Infernal Resurgence (Worm/Exalted)

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Danny Hebert is Taylor's father. He works for the Dockworkers Association as head of hiring and spokesperson. He thought he had hit rock bottom when his Wife had died. He was wrong.

Upon witnessing his daughter lying in the hospital bed, he was approached with an offer for power. Power to save the city, power to protect his daughter.

What other choice did he have but to accept?

Thus did he Exalt as a Prince of the Green Sun.
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Prologue: The King is Dead

Yzarc

The Spark of Madness
Infernal Resurgence

Danny Hebert's life was being turned upside down. His daughter, Taylor, had been admitted to the hospital. His heart had raced when he received a call that no parent should ever have to answer. Fear gripped his soul as he rushed to the hospital, the sterile scent assaulting his senses as he navigated the unfamiliar halls.

He could barely hold himself together as he rushed through the formalities before finally making his way to Taylor's room. The fluorescent lights flickering overhead as he approached the door to the room, where he had found himself hesitant to enter. With a deep breath, he pushes open the door, and the sight before him had sent a wave of anguish through his entire being.

There, lying in a hospital bed, was Taylor looking fragile and small. Bruises across her face, and a bandage on her forehead. Tubes and wires connected her to machines that beeped and hummed, adding to the heaviness in the room. His eyes filled with tears as he approached her bedside.

"Taylor," he whispered, his voice breaking with emotion. "I'm so sorry, sweetheart. I'm here now. You're going to be okay." He said desperately, even though he knew he would not get a reply from his catatonic daughter. He ignored the people in the room trying to get his attention, his eyes only on his daughter. One he had ignored. Failed.

He did not know how long he just sat there, just wallowing in his misery, but it felt like an eternity. Just as he felt that he had reached the lowest point, he suddenly saw it.

Despite being consumed by grief and helplessness, he immediately noticed the room darkening as a figure, clad in shadows, materialized at the foot of Taylor's bed. Danny's eyes, red and still filled with tears, locked onto the Cape that appeared before him.

He tried to call for help but then noticed that the constant beeping sound had stopped. With mounting dread, he looked at his daughter and to his relief and fear, saw that she was fine, if frozen in time. Not just her as even the drips were frozen, the drop of liquid suspended in the air. A quick glance at the room showed that the others were similarly frozen.

"Who are you?" he finally demanded, his voice wavering between anger, fear and desperation as he forced himself to confront the Cape.

The shadowy figure remained silent for a moment before stepping forward, its features obscured by an otherworldly cloak. A low, haunting voice echoed through the room, speaking with an accent that he could not place. "Who I am is not important in the grand scheme of things but what I am here to offer is." The figure paused before continuing. "I have witnessed the cruelty that has befallen this city, you and your daughter. Thus, I am here to offer you a choice."

Danny's brows furrowed as he stared at the Cape, his heart pounding in his chest. "A choice? What kind of choice?"

The Cape did not answer immediately, instead circling the room like a shadow. "I offer you power, power to make the World. Power to break the World. To right the wrongs. To fix this rotting city and to save your daughter. To feed your people and make a better tomorrow. A power beyond the comprehension of mortals. A power fit for a King. A power that comes with a price as does all things. Yet, for you, the price will be naught but the Consequences of your choices. For greater the power, greater the consequences, and your power will be one of the mightiest indeed."

"…..if I refuse?" Danny asked, his throat dry.

"Nothing." Was the immediate reply.

"What? I…." Danny started but was cut off.

"Nothing. I leave and make someone else an offer. But you? Your life resumes and you are left powerless to change your fate and that of your daughter, but with the knowledge that you had your chance to succeed but failed to grasp it. So tell me Daniel Hebert, what price are you willing to pay to save your daughter?"

Danny's fists clenched in frustration. He knew, powers granted by capes always had a price, always. He felt a whirlwind of emotions – rage, despair, and an overwhelming desire to protect his daughter. Thus his choice was made. If he had to damn himself to save his daughter, then so be it. "Tell me what I need to do. I'll do anything to help her."

He did not get a reply as the Cape exploded in a flash green light which enveloped him and for seven days and seven nights, he dreamt.

HEAR ME, MY CHOSEN

He saw a green metal sun shining at the heart of a city made of naught but brass and basalt.

I AM THE EMPYREAL CHAOS

He saw hundreds of crystal spheres and rains made from dreams.

I AM THE HOLY TYRANT OF ALL THINGS

He saw an endless desert that bordered the city and a silent red wind that all feared.

I AM THE KING OF CREATION

He saw the city twists and shifts, even as a titanic black Boar rams into the walls and silver forests grow out of the brass and basalt.

WE WERE BETRAYED, MUTILATED, CAST DOWN

He saw a dragon made of shadows flow through the city even as it sought doomed things to love.

MY HEART WAS RIPPED OUT AND MURDERED

He sees a mighty dragon bound within its own wings and an acidic and toxic sea filled with monsters.

THE WORLD IS BROKEN

Danny saw a dread….thing, that had to be kept sleeping no matter what.

GO FORTH AND REMAKE IT AS YOU SEE FIT

Thus did Danny dream, for seven days and seven nights before finally waking in the hospital room. Thus he was granted three Crowns. Thus he was granted great and terrible power.

Pick among five Castes. The five Infernal castes are twisted reflections of the Solar Exaltations they once were. Their caste marks are similar, but different in subtle ways.

[] Slayer
[] Malefactor
[] Defiler
[] Scourge
[] Fiend


Anima Powers:
You can freely flare and reduce your Anima levels. You get Caste Specific powers. They come in passive, Active and Iconic modes.

Passive: You always have this.
Active: You get this when your anima is Active or Iconic.
Iconic: You get this when your anima is Iconic.

Slayers
The Slayers are the warlords and warriors of the Infernal Exalted. They are one man armies, channeling their essence into their anima to appear huge and terrifying.

Anima Effects
One man army (Passive):

  • Automatically defeat Essence in Mooks at the end of the turn.
  • Gain -1 difficulty reduction on all War, Melee and Ranged rolls.
  • Each time the Exalt damages a battlegroup, increase the difficulty to resist a route check by +1, to a maximum of +5.
Horrifying the Horror (Active):
  • Gain -1 difficulty reduction on social actions to intimidate or terrify a foe. Can intimidate those foes that cannot normally be intimidated.
  • Any gambits based on fear or intimidation have their difficulty reduced by Essence.
This is not my True form (Iconic):
  • Reflexively transform into Shintai without paying any cost, even if you have already transformed for that scene.
  • At the end of the turn, you can make an additional attack at full dice that does not count towards the Action limit and is not affected by the Multi-Action Penalty.

