Green Flame Rising (Exalted vs Dresden Files)

4) Brew a new plague. @DragonParadox we still have the designs of the Hope Plague, right? How hard would it be to make a plague that, after you suffer from it (let's say flu-like symptoms and low lethality, no higher than COVID, probably, again, like seasonal flu) makes your bodily fluids poisonous to supernatural creatures? Make it airborne.
You know that doing this will make all the other powers want to kill us, right? We won't just be fucking the Reds, we'll be crushing the feet of a part of the winter ans summer fairies, Wampires and others.

Even if it's not used on a large scale, just the existence of something like this will make killing us an existential goal for them.
 
I think a new plague is something to be careful with. Bio warfare is politically problematic and invites retaliation against civilians.

It seems more effective to do some intelligence work and have Malko harvest a huge number of vamps as an opener.

Places like Chichen Itza seem to be a major part of the court's operations and they seem to keep hefty amounts of feral and senile reds in their jungle facilities. Many of which are old school and very vulnerable to the natural soil condition.

With a 300 mile (~483 kilometer) radius the AoE can cover a maximum surface area of 282,743 square miles (732,302 square kilometers). Pick out some forest spots and have Malko eat a few thousand vamps alive. Then have him do it again whenever it's convenient for either of us.

On a related note, I really want to see how Harry/the council feel about this. I'm sure it'll be very funny. For us.

Though I wonder if any of them will realize that we could technically have made a system for doing this to mortals and stolen souls all over the continent. Malko could have refused us and the white god would probably have stopped us if we went full evil like that, but from a purely technical perspective we could have done it.

Edit: error
 
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I wonder if Molly's followers study her favorite shows and become Trekkies by association, given how immersed Molly is in the fandom...
 
I know, I was using it as a point of reference for a place the red court will just keep thousands of feral reds out away from civilization.

I wonder if we can prepare assets for a full assault on the Red holding facilities for the various pre-Colombian gods they've captured, we could then open multiple portals to Sanctuary in short order.

There's risks involved, but with pre-positioned armies ready to come through the newly opened portals we could simultaneously hit multiple key locations of the Reds, free and vassalise their captive gods, hand them pre-made Hungry Earth splendours and then have those deities eat a large fraction of what remains of the Red Court along with any other supernatural predators around.

With multiple land gods with these Splendors, we have much less to worry about other predators moving into replace the Red Court, as they're liable to get eaten if they try.

And sure, more open portals mean more places to protect, but we're not that resource constrained.
 
[X] You will handle the back-ups, they are the ones likely to have vampiric guards, Tiffany can run rings around the half-bloods present there
 
Should we use Proxy Servant Protocol on Tiffany for the scene? This way we get long-range communication and, if needed, she gets our combat dice.
 
[X] You will handle the back-ups, they are the ones likely to have vampiric guards, Tiffany can run rings around the half-bloods present there
 
4) Brew a new plague. @DragonParadox we still have the designs of the Hope Plague, right? How hard would it be to make a plague that, after you suffer from it (let's say flu-like symptoms and low lethality, no higher than COVID, probably, again, like seasonal flu) makes your bodily fluids poisonous to supernatural creatures? Make it airborne.

Just noticed this.

Out of your league, supernatural creatures is too large a category, even just vampires would at most give you something that tastes bad if you want to make it contagious. The magic has to come from somewhere and the only place it can come in this case is the body of the infected human. Most humans just don't have that much magic in them... well I am assuming you do not want to kill them by using the parts they need to live.

Anyway it is very late for me, good night guys.
 
even just vampires would at most give you something that tastes bad if you want to make it contagious.
I wonder how viable such a plague would be if intended for just Rampires. They were described to be very biologically similar as they are sort of clones of each other nevermind the magical connection between them. Evolutionarily speaking the reason why humans have such varied immune systems is so something like COVID doesn't actually have the potential to wipe everyone out as some people were just outright immune to it. Anything that would work on a Rampire however would theoretically apply to all of them.
 
I wonder how viable such a plague would be if intended for just Rampires. They were described to be very biologically similar as they are sort of clones of each other nevermind the magical connection between them. Evolutionarily speaking the reason why humans have such varied immune systems is so something like COVID doesn't actually have the potential to wipe everyone out as some people were just outright immune to it. Anything that would work on a Rampire however would theoretically apply to all of them.

The kind of plague that might potentially work is a phage parasite that lies mostly latent and mostly harmless apart from the degree required to be spread, say the level of a common colds, within the host human until/unless they're infected by the Red Vampire parasite. As which point it wakes up and infects and kills that before it's had chance to establish itself. Ideally by hi-jacking and redirecting the same energy that the parasite would use to transform the victim into an empowered half-red, just as viruses usually subvert their host cells.

Thinking of something similar, I wonder if it's possible to make an artefact that interacts with IDU so that when used on a half-red the Awakening P'o devours/assimilates the Red parasite for a power up.

For extra points a similar artefact might be able to allow an awakening P'o to consume a White Court Vampire's Hunger Spirit.
 
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Killing vampires is his rebirth, you guys made a splendor that works by consuming and repurposing vampires, who better to use it than the god who has been so drained by the Red Court? He's planning to get his blood back.
Ok, that makes sense now.

Will You Introduce the Other Exalts?
If so I can't wait for a Sidreal.
What, if any, connection there is between the respective Starborn of each side of this crossover is still vague and unknown. So, Sidereal Exalted are still mysterious. As is appropriate.
 
[X] Plan: courtly debut v2
-[X] Molly, 37 XP
--[X] Splintered Gale Incarnation (•••••), 20 XP
--[X] Counterspell: human, 3 XP
--[X] Emergency Minion Hologram, 4 XP
--[X] Digital Possessions Management, 4XP
--[X] Shadow Spite Curse (••), 6 XP
-[X] Lydia, 14 XP
--[X] Counterspell: Spirit, 3 XP
--[X] Excellency: Wits, 3 XP
--[X] Akashic Root Methodology (••), 6 XP
--[X] Occult 2, 2 XP
-[X] Lash, 12 XP
--[X] Lore of Humanity 1, 7 XP
--[X] Lore of Light 2, 5 XP
--[X]Investment: Fomor Power: Numbing 1: +3HL + wound penalty negation [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 6: Regrowth: [Lore of Flesh 5, permanent]
--[X]Investment: Special Advantage 5: Soak Aggravated Damage [Lore of Flesh 5, permanent]
-[X] Olivia, 12 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Fae, 3 XP
--[X] Psychoportation 3, 6 XP
[X] Plan Unbound Empress
-[X] Molly, 29 XP spent
—[X] Unbound Eschaton Shintai, 20 XP
—[X] Five Paths One Ring, 4 XP
—[X] Charisma 4 1 XP
—[X] Appearance 3 1 XP
—[X] Manipulation 4 1 XP
—[X] Intelligence 5 1XP
—[X] Perception 4 1XP
-[X] Lydia, 6 XP, 1 banked
—[X] Ox Body, 3 XP
—[X] Counterspell: Human, 3 XP
-[X] Tiffany, 6 XP, 1 banked
—[X] Counterspell: Human, 3 XP
—[X] Counterspell: Spirit, 3 XP
-[X] Olivia, 6 XP, 1 banked
—[X] Counterspell: Vampire, 3 XP
—[X] Counterspell: Spirit, 3
[X] Plan Thousand Correct Violent Actions
-[X] Molly, 48 XP spent, 1 banked
--[X] Awakened Eye of the Dragon, 10 XP
--[X] False Springs Beckon, 9 XP
--[X] Proxy Servant Protocol, 8 XP
--[X] By Rage Recast: Extra Limbs, 6 XP
--[X] Violence is Worship, 9 XP
--[X] Counterspell: Vampire, 3 XP
--[X] Politics 1 dot, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Lydia, 13 XP spent
--[X] Counterspell: Fae, 3 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Perception 3 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Wits 5 dots, 1 XP
--[X] Occult 2 dots, 2 XP
--[X] Ox-Body, 3 XP
--[X] Ask Tiffany to raise physical stats to 5
-[X] Tiffany, 11 XP spent, 2 banked
--[X] Wits 4 dots, 1 XP
--[X] Intelligence 5 dots, 1 XP
--[X] Perception 4 dots, 1 XP
--[X] Charisma 4 dots, 1 XP
--[X] Manipulation 4 dots, 1 XP
--[X] Counterspell: Human, 3 XP
--[X] Counterspell: Vampire, 3 XP
-[X] Olivia, 12 XP spent, 1 banked
--[X] Manipulation 2 dots, 1 XP
--[X] Perception 5 dots, 1 XP
--[X] Intelligence 4, 1 XP
--[X] Appearance 4 dots, 0 XP
--[X] Mana Manipulation Ritual: Infusion, 0 XP
--[X] Mana Manipulation Ritual: Shape Mana, 0 XP
--[X] Clairvoyance 3, 6 XP
--[X] Fortune path 1, 4 XP
--[X] Ask Tiffany to raise physical stats to 5
Okay so I have here updated character sheets for the entire circle Lydia was essentially committed to purchase the second dot in occult twice so I have her listed at three as far as I can tell that leaves her at zero XP one way or another.

Everyone has their appropriate counter spells listed. Dragon Paradox does have their own flavor text they add to the counter spells for specific races/types of beings and no one had vampire counter spell before so they're marked with Vampire: ???? In the counter Spell sections of Molly and Olivia's to be entered at Dragon paradox's discretion

Tiffany based on this ruling
It would require some time investment to get right and make it hard to notice but from Lash not from Molly so putting it in the plan is fine. If you call on her towards the beginning of the month I will roll to see how much she got done.
should have been making rolls with the unused AP by us to get her physical alterations down so she has a flesh-shaped Powers tab now.

Olivia has a rituals section now under her Mana Manipulation Effects and Psychic invisibility sections also Fortune as sorcery.

Lydia's Ox body also added.

Peoples Attributes have been allocated same with their Ability dots and Molly's charms @DragonParadox If you see anything wrong please let me know but this should at least help get all of our circle's sheets up to date.
Character Sheet

Name: Molly Carpenter
Age: 18
Gender: Female
Caste Mark: A Brass Sun in a Spiral of Jade Waves
Exp: 0
Essence: 4
Mote Pool: 18/18
Permanent Willpower: ●●●●●●●●●
Temporary Willpower: ●●●●●●●●●
Soak: 4 (Ebon Scales Underarmor)
Health Levels: 0//0/0//-1/-1/-1/-1/-1/-1/-1/-1//-4/-4/-4//Inc
Double slashes mark where your hit boxes are for the purposes of healing

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○
Perception ●●●●○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●○○Wits ●●●○○

Abilities
(Bold are Favored Abilities)
TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○
Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ●●●●
Specialty: Mechanics
Computer ○○○○○
Awareness ●●○○○
Demonic Guide: DC -2
Drive ●○○○○Finance ○○○○○
Brawl ○○○○○ Etiquette ●●●●●Investigation ○○○○○
Empathy ●●●●●
Firearms ○○○○○Law ○○○○○
Expression ○○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●●●●○Melee ●●●●●Occult ●●●●●
Specialty: Kakuri the Night Realm
Leadership ●●○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○○Stealth ○○○○○Science ○○○○○
Subterfuge●●○○Survival ○○○○○Technology ●●○○○

Backgrounds
  • Arsenal ●●● (Magi-tech Small Arms; Body Armour; Medical Supplies)
  • Black Market Access (Rare Metals)
  • Crafting Assistants ●● (More than Shoe Elves)
  • Cyberdevils ●●● (Intelligence ●●●●; Computers ●●●; Technology ●●●; Occult ●; Academics ●; Willpower ●●●●)
  • Demonic Guide ●●●●● (Demonic Aspect: Demon Weapon)
  • Mentor (Michael Carpenter) ●●●●●
  • Resources ●●●●(Chicago Synthetics)
  • Contacts ●●●● (William Olcott)
Inherent Bonuses
+2 to all Initiative rolls (Demonic Guide)
+2 to Social interactions with all Denizens of Yomi Wan (Demonic Guide)
-3 to all attempts to escape confinement (Charm)
+2 Dice to all rolls in sub zero temperatures (Charm)
+1 Die to Appearance+Intimidation when your armor is visible (Ebon Scales)
Parry difficulty reduced to 4 (Dark Sun Shield)
-2 to all DCs of social actions against lesser Creatures of Darkness (Charm)
-1 to all soak rolls (Charm)
-1 to all DCs when wet
x3 Movement speed natively (Charm)
Doubled result for initiative (Charm)

Shintai: Devil-Tyrant Avatar Shintai
Strength +1, Dexterity +4, Stamina +1

Demonic Aspect:
-Demon Armor (x2): +4 Soak
-Hardened Devil Body (x4): +12 Bruised Health levels
-Swift Stride: Movement speed and jumping distances are doubled.

