existing Essence flows into new shapes that serve their needs.

This background, even more than others, requires storyteller permission to acquire. Learning this Background means the character masters a particular form of Essence manipulation that exists outside his Charms. Some characters are limited in the types of Initiations they may learn and learning a particular Initiation may have other associated costs. The storyteller is heavily encouraged to play out this process, whether it be the five trials of Sorcery, the training in the Coils of the Dragon or selling one's soul for Necromancy or Diabolism.

You may never have this background at a rating higher than your Essence. However unless otherwise indicated you can have multiple Initiations. Some Initiations are mutually incompatible, however. Some Initiations require you to have other Initiations first (such as the tiers of Sorcery). Further, Initiations are not learned like a skill, having access to a higher ranked Initiation does not automatically grant access to lower ranked ones. Just because you picked up a Three Dot Initiation does not mean you get the benefits of a two or one dot Initiation for free.

* - You have been Initiated into a particular school of Thaumaturgy (Alchemy, Astrology, Bio-Enhancement, Warding, Weather-working etc) and may learn and use rituals associated with that particular science. Note that while many sciences are based off Occult, not all are. In the West thuamaturgist sailors Initiate into weather-working with their Sail skill while in the East herbalists use Survival to support to Alchemy. Select one school and an appropriate skill, subject the GM approval. All characters may learn this level of Initiation.
** - You have learned a variety of minor magical tricks, cantrips and shortcuts that make your life easier. In effect, this is an advanced form of thaumaturgy that works faster and more reliably. The exact tricks depend upon your particular Initiation but examples include cleaning a room with tiny dust elementals, conjuring minor demonic imps such as the Things Which Dwell in Shadows or spectral haunts. At best, the effects of these cantrips can justify a two die stunt on a related action. Alternatively you may know a variant form of an existing school of thaumaturgy such as a version of Astrology based on goat-entrails or intense mathematical analysis.
*** - You have learned Terrestrial Sorcery, Man-Machine Weaving, Shadowlands Necromancy, Emerald Infernalism, the Root of the Perfected Lotus, Sidereal Astrology or similar magic.
**** - You have learned Celestial Sorcery, God-Machine Weaving, Labyrinth Necromancy, Sapphire Infernalism, the Bulb of the Perfected Lotus, Greater Sidereal Astrology or similar magic.
***** - You have learn Solar Sorcery, Void Necromancy, Adamant Infernalism, the Blossom of the Perfected Lotus or similar magic.

Using Initiation as an Authority: You can use Initiation as an Authority to cast a spell or working only if the spell is compatible with your inherent nature, and even then only as an alternate spell, ritual or working. Solars, for example, may use their inherent Solar Essence to fuel spells that deal with sunlight, leadership and heroism while a Fire Aspected Dragonblooded could use his Fire nature to cast Fire spells or spells that arouse passions. If the spell or working lasts more than an Instant you loose access to the Initiation, and all its benefits including control over existing spells and workings, for the duration. Yes, this can release bound demons and ghosts.
 
Aaron Peori Ghost Homebrew: Lingering Haunts
Lingering Haunts
Dead By Isolation
Lesser Dead


If one comes across a home in some threshold province with salt across the windows and doors it would be best if you pressed on or sought the nearest exorcist. For sometimes it is not about how you died, but where. For the Lingering Haunt, this place of death is their home. A Lingering Haunt is formed from those unfortunate souls who in life gave more thought to their residence than to other matters. Typically formed from the newly rich, who build opulent palaces or retreats to display their ostentatious wealth but also can happen to the poor or destitute who have lost everything but their homestead. Sometimes those who obsess about their own death will become a Lingering Haunt who inhabit the elaborate tombs or crypts they constructed to house their material possessions.