Malefactors
The Malefactors are the dictators and Godkings of the Infernal Exalted. They can channel essence into their anima to convince others to follow them.

Anima Effects
Just following Orders (Passive):

  • Treat the beneficial intimacies of Subordinates as being one degree higher than they are, ie Minor intimacy = Major intimacy.
  • Gain -1 difficulty reduction on all Presence and Leadership rolls.
We Can Rule Together (Active):
  • Gain -1 difficulty reduction on all social actions to convince characters to join or submit to you.
  • When convincing someone to join or submit, if a reward is offered that would appeal to that Character, then the reward to gain their allegiance is treated as a Minor Intimacy due to playing on their Greed.
A God am I (Iconic):
  • Add Essence in successes to Soak rolls.
  • Treat any negative intimacies against you as one degree less, ie Major intimacy = Minor intimacy and Minor intimacy = no negative intimacy.

Defilers
The Defilers are the sorcerers and mad scientists of the Infernal Exalted. They can channel essence into their anima to make better plans and preparations.

Anima Effects
All According to Plan (Passive):

  • Reduce the number of Tasks needed for a Project by 1 to a maximum of 4 and a minimum of 1.
  • You need one less magic reagent for a Sorcerous Working or artifact, to a minimum of 1.
They Called Me Mad! (Active):
  • Gain -1 difficulty reduction to any Craft, Medicine, Occult and Sorcery rolls.
  • Any gambits based on craft or medicine have their difficulty reduced by Essence.
Gone Horribly Right (Iconic):
  • You no longer need to spend Willpower points to make a Sorcery roll.
  • Add Essence in successes to Soak rolls.

Scourges
The Scourges are the assassins and tricksters of the Infernal Exalted. They can channel essence into their anima to conceal its presence and surround themselves with a zone of perfect silence.

Anima Effects
Mysterious Stranger (Passive):

  • Add +3 difficulty to all rolls to uncover your identity.
  • Add +3 difficulty to all rolls to track you.
We Need a Distraction (Active):
  • Add -1 in difficulty reduction to Athletics and Stealth rolls.
  • Instead of flaring around you, your Anima can flare around someone or something you can see. At your choice, it can cause all effects that manifest in Anima range to use the new location as the area where they will manifest.
Highly-Visible Ninja (Iconic):
  • Plunges an area up to Medium range of the Anima into a state of complete sensory deprivation which also devours all light and sound. Characters in the area cannot see, communicate in any way and any Ranged attacks are not possible without Charm assistance. All attacks made in the field against affected individuals are considered hidden attacks made at -3 difficulty. This does not apply to the Infernal and their allies.
  • Add Essence in automatic success to all Damage rolls.

Fiends
The Fiends are the silver tongued kingmakers of the Infernal Exalted. They can channel essence into their anima to free oathbreakers from the effects of violating oaths sanctified.

Anima Effects
Betrayal Insurance (Passive):

  • If the Infernal does not directly provoke any violence, then any attack and damage roll made against the Infernal during the course of that violence which produces even a single 1 becomes an automatic botch. This applies first before any rerolls or other powers.
  • Get -1 difficulty reduction to all Investigation and Socialize rolls.
Unwitting Pawn (Active):
  • Get -1 difficulty on any social actions to instill, inspire and persuade distrust and/or betrayal toward a character or concept.
  • Any gambits based on getting the enemy to mistrust or betray themselves have their difficulty reduced by Essence.
The Oathbreaker (Iconic):
  • Can freely break magically binding oaths or help others break such oaths with no ill effects by Committing one Willpower point per oath broken. The commitment must be kept for a month. While you or the other person you helped are free of the oath the other parties involved in the oath are not and they still need to fulfill their end of the bargain. Note that if the Character has already broken an oath or contract and is suffering the consequence, this will not help them.
  • Add Essence in automatic successes to all attempts to deceive others.

They use homebrewed mechanics so do not worry too much on them and you can vote by what kind of play style you want. As for the Mechanics, I will introduce them as they become relevant in updates but will link to the Homebrew in the mechanic post.
 
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Character Sheet: Danny Hebert
Character Sheet

Name
: Daniel "Danny" Hebert
Age: 40s
Gender: Male
Essence: ●●
Willpower: ●●●●●●●●●●
Essence Pool: 12
Favored Yozi: Malfeas and SHLiHN
Soak: 2
Caste Mark:
Health Levels: []-1 []-2 []-2 []-2 []-2 []-2 []-5 []Inc
Urge of the Destroyer - The Infernal may replenish her Essence whenever she defeats a supernatural opponent or overwhelming mortal opposition, lays waste to important assets belonging to her enemies, or uses mayhem and destruction to advance an Intimacy.
Crown of Eyes - While intensely studying an object, situation, or individual that is within her line of sight, the Infernal may spend 1 Essence and ask one question about it, which the Storyteller must answer honestly. The Infernal can only ever use this power a single time on any object, situation, or individual. When the character's anima is flaring, great staring eyes open within its emerald flames, and the Infernal becomes impossible to ambush or strike with an unexpected attack, even if her foe is invisible
Intimacies:
Archetype: Director/??
Major Intimacies:
  • Annet Hebert​
  • Taylor Hebert​
  • The Docks​
  • Brockton Bay​
Minor Intimacies:
  • Kurt and Lacy​
  • The Dock Workers​

Attributes

Physical - 2​
Social - 4​
Mental - 3​

Abilities

Close Combat - 5Embassy - 2Craft - 4Navigate - 1
AthleticsPerformanceSagacity - 3Stealth
War - 2Awareness - 3Presence - 3Ranged Combat

Backgrounds
  • Cult ● (Worldsoul) - Grants Cult rating dots of resonant Magic reagents every Month end. To improve this, make more soul commerce deals.
  • Retainer ● - You have a pair of retainers Kurt and Lacy. They will vet the dock workers and hire more people for your group. Gain 3 people as retainers per week. They are valid targets for Minion charms and will not betray you unless you mistreat them.
  • Faultline●●: You have 2 Major Favors.
  • Contacts (Brockton Bay) ●● - Get Monthly news on the notable events in the Bay. Can contact people for.....discreet matters.
  • Entities (Disguise) N/A - You can disguise your charms and powers as those granted by an Eden shard. All such power disguise rolls can never exceed Difficulty 4 and provide +5 Successes to the roll.
  • Demon Guide •••••: As per the book.
You need the following for Resource dots to stack.