Charms
Key Charms:
  • Lanka: Demon City of the Rakshas
  • Kakuri: the Night Realm

-No Category-
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.

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 meditating in specific circumstances selected while learning this Charm (such as in perfect darkness, while covered in blood, or to the sound of screams) and making a Wits + Occult roll against a difficulty of her own Willpower (which acts as the effective Gauntlet rating for this internal realm), 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. Spending five full days within 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.
The Infernal must have an Essence rating of at least 3 to purchase this Charm.
Signature Effect: When the Infernal dons her Shintai form, and while that form persists, the world around her within (Essence x 500) yards 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.

Pushing beyond her limits, the Infernal shatters the boundaries of her flesh, her soul, and the chains of fate to assume the ruling form of the Demon Emperor-to-come.

System: After having already donned her Shintai form, the Infernal may trigger a second, more radical transformation. This requires the expenditure of 1 Essence, 1 Willpower, and a successful Essence roll against difficulty 8. This is reduced to difficulty 7 if the Infernal has any dots in the Cult background, or difficulty 6 if she has Cult 5.

Her second-stage transformation builds upon her first, adding an additional +3 bonus to Strength, Dexterity, and Stamina, two more Bruised health levels, and three more Aspects, which must be chosen at the time of this Charm's purchase. Finally, select a second Signature Charm, which applies to both the second-stage transformation and the Infernal's base Shintai.
Donning the second stage Shintai form once again grants the Infernal a new, undamaged Health track. If she is destroyed in her Unbound Eschaton form, she is knocked back into her normal form and suffers five automatic levels of unsoakable lethal damage.
The Infernal must have an Essence rating of at least 4 to purchase this Charm. Succeed or fail, she may attempt her second-stage Shintai transformation only once per story.

Lanka
Though the Infernal may be battered and broken, she will not fall, nor give her foes the satisfaction of experiencing pain.

System: The Infernal reduces all wound penalties by one, her movement penalties do not degrade any further when Crippled or Incapacitated, and she does not fall unconscious when her Incapacitated health box is filled with bashing damage. This Charm's effects are permanent.

The Infernal seeds her attacks with the fire that began the world and which may very well end it: the poisonous radiance of Hiroshima and Nagasaki, the legend-destroying power which erupted above the floodplain of Bangladesh, and which is now the dream secretly nurtured at the heart of Lanka. A target struck with this Charm dies from the inside-out as her flesh erupts into geysers of sinister emerald flames.

System: After successfully striking a target and inflicting damage with an attack, the player may reflexively spend 1 Essence to inflict (highest of Strength, Charisma, or Intelligence) levels of automatic aggravated damage.

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.

The Infernal's resentment and anger manifests itself within her flesh, granting her demonic features.

System: Select one Aspect from the list of Demonic Aspects (with the exception of Hardened Devil Body, which cannot be chosen). The Infernal can manifest this feature for a scene by taking an action to concentrate and rolling her Essence rating against difficulty 7, or by reflexively spending 1 Essence. Her Demonic Aspects automatically manifest while her anima flares.

This Charm can be purchased a number of times equal to the character's Essence rating. If the Infernal has multiple Demonic Aspects, she can manifest as many as she wishes with a successful roll or Essence expenditure. If she wishes to suppress some or all of her Aspects when her anima flares, she must succeed at a Willpower roll against difficulty 7 to do so. These do not have to be the same as her Shintai Aspects.

Transcendent Anathema
Any attacks the Infernal possesses which would inflict lethal damage, inflict aggravated damage instead.

Flight
The Shintai is capable of flight at its normal movement speed, whether this is accomplished through wings or levitation.

Extra Limbs
The Shintai possesses more than the normal complement of arms and legs, or perhaps sports a prehensile tail or trunk, or perhaps can manipulate its immediate surroundings with telekinesis. When the Infernal takes multiple actions, each subsequent action raises its difficulty as normal but doesn't suffer a penalty to its dice pool.

The Infernal's flesh is fortified with the power to survive the very tortures of Hell.

System: The character permanently gains two Wounded (–2), one Mauled (–2), and one Crippled (–5) health levels.
This Charm can be purchased a number of times equal to the character's Essence rating. It only enhances the Infernal's regular health track, not her Shintai form.

The Infernal scribes a litany of the pain and hardships she has endured upon her heart and her very bones, fortifying her flesh against harm.

System: The Infernal permanently lowers the difficulty of all soak rolls by one.

The Infernal calls forth the shattered masonry and brazen decorations of Lanka and forges them into armor which adorns her flesh like a second skin. Ancient demonic script glows faintly upon this shell, incoherently attempting to speak of the glories of the Demon City.

System: Reflexively spend 1 Essence to activate this Charm. The Infernal adds the highest of her Strength, Stamina, or Charisma to her soak rolls for the rest of the scene, but raises the difficulty of all Stealth attempts by +1 due to the glowing script that adorns her armor.

Every drop of blood spilled in rage or hatred is a tiny prayer uttered to the Infernal, and she draws nourishment from such gifts.

System: The first time in the scene that the Infernal witnesses an act of violence – a serious one, one where someone gets hurt, bleeds, weeps – she regains 1 Essence on the spot. The Infernal cannot be the one to have instigated the violence, either by her own hand or through the direct actions of those following her orders. It must be a gift offered up to her by the world.

Kakuri
There is no oubliette so deep or dark, no Hell so vast and benighted, that it can hold the Infernal back from seeking her freedom.

System: The Infernal permanently reduces the difficulty of all attempts to escape from physical restraint or confinement by three. This Charm applies to physical actions (such as attempts to break out of a clinch or pick a lock), social actions (such as to seduce a guard), and mental actions (such as to come up with an escape plan, or determine the weak point in a wall).

The chill of the Night Realm forever abides within the Infernal's heart, leaving her inured to all lesser chills and discomforts. Indeed, they become a source of strength to her.

System: The Infernal is completely immune to environmental hazards based on freezing cold, from arctic nights to raging hailstorms. When she has to soak direct attacks based on ice or supernatural cold, she lowers the difficulty of her soak roll by two. Finally, the Infernal adds two dice to all rolls while subjected to cold-based environmental hazards from which she is protected by this Charm.

The Infernal's stare flays away all dissimulation. Shorn of pretense, she beholds her target at his very worst, plucking forth the knowledge of his greatest sin.

System: The Infernal spends a turn examining her target, and then her player spends 1 Essence and rolls Perception + Empathy against a difficulty of the target's (Wits + Subterfuge). Success tells her what deed in all of his history the target is most ashamed of. With three or more successes, the Infernal also learns some specific details of the sin (names, dates, things she might have seen had she been present to witness the act). With five or more successes she may even learn details the target himself doesn't know, such as longterm consequences of his sin which would further compound his guilt.

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.

With a dismissive gesture, the Infernal befouls her target's efforts with the darkness and soul-biting chill of Kakuri.
System: Concentrating fully upon her target, the Infernal's player makes a Willpower roll against difficulty 7. If in combat, this is her action for the current turn. For each success she rolls, her target loses one die from whatever action they're currently attempting.

Monsters lurk in every heart. Empowering a person's inner darkness, the Infernal makes that monster real. She must approach a mortal and breathe into their mouth to use this Charm. Her victim's shadow twists and distorts, becoming a demon of Kakuri before climbing into the target's flesh and inflicting a brief, agonizing transformation.
System: Spend 3 Essence while within kissing distance of the target. Over the course of a few minutes of indescribably painful transformation, the Charm's victim becomes a bakemono – a sort of monster that shapeshifters know as fomori. The Infernal may reclaim her gift of inner darkness, making the bakemono human again, but this inflicts a number of levels of aggravated damage equal to (7 - the Essence the Exalt opts to spend undoing her curse).

The Infernal offers reprieve from the torments of existence. This is a trap, but one her foes may willingly step into.

System: The Infernal needs merely extend a hand for her target to understand that she offers relief from some ongoing source of misery. The Infernal may deliberately choose the sort of relief she offers, or may simply offer relief from whatever most torments the target. Examples of valid torments include the pain (and associated wound penalties) of injuries or chronic health conditions; a vampire's Clan weakness; a super natural being's susceptibility to frenzy; a derangement of the mind; the drawbacks of a demon's Torment; an ongoing curse laid by a magician; or anything else the Storyteller feels is in line with the above examples.

If the target accepts the Infernal's offer, she may sanctify the pact by spending 1 Essence. The target immediately ceases to suffer from the relevant torment. This reprieve lasts until for a number of weeks equal to the Infernal's Essence rating, or until the target refuses to do anything the Infernal tells him to do, whichever comes first. In no case does this Charm actually fix the problem – the target is still wounded, cursed, or deranged – it merely alleviates the symptoms for a while.

The Wicked City
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 work five times faster than normal when creating, modifying, or repairing something, or ten times faster than normal 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 Computer, creating explosives with Science, or preparing a meal. By spending 1 Essence or 1 Willpower, shecan manifest whatever tools she needs for as long

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 Charisma + (higher of Computer or Technology) against difficulty 7. Success summons one of the numberless spirits of the Wicked City 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. Hollow Mind Possession's duration lasts as outlined on the following chart:

SuccessesDuration
1One Day
2One Week
3One Month
4One Year
5+Permanent

The Infernal combines conviction and Essence to bend the world around her to her implacable will. A faint shimmer in the air marks the use of this power as she 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 her to telekinetically lift and move objects within her line of sight. If she tries to wrest an object away from another character, or perform fine manipulations, her successes form her dice pool to do so. Otherwise, her successes on the activation roll determine her strength in lifting and moving objects:

SuccessesMaximum Weight
1One pound
220 pounds
3200 pounds
4500 pounds
51000 pounds
6+1000 pounds/Success

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 or Melee). These attacks inflict bashing damage, and the Infernal's Temporary Willpower acts as her effective Strength value.

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. Alternately, the Infernal can spend 1 Essence to radically accelerate her healing for 24 hours. So long as she takes no strenuous activity, the Infernal 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 Infernal visits a deep place between nightmare and inspiration, and there she glimpses the dim shape of a horror with which to shake the pillars of Heaven. She casts her vision into the teeth of impossibility and shatters them with her Essence, laying bare a path to make the impossible real. Everything past that is just putting in the work.
System: The Infernal may Craft Splendors, Devices, Prodigies and Prodigies

The Infernal connects herself to the underlying structure which precedes all communication, and then networks those around her into that understanding as well.
System: The Infernal's player rolls Willpower against difficulty 7. Success allows her to speak the language at the heart of all languages for a scene. Anyone who hears her words comprehends them, and finds that any attempt they make to speak in her presence
comes out in the same ancient tongue. This enforced comprehension ravages the mind and body, and who hear the Infernal and respond to her suffer one level of bashing damage in the form of bleeding eyes and terrible headaches. The Infernal may spend 1 Essence to spare those she converses with this harm and the associated pain, should she feel magnanimous.

Hell of Boiling Oil
The Infernal's strength surges as though she were at the spiritual center of the cosmos so long as she rests within befouled or deadly liquid.
System: So long as the Infernal remains fully submerged in tainted or deadly liquid, she replenishes her Essence as though she were resting in a Dragon Nest and heals all bashing damage or one level of lethal damage every fifteen minutes. Examples of valid liquids might include raw sewage, the waters around the runoff pipes of Pentex chemical refineries, or a bathtub filled with bleach.

The Infernal is a sea monster, and the depths hold no terrors for her of any sort.
System: This Charm conveys the following benefits:
• All rolls made while the Infernal is wet (whether that means she's standing in the rain, submerged in water, has just stepped out of the shower, or has just upended a bottle of water over her head) are made at –1 difficulty.
• The Infernal can swim at three times her landlocked movement speed, and can breathe underwater.
• The Infernal can stand or move across the surface of any liquid as though it were solid ground, as she desires.
• The Infernal can survive unharmed in any sort of hostile aquatic environment, from the crushing depths of the deepest trenches to the boiling sea of fat and grease that is the Hell of Boiling Oil.
• The Infernal suffers no penalties or difficulties while attempting to perceive her surroundings while submerged. She can hear and see clearly around herself out to at least 200 yards despite impediments such as churning silt or being in the absolute darkness of the sub-light layers of the ocean.