Unable to care about anything except their own home the Lingering Haunt disperses like mist upon death, only to be trapped forever within the confines of their old home. Their essence seeps into every floor and wall, every nail and stone and plank. The very air of such places takes on a malign presence and does not care for intruders into its restful contemplation. Worse yet, since such deaths often occur alone the corpse of the dead can go seasons without being properly disposed of, releasing a yidak into the world. The yidak is constrained by the spirit of the Lingering Haunt much like the po soul was enslaved to the hun in life, becoming a second set of hands with which to do its work. The foolish exorcists who hunts down and burns the bones of the corpse and salts them and thinks his work complete may live to regret his misunderstanding of the true danger, or not.

Lingering Haunts are relatively rare in the second age considering how rare opulence in general was but they grow more common as the age progresses especially in the isolated villas of merchant princes who grew fat and callous in trade. They were more common in the Shogunate, and their stories have survived as typical childhood warnings in both the Realm and Lookshy. The homes inhabited by these restless spirits gain unnatural endurance to the elements, they may decay and fill with vermin but somehow they can survive decades if not centuries untended and thus if one finds a surprisingly intact Shogunate style manor abandoned in some distant land it would be best to not linger near it after sundown.

Lingering Haunts are diffuse spirits and frequently fall into torpor if undisturbed. Their fitful dreams fill their cobwebed bodies with fleeting images and distant echoes or unnatural chills that unnerve living things. The constant presence of living bodies within them, or any threat to their integrity, is often met with reflexive defense. Doors seal shut against even the strongest mortals and innocuous items become murderous weapons against intruders. Other, more clever, Haunts learn Charms that drive those who linger inside them mad, turning decent men into family destroying psychopaths or driving women into obsessed maniacs who exist only to preserve the Haunts home-bodies with all their effort until they die. When a person dies within a Lingering Haunt there is a not small chance that the ghost will sup on their sins and Essence, growing powerful and chaining the victims as incorporeal slaves of the house's malign intelligence. Some such powerful ghosts become Shadowlands, with their darkened corridors occasionally leading into the underworld. The strongest such spirits sink into the Underworld and form new realms, becoming magnificent courts of the dead as they sprawl outward with no earthly laws limiting their boundaries any longer.

Necromancers find it valuable to seek out the locations of Lingering Haunts and use their magic to bind the spirit to their needs. These locations serve as suitable fortresses and laboratories for their work, the presence of the spirit often serving as a buffer against the life energies of Creation and the intrusion of mortal busybodies. Some such Haunts come with their own servants and slaves that can be put to useful purpose, but only within the boundaries of the household. Others will tear the spirit free of its home and use their capacity to inhabit areas as part of their manse design or other magical projects. Lingering Haunts make excellent loci for necromantic engineering projects.

A Lingering Haunt that is forced to exist without inhabiting a residence of some kind gains one Resonance per week, as does one who is inhabited by anything other than a creature of death. One that is forced to endure damage to its home-body gains one Resonance per scene. The higher its Resonance, the more dramatic and unsettling the visions it unconsciously produces within its boundaries. Every night rolls (Resonance) against the Dodge MDV of everyone who resides in the location, anyone whose defense is overcome fails to regain Willpower from sleep and counts the night as one scene of building an intimacy of Fearful Adoration for the location. Those who linger too long find their disgust turns into fascination and eventually they abandon all other concerns except the house. When they die, they linger as slave-ghosts of the master intelligence.
 
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Aaron Peori Ghost Homebrew: Putrid Legion
Putrid Legion
Lesser Dead

Dead By Contagion

There is no place in the underworld that does not have dark corners or abandoned buildings where the dead fear to walk. The first warning one has that he has wandered too far from the halls of the civilized dead is the smell, both putrid and stagnant like a salt swamp that has begun to dry up. The next is the damp patches, slick like bile, that cover seemingly random surfaces. The final warning is the sensation of bone claws tearing at your flesh, and if you survive the burning agony of the sickness in your veins will be your undoing.

When the Great Contagion swept across Creation nine out of every ten died. Their souls were flushed into the Underworld, coming in numbers so great they clogged the courses of the great rivers and forever altering the landscape of the forsaken land. Worse, the jams would break and burst, drowning entire realms in fetid waters that erased memory and corrupted the corpus. Not since the first Neverborn sunk have so many souls been lost to the Void.