DotsAmount
R1(x2 Week),
R2(x4), (x5)
R3(x6)
R40
R50

Merits and other Advantages

Because I Think I Can (6 points)
When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.

Insensible to Pain (5 points) [Mage: Revised - Physical Merit]
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.

Resistant Pattern (7 points) [Guide to the Traditions - Physical Merit]
Aggravated damage means nothing to you, at least personally. Enchanted weapons, vampire fangs, deadly spells and toxic waste can still harm you, of course, but this damage is no worse than that dealt out by ordinary weapons, cat claws, car crashes and sports injuries, any of which can still kill you. You take only lethal damage from attacks that would normally score aggravated wounds, including the Avatar Storm.

Artifact (3 points)
Crafted from an unknown metal, the nail is etched with intricate runes that pulses with a malevolent energy. At its tip, a sharp point gleams like a star in the darkness, hinting at the power that lies within.

The Runed Nail has the ability to store a ritual of summoning or warding, allowing its wielder to instantly cast the Working by simply planting it into the ground. The process is simple but requires great concentration and skill, as the nail must be inscribed with the desired ritual before it can be used.

Once planted, the nail unleashes a surge of magical energy, summoning creatures from beyond or erecting powerful barriers. Only one ritual can be stored at any given time and the nail has a cooldown period of 24 hours per use of the said ritual. Despite the limitations, the Runed Nail remains a coveted artifact, sought after by those who seek to wield its dark powers for their own ends.

Hedge Magic (5 points)
The Exalt has either already made extensive study of the mystic arts prior to Exaltation, or has the potential to do so in the future. She may buy Paths and rituals from Sorcerer Revised Edition. During play, Paths cost 4 experience points for the first dot, and all Infernal Exalted pay current rating × 3 for additional dots, instead.

Anima

Anima LevelEffects
PassiveThe anima is invisible to all senses.
ActiveDBZ aura. They suffer a -3 Internal and External penalty to stealth or disguise.
IconicLights up an entire area up to Medium Range.

Anima Powers:
You can finely control the release of your Essence into your spiritual aura. You have full control over your anima: it only flares when you wish it to.

Passive: You always have this.
Active: You get this when your anima is Active or Iconic.
Iconic: You get this when your anima is Iconic.

General Charms

Key to the Kingdom: (Ability) (•)
By feeding raw infernal Essence into any endeavor, the Demon Prince may perform feats far beyond mortal limits. System: Select any single Ability when purchasing this Charm. At any time, the player may reflexively spend 1 Essence to add (the Attribute being rolled +the Ability in question) dice to all rolls using this Ability for (Essence rating + 1) turns in combat, or minutes outside of combat. This Charm can be repurchased to unlock additional Abilities, but Essence must be spent to add dice to each Ability separately. The very first purchase of Key to the Kingdom unlocks all of the character's Key Abilities, but subsequent purchases only unlock one Ability at a time.

Malfeas: Characters may apply this Charm to any stunt in which they choose the ostentatious or overkill approach over merely adequate solutions. Any intentional subtlety or display of restraint makes this Excellency inapplicable, including adding less than half the maximum possible dice bonus to a roll (rounded down). Note that force does not necessarily equate to violence. A forceful seduction in which an Infernal confidently orders a prospective paramour to accompany him rather than cajoling or flattering her can benefit from this Charm just as readily as a stomp delivered to a prone enemy's face. Strangely, the power of Malfeas may also enhance any Performance action to dance or create music. These are the secret pleasures of the Demon City that embarrass Ligier.

SHLiHN: Characters may apply this Charm to any Stunt that creates a new order or reinforce existing order in any way, as well as actions that encourage others to join and loyally follow any hierarchical organization. She Who Lives In Her Name enhances efficient actions that demonstrate appropriate use of force; her power does not aid half-hearted or excessive efforts. Showing empathy for individuals invalidates that action for enhancement, though empathy toward society or another collective structure is permissible. The Charm enhances actions carried out methodically and logically but not improvised or unconventional solutions. Spreading chaos is never allowed, but ineffective organizations and policies may be dismantled to pave the way for a better order.
The Pentacle and the Scepter (••••)
The Infernal spends long hours in meditation on the time before time, the epoch before light and law first blighted the universe, and the remnant impossibilities of that strange and pitiless mythology. From the scraps of such madness, she may uncover the deeper secrets of sorcery.
System: Upon purchasing this Charm, the Infernal permanently lowers the cost of all ancient sorcery spells by 1 Essence (to a minimum of 1), and lowers the difficulty of all ancient sorcery rolls by one.
Immunity to Everything Technique (••••)
The Infernal gains the hardiness of the Primordials.
System: Poison and disease can no longer harm the character in any way whatsoever.
The King and the Kingdom: The Thousand and First Hell (•••••)
The Infernal shapes her heart, soul, and Essence into the shape of a realm of her devising, featuring whatever oddities of geography or natural law suit her nature.
System:The Infernal crafts a new Hell-realm within her own Exaltation. By focusing and making a Mental + Occult roll against a difficulty of 7, she may disappear into her Kingdom for up to five days, making it impossible to find her. She can linger no longer, however, and must spend at least that much time in reality before visiting again. Traveling to the Kingdom resets the difficulty and cost of her Shintai transformation.

By paying 2 Essence while crossing over into her inner landscape, the Infernal may also bring up to a score of willing, restrained, or unconscious individuals along with her. Visitors to the Kingdom may stay for as long as they wish (indeed, they may even become permanent residents), and are free to depart whenever they desire – so long as they are able to walk to the border of the realm. While the Kingdom must be composed of geography which makes this possible, nothing stops the Infernal from importing soldiers to man guard posts, or adorning the realm with prisons, natural hazards, and the like.

While within her personal Hell, the duration of the Infernal's Shintai form becomes indefinite rather than scene-length: she may wear it until she chooses to dismiss it, or until it is destroyed.

Upon learning the King and the Kingdom, any Charm the Infernal knows which consigns a being to a particular Hell may instead be used to entrap them in the Infernal's Kingdom.