The Exalt's habitual distrust makes her senses supernaturally keen and her sense for danger keener still.
System: Reflexively spend 1 Essence or 1 Willpower. For the rest of the scene, the difficulty of all Perception rolls drops by three, to a minimum of difficulty 3, and the Infernal adds her Perception to her base Initiative rating (in other words, Perception + Dexterity + Wits).

The Infernal may hide herself away within any body of liquid, no matter how small or shallow, vanishing even into a puddle or cup if need be.

System: The Infernal spends a moment in concentration, and then vanishes into her liquid hiding place at the end of the turn. She may see and hear anything that occurs nearby, as though through a pane of thin glass. While hiding, she cannot be detected by any mundane means, even by diving in after her. Nor does she enjoy freedom of movement herself: she is effectively dispersed into her hiding-place at the point of immersion. If her hiding place is disrupted or dispersed (such as by dashing out the contents of a cup of coffee, or someone drinking it), or else evaporates or otherwise vanishes, the Infernal is forcibly ejected.

Hell of Burrowing Maggots
The Infernal garbs herself in hellish authority; all lesser wicked things are like writhing worms or mere grains of sand cast before her, and instinctively recognize this imbalance.

System: Whenever the Infernal deals with a lesser creature of darkness than herself, she permanently reduces the difficulty of all social actions (including the activation roll of powers to suborn the will of such creatures) by two. "Lesser" creatures of darkness include all beings that qualify for that moniker which are of lesser power than ancient vampires, Maeljin Incarnae, Yama Kings, Malfeans, the greatest of Black Spiral Dancer heroes, other Exalted, and the like. Jaggling or Gaffling-level Banes and all fomori are always lesser beings.

Wheresoever 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.

Opening her inner eye and attuning it to spiritual desolation, the Infernal gains the ability to detect potential servants or rivals, and to weigh the souls of those she meets.
System: Reflexively spend 1 Essence. For the rest of the scene, the Infernal becomes aware when she stands in the presence of any creature of darkness, though she doesn't inherently know what sort of supernatural being any given individual may be. Furthermore, by concentrating on a specific individual for a few moments and making a successful Perception + Occult roll against difficulty 6, she can behold the subtleties of their anima and learn their current emotional state, as well as some clues about their nature. If you wish to embellish this with aura colors and the like, a chart can be found on page 136 of V20.

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 bakemono – a sort of cursed mutant that werewolves know as fomori – acts to carry out the Infernal's will, the various torments of its mutant 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.

Hell of Being Skinned Alive
The Infernal moves with the ferocious speed of the killing winds of Hell.

System: The Infernal's movement speed is permanently tripled, and she doubles the result of all Initiative rolls. By reflexively spending 1 Essence, she can instead increase her movement tenfold for her Essence rating in turns. Outside of combat, her movement speed increases by one factor for every full minute she continues to run (so after a minute of running flat-out, her movement speed is quadrupled; after another minute, it is quintupled) until it caps out at a tenfold increase.

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 justeaten 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 destroyed. 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).

The Infernal wraps herself in a mantle of Essence which devours the attention of the weak-willed, making it feel like an impossible burden to notice the Exalt or interfere in her affairs.
System: Spend 1 Essence and roll Charisma + Etiquette against difficulty 4. Anyone whose Willpower rating is equal to or lower than the resulting successes cannot notice or acknowledge the Infernal unless she directly interacts or interferes with them. If she's taking some indirect action that would distress a character were he to acknowledge it (such as reading his diary or murdering his spouse), and that character has Willpower 5+, they can spend a point of Willpower and make a Willpower roll against difficulty 7 to attempt to acknowledge and confront the Infernal. This Charm lasts for one scene.

The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.

Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.

System: The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.

It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.

Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these. If one is destroyed its body dissolves into iron wind, and the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.

If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.

Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.

As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.

In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.

By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. They each have Essence X 10 points to spend on merits and gifts at 1 point per dot.

Fivefold Courts of Fate
The Infernal's burning sight perceives the Essence patterns forming the structures of Creation. Recording those patterns, she erases the difference between the image and the object.
System: The Infernal touches a mundane object, spends 1 mote of essence, and rolls Intelligence+Awareness at DC6. Success allows her to deconstruct the object into a record of its essence pattern, and store this record in any digital storage device she has on her, at the rate 1 kilobyte per gram of matter in a form of a read-only file that cannot be copied or altered by any means (this is a perfect effect), but can be transferred as normal between devices. The objects stored in such a way can be rematerialized as long as the Infernal is touching the device storing them. Doing so erases the file from her memory or the storage device. The Infernal is instinctively aware of all objects she has stored in such a way on all digital storage devices in her possession.
Once the Infernal reaches essence 4, this charm can be repurchased in order to allow storage of magical objects. For magical items, the transfer rate is 5* dot rating of the object being stored kilobytes per gram, and the cost is 1+dot rating of the object being stored.

The Empress calls. Her subjects answer.
System: The Infernal spends 1 mote of essence and rolls Charisma + Leadership against the difficulty of local Gauntlet while concentrating on memories of those who serve her, or died in her her name. Upon success, up to the (successes) phantom copies of those she was thinking about rise from her shadow. They are only images and cannot affect the material world, such as opening doors or smiting someone with magic, but otherwise retain all memories and abilities, and can fully think, and communicate, and distract enemies in combat. The only person they can physically interact with is the Infernal, and the only objects they are other conjurations of the Infernal's anima, such as Tool Transcending Constructs. The summoned servants persist for a scene and then dissolve back into shadows they are. The originals might gain some vague dreamlike memories of their service - mechanically they receive half the experience their shadows got.
Upon reaching essence 4, the infernal gains an option to harden the light the servants are woven from to grant them material bodies by paying 1 additional essence per hardlight summon. If they are able to manipulate some internal energy reserve, such as chi, they are formed with an empty reserve of it.

The infernal finds her footing on the five pillars of her soul, dancing among them under the life giving light of the will that encircles them all.
System:
By leaning into the essence of one of the five pillar-cities of her soul the infernal may enter a shift centered on its themes. So long as she acts in tune with that nature success builds on itself; each overall check she passes using the relevant skills will add +1 dice to the pool for all of them up to +3.
She may only adopt one shift at a time, and actively using abilities in the domain of another city immediately resets the bonus and pushes her to that city's shift.
Rolls that use skills other than those outlined below do not end a shift, but only benefit from the bonus if clearly in line with the one currently in use.
The Red City: Law, Leadership, Craft, Melee, Alertness, firearms
The Emerald City: Academics, Occult, Science, Technology, Finance, Computer
The Sapphire City: Expression, Politics, Performance, Subterfuge, Athletics, Larceny
The Amethyst City: Medicine, Investigation, Empathy, Intimidation, Etiquette, Stealth
The Golden City: Survival, Brawl, Awareness, Streetwise, Animal Ken, Drive

The servants of the Empress and the extensions of her will. The Infernal makes this saying a reality.
System: The infernal spends 1 essence and rolls charisma+leadership. She then selects up to that number of willing allies within the scene to effect for the remainder of it. Whenever they make a roll, the Infernal may choose to act instead, substituting their appropriate dice pools for her own, and rolling at the same difficulty as they would have had. Multiple actions performed through this Charm suffer a climbing dice pool penalty similar to normal multiple actions rule.
The Infernal and her proxies get the ability to communicate telepathically, and the Infernal may roll Perception+Awareness at difficulty 8 to access the senses of her proxies.

The Qiao of the Mo Kung
Sweating a sheen of unholy brass wrought from the fires of their Essence the Infernal transmutes her form to more than human resilience, able to shake off even more punishment.
System: Spend 1 Essence and roll Willpower against DC 8; each success increases your Stamina by one up to a maximum of 8 for one scene

Sorcery
•••• The alchemist can now raise attributes above the normal human maximum of five, adding a total of two dots across attributes for up to a scene, though these often require exotic components that cannot simply be purchased. Other formulas are more potent as well, and made much more easily: second rank creations can be made with a travel kit now.

Formulas known

Tier 1 Formulas
  • Factory Fog and or Alchemical Aerosol Mist
  • Unbreakable Mirror: a mirror that cannot be smashed, chipped or otherwise broken by normal force.
  • An incredibly strong super glue, more potent than even the strongest commercial epoxies.
Tier 2 formulas
  • Malcoffee: A vial of liquid that allows the drinker to go a week with only a single hour of sleep per night without penalties.
  • Healing: In addition to the effects of Speed-Healing, this potion heals up to two bashing or lethal levels immediately.
  • Speed: Though it shares a name with a common drug, Speed is not chemically related to it. It is much safer, and just allows the user to run twice as fast for the duration of one scene. However, this is still exhausting, and after the scene, the user makes a Stamina check (difficulty 6) or else suffer -2 on all physical die rolls due to exhaustion for the next hour.
Tier 3 formulas
  • Astarte Venerian: A Series of nacreous Potions and Lotions that move the user closer to the perfected ideas of beauty in all aspects charm, wit and attraction. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Social attributes, lowering the XP cost by one per day to a minimum of 1XP. In the case of Appearance it can automatically increase after Current rating weeks.
  • Nabu Mercury: Strange seemingly liquid silver pills that sharpen the senses and mind in all facets, taken 3 times daily At the rising, crowning and drowning of the sun. Similar to the library background for abilities and Spheres, this decreases the Xp cost of Mental attributes, lowering the XP cost by one per day to a minimum of 1XP.
  • Prima Metallum: A metal that is stronger than titanium but as workable as aluminum, that retains an edge perfectly almost forever. Armor made from it gains an extra soak die against basing and lethal without additional restriction, melee weapons gain +1 damage and -1 difficulty to hit

Tier 4 formulas
  • Aelgean Marble: An oddly warm Stone formed from a viscous yellow bright concoction taking the form visually similar to Sunburst marble allowing the possessor of the stone to resist passive forms of harm that detract from health such as Poison. This lowers the difficulty to resist Poison by one and adds a dice to the resistance roll on successful creation for every two successes after another dice is added.
  • Magic Cleaner: A clear liquid that when poured over an enchanted object removes the magic from it. This functions similarly to unweaving with the number of dice used identical to the number of successes during the potion's making. If drunk by or injected into a magic user, the potion instead acts as a difficulty adder, with each two successes beyond the first one adding one level of difficulty to any magic using roll by said person. The effect is identical to getting drunk, and lasts as long as it takes the potion to metabolize (same time frame as strong alcohol)
  • Bodybuilding: For Stamina+3 hours, the user has two dots added to their Physical Attributes. During this time, the Attributes may be above 5, and the user will be extremely hungry as their metabolism tries to keep up.

Counterspells are the simpler form of countermagic. Here, the sorcerer just attempts to blunt the incoming effect, sapping its strength and possibly even causing it to fail. A Wits + Occult roll at difficulty 8 cancels successes one-for-one. If the sorcerer scores enough
successes that their opponents effect fails, all costs paid for it are still paid. The sorcerer can spend a Willpower point to aid countermagic, but they must achieve one natural success for it to work at all: simple force of will cannot work unless channeled through a ritual.

Acquired Counterspells:
  • Human: This covers mortal magic, that is magic that is drawn and shaped by mortal intent, be it the internal powers of the psychic or the channeling of a sorcerer or wizard
  • Vampires: ????

Sapphire Ritual of Exorcism

The sorcerer adorns a chamber with ritual implements reflecting the five elements, the sun, the moon, the stars, and the grave, then slowly focuses her Essence into a purifying mandala of absolute reality which splits apart any unnatural joining of matter and spirit.

System: The character enacts an hour-long ritual, then spends 5 Essence and makes an Intelligence + Occult roll against difficulty 8. Success ends any form of possession afflicting the ritual's subject, ejecting the possessing spirit or shade. Because of the ritual's length, its subject must usually be restrained in some way if they don't consent to the exorcism. This spell terminates possession by spirits and ghosts, mind and
spirit-riding with powers and so on.
It immediately evicts demons from their hosts (whether that be mortal flesh or a graven idol), and can even separate spirits bound to the souls of their victims– although host suffers 10 dice of lethal damage as the Bane rips its way free of their flesh, rolled at a rate of one die per minute over the course of 10 agonizing minutes.

Calling the Calibration Gate

The sorcerer offers her Essence to the four points of the compass, then strikes the ground. When she straightens, an ancient, crumbling archway stands before her, granting passage into the otherworlds.