Most of those who were caught in this flood were sent to Oblivion, of the majority who survived their memory and self were worn away like a river carves a canyon, only a rare few survived with some remnant of self. The Putrid Legion are the victims of the Great Contagion and they truly are legion, a persistent and growing problem. Their corpus is rotting and bloated, flesh sloughs from their bones and they exhibit an astonishing array of visible symptoms of disease; hives and coughs and unhealthy pallors and humours of all kinds. Perhaps the memory washing water of the rivers has twisted their ideas of their final moments such that they represent all disease and sickness in their forms?

The Contagion Dead are a growing threat because like the disease that spawned them they have the capacity to spread. While thankfully not as fecund as the blight which created them the wounds they inflict with their gore covered claws rapidly putrefy and can infect even spiritual flesh. The difficulty to resist infection from these wounds is increased by the ghost's Essence, which is typically one to three. These wounds even infect spirits and other supernatural beings, though Exalted will find they suffer the illness they still maintain their inability to be killed by the infection. They also share an instinctive desire to work with each other to spread and multiply, and will retreat from confrontations where they are outmatched or are more than willing to inflict damage and retreat back to their damp lairs and allow the disease in their flesh to finish their victims. All mortals that die to this infection become members of the Putrid Legion barring magical intervention, as do any ghosts who fail their rolls to reincorporate. Demons, gods and elementals must resist the siren call of Oblivion upon death from this disease with a Willpower roll at a difficulty equal to the ghost's Essence, though spirits whose Essence exceeds the ghost's are immune to this.

For all their danger the Putrid Legion is not considered a critical threat because of their incapacity for long term planning. The Contagion Dead prefer to retreat to dark and abandoned areas when left to their own devices and can remain quiescent for decades or even centuries until they are stirred up by some fool. In the case of a large enough nest they might end up chasing the interloper back to whatever shelter or settlement they retreat to. Occasionally some exceptional individuals among the legion recall some fragments of themself and feed upon their fellows and victims for dregs of power and can grow powerful and intelligent enough to serve as captains or petty warlords that can stir up their lessers. Rumors of such rarities are sure to draw the attention of heroes of the Underworld who will often be promised good rewards for eliminating such monsters and cleansing their nests before they grow too dangerous to surrounding realms.

Necromancers summon the Putrid Legion to serve as shock troops and guardians, particularly in tombs and waste sites or cursed locations that no sane being would wish to inhabit. Their ability to grow their numbers over time is a pleasant side effect but may go out of control if not monitored carefully. While the single blighted ghost you place in the depths of a tomb complex may gain the assistance of a dozen fellows from the foolish scavenger lords who sought to plunder its territory the ghosts that rise are not actually bound unless one does it for each individual.

The Contagion Dead exist to spread their wretched lot. If forced to fight without using their diseased claws or otherwise to retreat without inflicting infected wounds they gain one Resonance. At ten Resonance they enter a state of torpor, retreating to the darkest and dampest location they can find and can not be coaxed out until their Resonance drops below ten. They lose one Resonance for every being that dies to their infection.

I like the way @EarthScorpion deals with ghosts and wanted to try my hand at it. The Putrid Legion are meant to fill the same niche in the Necromancers arsenal that Blood Apes do in the Infernalists, powerful but dangerous shock troops and the kind of thing you can plop down in an area you need guarding. Like Blood Apes, they also need a bit of baby-sitting to not commit atrocities. They also serve as functional low level antagonists for an Abyssal or otherwise Underworld focused campaign, particularly the rare few who achieve the status of Greater Dead and become active rather than passive threats to nearby realms.

The bit at the end about Resonance plays into the Abyssal rewrite I'm working on, where Resonance works like Limit for the dead. All ghost species have a Resonance track that fills up when they act contrary to their nature and lowers when they indulge it. Basically like demonic Limit it means you can't bind a ghost to act against its nature because eventually they will reach a point where the denial of their compelling drive will cause them to become impossible to control.
 
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