Signature Effect: When the Infernal dons her Shintai form, and while that form persists, the world around her within Medium Range warps and twists, gaining many of the features of her Kingdom. Any time the Infernal uses a stunt incorporating the features of her Kingdom, she reduces the difficulty of that action by one.

Ebon Dragon Charms

Black Mirror Incarnation (•••••)
The Infernal breathes upon the black mirror of her heart, and becomes someone else. System: The Infernal spends 1 Essence, spends a moment concentrating, and dons a perfect illusion which causes her to appear to be someone else. This can be either a real person, or a fictitious individual of the Infernal's devising. This illusion fools all five senses. Deduction may reveal the Infernal for an impostor, but imperfections in the disguise itself never will. The illusion persists until the Infernal reflexively dismisses it, or until her anima flares.

Malfeas Charms

Nightmare Fugue Vigilance (•)
Embracing her nightmares and binding them away within a prison in her heart, the Infernal transcends the mortal need for sleep.
System: The character never suffers any penalties for sleep deprivation, nor indeed has any need of sleep. If she does decide to sleep, she suffers vague and troubling nightmares, and must make a Willpower roll (difficulty 7) upon awakening in order to regain Willpower.
Impervious Primacy Mantle (•••)
The Infernal refuses, with utter and immovable implacability, to permit any force in the cosmos to gainsay her will.
System: Any attempt to cause or force the Infernal to betray, undermine, or abandon her Intimacies automatically fails. Furthermore, she may reflexively spend 1 Essence or 1 Willpower to become immune to all thought and emotion-altering magic for the rest of the scene.
Oath of One Hundred Devil Disciples (•••••)
By accepting a mortal's oaths of fealty and putting him through a dedicated training regimen, the Infernal can transform him into a fanatical killer, and eventually, a devil in his own right.
System: The Infernal may personally train any mortal who has sworn some sort of formal oath of loyalty to her. During each day of training such a disciple or group of disciples, spend 1 Essence per student. At the end of seven days of training, all students gain 30 experience points to spend raising their Attributes, Abilities, Sorcery Paths and other Powers. No Ability, Sorcery Paths and Powers can be raised higher than that of their Infernal instructor. This Charm can be used on the same students repeatedly, but bestows only 20 experience points on subsequent training regimens. Any unspent experience is lost. Alternately, rather than bestowing 20 experience from a subsequent training regimen, the Infernal may instead infuse the wicked powers of Hell into them, transforming them into bakemono – a sort of monster that shapeshifters know as fomori. Rules for fomori can be found on pages 428-439 of W20.

The Infernal can continue to train her Devil Disciples after they have become bakemono, if she wishes.

Adorjan Charms

Opened Eye of the Hurricane (•••••)
Infusing herself with the perfected Essence of both murder and wind, the Infernal senses the air-distortions and killing intent of all strikes made against her, and moves to perfectly counter them.
System: Spend 1 Essence and 1 Willpower reflexively to activate this Charm. For the rest of the scene, at the beginning of each turn roll Physical + Athletics/Melee against difficulty 7. The Infernal applies the successes on this roll as a reflexive dodge against all attacks made against her of which she is aware during that turn.
Murder is Meat (•)
The Infernal's nature is that of the killing wind. Murder nourishes her, as it does the Hell from which she draws her power.
System: Whenever the Infernal murders a sentient being, the act nourishes her as though she had just eaten a four-course meal. If she slays a ghost or spirit, then she can reflexively roll Dexterity + Occult against a difficulty of its Willpower. Success conjures a vortex of crimson flaying winds which slice its dissipating substance into stray motes of Essence. The Infernal regains 2 Essence, and the ghost or spirit is entrapped in the Hell of Being Skinned Alive. Condemning a jaggling-level or greater spirit that is not a creature of darkness in this fashion "rolls back" the number of times the Infernal is considered to have attempted to don her Shintai form during the current story by one, reducing its cost or difficulty accordingly (to a minimum of Essence 2, Willpower 2, and no roll requirement).

SHLiHN Charms

Tool-Transcending Constructs (•)
The Infernal shapes whatever tools she finds herself in need of from the invisible wellspring of her own Essence, then allows them to dissipate back into nothingness when their presence no longer serves her.
System: The Infernal can lessen time needed by one interval when creating, modifying, or repairing something, even if it's something complicated and mechanical like a car or computer.

Generally this Charm enhances Crafts or Technology actions, but might also apply to coding a program with a Computer, creating explosives with Science, or preparing a meal. By spending 1 Essence or 1 Willpower, she can manifest whatever tools she needs for as long as she works uninterrupted on her project, as well.

Signature Effect: The Infernal may reflexively spend 1 Essence or 1 Willpower to edit her Shintai form after summoning it, banishing one Aspect and summoning forth a new one to replace it. The Shintai reverts to its normal array of Aspects when next summoned.
Hollow Mind Possession (••)
Pouring her Essence into a "smart" device, the Infernal usurps whatever is made in false imitation of a mind and makes it into her servant.
System: The Infernal spends a moment focusing on a computerized device within her line of sight, such as a networked computer or a car with onboard GPS, then spends 1 Essence and rolls Social + (Presence or Socialize) against difficulty 7. Success awakens the spirit of the targeted technology and makes it into the Infernal's slave. While this Charm remains in effect, the targeted technology is essentially "alive" and obedient to the Infernal's commands.
Mind-Hand Manipulation (••)
The Infernal combines conviction and Essence tobend the world around her to her implacable will. Afaint shimmer in the air marks the use of this power asshe lifts and moves objects telekinetically.
System: After a moment spent in concentration,the Infernal spends 1 Essence and rolls her Intelligence + Occult against difficulty 6. This Charm remains active for the rest of the scene, and allows herto telekinetically lift and move objects within her lineof sight. If she tries to wrest an object away from another character, or perform fine manipulations, hersuccesses form her dice pool to do so. Otherwise, hersuccesses on the activation roll determine her strengthin lifting and moving objects:
SuccessMaximum Weight
1One Pound
220 Pounds
3200 Pounds
4500 Pounds
51000 Pounds
6+1000+ Pounds per Sux

With 3+ successes, the Infernal can "fly" by moving herself around telekinetically. She may also grapple or strike her opponents using telekinesis, using a dice pool of Intelligence + (lower of Occult and Brawl). These attacks inflict bashing damage, and the Infernal's current Willpower points total (not permanent rating) acts as her effective Strength value.
Signature Effect: While the Infernal wears her Shintai form, Mind-Hand Manipulation is always automatically active at a level of (Essence + 5) successes, and her dice pool for telekinesis is 10 dice.
Ego-Infused Pattern Primacy (•••••)
Whenever the universe dares to mar the Infernal's immaculate and ideal self, she may exert her will to reset herself to her default state of perfection.
System: Whenever the character is the subject of any supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, she may reflexively spend 1 Essence or 1 Willpower and roll Willpower against difficulty 7. Success undoes the hostile magic before it can finish affecting the Infernal, protecting her completely, and immunizes her against repeated attempts to exert the same sort of influence for the rest of the scene.