System: Spend 4 Essence and make an extended Intelligence + Occult roll (difficulty 7). Upon accumulating five successes, the Exalt summons a gateway which allows anyone who walks through it to pass into the Spirit World or even should they be so bold into the howling madness of Outside. The Calibration Gate remains present for a number of minutes equal to the sorcerer's Essence, at which point it vanishes as suddenly as it appeared.

Awakened Eye of the Dragon
This hour-long ritual awakens the spiritual Essence of a Dragon Nest and grants its blessing to the Exalt and her companions for one full cycle of the moon.

System: Spend 5 Essence to begin the ritual, and roll Wits + Occult (difficulty 7) to contest with the spirit of the Dragon Nest. It is otherwise identical to the Rite of the Opened Caern (see Werewolf 20th Anniversary edition, p. 206).

Intimacies
Charity Carpenter Love/Resentment
Michael Carpenter Love/Admiration
Harry Dresden Frustrated Crush/Hero Worship

Merits/Flaws
Enemy ● ● (Knights of the Blackened Denarius)
TBA

Nightmares
The memory of your experience in Arctis Tor haunts you, nightmares of what might have been had you not found your power then, not only your fate, but that of your mother and Harry. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.

Vengeful (Fetches)
You have a score to settle with the spirits of terror for all you have suffered, and given they are monsters that feed on terror you see no reason not to settle it. You may temporarily resist your need for vengeance by spending a Willpower point.

Touch of Frost (Lessened)
You bear with you a touch of uncanny chill, a pleasant enough feeling on a warm summer's day, but in the dead of winter one is well reminded that the season has teeth.

Anima Control
The Exalt's anima is restrained until they have spent 4 Essence in a scene

Brigid's Heir
Sometimes in dreams touched by fire green and gold Molly bears witness to an age unspeakably ancient. Once per story, she may buy an ancient sorcery spell without needing a mentor, grimoire, or other reference.

  • Once per scene The Infernal may replenish two points of Essence whenever she learns secretive or forbidden lore of the supernatural world, or binds an unwholesome being into her service.
  • Solars, Infernals, Alchemicals, and Dragon-Blooded gain (3 + Essence rating) points of Essence when the sun rises each day, whether they can see the sunrise or not. Abyssals, Lunars, Sidereals, and Liminals gain the same amount at sunset.
  • If an Exalted character begins a scene at 0 Essence, she gains 1 Essence.
  • In the Nevernever, Solars, Lunars, Sidereals, Infernals, Alchemicals, and Dragon-Blooded gain 1 point of Essence every three hours.

Anima Power: 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.

Gear:
Daemon Weapon
  • Does STR +2 Lethal Damage
  • Drawing the blade as part of and attack is done as if the infernal has the weapon to hand at all times
  • Cannot cut, burn or otherwise harm you allowing for stunts that cannot be done with common weapons
  • As it is a portion of your soul and exaltation attempts to break or sunder it are practically impossible and attempts to disarm you of limited use as you can dismiss and redraw the weapon with an action.
  • If the weapon is ever outside the range of where your anima would burn it is automatically returned to the depths of your soul in three rounds

Clippy, demonic assistant currently invested in your phone.
  • Provides quick access to online publicly available information so long as she has an internet connection along with minor quality of life improvements like a reliable alarm a reminder for appointments.
  • As she does not need to have the screen or buttons light up to be active she can surreptitiously record everything happening in the same room as her while being to all mundane senses off
  • The phone itself still needs to be charged at the same rate as normal, though even when the battery is empty, or the phone actively turned off Clippy remains active, though unable to act. She calls the state 'the least of torments', which you think means boring.

Companions

Name: Lydia
Age: 15
Gender: W
Willpower: ●●●●●●●●●●
Essence: 4
Mote Pool: 11/8
Soak: 2
Health Levels: 0/0/0/0/0/-1/-1//-2/-2//-5/-5/5/-5//5/Inc

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○Perception ●●●○○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●●○Wits ●●●●●
(Divine Attributes are Bolded)
Abilities


TALENTSSKILLSKNOWLEDGES
Alertness ●●○○○Animal Ken ●●○○○Academics ●●●○○
Athletics ●●○○○Crafts ○○○○○Computer ○○○○○
Awareness ●○○○○Drive ○○○○○Finance ●○○○○
Brawl ●●●○○ Etiquette ●●○○○Investigation ●●○○○
Empathy ●●●○○Firearms ○○○○○Law ○○○○○
Expression ●○○○○Larceny ○○○○○Medicine ○○○○○
Intimidation ●○○○○Melee ○○○○○Occult ●●●○○
Leadership ○○○○Performance ○○○○○Politics ●○○○○
Streetwise ○○○○Stealth ○○Science ●○○○○
Subterfuge ●○○○Survival ○○○○○Technology ●○○○○

Anima Power
Ankou's Eyes:
By spending 1 Essence the Ankou's Daughter can force any ghost withing her line of sight to manifest in the material world and become vulnerable to mundane weapons. After (Essence) rounds in combat or minutes outside of combat the ghost may attempt to become immaterial again, by rolling his Pathos until he gains a number of successes equal to 2x the Exingent's Essence score.
Further, while her Anima flares all ghosts in its light become clearly visible.

Backrounds:
Ressources 4
Familiar 1 (Raven)

Mentor 1 (Arawn)
(To note, this does not mean he is a bad or weak mentor, but he seemed very much the type to let Lydia figure out her answers by herself. She could propably increase this backround, representing convincing her dad to help her more)

Merits/Flaws:

Vanilla (1 pt. Flaw) Oh my gods, you're such an innocent! In a world filled with sex magick and power plays, you're the little lamb who's strayed far away from home. Jokes get past you, clues escape you, and references to anything rawer than a Disney flick go straight over your head. Maybe you grew up in a secluded place with overprotective parents; or you could be in denial about the things you see all around you because life can't possibly be that twisted… can it? Regardless, hold firm to your innocence. Once it's gone, it ain't never coming back again!

Prestigious Mentor (1 pt. Merit) Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you're making social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better be able to live up to the fear his name invokes!

Natural Linguist (2 pt. Merit) You're especially good at understanding how people communicate. Every purchase of the Language Merit (see above, and Mage 20, Appendix II) secures two languages for you, not just one. You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve "speaking their language" to impress someone else.

Acute Senses (1 pt Merit): You see with unusual, though not necessarily unnatural acuity -2 to all DCs involving sight

Self-Confident (5 pt Merit)
Those of divine blood are naturally confident, you are counted exceptionally so even among their ranks. When spending Willpower to gain an automatic success, you don't even need to lose that point of Willpower unless: The Willpower-gained success is the only success you
get for that action or… the difficulty for that action is 5 or less. This Merit kicks in only in challenging circumstances, and tasks with a difficulty of 5 or lower are just too easy to demand help from your character's self-confidence.

Regal Bearing (1 pt Merit)
Aristocratic charisma is your birthright. Although you might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you're got them all. People defer to you as a reflex; subtract -2 from the difficulty of your Social-Trait rolls whenever you're trying to make an impression, and while certain folks will want to take you down a few pegs on general principle, most people are inclined to respect you even if they don't necessarily like you.

Investments:
Supernatural Awareness: Always with an ear to the currents of power you are rarely caught off guard and often the first to sense danger and opportunity. Roll Perception+Awareness (Difficulty 7) to notice the spiritual feeling of a place and to notice nearby magical effects, demonic power etc.
Marble Flesh: With a thought you can harden your flesh to living stone, potentially shrugging off even the more grievous of wounds. Make a willpower roll (Difficulty 6). If you succeed you gain +4 Soak against all damage for a scene

Charms:
Excellence of the Tireless Psychopomp (•)
The Exingent can draw on their divine Essence to fullfill its eternal duties with skill and power beyond any mortal.
System: The first time the character purchases this Charm, it may be applied to any of her Divine Attributes. At any time, the player may reflexively spend 1 Essence to add (Current Willpower) dice to all rolls using a relevant Attribute for (Essence rating + 1) turns in combat, or minutes outside of combat. This Charm can be repurchased to unlock additional Attributes, but Essence must be spent to add dice to each Attribute separately

Speaker to Crow and Hound (•)
The Exigent has a natural connection to certain animals, particularly those associated with Death. This includes Hounds, Corvidae and some cats.
System: The Exigent can always be understood by the animals and they are usually inclined to fullfill her requests within the limits of their own comprehension.
By spending 1 Essence the Exigent can build an obviously supernatural connection to a single present animal, allowing her to share its memories and thoughts and to give it much more complex instructions for one scene.

Open the Way (••)
The Exigent has an affinity for the opening of otherworldly paths.
System: Spend 1 Essence and roll Perception+Occult (Difficulty local Gaunlet-rating) to open a Way. This can stay open for the rest of the Scene and be passed by entities from both sides.

Rest-Granting Strike (••)
The Exigent can send a creature to permanent rest.
System: When the Exigent slays any being, the player can opt to roll Wits + Occult (difficulty 6). Doing so prevents spirits (below Incarna-level) and ghosts from ever returning or reforming, prevents any ensouled being from becoming a wraith. The Exigent gains 3 Essence on the spot if the annihilated being was in any sense immortal, such as a spirit, ghost or vampire. Furthermore, the Abyssal can reflexively spend 1 Essence to gain the ability to strike and damage intangible beings for the rest of the scene, so long as she can perceive them

Chariot of the Earth (•••)
With a gesture of her hand the Exigent raises the earth to carry her on to her target.
System: Spend 1 Essence to conjure a wave of earth that can carry the Exalted and (Essence +1) passengers at up to 60mph. The earthwave leaves no traces and is in no way limited by its own size, allowing it to be ridden through narrow corridors.
When the Exigent wishes she can use the earthwave as a weapon, striking with Dexterity + Athletics at a target and dealing 5+Essence Dice of Bashing Damage on hit.

Thoughts of Oak Defense (••)
The Exigent solidifies her desire and duty, pushing away any externally-imposed thoughts or feelings.
System: Reflexively spend 1 Essence to utterly reject all thought and emotion-altering magic from a specific character or source for the rest of the scene.

4x Oxen Body (•)
One who draws power from the Grave is not so easily cast into it
System: Add 1 Bruised and 1 Crippled Health level to your Healthtrack.

Hunter's Bolt (••)
The Exigent concentrates her Essence into killing projectile of some kind: perhaps a blast of pale flames, perhaps otherworldly lightning, perhaps a ghostly arrow. System:
Roll Dexterity + Athletics (difficulty 5) to aim the attack. The bolt has a damage rating of 5 (lethal) and a range of 40; reflexively spending 1 Essence makes this attack damage aggravated for the next (Essence rating) turns.

Authority of the Psychopomp (•)
The Exigent is clad in the mantle of Authority over the dead, they respect and fear her instincivly.
System: Whenever the Exigent deals with a restless dead (both ghosts and physical dead such as Black Court Vampires), she permanently reduces the difficulty of all social actions (including the activation roll of powers to suborn the will of such creatures) by two.

Command the Dead (•)
Exerting the combined pressure of Essence and will, the Exigent may order the bodies of the fallen to stand and do her bidding.
System: The player spends 1 Essence and rolls Charisma + Leadership. If attempting to usurp control of a zombie or similar mindless corpse-servant from another necromancer, the difficulty is the controlling character's Willpower. If attempting to exhort a corpse to stand up and serve her, the difficulty is 6. A zombie created or commandeered with this Charm will obey the Exigent's commands to the best of its very limited abilities. Zombies animated by Command the Dead lose their animation after one cycle of the moon unless stationed within a Dragon Nest, whose power may sustain them indefinitely.

Flawless Hunter's Eye (•)
While Exigents Anima allows her to see the immaterial clearly, there are still times when unveiling her full power would be unwise, so she merely sharpens her own eyes.
System: Spend 1 Essence, for the rest of the Scene all Perception rolls are taken at -2 Difficulty and she only needs 1 Success on an Awareness roll to notice the exact location of an immaterial presence, allowing her to use her Anima-power on it.

Righteous Lion Defense (•)
The Exigent feels the call of duty and family in her Essence and will not be swayed from her path.
System: Any attempt to cause or force the Exigent to betray, undermine, or abandon her Intimacies automatically fails

Impervious Skin of Stone Meditation (••)
The Exigent draws the solidity of stone up into her flesh. She must be in contact with stone or soil to use this Charm. Traditionally this is accomplished by standing upon the bare Earth or a stone floor, but the Exigent carry a small rock in their pocket, or wear a precious stone on a ring in order to use this Charm at any time.
System: Reflexively spend 1 Essence to activate this Charm. The Exigent rolls (Stamina x 2) dice to soak damage for the rest of the scene.