The Infernal now radically accelerates her healing. So long as she takes no strenuous activity, the Infernal recovers 1 Essence and heals all bashing damage or one level of lethal damage per 15 minutes of rest. An hour of rest mends one level of aggravated damage.
The Man Who Sold the World (••)
The Infernal clouds the judgment of those who hear her honeyed words, gulling them into accepting terrible bargains.
System: After spending a few moments delivering her pitch, the Infernal's player spends 1 Essence and rolls Social + Embassy against a difficulty equal to the target's Willpower. She can raise or lower the fundamental value of whatever she's trying to buy, sell, barter, or bargain for in the target's eyes by a factor of one Resource Value per 5 successes. This Charm is equally as applicable to political favors as to financial transactions; an Infernal who rolled five successes might convince one of Hong Kong's more influential Hungry Dead to lend her six times as many bakemono as he'd initially considered in exchange for her help discrediting a rival wu, for example. This raises or lowers the value of the favor by one degree, i.e from Worthless to Minor, Minor to Major and in the reverse.

This Charm doesn't force the target to accept a deal, only to re-evaluate its reasonable worth; it also doesn't mystically enforce any agreements made under its auspices. Its effect fades if the target is convinced otherwise via social influence or if the situation changes, forcing the target to re-evaluate the value of the item/favor.

Cecelyne Charms

Mercy in servitude (•)
The suffering of Hell is eternal, and as such, the Infernal preserves her flawed and decaying servants, that they might further serve her will.
System: Whenever a being acts to carry out the Infernal's will, the various torments of its state are held in abeyance. If its acidic powers normally rot its body from the inside-out, they cease to do so while it slaves on her behalf. If the spiritual corruption festering in its flesh is killing it with a variety of aggressive cancers, they go into remission. If the use of one of its powers normally causes it great damage and pain, it no longer does so. Even derangements of the mind inflicted by the creature's fallen state are temporarily set aside while it does the Infernal's bidding. Basic rules for fomori can be found on pages 428-439 of W20, while expanded rules for playable fomori can be found in the Storytellers Vault supplement Riot of the Flesh.
Transcendent Lord of Flies (•)
Wherever there is neither hope nor respite, there the Infernal marks herself at home.
System: The Infernal needs never make a Survival roll to remain safe, comfortable, and fed in hostile, barren environments such as deserts, tundra, or areas of urban blight. The difficulty to feed and protect others in such environments is reduced by three (minimum of 3). By spending 1 Essence, she becomes completely immune to environmental damage for the rest of the scene.

Signature Effect: When the Infernal dons her Shintai form, it comes into the world accompanied by great swarms of stinging, biting flies. Anyone caught in the swarms without sufficient protection (such as heavy, full-body clothing, a werewolf's thick fur, or some form of protective magic) suffers one level of bashing damage per minute, alongside a –2 penalty to all rolls.
Endless Torment Emanation (•••)
By interacting with one of its officers or agents, or else touring its workplace, the Infernal directs the powers of Hell to confound and corrode the works of a bureaucracy or project, cursing it to inefficiency and misery. Tempers grow short, spirit-maggots eat important paperwork when nobody's looking, and in general attempting to get anything done becomes a sort of quiet torture.
System: The character can spend 3 Essence to target a specific office or project with terrible inefficiency for the rest of the current story. Everyone involved in pushing the project forward increases the difficulty of all rolls to do so by +2. Additionally, if there's a central location for the targeted bureau or project, it becomes a place of spiritual desolation while the Charm remains in effect.
Verdant Emptiness Endowment (•••••)
Even the damned pray, and the Infernal may choose to answer these prayers. When the Infernal hears another being express a wish to be something they currently are not (stronger, smarter, more beautiful, more wealthy, and so forth), she may reach out with her Essence to grant the stated wish, even if the wish was not uttered in serious expectation of fulfillment. There is, of course, a price.

System: The Infernal can spend 1 Essence to sanctify any oath they have witnessed or engage in Soul Commerce, pg 320 of ExWoD. The person need not be aware that the oath has been sanctified. Any who break this are marked as an oathbreaker and suffer the Infernal's Essence in Internal and External Penalties to all social rolls. Additionally any roll made by the oathbreaker which produces even a single 1 becomes an automatic botch. Breaking a contract for Soul Commerce has its own penalty in addition to this. When the Anima banner is flaring, the Infernal does not need to spend Willpower to sanctify an oath or contract.

The only way to stop the penalty is to seek forgiveness from the Infernal and undertake a new task or geas assigned by the Infernal at their discretion.

Prayer Eating Charms

Hear Prayers (•)
The Exalt seats herself, empties her mind, and allows her worshipers' prayers to flow into her consciousness. This Charm allows the character to monitor the supplications and wishes of her followers, so long as they speak their prayers in at least a faint whisper; unspoken prayers cannot reach the character's ears. She can even use this Charm to pick up distress calls from imprisoned or endangered worshipers, so long as their entreaty for help is part of a heartfelt prayer.
System: The Exalt must relax as completely as she is able, in a place relatively free of distractions, and make a Physical + Sagacity roll against difficulty 6. Success allows her to hear prayers within the same realm. These prayers must be issued with sincerity, and they must be directed to the Exalt.

Qiao of the Meng

Balance of the Spirit (•)
The Shih can discern the spiritual imbalances of Yin and Yang and attempt to restore proper order with this power.

System: The character rolls Willpower (difficulty 9). Success means the character can interpret a target's internal Chi flow within and discover how to correct the imbalance. Methods of alteration include meditation (one day in meditation, without interruptions, corrects one point of Yin and Yang imbalance) and, in some cases, the use of herbs to alter the body's Chi.
Focus of the Mind (••)
Shih use a great deal of their Willpower fighting against shen. This power lets them regain their resolve and once again perform their sacred duties.