Carriage of the Ankou (•)
The Exigent has a marked vehicle that appears at her call. Traditionally this was a black coach, but today it may well be a car or motercycle.
System: Spend 2 Essence marking a vehicle or mount that you own. Afterwards a whistle is enough to call it to your side, where it will appear in three turn's time. The appearance is not very noticable to those not expecting to see supernatural effects, a car might simply be in a parking spot that was previously empty while nobody looked there.
You can only change the marked vehicle once per story.

Companions of the Hunter (••••)
The Exigent may lay her blessing on an Animal she associated with, permanently empowering it as a part of her hunting party.
System: Choose a friendly Animal that falls either under Speaker to Crows and Hounds or that is a horse and spend 5 Essence while spending at least 2 hours paining its fur or feathers with magical symbols in woad.
The Animal gains 30 XP that it can freely spend on attributes and skills (including on greater Intelligence) and (5+Essence) points it can spend on Special Advantages (From Gods and Monsters).
A creature can only benefit from this effect once and the Exigent can only have (Essence*2) Animals blessed like this at the same time.

Warding of Divine Ancestry (•••••)
The Exalted solidifies her Essence to resist hostile magic and the powers of chaos.
System: Whenever the character is the subject of any hostile supernatural power that seeks to transform, infect, taint, transport, or control her body or spirit, the difficulty to do so is raised by 1. If affected anyway, she may spend 2 Essence and roll Stamina + Occult against difficulty 8. Success shatters the magic, protecting the Exigent completely. Since this expenditure isn't reflexive, the Exigent may spend a few moments fluctuating in mid-transformation or teleportation, as her Essence battles with the magic seeking to suborn her.

Akashic Root Methodology (••)
The Exigent walks in the footsteps of dead giants, and the memories of the mortal dead shorten her path to enlightenment.
System: In the presence of appropriate resources, research and scholarly rolls progress ten times faster than normal, and benefit from a -1 DC reduction in difficulty, minimum DC3. Alternatively, spend 1 Essence to roll Intelligence + Academics at DC5; success locates pertinent information instantly.
Requires access to a library, archives or collection of cooperating experts, whether mortal or not, with plausible access to the relevant information. Computers and networked devices also count, as long as the information is not hidden/encrypted/passworded.

The Qiao of the Mo Kung
A sheen like the moon at twilight rising falls over the form of the Exigent hardening like steel as her essence is tempered by will
System: Spend 1 Essence and roll Willpower against DC 8; each success increases your Stamina by one up to a maximum of 8 for one scene

Sorcery
Counterspells are the simpler form of countermagic. Here, the sorcerer just attempts to blunt the incoming effect, sapping its strength and possibly even causing it to fail. A Wits + Occult roll at difficulty 8 cancels successes one-for-one. If the sorcerer scores enough
successes that their opponents effect fails, all costs paid for it are still paid. The sorcerer can spend a Willpower point to aid countermagic, but they must achieve one natural success for it to work at all: simple force of will cannot work unless channeled through a ritual.

Acquired Counterspells:
  • Spirit: This covers beings wholly of the Spirit world, which may not enter and influence reality save by taking some aspect of it, from elementals to ghosts to demons even onto the Fallen themselves, though rare is the mortal sorcerer who dares contest their will with his own
  • Human: This covers mortal magic, that is magic that is drawn and shaped by mortal intent, be it the internal powers of the psychic or the channeling of a sorcerer or wizard
  • Fae: Those beings which can freely pass from the shallowest layer of the spirit world into reality, the fae be they Summer Winter or Wyld are bound by ancient law to answer when they are called to speak no ontruths and to their nature be bound. Thus to break the power of the fey, when it can be done at all is more akin to persuading it that is had been woven ill then simply to cut though the web

Essence Regain:
3 +Essence each Midnight
Regain 2 Essence once per scene when bringing a restless dead to final rest, slaying a Necromancer or giving a dying person the last comfort.

Inventory
Jade Talisman ●●●



Name: Tiffany 'Lash' MacNeil
Age: Aeons/1982/3
Gender: W
Willpower: ●●●●●●●●○○
Faith: 3 (3/3)
Permanent Torment: 3
Temporary Torment: 2/10
Soak: 3
Health Levels: 0//-1//-1//-2//-2//-5//Inc
Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●●○Perception ●●●●○
Dexterity ●●●●●Manipulation ●●●●○Intelligence ●●●●●
Stamina ●●●●●Appearance ●●●●●Wits ●●●●○

Abilities
TALENTSSKILLSKNOWLEDGES
Alertness ○○Animal Ken ○○○○○Academics ●○○○○
Athletics ●○○○○Crafts ○○○○○Computer ○○○○○
Awareness ●●○○○Drive ○○○○○Finance ●○○○○
Brawl ○○○○○ Etiquette ●●○○○Investigation ●○○○○
Empathy ●●●○○Firearms ○○○○○Law ○○○○○
Expression ●○○○○Larceny ○○○○○Medicine ●●●●○
Intimidation ●●○○○Melee ○○○○○Occult ●●●●●
Leadership ○○○○Performance ●○○○○Politics ●○○○○
Streetwise ○○○○Stealth ○○Science ●●●●
Subterfuge ●○○Survival ●○○○○Technology ○○○○○

Demonic Powers
Immunity to Mind Control and Possession
Resistance to Illusion: Demons can always roll Perception+Awareness (Dif 7) if in the presence of any illusions or supernatural concealment. If the roll is successful they see through the artifice.
Resistance to Lethal Damage: The demon can soak lethal damage while in the Apocalyptical Form
Healing: Spend one Faith point to heal either one level of Lethal Damage or all Bashing Damage, this takes a turn of full concentration without other actions
Supernatural Awareness: The demon can always roll Perception+Awareness (Dif 7) to notice the spritual feeling of a place and to notice nearby magical effects, demonic power etc. Weaker than the Sight, but constant
Lores:
• READ EMOTIONS
This evocation allows the Defiler to draw a person's deep-seated emotions to the surface, allowing the demon to gain greater insight into the subject's thoughts and desires by studying her body language and expressions. The victim is completely unaware that she is being "studied" in this way. To her, it is as if the Defiler is reading her mind.
System: This evocation works on only one mortal at a time. Roll Perception + Empathy. Each success is a bonus die added to all Social rolls directed at the mortal for the duration of the scene, or until the demon switches her attention to a new victim.
Torment: Monstrous demons are more adept at drawing out a victim's dark nature and fueling it in the process. The subject comes away from an exchange entertaining thoughts she hadn't dared contemplate before. A resisted Willpower roll is made for mortals targeted by the high-Torment effect of this evocation, with the difficulty equal to the Defiler's Torment score. If the roll fails, the mortal is driven to act on her darkest desires (making her boss pay for all the years of verbal abuse, for example, or entertaining the affair with a co-worker she's resisted for so long). The effects of this evocation last a number of days equal to the Defiler's Faith score.

• • EMPATHETIC RESPONSE
This evocation permits the demon to read a subject's emotions and desires and react to them without thinking, molding her behavior to conform perfectly to the subject's expectations. The subject thinks the demon is everything she expected or dreamed of, banishing any suspicion, hesitation or fear.
System: Roll Manipulation + Empathy. If your total successes equal or exceed a mortal's Wits score, the mortal reacts to your character with complete trust, obeying any reasonable request your character makes. This evocation can be directed at only a single individual at a time. The effects last for the duration of the scene or until your demon turns his attention to a new victim.
Torment: Monstrous demons use this evocation to inspire fear instead of affection. They mold their behavior to speak to a victim's worst fears, becoming the type of person that the mortal dreads most. If your successes equal or exceed the target's Wits, the mortal is completely intimidated by your Defiler. She takes no action against your character, and she leaves the area if at all possible. Any Intimidation rolls directed at the target are resolved with a difficulty of 4.

• LIGHT
This simple evocation allows a demon to fill an area with pale silvery light, akin to moonlight. The light seems to emanate from the area's surroundings, allowing individuals to move and act in the illuminated area without penalty. This evocation also has a more tactical application, permitting the demon to stun or disorient opponents with intense, blinding flashes.
System: Roll Stamina + Science, The evocation illuminates one cubic yard per success rolled, centered on the character. The light persists for a number of turns equal to the demon's Faith score.
When used tactically, the intense flashes of light can be focused in a single direction. Any individuals, friend or foe, who look in that direction at the time of the flash suffer a number of levels of bashing damage equal to the successes rolled. Flashes of light appear for only a turn.
Torment: Monstrous demons fill their surroundings with inky, suffocating darkness, affecting an area as above. They can move unhindered though this darkness. Other individuals within the area of effect are effectively blind.

• • BEND LIGHT
By exerting her will and manipulating the properties of light, the Fiend can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage.
System: Roll Stamina + Science. The number of successes gained increases the difficulties of any Perception rolls or ranged attacks directed at the character for the rest of the scene. Melee attacks are resolved as normal. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.
Torment: Monstrous demons do not bend light so much as they distort it into crazed, eye-straining patterns. The number of successes rolled increases the difficulties of all attacks directed against the demon, ranged or otherwise, but do not affect others' Perception rolls.

• BODY CONTROL
This evocation allows the Devourer to alter the body chemistry of her host body and others. She can purge poisons (both natural and manmade) and increase or reduce metabolism.
System: Roll Intelligence + Medicine. The difficulty depends on the complexity of the metabolic change. Purging the body of fatigue poisons is difficulty 6. Forcing alcohol out of a person's system is 7 or greater, depending on the level of intoxication. Putting the body into a deathlike coma is difficulty 9 or more. To perform this evocation on another, the demon must be able to make physical contact, and the individual can attempt to counteract the effort with a successful resisted roll using the victim's Willpower ( difficulty 8 ). The effects of this evocation last for the duration of the scene, after which poisons removed or normal metabolism takes effect again, This evocation can alleviate one instance of poisoning altogether if a temporary Willpower point is spent.
Torment: Monstrous demons use a brute-force approach when performing this evocation, putting a terrible strain on a subject. After rolling, total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as bashing damage, which may not be soaked.

• • MANIPULATE NERVES
Like Body Control, this evocation allows the demon to manipulate a subject's nervous system. Strength and reflexes can be enhanced, senses can be dulled or sharpened, or the person can be subjected to waves of intense pleasure or pain.
System: Roll Intelligence + Medicine. The difficulty is determined by the complexity of the intended effect. Reducing the effects of pain is difficulty 6, while increasing the speed of a person's reflexes (increasing his Dexterity) is 7 or 8. Sharpening a person's senses (or dulling them) might require a difficulty of 9 or more.
Each success increases or decreases a relevant physical trait or wound penalty by one, as appropriate for the effort. The effects of this evocation last for the duration of the scene. To perform this evocation on another individual, the demon must be able to make physical contact, and a resisted Willpower ( difficulty 8 ) can be made to counteract your character's effort.
Torment: A monstrous demon risks inflicting severe physical damage to a subject by crudely manipulating the victim's nervous system. After rolling, the total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as lethal damage.

• • • MANIPULATE FLESH
This evocation allows the demon to manipulate a subject's physical form (be it her own or another's), adding muscle mass, increasing bone density or expanding mental faculties.
System: Roll Intelligence + Medicine. Each success is a point that can be added to any of the subject's Physical or Mental Attributes, There is a risk, however. Compare the total number of successes to the subject's Stamina. Any excess successes are suffered as bashing damage due to system shock. This damage cannot be soaked. To perform this evocation on another individual , the demon must be able to make physical contact, and the individual can attempt to counteract its effects — the Storyteller makes a Willpower roll ( difficulty 8 ).
Torment: Monstrous demons alter flesh and bone without regard for their subjects' frailty. If performed on another, a Willpower roll is made for the subject, with a difficulty equal to the demon's Torment. If the roll fails, the subject suffers a temporary derangement that makes him uncontrollably paranoid and prone to violence. If the roll is botched, the derangement is permanent.

• • • • RESTORE FLESH
The demon is capable of restoring an animal or person's body to its original form, no matter how torn or mutilated it has become.
System: Spend one Faith point and roll Perception + Medicine. Each success heals one level of lethal damage or all levels of bashing damage that the subject has suffered. Lost limbs or organs are restored completely, and any illness or poisons are purged from the body. Aggravated damage cannot be healed with this evocation, nor can the power resurrect someone who is already dead. The Devourer must be able to touch the subject to perform this evocation.
Torment: Monstrous demons are capable of performing this evocation as well, but their ministrations are invariably tainted by hatred and pain. The Storyteller makes a resisted Willpower roll (difficulty 7) for the subject. If successful, the subject gains a temporary derangement. If the roll fails, the derangement is permanent.
If the roll botches, the subject becomes a mindless, psychotic killing machine.