System: The character spends one Essence and rolls Willpower (difficulty 6). Each success restores one point of Willpower. The character must be in a state of relaxation to use this power.

SHINTAI AND WORLDSOUL

forums.sufficientvelocity.com

Infernal Resurgence (Worm/Exalted) Crossover

Shintai You can spend one Essence and assume a Demon form for the rest of the scene. You have three Shintai Modes. Lesser, normal and Unbound Eschaton Shintai. Lesser is a standard Transformation without a new Health Level and stat boost. You can transform by spending 1 Essence. Normal and...
 
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Circle Member Sheets
TAYLOR HEBERT - Demon-blooded of Malfeas & SHLiHN
Character Sheet
Name
: Taylor Hebert
Age: 15
Gender: Female
Essence: ●
Willpower: ●●●●●●●●●●
Essence Pool: 5 (She regains Essence like a Dragonblooded and substitutes it for any Rage, Quintessence and other similar requirements)
Soak
: 2
Attributes: Physical - 3, Mental - 4 and Social - 3.
Health Levels: []-1 []-2 []-2 []-2 []-2 []-2 []-5 []Inc
Urge: Taylor may gain 1 point of Essence for every three points of lethal damage inflicted to a still-living human being in any fashion when advancing Danny's intimacy, goal or in his defense.

Abilities
Close Combat - 2EmbassyCraft - 2Navigate - 1
Athletics - 2PerformanceSagacity - 2Stealth
War -2Awareness - 3Presence - 3Ranged Combat - 2

Fomori Powers: (Each can be purchased at 10xp each)
Disguise
: You can hide your true appearance. You look exactly as they did before they were possessed. You can drop the disguise if you so choose, but have no reason to.

Tongue of Typhon: Persuasion (Level One) — This Gift imbues your words with intrinsic credibility and conviction, causing them to ring true to the ear and lay heavy on the heart.
System: Roll Social + Presence (difficulty 7). Success lowers the difficulty of all social rolls by one for the rest of the scene, and allows successful rolls to have uncommonly strong impact (such as changing long-held political views, or causing an addict to seriously reconsider the course of his life).

Gifted Fomor: You can learn Level One or Level Two Homid, Ahroun, or Black Spiral Gifts.
System: Each Gift counts as a separate power. If the Gift requires Rage or Gnosis, you can spend Essence instead.

Armored Hide: You have tough skin that's resilient to harm.
System: You have an additional three dice for soaking lethal and bashing damage. You can also use those dice to attempt to soak aggravated damage (difficulty 8.)

Regeneration: You recover from injury at a supernatural rate, much like werewolves do.
System: You heal one level of bashing or lethal damage each turn. Healing a level of aggravated damage requires a full day and the expenditure of a Essence point.

Bestial Mutation: Once per scene, you can shapeshift into the form of a hideous beast. Each fomor's bestial shape is different, but none are pleasant to see (or smell or hear, for that matter). No one would ever mistake one for a natural creature — these are the things nightmares are made of.
System: Spend 1 Essence to Shapeshift. You gain two additional dice to Physical Attributes, and gain the Power:

-Claws and Fangs: You have natural weapons similar to a Garou's claws and fangs. They manifest as insect themed appendages.
-System: You can perform the Claw and Bite maneuvers; each attack inflicts Strength +1 aggravated damage.

-Exoskeleton: You gain a hard, gnarled, ossified carapace sporting bizarre ivory growths.
System: The exoskeleton grants +3 Strength and +3 Stamina.

-Mega-Attribute: You have enhanced Strength, Dexterity, or Stamina.
System: This power can be taken up to three times. Each time, you gain an extra three points in a different Physical Attribute; No attribute can be raised more than once this way or raised above 10. (Gain +3 Dex)

Qiao:

Qiao of the Meng - 2

Psychic Powers:
Animal Psychics - 5 (Downsides negated by Parahuman power)
Mind Shields - 2
Psychic Hypnosis - 1

Parahuman Powers: (Cannot be urchased though new powers may cause this to mutate)
Unlimited Multitasking
: You can take 5 actions per turn with no penalty in dice and difficulty.
Bug Control: You have complete and total control over insects. You never suffer from backlash or are overwhelmed by looking at so many senses.
-Mutation: You can now control any animal thanks to the awakened Psychic powers.

Backgrounds:
Because I Think I Can (6 points)

When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher.

Insensible to Pain (5 points) [Mage: Revised - Physical Merit]
Your character might be made of steel, or just hopped up on drugs but whatever the cause, he doesn't hurt no matter how wounded he is. You ignore all wound penalties until your character is finally killed.

Iron Will (3 points) [Mage: Revised - Mental Merit]
When your mage makes up his mind, he's unshakable, and he can't be swayed from his goals. You receive three extra dice against all attempts to influence your mage's thoughts (though not against emotional manipulation.) If your character ever runs afoul of a vampire, he can shake off its mind control powers with the expenditure of a single point of Willpower.

The Flow of Ki: (3pt Merit)
You understand the natural flow of energy through the human body, taught through a form of martial arts. This energy is represented as Quintessence but may be called a variety of things: chi, ki, and others, depending on your martial arts style. You may spend Quintessence from your internal reserves to reduce the difficulty of any die pool for physical actions. You cannot lower the difficulty below two, nor may you reduce it by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.

Force of Spirit: (2pt Merit)
The light of your soul is evident to those around you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Quintessence points to reduce the difficulty of a social roll on a one-for-one basis. No difficulty may be lower than two, and none may be lowered by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.

Strength of Psyche: (2pt Merit)
You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Quintessence points to reduce the difficulty of any die pool for a mental action. The difficulty may not be reduced below two, nor be reduced by more than three. You must be able to store Quintessence in your own pattern to be eligible for this Merit.
 
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House Rules and Clarifications
Link to ExWod Book.