• • • • • SHAPE FLESH
The demon is capable of transforming human flesh into any shape desired. Mortals or fallen can become monstrous creatures straight out of legend.
System: Spend one Faith point and roll Dexterity + Medicine in a resisted roll against the target's Willpower (difficulty 7). The player decides the form she wishes to create, along with its relevant physical capabilities, and the Storyteller determines the number of successes necessary to make the form a reality.
These successes can be generated as part of an extended roll over a period of days (one roll per day) as the demon "tinkers" with her creation. As a rule of thumb, assume that each success confers or removes one Physical Attribute point or physical feature. The effects of this evocation last for a number of days equal to the character's Faith score, or they can be made permanent by expending one temporary Willpower point. Devourers can use this evocation on themselves or others, as long as they can touch a subject.
Torment: Monstrous demons' alterations are invariably warped by their Torment, creating grotesque deformities that transform victims into walking nightmares.
Such a hideous metamorphosis causes the victim to gain a temporary derangement and to suffer a level of lethal damage each day as a result of the intolerable strain placed on his body. Mortals who witness these creatures suffer the effects of Revelation.

• FIND THE FAITHFUL
This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.
System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8, If the subject is a demon and the character knows the subject's Celestial Name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll ( difficulty 8 ). If he gets more successes than the Scourge, he evades the search.
Torment: Monstrous demons can detect only sources of spiritual decay or corruption. They may use this evocation to seek out individuals whose Faith or Willpower has been reduced to zero.

• • CLEANSE
Scourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid.
System: Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison, A Scourge must be able to touch her target in order to perform this evocation.
Torment: Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of bashing damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corruption spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score.

• • • HEAL
This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.
System: Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The character must be able to touch her target to perform this evocation.
Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. If the target loses all of her Stamina, she falls into a coma and suffers one health level of aggravated damage (or lethal damage if a victim is not subject to aggravated damage) per hour per success remaining unless she receives medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.

• TRANSLATE
The demon can understand (and be understood by) mortals, regardless of what language they speak.
System: Roll Manipulation + Empathy. The evocation affects a number of people equal to the successes rolled. The demon can understand the speech of each affected individual and he understood in turn, even if all of the individuals involved speak completely different languages.
The effects of this evocation last for the duration of the scene. People who speak different languages do not understand each other when this power is used on them.
Torment: Monstrous demons must overcome the obstacle of their own Torment, or the words they hear are filtered through their own anger and obsessions. After the evocation is used successfully, a Willpower roll is made with a difficulty equal to your character's Torment. If successful, your character understands the words of those around her as they are intended. If the roll fails, your demon's understanding of what is said is skewed by her own hatred and despair. A greeting is misunderstood as a threat, or an honest answer sounds evasive or outright deceptive. The Storyteller is encouraged to make this Willpower roll on behalf of the character and keep the results secret, tailoring the information the player hears accordingly.

Apocalyptic Form:

Imposibily tall out of all human proportion even as the eyes tell one she has not grown the hem of her robes is smoke and shadow, her flesh is stone carved without flaw, her hair of gold like a crown on marble brow hallowed in that same white light that pierced the eye and demanded the eye take keep. As they move her wings clink like crystal set against the darkness behind her for the light illuminated her and only her.
  • Enhanced Social Traits: Lash's grace, poise and beauty is now more than merely human. +2 Charisma, +1 Manipulation, +2 Appearance
  • Marble Flesh: Lash gains 4 soak-dice against any type of damage
  • Wings: Lash's Wings allow her to fly at up to three times her land-speed
  • Improved Dexterity: +2 Dexterity
High-Torment-Shape:
If Lash's Torment every grows beyond half her permanent willpower, she will take on a high-torment form. In this shape her marble flesh is cut through with black veins, her wings turn to purple mist and her her face gains a sharpness to its beauty that serves to intimidate rather than inspire. The purple mist can cover her form, hiding her from hostile eyes and weapons.
She can choose to add any of the following features to her Apocalyptic Form upon transforming into it, at the price of one temporary Torment, alternativly for each point of Torment above 6 one feature is automatically added to the Form:
  • Claws: Deal Str +2 Aggravated damage
  • Mist-Wreathed: +2 Difficulty on ranged attacks against Lash, +1 on melee attacks
  • Relentless: Lash is unaffected by fatigue or hunger in this form and can move forward inexhaustibly
  • Enhanced Perception: +2 Perception
Backgrounds:
Enemy (Denarians) ●●●●
Pact ●●
Paragon (Lore of Flesh) ●●●
Ally ●●● (Gentleman Johnny Marcone)

Merits
Angelic Aura: Reduce the difficulty of all Charisma and Appearance Rolls for social interactions by 1
Angelic Gaze: Reduce the difficulty of all Leadership, Empathy and Indimidation Rolls by 1

Equipment:
N/A

Faith Regeneration: 2/Day (Pact ●●)
Numbing: The fomor's body becomes completely numb, feeling no pain. During this time, she feels no sensations. She can't talk properly (as though her tongue is anesthetized), and she can cut herself without feeling anything. Some fomor become addicted to this release
from suffering. For some poor bastards, feeling nothing is better than feeling pain, emotional or otherwise.

System: The fomor spends one Willpower point and rolls Stamina + Medicine (difficulty 6). The effects last for one scene. The fomor suffers no wound penalties and has three extra Health Levels. However, when this power wears off, the extra Health Levels disappear; if the fomor is below Incapacitated, she dies and melts into a dissolving pile of muscle and bone. Fortunately, she doesn't feel a thing.

Soak Aggravated Damage (5 pts.)
Thanks to a hardy frame, thick skin, great size, elemental materials, or some other physiological gift, you can soak lethal damage as if it were bashing damage instead. As with Soak Lethal Damage, above, you can soak both lethal and aggravated damage.

Regrowth (6 pts.)
The blood of the hydra flows in your veins… or at least, it seems that way sometimes. To an extent, you can regrow severed body parts. It'll hurt, and it takes time. Given enough opportunity, however, your body can restore itself. The extent to which you can pull a Deadpool depends upon the points invested in this Advantage.
For two points, you can regrow fingers, horns, claws, a tail, or some other secondary appendage. For four points, you can regrow gouged eyes, severed limbs, a ripped-out tongue, and a secondary organ or two if their absence won't cause immediate death.
At six points, you must be burnt to ashes, dissolved in acid, poisoned to death by sickness or toxins, or otherwise consumed entirely before the restoration process ends for good.

Again, this is a painful process. The Advantage does not in any way alleviate the agony of losing body parts, and the damage heals at a steady pace unless it's being enhanced by other magical means. A severed finger or missing eye takes roughly a day to grow back; damaged limbs or non-essential organs take three days or so before they're functional again, and essential organs, your head, your spine, and other complex, essential body parts demand a week or so. Missing limbs will start out small and then grow back gradually (again, as per Deadpool), and organs will function poorly until they've been restored to health. Penalties for things like missing legs or blinded eyes are yours to endure, and you must spend a point of Willpower in order to regrow vital organs, your heart, your head, and so forth. Still, given enough points in this Advantage and plenty of time to heal, you can survive almost anything…

Except fire or acid. If such caustic or cauterizing substances are applied to the injured area, you're not growing that part back again without some serious favors owned to high-powered magical healers
Sorcery
Counterspells are the simpler form of countermagic. Here, the sorcerer just attempts to blunt the incoming effect, sapping its strength and possibly even causing it to fail. A Wits + Occult roll at difficulty 8 cancels successes one-for-one. If the sorcerer scores enough
successes that their opponents effect fails, all costs paid for it are still paid. The sorcerer can spend a Willpower point to aid countermagic, but they must achieve one natural success for it to work at all: simple force of will cannot work unless channeled through a ritual.

Acquired Counterspells:
  • Spirit: This covers beings wholly of the Spirit world, which may not enter and influence reality save by taking some aspect of it, from elementals to ghosts to demons even onto the Fallen themselves, though rare is the mortal sorcerer who dares contest their will with his own
  • Human: This covers mortal magic, that is magic that is drawn and shaped by mortal intent, be it the internal powers of the psychic or the channeling of a sorcerer or wizard

Name: Olivia Deol
Age: 19
Gender: W
Willpower: ●●●●●●●●●●
Demon Chi: 3 (4/3)
Mana: 5
Soak: 2
Health Levels: 0//-1//-1//-2//-2//-5//Inc

Attributes
PHYSICALSOCIALMENTAL
Strength ●●●●●Charisma ●●●○○
Perception ●●●●●
Dexterity ●●●●●Manipulation ●●○○○Intelligence ●●●●○
Stamina ●●●●●Appearance ●●●●○Wits ●●●●●

Abilities
TALENTSSKILLSKNOWLEDGES
Alertness ●●●●○
Animal Ken ○○○○○Academics ●○○○○
Athletics ●●○○○Crafts ○○○○○Computer ○○○○○
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Brawl ○○○○○ Etiquette ○○○○○Investigation ○○○○○
Empathy ●●○○○
Firearms ●●●●○Law ○○○○○
Expression ●○○○○Larceny ●○○○○Medicine ○○○○○
Intimidation ○○○○○Melee ○○○○○Occult ●●●○○
Leadership ○○○○○Performance ●●●●●Politics ○○○○○
Streetwise ○○○○○Stealth ●●●●●Science ○○○○○
Subterfuge ●○○○○Survival ○○○○○Technology ○○○○○

Demon Arts
Known colloquially as Hellweaving, these abilities represent gifts of power to select Kuei-jin from the Yama Kings and other demonic entities. Typically these powers involve terror, corruption, infusing the Kuei-jin's body with powerful Yomi energy, and the like. However, they come with a price: Each one requires a sacrifice by the Kuei-jin whenever it is used to whichever Yomi entity granted him the power. These sacrifices range from simple gold or incense to the Kuei-jin's personal Chi or the performance of some service. The burden that the akuma bear for their powers is, thankfully, not a light one.
● This power allows the akuma to infuse a victim's mind with images of the Yomi World and what occurs within it. It is a brave soul indeed that can withstand such an assault without running screaming into the night.
System: The akuma must make eye contact with his victim, while the player spends a point of Demon Chi and rolls Perception + Occult (difficulty 6). Success means the victim is tormented with visions of the Yomi World. The victim must make a Willpower roll (difficulty 7) and achieve more successes than the akuma did, to avoid the effects of the power. Failure means he will flee in terror from the akuma; weaker victims (mortals with a Stamina of 1 or 2) may die of heart failure.
Sacrifice: Gold (at least one coin's worth).
●● The akuma opens up a temporary window into the Yomi World, releasing a tiny blast of the lacerating winds that howl through the Thousand Hells.
System: The player spends one point of Demon Chi and rolls Intelligence + Occult (difficulty 6). Success releases the Razor Winds to shred the target's flesh and soul. The player rolls Dexterity + Firearms or Archery (difficulty 6) to hit his target. Success indicates that the target suffers the akuma's Stamina + 2 dice of lethal damage; this can be soaked. The Razor Winds will do +1 health level of damage for every additional point of Yin Chi or Demon Chi the akuma spends.
Sacrifice: A point of Yin Chi or Demon Chi (in addition to the points spent to activate the power).
●●● To their more powerful servants the Yama Kings and their greater vassals grant this power: a warping of joss to bring good fortune to those who work the Kings' evil will.
System: The player spends a point of Demon Chi. For the rest of the scene (or longer, at the Storyteller's discretion), all rolls he makes in direct furtherance of his and the Yama Kings' evil purposes are at up to -2 difficulty. Of course, it is up to the Storyteller to determine what tasks are involved in "the will of the Yama King."
Sacrifice: A point of Demon Chi (in addition to the point of Demon Chi spent to activate the power).