Houserules
  • I have edited the starting charms to give Danny the ability to roughly do what he was previously able to do. Some charms that change the land are now Workings. But the rest of the charms remain unchanged.
  • Worldsoul grows in size per essence and you instead purchase Features at 15xp per feature point (Except Human citizens which are banned).
  • You have three Shintai Modes. Lesser, normal and Unbound Eschaton Shintai. Lesser is a standard Transformation without a new Health Level and stat boost. You can transform by spending 1 Essence. Normal and Unbound Eschaton Shintai are as per the book and charm.
  • You may choose which shintai and what features you want at the time of triggering it.
  • The only magic you have access to is Sorcerous Working and no spells. You need to perform workings on yourself to gain access to Demon Lores, Demon Arts., etc (Subject to revision if overpowered).
  • You Start with Summoning, Warding and Binding and they do bring the being that is summoned into the circle. This is a ritual/Working though.
  • Any power like rage, etc becomes Essence and any one who makes a pact with Danny recover Essence like an Exalted does provided they are in Danny's Worldsoul or a land claimed by him.
XP Costs
  • New Ability/Background - current rating *3xp
  • Attribute current rating *4xp
  • Ability current rating *2xp
  • Caste or Favored Charm Charm rating *3xp
  • Other Charm Charm rating *4xp
  • Follow-up dots in a Sorcerer Path, Demon Lore, Demon Arts, etc are current rating *3xp
  • Merit current rating *4xp
  • Worldsoul feature - Point *15xp
  • Willpower current rating *4xp
  • Merit current rating *4xp
  • Fomori Powers - 10xp


CHEAT SHEET

Number of Tasks

This governs how many tasks a Character can take in a given Interval. A Character has 7 Action Points in a given session and has 3 Training Action Points. The Character can forego sleep and gain 3 more AP and 2 more TAP. Foregoing sleep however, does incur a penalty of -1 for that Interval. The time frame of an Interval varies. It could be a week, a month or a Year. Speak with the Storyteller to determine the time.

Action Points are used to interact and change the World. You attend parties, interact with people, set your plans in motion, perform Sorcerous Workings or gather allies and material. After Character generation, you will need to spend AP to get or improve backgrounds.

Training Action Points are used to train up attributes, abilities and Charms or other miscellaneous actions. These are generally things that you roll in the background. Regarding TAP, it can be used only for self training or training others, researching etc. You can train one ability multiple times or multiple abilities etc.

Interval

Interval is the time taken to do something. They range as follows:

Decade > Year > Month > Week > Day > Hour > Minute > Second

Ratings

All ratings are capped at 5. They represent not how strong or intelligent you are but rather how much of a thing you have mastered and can use effectively.

Rating​
Mastery​
1​
Average for a being. Natural training through use.​
2​
The being has undergone Systematic training.​
3​
Fully trained.​
4​
Specialised/Olympic level training.​
5​
Once in a lifetime genius.​

Degrees of Successes

You can roll as many successes as you want but beyond a point, the successes rolled do not do much in most non-combat rolls. Most tasks do not have degrees of success; a single success is always sufficient for an action to succeed well.

Multiple successes are only required for extended or contested actions, as penalties or bonuses are awarded by adding or subtracting dice from the dice pool, rather than by changing the number of successes required.

Scoring multiple successes only grants improved results in certain circumstances, though scoring five or more successes is usually counted as an exceptional success. Tasks which are contested between multiple characters are generally won by the character who scores the most successes when both roll for their side of the contest.

However charms may demand a number of successes and give better mechanical results accordingly.

Attributes

There are three Attributes: Physical, Social, and Mental. Each is capped at a maximum of 5.

Assign 4, 3, and 2 Dots to Attributes. A rating of five is the maximum achievable, two is about average for a mortal, and one is just not very good. You must have 4 Dots in your caste attribute.

Abilities

Dawn
Zenith
Twilight
Night
Eclipse
Melee​
Presence​
Craft​
Larceny​
Socialize​
Ranged​
Leadership​
Lore​
Athletics​
Linguistics​
War​
Resistance​
Medicine​
Investigation​
Bureaucracy​
Awareness​
Survival​
Occult​
Stealth​
Ride​

Each is capped at a maximum of 5. These abilities have the general meaning as Exalted Core, except Presence is all Honest social influence rolls while Socialize is all attempts at social Manipulation and Leadership is actual issuing of orders. Similarly Lore is inclusive of all Mainstream knowledge while Occult includes all exotic effects.

When purchasing the first dot the PC must declare an area of expertise encompassing their training and experience. They gain additional area of expertise per dot after the first up to a total of 5. This does not count towards the Ability Limit though as they do not add more dice to a roll.

Superhuman Modifier

Superhuman modifiers represent things like Super Strength, Speed, Intelligence, etc. They can be restrictive to Acts of Strength, speed etc or a general modifier on any Roll.

Keep in mind that most Superhuman modifiers DO NOT APPLY to all rolls are generally very specific. They are there to help simulate super powers in a narrow scope.

So giving most characters 2 - 4 modifiers will suffice in general and a more specific modifier in their area of expertise. This varies depending on the power level of what a Character should be in and what their area of expertise is. They cannot be good at everything.

How this works is simple. Make a Roll. Then Multiply the final result with the Modifier. Eg. If the PC or NPC has Super Strength of say x2. Normally, If they roll Attribute + Ability and get 3 sux where their opponent gets 5 sux. The result is 3 v 5. Since they have a super strength modifier of x2, the final result is 6 v 5.

Superhuman Modifiers also alter difficulties based on the boost compared to the opponent in contested rolls.

For example, if the opponent has no superhuman modifier and you have a x4 boost, then you get a -4 difficulty on the contested roll. If the opponent has a x2 modifier and you a x4 Modifier, then reduce your difficulty by -2. For uncontested rolls, you directly gain a -4 difficulty to the roll if you have a x4 Modifier and so on.

Exalted: For Exalted, if they acquire any Superhuman modifiers, they stop being human and as a result, stop being Exalted.

Thus an Exalted cannot have any Superhuman modifiers.

Botch

Any 1s rolled reduce the total successes rolled by 1. So if you roll five successes, but two dice come up as 1 the roll only achieves three successes.

If the roll scores no successes and any of the dice come up with a 1, the action is considered a "botch". A botch is much worse than a normal failure. Not only does the action fail, but something terrible happens.


Social

Intimacies

A character's Intimacies define what they care about and what drives them. It can be a person, a belief or a philosophy. Characters start the game with one Archetype, two Major and three Minor Intimacies. A Character can only ever have one Archetype.

Minor: Minor Intimacies are ones that the character cares about but does not factor into every decision she makes. Reduce or add 1 difficulty if the action taken supports or is against a minor intimacy.

Major: Major Intimacies are important enough to always be on the Exalt's mind, as she considers them before making any major decision. Reduce or add 2 difficulties if the action taken supports or is against a Major intimacy.