Allowing the rage of the P'o to channel itself through her body, the Kuei-jin becomes inhumanly swift — a typhoon of
destruction. Essentially, Black Wind is a focused — or not so focused—frenzy. While in the Black Wind state, the character gains powers similar to prolonged use of Demon Chi, but because the character is in a continuous demonic fury, she gains demonic energy as fast as she uses it. This Discipline is common one among more warlike Kuei-jin, who use it to
become whirling blurs of carnage.
System: This power costs the Kuei-jin one point of Demon' Chi per turn of use. For each dot in the power, the vampire may take an extra action (as with Celerity), arithmetically increase running speed or add one automatic success to a Brawl or Melee damage Dice Pool. Each turn, the vampire may reassign dots. So, a vampire with Black Wind 4 may choose to take two extra actions, run at double speed, and add one success to all Brawl damage Dice Pools. The next turn, he may choose to take four extra actions and add no dice to damage. Extra actions gained by Black Wind occur after all other characters have taken their actions for the turn.
While using Black Wind, the vampire may not use any other Discipline except Demon Shintai, although he may maintain previously activated powers. Moreover, each turn the power is used, the vampire must roll P'o (difficulty 8); if he fails this roll, he enters fire soul, A frenzied vampire suffers no wound penalties, but may not use firearms or any other missile weapons; he instead prefers to shred foes face to face — of course, such is the intent of most who use Black Wind. The problem lies in the fact that a vampire using this power just as readily attacks allies as enemies.
Black Wind, like all Demon Arts, is a violent Discipline. While accessing Black Wind, a character must use it to perform deeds suitable to the P'o's dominance. Thus, a character coulcl use Black Wind to attack or move with superhuman swiftness, but not to play a guitar at superhuman speed.

The Demon is strong indeed. With its strength, the Demon sometimes imparts resilience. By calling upon their inner
Demons, Kuei-jin who know the arts of the Iron Mountain can withstand hideous amounts of damage. The Demon revels in pain, even its own; by drawing from its strength and rage, Kuei-jin practitioners of this Discipline ignore or resist injury, even from magic, fire and sunlight. Their ability to take damage and keep attacking is truly terrifying, even to other Kuei-jin.
System: The use of Iron Mountain improves a Kuei-jin's ability to withstand damage. The Demon absorbs injury and translates pain into fury. Each dot of Iron Mountain lowers the Kuei-jin's difficulty on soak rolls by one; when the difficulty drops to 2, further levels translate into automatically soaked damage. Thus, a Kuei-jin with Iron Mountain at Level Six lowers difficulty of soak rolls by 6; for a soak roll with a difficulty of 6, the difficulty drops to 2 and the Kuei-jin automatically soaks two levels of damage.
The Iron Mountain Discipline also permits a Kuei-jin to soak aggravated damage, although doing so is difficult at best. Each dot of Iron Mountain allows the Kuei-jin to use one Stamina-based soak die normally against aggravated damage, but without the concomitant decrease in soak difficulty. Therefore, with Iron Mountain Level Six, a Kuei-jin could claim up to six dice of soak against aggravated damage, if he possessed enough Stamina; if the Kuei-jin only had four dots of Stamina, he could soak four dice of aggravated damage (with Stamina) at a -2 difficulty (for the remaining levels of Iron Mountain).

Paths:
While some mages take advantage of Arcane to walk unnoticed through society, psychics can make use of this Phenomenon. A sort of mass hypnosis, it projects "don't notice me" into the minds of everyone nearby. It isn't true invisibility: the psychic still shows up on cameras
and electronic surveillance equipment in general, animals are unaffected because their minds are so different, etc. Even some people might shrug it off because they can tell something is wrong indirectly. Those looking for something amiss can roll Perception + Stealth against the psychic's roll, and if they have more successes, they can see the psychic with no difficulty.
The number of successes on the roll determines how thoroughly hidden the character is: one success makes the characters still noticeable but people will tend to avert their eyes, whereas with three or more successes almost no one will noticed them. Mind Shields, of any sort, do protect against this. The levels of this power dictate how the psychic can behave and still remain hidden, and at the higher levels, they can interact with select others and even disappear from memories.
Cost: One Willpower.
Roll: Wits + Stealth
Duration: As long as the psychic actively maintains the effect (this counts as an action).
Cost of Failure: On a botch, the psychic instead sends out a "look at me!" signal to everyone in the vicinity.
Effects
• Hide: The character must remain completely still to remain unnoticed. If they move, speak or do anything else, the effect ends.
•• Slow Movement: Now the psychic can move while maintaining their invisibility. However, they can only move slowly, and cannot do anything that would draw attention to them while maintaining the effect.
••• Invisibility: Now the psychic can walk and behave normally, so long as they are not attempting to disappear while being directly observed.
•••• Selective Invisibility: At this level of control, the psychic can be invisible to some people but not to others. This requires a Wits + Empathy roll (difficulty 7) and each success allows another person to see them while everyone else is fooled by the Psychic Invisibility.
••••• Forget You Ever Saw Me: At the peak of power, the invisible psychic is able to make a group of people forget seeing them. The group's highest Perception + Alertness pool is rolled (at difficulty 7) against the psychic's roll. If the psychic gets a single success more than the observers, they simply vanish from view. If they get at least three successes more, they not only vanish but the observers forget the psychic was there, losing memories one turn back for every two successes.

Rituals
[Psychic Invisibility] •••• Anchor Veil: Allows the Sorcerer to anchor an effect of similar strength to her Invisibility power to an area that hides a specific class of object: Innanimate object (1 Success); Non-Sentient living things (2 Successes); Sentient Beings (3 Successes); Sophonts (4 Successes). The size of the veil is 50 ft +50 ft/extra success
Psychics, spies and magicians have all desired the ability to see things that are far away from them as they happen. This power allows psychics to cast their senses out and observe places far away from them. Though sight is the easiest, as they advance in this power, they can use their other senses as well, though even their sense of touch will let them feel sensations without affecting the place they are observing. Despite sensing whatever is happening at the place being viewed, the psychic is not actually present in any sense. For that, Astral Projection is necessary.
Once they pick a location to view, they can move their vision around the area. However, they cannot leave the area with their senses, and to even go to the next room, or the forest around the clearing they are viewing, they must make another Clairvoyance roll.
Cost: One Willpower
Roll: Perception + Awareness
Modifiers: -2 to +2 difficulty modifier based on how familiar the psychic is with the location.
Duration: Concentration
Cost of Failure: On a botch, the psychic has sent their senses away but gains nothing from it, they are rendered blind (and otherwise insensate depending on the level) for one turn per success.

Effects
• The character can see things, though the images are hazy and dreamlike. The character can extend his senses into just the immediate area, approximately a mile from his body.
•• The character can see clearly through remote sight and can faintly hear. The range of perception is now anywhere in the immediate five to 10 miles, depending on the number
of successes (1 success = 5 miles, 2 successes = 6 miles, etc.).
••• The character can see and hear clearly at a distance. He can also "touch" things at the remote site, though his sense of touch is vague, as if he were wearing heavy gloves. (He cannot move things, naturally.) The character's range expands to 10 miles per success rolled.
This power allows a psychic to travel from one place to another without visiting the intervening space. They simply disappear from one place an then reappear in another. How this works is mysterious, but most of the psychics who do it don't particularly care, they only care that they can get where they're going very, very quickly. When the psychic teleports, they can carry a reason- able load of personal possessions with them. No psychic has ever been recorded successfully transporting more than about 100 pounds of materials, however. Whenever this is attempted, a feedback loop of some sort occurs causing the psychic to take 6 levels of bashing damage.
Cost: One Willpower point
Roll: Perception + Alertness
Time: Instantaneous
Cost of Failure: One a botch, the psychic ends up inside a solid object, taking 8 dice of Aggravated damage and the same to the object teleported into. Alternatively, the psychic ends up somewhere wildly different than their intended location, often leaving behind valuable equipment and even their clothing.

Effects
• Short Hop: The teleporter can appear 12 + Intelligence meters from where they started. Through some means, they must be able to perceive their destination.
•• Simple Jump: Exactly like Short Hop, but with range 20 + (3 x Intelligence) meters.
••• Long Jump: Similar to Simple Jump, though the distance is now 40 + (6 x Intelligence) meters and it can be doubled by spending a full turn in concentration to prepare.
Some sorcerers have a natural ability to work with mana (represented by the Technê background), but others study it and train to use it. This Path focuses on more complex uses of mana, and some powers that will allow
its use even without Technê. Through the powers of this Path, a sorcerer learns to detect and manipulate the flow of mana in a variety of ways.
This Path rarely goes by the name "Mana Manipulation." It is usually processed more fully through the lens of their Practice. Often it goes by names like Geomancy, Feng Shui, Channeling Ley Lines, etc. The Path, more than any other, is shaped by the views of the sorcerer and the tools that they use to perform it.
Cost: 1 Willpower
Roll: Manipulation + Ability
Modifiers: -1 difficulty near a Node
Time: One turn per level
Duration: Varies
Cost of Failure: While on failure, nothing happens, a botch results in burns, a number of levels of bashing damage (unsoakable) equal to the rank of the spell.

Effects
• The sorcerer can detect concentrations of Mana. With a brief meditation or invocation, they can find anything and anywhere that it (or similar substances) have gathered. This includes Mana, but also Quintessence, Vitae, Essence, Nodes, etc. If they score at least three
successes, then they also get hints of the resonance.
•• Now the sorcerer can see magical energy directly. They can determine if someone is using magic (broadly construed) near them, and even determine how potent a concentration of magical energy is. Furthermore, they can detect disrupted magic, including blocked chi, curses, and other negative effects.
••• While before they could detect when something is disrupted, now the sorcerer can alter and obstruct mana flows themselves. They can block flows, causing Nodes to go dormant (for one turn per success), they can push it around, causing it to flow in a different direction or along a different path, and they can even store a single point of Mana in an object, albeit briefly.

Rituals
Infusion (••)
The sorcerer takes an otherwise normal potion or other consumable object and places some of his own Mana into it for later use. The successes scored determine how much Mana can go into the item. Energy usually "leaks" during this process; every two points of Mana spent by the sorcerer channel one point into the storage receptacle.

Shape Mana (•••)
Whether by special mirrors, diagrams, carvings or the like, the sorcerer turns the flow of Mana in an area so that it changes direction and intent. The sorcerer could cause "bad" energies to become wholesome, alter a spell effect or turn a ley line so that it runs through his residence.
The level of success guides the feat: With one success, the sorcerer could dissipate some unlucky energies so that a place does not attract evil spirits or ill fortune with three successes, the sorcerer can channel joss so that a location has good fortune (lowering by one the difficulty of all commerce or practices of the area — a store would facilitate business, a hospital would encourage healing, and so on) with five successes, the sorcerer can reshape a magic effect already in the area to the limits of his own knowledge (turning, say, a ward so that it wards against a different creature type) or even cause a Node or other source of power to channel its energy to a location of his choosing.
Mana reshaped in this form typically lasts until some force "snaps" it back to normal, though some places may require specific maintenance (yearly for simple effects like good luck, perhaps daily rituals for bending ley lines).
Many psychic Phenomena and sorcerous Paths allow the invasion of other minds. Telepaths can read your thoughts, Psychic Vampires can feed on you, Alchemy can brew truth serums and Oneiromancy can invade dreams. And of course, there are far, far worse things in the world than psychics and sorcerers. Vampires have Dominate, mages have the full and unbridled power of the Mind sphere, and that's before worrying about what wraiths and changelings can do to an unguarded mind. So some psychics either naturally have or train themselves to have mental defenses. Their minds are arranged in some way that makes them harder to attack. Depending on the psychic, though, this can take the form of being disciplined to the point of being able to force the invader out, thoughts that are too chaotic to make sense of, or even just a projection of a blank state where nothing, useful or useless, can be read. This only affects mental attacks. A Mind Shield is useless against Pyrokinesis for instance: no hope that an exceptionally ordered mind can just ignore a fireball! So any psychic power that stays outside of the mind works as normal. For those occasions when the psychic wants to allow access, they can lower their shields, but this leaves them vulnerable to others and to betrayal. At level three, however, the psychic can tell when an intrusion is friendly or hostile, and can selectively allow the friendlies in while maintaining their defenses.
When the psychic with a Mind Shield is mentally attacked, they make their roll and successes are subtracted from the successes on the attack's roll, which fails if the difference is less than the number of successes required by the action. If the defender would normally get some kind of defense, such as a Willpower roll, the Mind Shield dice are added to that defense.
Roll: Against arbitrary mental attacks, the psychic rolls their Mind Shields rating at difficulty 6. Against
other psychics, they roll twice as many dice.
Time: Instantaneous
Duration: Instantaneous
Associated Spheres: Mind
Fortuna, both Buona and Mala, flows from the hands of the sorcerer who studies this path. By his will, probabilities alter, events realign themselves, and his target's future is changed. The superstitious ascribed this power to all witches (untrue), and call it the Evil Eye, scientists speak of altering probabilities and chaos math, and priests calls it the Hand of God, but in every case, in the end, the effects are only partly in the hands of the sorcerer. Some mages look on this as being a set of interrelated effects linked closely with a rudimentary understanding of the Entropy Sphere. Sorcerers gifted in the Path just smile, nod and continue on their lucky way.

Supernatural beings can be cursed but get to resist the effect, if they are aware of it, with a Willpower check (difficulty = 4 + the magician's Path rating). Most curses will need only a single success, but very powerful or long-lasting curses can require more in order to be removed completely. Short curses normally won't be discovered unless they are announced ahead of time; a skilled user of Entropy or Prime might detect a curse looming over someone, or someone with Auspex might see it in their aura, however. A character's Arcane rating subtracts from the total successes scored on a one for one ratio (and could well cause the curse to fail utterly).

System:
Roll Manipulation + Intimidation
Cost One Willpower
Duration:
• One shot. The effect waits for an opportune moment, wreaks its vengeance (or benefits) and then dissipates.
Targets:
• One specific, named, target
Severity:
• A brief inconvenience, or a minor weal; dropping something, saying something utterly stupid (or perfectly brilliant), smashing your shin into the table, catching a bus at just the right moment.
Associated Spheres: Entropy
Counterspells are the simpler form of countermagic. Here, the sorcerer just attempts to blunt the incoming effect, sapping its strength and possibly even causing it to fail. A Wits + Occult roll at difficulty 8 cancels successes one-for-one. If the sorcerer scores enough
successes that their opponents effect fails, all costs paid for it are still paid. The sorcerer can spend a Willpower point to aid countermagic, but they must achieve one natural success for it to work at all: simple force of will cannot work unless channeled through a ritual.

Acquired Counterspells:
  • Fae: Those beings which can freely pass from the shallowest layer of the spirit world into reality, the fae be they Summer Winter or Wyld are bound by ancient law to answer when they are called to speak no ontruths and to their nature be bound. Thus to break the power of the fey, when it can be done at all is more akin to persuading it that is had been woven ill then simply to cut though the web
  • Human: This covers mortal magic, that is magic that is drawn and shaped by mortal intent, be it the internal powers of the psychic or the channeling of a sorcerer or wizard
  • Spirit: This covers beings wholly of the Spirit world, which may not enter and influence reality save by taking some aspect of it, from elementals to ghosts to demons even onto the Fallen themselves, though rare is the mortal sorcerer who dares contest their will with his own
  • Vampires: ????

Backgrounds:
Sorcerers are unable to shape the raw essence of creation like mages can. They need a slightly more refined energy to aid in their work. This energy, called chi, ki, essence, mana, orgone, prana, ionized electrolytes or any number of other things, can be harnessed to aid the techniques that sorcerers use. The ability to use it is referred to as technê, or practice/the craft. Sorcerers find this energy, most commonly called mana (despite most sorcerers not being Polynesian) difficult to obtain. Those who are particularly skilled can draw it from Nodes with resonance matching theirs, though the
Path of Mana Manipulation gives more options. They can roll Perception + Meditation at difficulty 7, each success restores a point of mana, but each point of mana drawn will drain two points of quintessence from the Node. Mana can be spent to decrease the difficulty of sorcery
rolls, by up to -3, on a one-for-one basis.
••••• May store a pool of/expend five Mana

Merits and Flaws
Your mind is mystically empowered. So much so, that instead of being restricted to use mana only on sorcery, you can use it to reduce the difficulty of any mental task. This has the same restrictions as spending mana to aid sorcery. The specific form this takes depends on the task, perhaps making the sorcerer more insightful, perceptive, or quicker to solve puzzles.
Mostly used by sorcerers with the Martial Arts Practice, this merit indicates a deep understanding of the flow of magical and life energy. A sorcerer with this merit has prowess beyond what mere skill can accomplish, and instead has learned to use their Mana to enhance themselves physically. A sorcerer with this merit can spend Mana to decrease the difficulty on physical actions in addition to sorcerous ones.
Your physical senses are unusually sharp, capturing nuances that few people ever notice. In game terms, your character reduces the difficulty of her Perception-based rolls by -2. At the 3-point level, all five physical senses are equally sharp.
You move with uncanny agility and efficiency. Coordination and balance come naturally to you. Even when you fail to achieve some feat, you avoid embarassing yourself. In game terms, your Difficulty for Dexterity-based actions is one less, while botches, even serious ones, fail to affect the finesse of your movements. You may die trying, buy you will never, ever appear ungainly.
Whether pointing a gun, arrow, or dart, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one.
All changelings have some vision of their path, but you've a special commitment to it. You don't concern yourself with petty matters, because your higher purpose is everything. Though you sometimes behave in ways contrary to the needs of survival, your purpose grants you great personal strength. The difficulty of any roll that has something to do with this higher purpose is reduced by two. Decide what your higher purpose is, and make sure you discuss it with the Storyteller.
The Muses work their will through you, or so it appears. Whenever you employ your artistic talent (as in, the Talent: Art in Mage 20, p. 275), reduce the difficulty of those rolls by -2. As with other Merits of this kind, this Merit does not reduce the difficulty
of magick-casting rolls, but may reduce the difficulty of Attribute + Ability rolls that are involved with magickal acts. (For more details, see
Abilities Enhancing Magick, Mage 20, pp. 533.)
Even by mage standards, you're especially good at tuning out distractions. When you're attempting some sort of feat that demands focus (as most do), this Merit eliminates modifiers that would be caused by distracting circumstances – gunfire, thunderstorms, rampaging critters from beyond the stars, and so forth. Truly distracting situations (trying to hack a computer system during a tornado, for instance) might demand a successful Willpower roll in order to wipe out the potential penalty; the difficulty would depend upon the circumstances. For the most part, though, you get in and get stuff done, whatever else might be going on around you
They've hurt you, and now they'll pay! Someone has committed a crime you cannot and will not forgive, and whenever you get the chance, you'll shower them with red-hot vengeance. This grudge has become your highest priority in life – everything else is merely a distraction. You may put this quest for revenge aside temporarily if you spend a Willpower point in order to do so. Until the guilty parties have been punished, though, vengeance drives you to become that most dangerous of creatures: a mage on a mission that ends only with blood.
Mages still need money in order to function in the human realm. And in your case, you're kinda fucked financially. Student loans, credit-card debts, child-support payments, gambling losses, legal judgments, medical bills, car and /or mortgage payments… the ways in which a modern mage can get in over her head financially are as numerous as the parties who prosper from such debts.
And then there's the possibility of financial manipulation from Awakened sources – mages or Night-Folk who, intentionally or otherwise, are keeping you broke in order to assert their hold over you (see Technocracy: Syndicate, p. 28). Maybe you just suck at the whole paying-your-bills thing. For whatever reason, your income keeps going back out. You might indeed have the Background: Resources, but the money just doesn't stay in your bank account for long.
As a Flaw, these Debts represent a minimum amount of money you owe your creditors. The more you owe, the more this Flaw is worth:
• (3 points) Significant debt (over $50,000). From the three-point level onward, your creditors will expend a fair amount (perhaps a great deal) of effort to collect those funds from you. Certain creditors, like loan sharks, will start far lower than that. Tactics could range from roundthe- clock phone calls and red-envelope letters to lawsuits, repossessions, threats, eviction, and physical violence. For folks with small and /or irregular incomes, the pressure from debt and debt-collection harassment can cause intense emotional and psychological distress… which, in turn, affects one's ability to make money… which deepens the debt… which deepens the stress… in a desperate cycle that can lead to desperate acts
You prefer – maybe even need – to eat weird shit… quite possibly in a literal sense of that expression. Perhaps you've sworn a vow, suffered a curse, been treated (or created) with unhallowed rituals or arcane hyperscience, or initiated into an occult fellowship with… interesting admission demands. In any case, you must consume substances that may be degrading, unpleasant, expensive, or downright illegal.
The more inconvenient the substance, the more this Flawis worth:
• (2 points) Easy to procure, though not as easy to devour
(paper, fresh eggs, poop, etc.).

Inventory:
Demon Jade Talisman ●
 
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Peoples Attributes have been allocated same with their Ability dots and Molly's charms @DragonParadox If you see anything wrong please let me know but this should at least help get all of our circle's sheets up to date.

Thank you, I've been really struggling for time and that always seemed to get pushed to the back of the cue when it came to this thread.

Vote closed
Adhoc vote count started by DragonParadox on Jan 5, 2025 at 2:57 AM, finished with 62 posts and 6 votes.

  • [X] You will handle the back-ups, they are the ones likely to have vampiric guards, Tiffany can run rings around the half-bloods present there
 
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Arc 15 Post 36: Lights, Camera, Almost Action New
Lights, Camera, Almost Action

9th of March 2007 A.D.

"Good luck," you wish your friends as Tiffany and Olivia stride confidently towards the hospital, the irony not lost upon the former that she is taking advantage of holy ground to work her wiles. In the meantime you have tougher nuts to crack, breaking into secured government facilities with vampires on the prowl in order to convince people if they are in the market for another bargain.

An hour later you materialize on a high perch above what had once been known as the Valley of Saint Bartholomew, now most commonly called Medellín strewn with the lights of industry and commerce kindled by the very waters that brought you here. Home for everything from gold to coffee to steel, textiles and confections and more recently pharmaceuticals and refined oils, the city seems to be in the midst of reinventing itself from the economic doldrums of the 80s into the beating heart of the Colombian economy, though here as elsewhere not everyone is raised up by the rushing tide of progress. And so as in most places where people are shown prosperity behind a high wall beyond their reach, they try to jump the wall.


Urban militias that are half cartel impose their own rules upon the city streets, taking protection money with one hand and selling bliss in tinny plastic bags in the other. Little wonder the Red Court likes it here, a garden for cultivating ambition and despair in equal measure. How many of the armed men that walk the street answer to vampiric overlords even IRIS' analyses could no tell, but looking now upon their faces in the harsh glare of streetlights you begin to suspect many of them wouldn't care if they knew. The Red court doesn't merely thrive on blood, but on the subtle seductive lie that the best way for men to live is to prey on one another.

You smile as you pass them, showing neither fear nor hostility and just for a moment it startles genuine smiles out of one or two, humanity shinning though the facade quickly making your way to the first of the locations, a senator's office perched on the eight floor of a high rise windows still open onto the night below. One wonders if that was a demand from his minders or if in some unconscious way he's looking to let a breath of fresh air in. Either way it presents an entrance free from the wards the Red Court must have set on the door and elevator to see off agents of the White Council after several of their mortal proxies had been kidnapped early in the war. By now the Wardens had more than proven that while the Laws of Magic forbid them from taking a human life they do not say anything about taking the whole human.

There's little doubt in your mind that you could make it up there warding off the sight of anyone who might turn your way, but the problem is not all observers have attention to be distracted. This is the middle of a city. One camera pointed in the wrong direction could catch your Superman act in full. Normally that wouldn't be that large a problem, but the local enforcers of the secret world are also the very monsters you had come here to undermine.

How do you gain access to your targets?

[] Use flight to bypass the wards (Small risk of later exposure)

[] Walk in under ATP (Medium risk of a fight with vampires which might endanger the people you are trying to reach)

[] Write in


OOC: I was going to roll though more of this, but then I realized ATP would come with the risk of someone catching flying Molly on camera and and that's not something she would miss in character so this should be a vote. To be clear this isn't just about this one senator, it's what kind of risks do you want to take in the whole operation. A fight wouldn't be a danger to you, but it would be one to the squishy humans if the vampires have some kind of 'kill to prevent capture of assets' contingency.
 
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[X] Plan Mosquito
-[X] Apply ATP
-[X] Use BMI to transform into a small city-appropriate flying insect, like a mosquito, or a butterfly or something like that
--[X] Do this out of sight, and after ATP has been applied
-[X] Use flight to bypass the wards entirely
 
[X] Plan Quetzalcoatl
-[X] Combine ATP and BMI to hide your presence, then use flight to bypass the wards
-[X] Stunt: With a thought, you twist the perceptions of the world and all its creatures, your already disguised features shift dramatically as you appear to shrink so rapidly a witness might even think you had imploded for an instant, but then the process is complete and you are revealed in all of your glory.
--[X] Your illusory form is quite striking, with pale green scales that have an opalescent sheen and a pair of feathered wings that carry a riot of bright colors in their plumage. To anyone who gazes upon you now without the gift of a Wizard's Sight, assuming they could overcome your enforced anonymity, they would see one of the fabled Feathered Serpents, a creature out of myth. That your illusory form is perhaps no longer than your forearm and its wingspan twice that at most just makes it that much cuter.
 
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