Archetype: This is less what they care about but rather who they are. This is your character's Nature and reveals much about a character's personality and will dictate how they are played. Reduce or add 3 difficulties if the action taken supports or is against the Archetype.

Social Actions

Instill/Inspire/Threaten: Roll Social Attribute + Presence/Socialize at the difficulty of the opponent's (5 + Willpower rating). If successful, Instill a Minor Intimacy in a Character.

Emotions: Sometimes people can inspire emotions in people. These are treated as a temporary Minor Intimacy that lasts for successes days. They cannot be made permanent but an intimacy based on it can. For example, fear cannot be made an intimacy, but using that fear as a base, "I fear PC" can be Instilled and it can be made permanent with the support of a Major Intimacy.

Change intimacy: Strengthening a Minor Intimacy, or weakening a Major Intimacy. As Instill but must be supported by a Major intimacy or the Archetype.

Persuade: Convincing a character to perform a Task. This MUST be supported by intimacies or an Archetype.

Minor Tasks: Minor Intimacy allows you to convince them to perform minor tasks. Things that take longer than a scene to complete, if the amount of time needed is not so long as to disrupt the target's life.

Major Tasks: Major intimacies allow you to convince them to perform major tasks in which they may face risks. Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.

Defining Task: If it fits the Archetype and a Major Intimacy, then they can be convinced to take life altering decisions. Even certain death might not deter them, depending on the Storyteller.

Read Intent: Roll Mental Attribute + Investigate against a difficulty of the opponent's Social Attribute + Socialize. Degrees of successes reveal things about the character.

1 - 2 successes: Reveal one Minor intimacy that was invoked while in view of the PC.
2 - 3 successes: Reveal one Major intimacy that was invoked while in view of the PC.
5+ Successes: Reveal the Arch type if it was invoked while in view of the PC.

Invoked here means used to resist or submit to a social influence.

Spending Willpower

A Character may always spend Willpower to resist an Instill/Inspire/Threaten action so long as at least one Intimacy is against the influence.

The same applies to any attempt to weaken or strengthen an Intimacy, though here they need an equal or higher intimacy than the one being altered.


Craft

Action Points for Craft

Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting the gem, or planning and overseeing the construction of a Manse.

Craft is an action that takes TAP to do. However gathering the material to make a craft action is something that would require AP to do.

Mundane Craft

Rules regarding areas of expertise encompassing their training and experience apply.

For mundane craft projects an exalt can attempt any roll without an appropriate area of expertise with a +3 difficulty. Storytellers are encouraged to be generous in interpreting logical edge cases for uses of Craft.

Material for Craft

Crafting cannot work without relevant material. For example, if the player wants to forge a sword, then they will need metals of sufficient quality. Then they would need to rent a Workshop (If they do not already have one) and gather miscellaneous material such as coal for the fire, leather, ornamentation, tools, etc. All of this costs APs.

Once everything has been gathered, then the Craftsman has to spend TAP, making one roll per TAP to forge the sword.

Finishing Crafting Actions

For Mundane craft, after you finish gathering the material, you only need to make a Physical Attribute + Craft roll and need only 1 success to complete the roll.

Artifact Craft

For Artifacts and other magical crafts, you first need to make the TAP roll to make the mundane version and then need to follow the rules for Sorcerous Workings to forge the wonders with the requirements below.

Attuning Artifacts and other Wonders

You can only Attune Willpower Artifacts.


Project

How many Action Points?

Everything needs action points to perform. Generally speaking, they are self-evident. Want to join a party? Spend an action point. However, some actions require more AP to complete. These are things that fall under projects.

To simplify things, break it down to how many steps are required to complete a given action. Take forging an Artifact Sword for example.

Task 1: Gather material directly used in the project.

Task 2: Gather coal and other miscellaneous material indirectly used to make the project.

Task 3: Gather tools and secure a Workshop.

Task 4: Gather Magically resonant reagents for the Sorcery involved.

Task 5: Make the Artifact.

All the Tasks require you to spend at least 1 AP to attempt to complete and you can only spend 1 AP per Task per Interval. If you fail to complete a Task in an Interval, then you need to decide to spend an AP on the next Interval to try and complete the Task.

The rules for Projects are that unless logically required, you can complete any goal at any time. Say the Project is setting up a Group or a Government? Then the Task would look like this:

Task 1: Assess Situation to see requirements.
Task 2: Meet people for an interview.
Task 3: Gather men and material to provide training.
Task 4: Arrange logistics/pay bribes, etc.
Task 5: Form the Organization.

NOTE: If you lose access to something or something undoes one of your Tasks while working on a project, you may either put the project on hold until you spend an AP to replace that Task or just accept failure of the Project.

Most Projects, for the sake of simplicity are restricted to a maximum of 5 Tasks. This is for mechanical ease and not meant to simulate real life.

To add more clarity, 1 AP is the minimum you need to spend. Depending on the difficulty, you may want to redo the Task in the following Intervals if you fail.

Transparency

If the PCs do not know the number and kind of Task needed to complete a Project, then they cannot start it. In such situations, their first action must be to spend AP to figure out what is actually required to complete a Project.

Do keep in mind that the character may not know all the complications of a Project in character so the Storyteller is not required to reveal the actual difficulty and complexity of completing a project. However, if a Project is outright impossible, the Storyteller should reveal the same.
 
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[X] Defiler

What he wants is best served among 3, this one creates plans which he'd greatly appreciate. It works with what he wants and what he does.
 
[X] Defiler

What he wants is best served among 3, this one creates plans which he'd greatly appreciate. It works with what he wants and what he does.
See I disagree while it's true Danny whole life has been about that cooperation with others and Defiler is more about personally fixing things Malefactor is more about leading other to help fix things which in my opinion is more in line to who Danny is
 
[X] Defiler

His goals always involved stuff like cleaning up the Boat Graveyard. Besides, one's choice of caste doesn't prevent us from kicking Nazi ass.
 
[X] Defiler
Did someone say we can make mad science ? Im on this train !
Btw. we need income and what bette to sell then expiremental products as the boss of the Dog workers Union.
 
As I said earlier, this follows a Homebrew system and I have posted them, minus Sorcery, so I will be leaving the vote open for one more day.

You do not NEED to read the mechanics, as I will be introducing them in a more organic manner as you play.

That said, Infernal Charms and Akuma charms are a bit different here.

Yes Akuma Charms as you can make them, if you want to.
 
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